I uploaded an annotated version of the video to make things more clear. I will add some explanations here as well.
This is a very early working version of what I am calling Beyond Future Spa. My working method is to replicate the original game in the Arduino code, then branch off from there. I like to keep the original game feel because that is why I always liked the game.
Features:
All original rules are there. Collect the FUTURESPA lamps to build your bonus.
There are 3 goals built in so far. Collect a goal and it increments the singles digit in your score.
Goal 1 - collect the 36K bonus
Goal 2 - Pop bumper mode - You must hit the bumpers a total number of times, flashing countdown is shown in the credit display. Total to reach is settable in the coin door.
Goal 3 - Spinner mode - You reach a total cumulative spinner flip total, flashing countdown is shown in the ball-in-play display. Total settable in coin door.
Spinner mode is designed to force you to use both spinners. I have factored in how much harder it is to hit the right spinner. Whatever total you have set is divided into chunks. Everyone goes for the left spinner. After ~40% of the total is accumulated, the left spinner will go 'dead', the lamp goes dark, the spinner sound reverts to a simple tone and it must be re-lit by hitting the right spinner which is now blinking.
Hitting the right spinner for about 5% of the total relights the left spinner. The right spinner will go 'dead' after ~20% of the total.
No matter what you will have to relight a spinner twice to reach the total. The game tracks each spinner separately, you either reset its internal counter by relighting it with the other spinner or by losing your ball. The total spinner countdown is kept between balls though.
Lit spinner scoring increases each time to reach the spinner total, 1000 becomes 2000, etc. You hear a sound effect each time you reach a goal.
Spinner speed, if you hit a lit spinner faster than 10 flips per second (a little slower for the right one), you will hear a special sound and you will get 2000 pts per spin only while the speed is high enough. Otherwise it reverts to the usual sound effect.
Combo shots - only the one so far (more to come)
Kicker-Saucer combo, at any time land in the left kicker, starts a timed countdown. Time in seconds is shown in two displays, the countdown pot is adjacent to the player's score window. Land in the saucer to collect the amount shown.
Displays - Lacking an alphanumeric displays like newer machines I tried to make more use of the displays we do have. The singles digit of the player score shows your total goals achieved. The game will eventually use number of goals achieved as a trigger for other game modes (yet to come). When a new ball is fed to the plunger, if you have achieved any goals, they will be displayed in the other play displays (the video at 4:58) you see '111'. Each digit corresponds to a specific goal. I will eventually make up new apron score cards that have a little diagram showing which is which.
Annotated video