Okay, so here's another crazy concept:
The ball has to go into the saucer to qualify a mode. Hitting the right target starts a mode. Hitting pop bumpers cycles between which mode is ready.
Ace card
First mode: Drop target frenzy (timed mode)
Right target raises all the drop targets
You have a set amount of time (15 seconds?) to hit as many DT's as you can. When you hit one down, it then comes back up.
After the time has expired all drop targets go down, end of mode
Club card
Second mode: Jackpot builder (risk vs reward mode)
Top left stand up targets (2's cards) are hit to build jackpot. This can be done as many times as you want
To collect jackpot hit the center target, end of mode
Diamond card
Third mode: Count up (skill mode)
Drop target are sequenced like in the original code (10's, then Jacks, then Queens, then Kings, then aces)
[saucer and inlane switches would drop a DT, like original code]
Once all cards have been cleared, right target lights for extra ball/special/points, end of mode
Spade card
Fourth mode: Kings of right target
Right outlane gate opens at start of mode
First hit to right target awards 20k, then each hit after would be 1000pts
Going over any of the in-lane or out-lane switches light the right target for 40k
Once 40k collected, each hit after would be 2000pts
Continue this trend until the 80k is completed, end of mode
Wizard mode
All four modes must be played
Right target starts the wizard mode
All lights associated with switches in the game must be hit (all top roll over nubs, saucer, 2's targets, all drop target, all switches behind drop targets, center target)
Once all are lit, the right target must be hit 6 times (once for each light leading to the target). Some ridiculous amount of points are awarded that make the score roll over.
end game.