This is from an old (2013) Pinball News interview with Gerry in which he talked a bit about CCR (could be totally different now of course):
"CCR wanders a bit farther from the pinball-norm. It's a racing game; the objective is to win races. It doesn't make much sense to present a racing game as a traditional 3 or 5-ball game. Instead, there is no concept of ball number. When you launch the first ball, the race begins. If you lose 1, 2, 5, 10, etc. balls, you get penalized by having your cart slow down, stop, or crash, but the game doesn't simply end. Your game ends when the race is over and you didn't do well enough to proceed to the next race. How does this affect multi-player gaming? Multi-player games on a single machine are similar to racing heats. You play a race. Then other players play a race. Winners move on to the next 'heat'. Multi-player gaming on multiple machines (network connected) is simultaneous. That's how you can race directly against other human players. There are other differences though from other racing-themed pinball machines. It is cart-style racing after all... so expect power-ups and fun ways of improving your performance or slowing down your opponents."
"The CCR playfield was designed with a racetrack in mind. There are inner loops, outer loops, and ramps that all return the ball to the flipper (via the playfield, not via raised wireforms). It's intended to be fast-paced and require ball control skills to get deep into the game. Beginners should be able to enjoy winning a race every now and then, while experts should be able to get through a couple of races before they'll have to be 'in the zone' to keep winning. The use of the playfield LCD in CCR is completely different than in LL-GG. The CCR playfield will present the race. As such, the playfield will be fully dynamic, following your cart around the racetrack. We aren't using too many virtual interactions, but there are some."