A total conversion created during my first year of university.
Physics can be somewhat unstable if the framerate isn't; bumpers/flippers/the plugnger run as custom-written damped-spring physics, which can run at a different tick rate to UDK's physics engine.
The scoreboard is functional and is implemented using a complex Unreal Engine material.
I believe there was also high-score saving using a C DLL, but may be wrong.