it depends a lot on the speed of the ball and the number of collisions.. Right now the ball can travel at 28 pixels/frame plus a collision/frame without exceding cpu power..
If the ball moves slow, and hits nothing, it doesnt use that much cpu power at all.. maybe 32 rasterlines. When moving fast, it eats almost all the available rastertime. Also, keep in mind the ball can collide multiple times per frame, the max I have seen while play-testing is 3 collisions/frame.
Scrolling doesnt take much time at all, it basically comes for free. (I only have to update the $d800 colors, so scrolling 8 pixels requires me to copy 40 bytes of colors)
Mask checking for the ball takes about 20 rasterlines (iirc, maybe a tad more).. that calculates 3 new sprites each frame (for the 3 hires colors)...
then memory use..
the masking-data is not that big at all, i think it's around $800 bytes for 2 layers in the nightmare table.
collision data eats a lot more, almost $3800 bytes or so for the 2 nightmare layers, part of which (around $600) I managed to stuff into the graphics themselves.
background gfx also eat a lot of memory, roughly $5f00 bytes!
then there's flipper animations, which take $700 bytes right now.. (this gives 7 animation frames for both the left and right flipper. I want to increase this to 13 frames later, so memory use will increase to $d00 bytes)
and collision data for the flippers, also a couple of pages...
then there's a gravity map (gravity can point to different directions on the table, depending on the local inclination), about $100 bytes..
music ($d00 bytes right now, will probably grow $800 bytes when finished)
etc etc..
all in all the memory is pretty filled up. My best guess when all is finished, is that the game will use ALL of the c64's 64K's of memory (right now I'm using about $e800 bytes)