Tables: A-Z Index
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Picture | Title | Description | Table page | |
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The Bourne Identity: Treadstone Edition |
Jason Bourne: Who am I? Conklin: You're U.S. Government property. You're a malfunctioning $30 million weapon. |
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Saving Wallden |
Here, yee! Here, yee! Do you have what it takes to save Wallden? Saving Wallden is an original Visual Pinball X game. Your goal is to save the town of Wallden and the King and Queen from hostile takeover. The table features a simple layout but a deep rule set. And be careful because your choices matter! |
home | View |
Newest 10 Entries
Picture | ![]() |
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Title | Saving Wallden |
Description | Here, yee! Here, yee! Do you have what it takes to save Wallden? Saving Wallden is an original Visual Pinball X game. Your goal is to save the town of Wallden and the King and Queen from hostile takeover. The table features a simple layout but a deep rule set. And be careful because your choices matter! |
Table page | home |
Picture | ![]() |
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Title | The Bourne Identity: Treadstone Edition |
Description | Jason Bourne: Who am I? Conklin: You're U.S. Government property. You're a malfunctioning $30 million weapon. |
Name | Perception |
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Objective | Find the odd one out and shoot it |
Description | All the shots are flashing, but one of the shots is very slightly different from the rest. Shoot the shot which stands out for 2,000,000 points (this also randomizes everything). |
Name | Thinking Cap |
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Objective | Use your brain to correctly answer questions with the shots you make |
Description | Three random shots are lit: red, yellow, and green. Two random numbers are on the DMD with a question mark in the middle. If the first number is less than the second one, shoot the red shot. If the two numbers are equal, shoot the yellow shot. If the first number is greater than the second number, shoot the green shot. Every correct answer awards 3,000,000 points. The shots and the numbers are randomized after every right or wrong answer. |
Name | Reflex |
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Objective | Don't run a red light! |
Description | All shots are flashing either red, amber, or green. When green, every shot made scores 500,000 points. When amber, every shot made scores 250,000 points. When red, every shot made adds 3 seconds to the duration of time the lights stay red (not only do you score nothing, but you increase the period of time in which you will be scoring nothing). Lights will randomly (and together) change between red and green; amber is used as a 2-second warning transition from green to red. |
Name | Wind And Punch |
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Objective | Light the bumpers and then smash them |
Description | Three random shots are flashing; one red, one green, one blue. Shoot a shot to flash its corresponding colored bumper for 10 seconds (or add 10 seconds to its current time). Flashing bumpers score 300,000 points per hit. Both orbits divert balls to the bumpers during this mode. |
Name | Two-handed Boomerang |
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Objective | Try throwing and catching two boomerangs at the same time |
Description | Ramps and orbits are flashing white. When any white shot is made, this throws a boomerang from one hand, turning the shot red and its opposing shot (on the opposite side of the table) green. Shoot a green shot to catch the boomerang for 2,500,000 points (the two shots reset back to white). Don't shoot the red shot though or you miss the boomerang; both those shots reset back to white with no points. Ramps and orbits operate independently of each other, hence the two-handed boomerang. |
Name | Stealth |
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Objective | Shhh, be very quiet and don't do anything! |
Description | All the lights go out except the inlane GI which flashes blue (the interval gives an indication of the time left until you collect the value). Live flips only; you cannot hold your flippers up during this mode (that would be cheating ;) ). Value starts at 10,000,000 points (indicated on the DMD). The value decreases whenever you do anything on the table:
After 15 seconds*, you will score the value (if there are any points left on it), and the value resets to 10,000,000 points. *Actually it's 14.9 seconds; this had to be done to avoid a timer discrepancy which could result in you getting robbed points / a collection when the mode time runs out. |
Name | Sneak Attack |
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Objective | Time your shots perfectly for the most points |
Description | All shots start off by flashing white. All shots will alternate color between white, green, yellow, and red respectively. Additionally and respectively, the amount of time the lights spend on that color decreases as indicated below. Score this many points depending on the color of the shots when you completed the shot (amount of time the shots spend on that color in parenthesis):
There is NO grace period in this mode when balls enter shots, so time your shots wisely. |
Name | Sharp Eye |
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Objective | Keep a sharp look-out on the table for the shot you need to make |
Description | All shots are flashing white, but one random shot will briefly flash orange for a split-second, exposing the monster. Shoot the shot which flashed orange to attack the monster for 3,000,000 points. If you do not shoot the shot which flashed orange within 10 seconds, the monster moves... a different shot will flash orange, and you will need to instead shoot that one. Grace period: If your ball enters the shot which flashed orange, 2 seconds are added to the 10-second timer. |
Top 10 Entries
Picture | ![]() |
---|---|
Title | Saving Wallden |
Description | Here, yee! Here, yee! Do you have what it takes to save Wallden? Saving Wallden is an original Visual Pinball X game. Your goal is to save the town of Wallden and the King and Queen from hostile takeover. The table features a simple layout but a deep rule set. And be careful because your choices matter! |
Table page | home |
Picture | ![]() |
---|---|
Title | The Bourne Identity: Treadstone Edition |
Description | Jason Bourne: Who am I? Conklin: You're U.S. Government property. You're a malfunctioning $30 million weapon. |
Name | Perception |
---|---|
Objective | Find the odd one out and shoot it |
Description | All the shots are flashing, but one of the shots is very slightly different from the rest. Shoot the shot which stands out for 2,000,000 points (this also randomizes everything). |
Name | Thinking Cap |
---|---|
Objective | Use your brain to correctly answer questions with the shots you make |
Description | Three random shots are lit: red, yellow, and green. Two random numbers are on the DMD with a question mark in the middle. If the first number is less than the second one, shoot the red shot. If the two numbers are equal, shoot the yellow shot. If the first number is greater than the second number, shoot the green shot. Every correct answer awards 3,000,000 points. The shots and the numbers are randomized after every right or wrong answer. |
Name | Reflex |
---|---|
Objective | Don't run a red light! |
Description | All shots are flashing either red, amber, or green. When green, every shot made scores 500,000 points. When amber, every shot made scores 250,000 points. When red, every shot made adds 3 seconds to the duration of time the lights stay red (not only do you score nothing, but you increase the period of time in which you will be scoring nothing). Lights will randomly (and together) change between red and green; amber is used as a 2-second warning transition from green to red. |
Name | Wind And Punch |
---|---|
Objective | Light the bumpers and then smash them |
Description | Three random shots are flashing; one red, one green, one blue. Shoot a shot to flash its corresponding colored bumper for 10 seconds (or add 10 seconds to its current time). Flashing bumpers score 300,000 points per hit. Both orbits divert balls to the bumpers during this mode. |
Name | Two-handed Boomerang |
---|---|
Objective | Try throwing and catching two boomerangs at the same time |
Description | Ramps and orbits are flashing white. When any white shot is made, this throws a boomerang from one hand, turning the shot red and its opposing shot (on the opposite side of the table) green. Shoot a green shot to catch the boomerang for 2,500,000 points (the two shots reset back to white). Don't shoot the red shot though or you miss the boomerang; both those shots reset back to white with no points. Ramps and orbits operate independently of each other, hence the two-handed boomerang. |
Name | Stealth |
---|---|
Objective | Shhh, be very quiet and don't do anything! |
Description | All the lights go out except the inlane GI which flashes blue (the interval gives an indication of the time left until you collect the value). Live flips only; you cannot hold your flippers up during this mode (that would be cheating ;) ). Value starts at 10,000,000 points (indicated on the DMD). The value decreases whenever you do anything on the table:
After 15 seconds*, you will score the value (if there are any points left on it), and the value resets to 10,000,000 points. *Actually it's 14.9 seconds; this had to be done to avoid a timer discrepancy which could result in you getting robbed points / a collection when the mode time runs out. |
Name | Sneak Attack |
---|---|
Objective | Time your shots perfectly for the most points |
Description | All shots start off by flashing white. All shots will alternate color between white, green, yellow, and red respectively. Additionally and respectively, the amount of time the lights spend on that color decreases as indicated below. Score this many points depending on the color of the shots when you completed the shot (amount of time the shots spend on that color in parenthesis):
There is NO grace period in this mode when balls enter shots, so time your shots wisely. |
Name | Sharp Eye |
---|---|
Objective | Keep a sharp look-out on the table for the shot you need to make |
Description | All shots are flashing white, but one random shot will briefly flash orange for a split-second, exposing the monster. Shoot the shot which flashed orange to attack the monster for 3,000,000 points. If you do not shoot the shot which flashed orange within 10 seconds, the monster moves... a different shot will flash orange, and you will need to instead shoot that one. Grace period: If your ball enters the shot which flashed orange, 2 seconds are added to the 10-second timer. |