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Picture Title Description Table page
Image 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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Image 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!

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Newest 10 Entries

Picture Image
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!

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Picture Image
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:

  • Every 10 points scored will decrease the value by 250 points (except when collecting the value itself)
  • Every time you flip a flipper, 1,000,000 points are subtracted from the value
  • Every time you drain a ball (even with ball shield), 5,000,000 points are subtracted from the value

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):

  • White -  200,000 points (6 seconds)
  • Green - 400,000 points (4.5 seconds)
  • Yellow - 800,000 points (3 seconds)
  • Red - 1,600,000 points (1.5 seconds)

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.

Top 10 Entries

Name Sequential Punches
Objective Throw punches at the bumpers in the order given to score a knockout
Description

At the start of the session, a sequence of three colors are announced.

Hit the pop bumpers in the given sequence; each time you will score a knockout of 3,000,000 points.

Pro tip: This mode operates on a daisy-chain. The DMD will indicate the 3-color sequence you currently have set. Each time you hit a bumper, its color is added on the right-side and pushes the remaining colors left (the left-most falls off). Once your 3-color sequence matches what was announced, you score a knockout.

The DMD will remind you of the sequence you need; the bumpers will also continuously pulse in the sequence. 

Name Quick Fire
Objective It's time to go all-in! Shoot anything and everything as many times as you can as quickly as you can.
Description

All shots are flashing yellow.

The value (indicated by a yellow dollar sign on the DMD) starts at 250,000 points.

Every shot made scores the value and increases it by 250,000 points (all shots remain lit the entire training session).

When the value is above 250,000, it falls by 4% every 0.5 seconds. So shoot those shots quickly to ramp up the value and keep it up!

Name Precision
Objective Don't hit the same shot twice!
Description

All shots are flashing green.

Shooting a green shot turns it red and scores 500,000 points + 250,000 points for every red shot there were prior to shooting it.

Shooting a red shot resets all the shots back to green; tough luck!

If you complete all green shots without hitting a red one, you score a bonus 5,000,000 points (and all the shots turn back to green).

Name Obstacles
Objective Avoid the obstacles, and shoot the flashing shots
Description

A random shot is flashing yellow, but three random post-drop targets are also raised on the playfield.

Hitting a post-drop does nothing but block your ball from making your shots.

Every 2 seconds, one random post-drop lowers and another random one raises.

Every yellow shot completed awards 2,500,000 points (and changes which shot is lit).

Pro tip: The post-drops seem completely random but are actually in a randomized sequence:

  • Once a post-drop had its turn being up, it won't come up again until all the other post-drops had a turn.
  • When a post-drop comes up, it goes back down precisely 3 timer cycles (6 seconds) later. 
Name More Power
Objective Increase your spell power with the spinner, and cast your spell with the flashing shot!
Description

A random shot is flashing yellow to cast the spell, and the spinner is flashing blue to increase the spell's power.

The starting value of the yellow shot is 1,000,000 points.

Every spin of the spinner increases the value of the yellow shot by 10% its current value (maxes out at 10,000,000).

Shooting the yellow shot casts your spell and awards the value (also, the value resets to 1,000,000 and a different shot is flashing yellow).

The current value is displayed on the DMD next to the yellow dollar-sign. 

Name Minesweeper
Objective The playfield is now a minefield; set off those mines!
Description

Three random post-drop target mines on the playfield are raised.

The standup targets are flashing blue.

Hitting a post-drop will explode the mine for 500,000 points; the post-drop also drops.

Every standup target hit will raise another random post-drop target mine.

Name Kung-Fu Combos
Objective Show you have mastered Martial Arts by making specialized combo shots
Description

The ramps and orbits are flashing white.

Shoot any shot to turn them orange for 5 seconds.

Shoot any shot again before 5 seconds is up to score a Kung-Fu Combo for 2,000,000 points; the shots stay orange and it also resets the 5-second timer, so keep shooting!

Shots reset to white when you go 5 seconds without collecting a combo.

Grace period: entering a shot when it is orange will add 2 seconds to the combo timer.

Name Grab Those Weapons!
Objective Every shot has a weapon; can you get them all?
Description

All primary shots are flashing yellow.

Shoot a shot to collect the weapon for 1,000,000 points (and the shot turns off).

Collect all 8 weapons for a bonus 3,000,000 points (and all shots re-light).

Name Flame On!
Objective Get some pitch and then burn the place down!
Description

Four random shots are flashing green, and the other four are flashing orange.

First, you need to collect pitch (green shots).

Then, you can start fires (orange shots) which score 2,000,000 points.

If you start all four fires, you score a bonus 4,000,000 points and all shots turn back on.

Remember: You can collect more green shots than orange, but you cannot collect more orange shots than green. 

Name Distract and Attack
Objective Distract the monster with the spinner, and then attack with a flashing shot
Description

One random shot is flashing orange for 15 seconds, and the spinner is flashing blue.

Distract the monster by shooting the spinner; every 5 spins will add an orange shot for 15 seconds (if all shots are already lit, then 15 seconds is added to one of them).

Every orange shot attacks the monster for 1,500,000 points (the shot remains lit until its time expires, so keep attacking!)

Remember: shots flash faster when their time runs out.