Extreme Challenge

Extreme Challenge is a colour matching game: find the lamp that exactly matches the target among near identical colours and press it before time runs out.

Extreme Challenge tests colour discrimination under time pressure. A field of lamps glows in deliberately similar colours; players find the one that matches the target exactly, press it, and move on to the next stage.

What the wall is made of

  • Standard panels of 24 dot lights in a 4 × 6 layout, 1200 × 2400 × 95 mm each.
  • Six to twelve panels recommended, joined horizontally in a straight, L or U layout.
  • Three game modes with at least ten levels each, updated over time.

Room requirements

  • A continuous flat wall; the panels stand on the floor and are fixed to the wall.
  • Ceiling height of at least 2500 mm, 2600 mm recommended.
  • Low ambient light, because the game depends on reading the lamp colours.

Planning notes

Panel count and layout follow the measured wall, and the touch console and speakers are placed at the waiting area before installation.

Session setup

Staff brief players on the colour rule before the first stage, then set the starting difficulty and the session length from the console. A group can be queued on the console while the current player works the wall, so the station stays busy without a second operator. Groups usually start on the lowest level and move up once the first stage is cleared.

Wall care

  • Dust the lamp panels with a soft cloth; avoid wet cleaning on the light surface.
  • Check that the panels stay aligned and fixed to the wall after heavy use.
  • Keep ambient light low around the wall so the colours read correctly.
  • Leave the wall on standby between sessions to cut power draw and lamp wear.

Modes and event play

The three modes — Unlimited Power, Sharp Eyes and Extreme Challenge — each carry at least ten levels, so a venue can run a weekly colour challenge without repeating content. For an event, staff fix one mode and one level as the qualifying round, note each player’s result on the console and move the fastest players into a final on a higher level. Because the game is decided by colour reading and quick reactions rather than strength, children and adults can enter the same bracket, and the next group can be queued on the console while the current player finishes the stage.

Why venues choose it

  • The game depends on colour reading and reaction, not strength, so children and adults compete in the same bracket.
  • A weekly colour challenge can run without repeating content, because each mode has at least ten levels.
  • Groups can be queued on the console while the current player finishes, so the station stays busy with one operator.