The five zones of World 1, Cloud Foundry
Cloud Foundry, the first world of the saga, crosses five zones of 20 pinball levels each, all free. Every zone adds new pieces to the machine and new missions, and ends with a mini-boss and a boss. Finish it and World 2 opens, and new worlds keep coming.
Play freeZone 1 · Levels 1–20
Cloud Workshop
Your first shift in the sky factory. Copper boilers blow bubbles onto the table, magnets hum under the glass and the Brass Guardian waits with shells that grow back.
What it introduces: the first three colours (cyan, coral and yellow), the colour lanes, charge rings, pop bumpers, drop targets and the LIFT and CASCADE ramps. The small bubbles arrive in shapes (a heart on table 1, columns, flowers, stars) and bring the special bubbles one by one: clock, bomb, rainbow and gold. From table 12 fragile bubbles answer the wrong colour with a new bubble, table 14 sets the bubbles drifting on a current and table 17 brings the first invasion.
Bosses: Brass Guardian · The Great Cauldron
Zone 2 · Levels 21–40
Foam Sea
The playfield floods with foam. Bubbles drift on the current, a captive ball waits in its lane and something enormous sleeps under the reef.
What it introduces: a saucer that holds the ball and fires it back, a captive ball, a motorised carousel, electromagnetic currents and the spiral ramp. From the first table the bubbles drift on the current. On table 22 popping a bubble pops its neighbours in a chain reaction, on table 28 each ring paints only once per ball, table 31 mixes fragile bubbles with the current and table 37 brings a new invasion.
Bosses: Sleeping Kraken · Foam Leviathan
Zone 3 · Levels 41–60
Crystal Greenhouse
Sunlight breaks into rainbows under the glass. Here the table can flip like a mirror, rings change colour and a bubble wall rebuilds itself while you watch.
What it introduces: a bubble wall that rebuilds itself, the mini flipper, the ramp diverter and violet, the fourth colour. Its tables are the most puzzle-like of the campaign: matching bubbles merge when they touch (table 43), the table flips like a mirror on every ball (table 45), the rings change colour (table 52), shells freeze as the clock runs out (table 57) and roots must be popped before they regrow (table 58).
Bosses: Crystal Queen · The Bubble Bloom
Zone 4 · Levels 61–80
Storm Foundry
Thunder rolls over the foundry. Electric arcs cross the playfield, a conveyor belt drags the ball and a ceiling of bubbles creeps down towards your flippers.
What it introduces: a subway under the playfield, electric arcs, a kicker that fires the ball up the middle, pop bumpers on a moving cart, a conveyor belt, a bubble ceiling that drops and a pair of mini flippers. The tables test your nerve: push the ceiling back up by popping bubbles (table 63), set off chain reactions between the arcs (table 66), charge the ball only in the subway (table 70) and face fragile bubbles in the heart of the forge (table 74).
Bosses: Iron Titan · The Generator
Zone 5 · Levels 81–100
Stellar Crown
The fifth zone floats among the stars. Planets orbit on brass arms, comets run on rails and a black hole waits for any ball that strays too close.
What it introduces: a full-width ring ramp, low-gravity zones, planets that orbit on brass arms, comet rails, a black hole with an escape slot and five-ball multiball. Table 89 mixes a mirrored table with regrowing roots, table 90 answers a chain reaction with a five-ball multiball, and the multi-phase tables 97 and 99 chain three boards in a single game, the last one with a chain reaction.
Bosses: Star Guardian · The Primordial Bubble
The first table takes one minute.
The Primordial Bubble takes a little longer.




