I've spent a lot of time playing the Xtreme table. I figured I might as well post everything I've learned. I could be completely wrong on some of this, of course. :)
First, my terminology for all the interactive parts. There are two halves to this table, upper and lower. The lower table has two flippers; seven red switches (a group of three and a group of four) corresponding to the letters AIR WALK; four "lane lamps", one per side lane; and five ramps. From left to right, I'll call them "left ascending ramp", "entry ramp", "left loop ramp", "right loop ramp", and "right ascending ramp". On the top table, there are three "bonus lamps" at the very top; three red bumpers below them; three "TAG lamps" at the bottom; a "walk of fame" hole (accessed when going up the right ascending ramp); and a flipper on the left side which can hit balls into two ramps, the "5-0 ramp" that goes in a rough circle, and the "ollie ramp" that leads to the right flipper on the bottom table.
There are lots of lights around the table that light up to indicate what a particular ramp does, but I find they can be glitchy and untrustworthy. For instance, you'll often get a kickback from going up the left ascending ramp even if the light is not lit.
Ball Save: There is a red "Ball Save" light between the two flippers. When lit, if you lose a ball you'll get it back without consequence (except in the case of "Bungee Jumping": see below.) It's automatically lit for the first 30 seconds of any ball, but goes away if you use it once.
Kickbacks: Normally you lose a ball if it falls into the outer side lanes. However, by shooting up the left ascending ramp you can activate two "Kickbacks", one per side, which save your ball from exactly one fall into an outer lane. You know you have a Kickback if the green lamp on the bottom of that side lane is lit. Note that you can only activate Kickbacks when not doing an event (though they last through events).
Lane Lamps: The four lamps on the lower table rotate when you press the flippers. Always try to have the ball pass over a dark one when it falls down a side lane. When you light up all four, you activate DK Multiball on the left ascending ramp, I think. Or you get a random bonus.
TAG lamps: Similarly, you can rotate these three lamps using the flippers. Try lighting them all for a random bonus.
Bonus lamps: Rotate these three lamps using the flippers. It's easy to get 2 or all 3 of them lit from one shot up to the upper table. If you activate them 5 times, you'll activate the Extra Ball mode on the left ascending ramp (you can do this exactly once per ball). It's the easiest way to get extra balls on the table, so make sure you always go for this!
Playground Multiball: To activate Playground Multiball, send the ball through the left or right loop lane 8 times, lighting up the 8 yellow lights in a circle on the lower table. You must when not in an event (and can't do an event in between). Then the right ascending lane will become a lock; the first two balls you shoot into it will stay there, and the third will release all three at once. You'll have 30 seconds or so to play around with three balls; you have unlimited Ball Saves, but most aspects of the table are not active, so all you can do is rack up points. After the Ball Save goes away, all elements of the table become active again, and all balls remain in play until lost.
Note that sometimes two of the balls get stuck in Playground Multiball, and you only play with one. I've had it happen twice. This is actually a very good thing, because you can continue to play with the one ball afterwards until you lose it, then Tilt the two balls out of the multiball ramp. Losing a ball only hurts you if there are no other balls in play.
Walk of Fame: Sometimes you can activate the "Walk of Fame" by shooting the ball up the left ascending ramp. Then shooting the ball up the right ascending ramp will temporarily catch the ball in the Walk of Fame hole. You can choose from a couple of bonuses by hitting a flipper. Normally you choose between "DK Multiball" and "Lowrider Tournament", but I believe I've seen other selectable bonuses like "Bungee Jumping" and "5,000,000 points".
Lowrider Tournament: You can end up in the Lowrider Tournament from a random bonus, or through the Walk of Fame. You'll increase the size of a jackpot by hitting the top table's bumpers. The only way to get the jackpot (and end the mode) is to shoot the ball into the Ollie Ramp on the top table, not an easy task. You can't start any events while in the Tournament, though I believe you can still get Kickbacks and such. Because of this, I hate this mode and try to avoid activating it whenever possible.
DK Multiball: When not in an event, spelling out INDY on the lower lamps and shooting up the left ascending ramp will give you two balls at once. (If the orange light below the ramp is lit, this will happen, although as mentioned before it can often be active without the light being lit.) This is VERY USEFUL, especially for activating the AIRWALK switches, which is normally very risky.
Bungee Jumping: When not in an event, and when the entry ramp is not already set to start a tournament, shooting the ollie ramp on the top table will sometimes light the green light below the entry ramp. Shooting into the entry ramp will activate Bungee Jumping, a green light between your flippers and an extremely useful bonus. When you lose a ball, sometimes (randomly?) it will just plain save it. And sometimes it will save it, but put you into "Bungee Jumping" mode. In this mode, you have to hit the Ollie Ramp in 45 seconds or you lose your ball. This is tough, but it's certainly no reason not to activate Bungee Jumping; it just gives you another chance to save yourself. Activating "Bungee Jumping" can happen even while doing another event.
5-0 Jackpot: Every time you send the ball around in a loop through the 5-0 ramp, an indicator lights up on the top table. If you get all 5, it says "three jumps left until jackpot". I'm not sure what happens after that. Perhaps you need to go through the ollie ramp three times, which seems horribly hard. :) This only happens outside events, and is only useful for score, not achs.
Extra Ball chance: You can get the Extra Ball chance light on the left ascending ramp to light up in several ways. The easiest and most consistent one is to light the 3 bonus lamps 5 times. Shoot up the left ascending ramp, and you'll activate the Extra Ball chance mode. An arrow rotates through the seven AIRWALK switches, moving at gradually increasing speed. You have 30 seconds (or three hits of incorrect switches) to hit that arrow, giving you an Extra Ball. I always just hold the ball on the left or right flipper and wait until the A switch is lit; it's an easy shot from either flipper, so I can do this pretty consistently. Note that activating the Extra Ball chance mode clears all your AIRWALK switches, a little annoying if you're trying to enter a tournament.
Tournament mode: here's the most important part, because the hardest achievement ("Mr. Falcon") is achieved by making it through all four tournaments (Practice, Local, City, State) in order. I haven't done it yet, but I've made it to State twice, so I know enough to write about it. To start a tournament, you have to hit all seven AIRWALK switches. This activates the red "entry ticket" light under the entry ramp. Shoot up that ramp to start the tournament. You then have 90 seconds to do a set of mandatory tricks and some extra tricks of your own. The mandatory tricks will have flashing lights identified with them, so are easy to identify. I'm not sure EXACTLY what condition causes you to win a tournament, but the instructions say you need to do three extra tricks. This might be extra KINDS of trick; I'm not sure. I usually do the mandatory ones, then a few easy extra ones, then hold the ball until time runs out. If you get 1st or 2nd place, you'll go up to the next tournament.
All the different tricks you can do are activated by: 1) Left loop ramp. 2) Right loop ramp. 3) Right ascending ramp. 4) 5-0 ramp. 5) Ollie ramp. 6) Spelling AIRWALK. 7) Spelling INDY on the lane lamps. In Practice 1 & 2 are mandatory. In Local 2, 3, & 4 are mandatory. In City 5 & 6 are mandatory. I can't remember which ones are mandatory in State, but I know 5 is, which is the brutal one.
Strategy for "Mr. Falcon":
Trying to hit targets on the lower table is risky as ***; the ball can easily bounce into an outer lane and be lost. I start each game riskily spelling out AIRWALK and doing the Practice tournament quickly, but after that I'm a lot more cautious. I spend most of my time in the upper table. I only go explicitly for AIRWALK when I'm on the first 30 seconds of a ball and have the save, or when I'm in multiball, because it's so easy to randomly lose a ball. Spending a lot of time on the upper table is safer and highly profitable. There are a LOT of nice bonuses from shooting up the left/right ramps, you can keep trying for that ollie ramp and Bungee Jumping, and plus it's fairly easy to activate Extra Ball chance mode on every ball if you just keep going up and lighting the bonus lamps. So, get good at lighting the bonus lamps: for instance, whenever the ball goes up the left ascending lane, make sure the left one is dark. Whenever the ball pops out of the Walk of Fame hole, make sure the right one is dark. It's easy to keep getting one extra ball per ball, this way.
The easiest way to get up to the top table is to hold the ball with the right flipper, then shoot from its tip. Making it up the left ascending ramp (with all its great bonuses) is pretty easy this way. If you're trying to get a shot at the 5-0 or ollie ramps, though, it's better to make a (slightly harder) shot up the right ascending ramp, because the ball will often head directly to the upper flipper without bouncing randomly in the bumpers. Get good at hitting the right ascending ramp from a ball that just fell down from the upper table; you want as many shots at the ollie ramp as possible.
I can get into the entry ramp fairly consistently from a ball held on the right flipper, and sometimes from a ball rolling onto the left flipper with some velocity (like when it comes down from the upper table).
Your main focus is to do the tournaments, but you're just going to die if you're not careful about them. Try to have BOTH kickbacks before you start a tournament, because you can't regenerate them during. Bungee Jumping helps a lot too, especially if you're lucky and get the free ball save from it. (And in City/State, you have to hit the ollie ramp ANYWAY, so even if you enter Bungee Jumping mode it's not that big a deal :)
After you've done all the mandatory tricks (and a few extras) in a tournament, just wimp out and hold the ball until it ends. There's really no point risking your ball. City/State are both extremely hard, just because of the ollie ramp, which I can't hit even close to consistently. There's no getting around that. I'm just hoping I'll eventually get lucky twice in a row. :) Next to hitting that ramp, none of the other mandatory tricks are a big deal.
Good luck!