CSI

Stern Pinball, 2008 — shot-by-shot rules and strategy guide.

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Pat Lawlor's CSI is built around the number three: three flippers, three pop bumpers, three drop targets, three interactive toys and — the part that decides your score — three multiballs. There is no mode ladder to memorise. Instead you get a crowded, unusually flat playfield with exactly one ramp on it, and overlapping multiball rules that reward knowing which pieces fit together.

Reading the playfield

There are three inlanes — two left, one right — and they spell C-S-I, which is why the flippers sit slightly right of centre. Above the left flipper is the Lab saucer, with a bullet target beside it and three DNA drop targets out on the left rail. Directly above the saucer is the mini flipper, which fires diagonally to the top right corner; nothing else on the machine can make that shot.

The Suspect Shakedown lane loops behind the mini flipper and past the Skull, feeding an enclosed bumper pocket that empties back down to the mini flipper. Right of the bumpers is the Centrifuge, a spinning disc reachable from either lower flipper, and threaded past its right edge is the machine's only ramp, which feeds the Skull locks. Beyond that: the Fingerprint spinner, the Morgue sinkhole in the top right corner, the magnet-loaded Microscope horseshoe below it, and a wide right loop.

The shot you keep coming back to

The Morgue sinkhole has two names depending on how you get in. From the plunger or the lower flippers it is the Morgue — 500K on the skill shot, and every later lit collection is worth 100K more than the last, all game. Entered from the right off the mini flipper, the same hole becomes the AV Lab: 250K, Light Special at an outlane, Light Extra Ball at the saucer, or a points award starting at 325K and growing 25K a time.

Three multiballs, three sets of rules

Skull Multiball is the simplest to start: shoot the ramp to light a lock, shoot it again to load an eye socket, repeat. Later locks cost more ramp shots. The multiball is a four-level ladder — six yellow-arrow shots at 250K, then six bullet targets at 500K, then the Skull for 750K plus a repeat with your other ball inside five seconds for 750K more, then the Morgue and right loop for a million each. That last level completes it, and the ladder restarts.

Centrifuge Multiball is a counter. Every disc spin is 100 points and takes one off a target starting around a hundred spins and growing all game. At zero the disc becomes a ball lock; hit it again and a second ball is served. You then get roughly twenty seconds to inflate the jackpot: switch hits with the live ball at 250 apiece, or flipper-pumping the trapped ball for 100 a spin — the Big Wow. Drain the live ball in that window and the whole build is thrown away.

In multiball, a collected jackpot briefly lights a double, and a collected double briefly lights a triple. A triple counts as completing the multiball. Going back into the disc during all this pays Super Spins at 15K a spin, climbing 1,250 each collection, multiplied by your best jackpot since the last one — so cash a triple first and the disc pays triple.

Microscope Multiball is the deep one, and it needs Evidence first. Shoot the Microscope loop to light Evidence at every major shot, then collect five pieces of one colour from red, green and blue, starting at 600K and climbing 100K per piece. Collecting from a shot changes that shot's colour rather than clearing it, so you may need two or three hits to cycle one round. The loop then starts a six-stage, twenty-three-shot marathon: 275K jackpots, 550K doubles, 875K triples for opposite directions, 1,375K quadruples, a fifteen-lamp grid at 550K a shot, and a 5.5M mega jackpot at the Morgue.

What to do with the rest of the game

The stack that matters

Skull stacks with Centrifuge, and Centrifuge stacks with Microscope. Skull and Microscope will not stack, because Evidence stops counting while the Skull is running. Light Evidence early so your ordinary shots are always banking progress, then layer a frenzy or Ballistics on top of whichever multiball you are surviving. Finish all three multiballs — the three lamps between the flippers keep score — and the machine offers a single shot worth fifty million. Very few players ever see it.

How CSI plays

CSI turns the playfield into a crime lab where the Skull, the Centrifuge and the Microscope each guard their own multiball. Solve all three and the game hands you a single fifty-million shot at the Morgue as its case-closing reward.

The loop

  1. Run the Microscope loop early to switch Evidence on, because until it glows your other shots bank nothing toward the deepest multiball.
  2. Ramp the Skull to light and stack its locks, spin the Centrifuge disc down to zero, and gather five matching pieces of Evidence to arm the Microscope.
  3. Spell C-S-I across the return lanes and clear the DNA drops to stack bonus multipliers and Lab awards at the saucer.
  4. Groove the mini flipper above the left flipper, the one clean route to the AV Lab and the two right-facing bullet targets.
  5. Stack whichever multiballs are allowed to pair, then finish all three to unlock the fifty-million shot.

Reading the lights

  • C-S-I Return Lanes (letters) — lit: The three return lanes spell C-S-I; a lit letter is one you still need, and the whole set is cashed at the Lab saucer rather than banked, so none of it survives into your next ball. · then: Line the lit letter up, roll through to finish C-S-I for a bonus multiplier, then collect the Lab award it lights at the saucer for a second multiplier, which briefly opens the right-loop stop for three more. · control: Either flipper button: a flipper tap shifts which C-S-I letter is lit, letting you drop the one you still owe into the return lane the ball is heading down (before the ball reaches the inlane)
  • The Skull (status) — lit: Lamps at the Skull ramp mouth tell you whether a shot lights a lock or just returns the ball; a lit lock means the next ramp drops a ball into an eye socket. · then: Load both eyes to start Skull Multiball, then climb its four-level ladder from yellow arrows up to million-point Morgue and right-loop shots. Every later Skull demands more ramps to relight each lock.
  • Centrifuge (status) — lit: Feeding the disc spins the ball and pays down a spin debt shown on the display; reach zero and the Centrifuge arms as a lock. · then: Hit it again to trap a ball and serve a second, then spend the window inflating the jackpot -- but keep the loose ball cradled, since draining it there voids the whole build. Chase single, double and triple jackpots to complete it. · control: Both flipper buttons: with a ball trapped on the disc, pumping both flipper buttons whips it around the Centrifuge and pushes the pending jackpot up a notch per spin (during the twenty-second build window)
  • Evidence & Microscope (status) — lit: Once the Microscope loop lights Evidence, every major shot carries a colored piece, and collecting from a shot rotates that shot's color rather than clearing it. · then: Cycle five pieces of one color -- red, green or blue -- to flash the Microscope, then start its six-stage multiball at the loop, where a magnet studies your ball while a second launches. It climbs to a five-and-a-half-million mega jackpot at the Morgue.
  • Ballistics Bullets (status) — lit: Six bullets arm Ballistics: five come off the standup bullet targets scattered around the layout and the sixth is taken at the Lab saucer. · then: Collect all six -- the two right-facing ones need the mini flipper -- to start a timed shootout, then clear every flashing bullet as the awards climb to their ceiling. The first Ballistics lights the whole set at once; later ones light one bullet at a time.
  • The Two Spinners (status) — lit: Each spinner feeds a timed mode: the right one builds Fingerprint Frenzy a few thousand per turn, the left one builds a suspect's face over fifty spins. · then: Rip the right spinner to start a frenzy where every switch is worth ten thousand for a stretch, and both spinner lanes dump into the enclosed bumper pocket to cash it. Fill the left spinner's face to hunt the hiding suspect for a million.
  • DNA Drops & Lab Awards (status) — lit: Clearing the three DNA drops on the far-left rail lights a Lab award waiting at the saucer. · then: Cash it at the saucer for an extra ball, quadruple bumpers or a lit outlane special in single-ball play, or an added ball during any multiball. Lab awards never stack, so collect one before you rebuild the bank.

Lane change: the flipper buttons move the lit lane. A flipper tap slides the lit C-S-I letter along the return lanes; set the one you still owe under the inlane the ball is dropping toward, then roll through to complete C-S-I. That scores a bonus multiplier, and the Lab award it lights at the saucer adds a second, but it is all cashed there and carries nothing into your next ball.

Start scoring

  • Ball one — Take the controlled Morgue plunge for a skill shot whose value climbs all game, then spell C-S-I on the return lanes and clear the DNA drops for early bonus multipliers and Lab awards. Groove the mini-flipper diagonal now, because Ballistics and the AV Lab both lean on it. — Morgue Skill Shot, Spell C-S-I For Bonus, DNA Drops And Lab Awards, Learn The Mini Flipper
  • Building — Get a multiball going and stack a legal partner: Skull pairs with Centrifuge, Centrifuge pairs with Microscope, but Skull and Microscope never mix because Evidence sleeps while the Skull is up. Layer a spinner frenzy over the top for cheap points. — Start Skull Multiball, Centrifuge Multiball, Stack Your Multiballs, Fingerprint Frenzy
  • The big one — Complete all three multiballs -- Skull to level four, a collected triple on the Centrifuge, and the Microscope through its mega jackpot -- to light a single fifty-million shot at the Morgue. The three lamps between the flippers are your scoreboard toward it. — The 50 Million Shot, Microscope Multiball

Does CSI have an action button?

This one arrived before Stern started fitting a button to the lockdown bar, so your controls are two flipper buttons, the start button and a manual plunger — the auto-launcher only handles the balls the machine adds itself. The mini flipper above the left flipper runs off a flipper button, not a control of its own.

Goals in CSI

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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