CSI

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

Open CSI in the Pinball Genie app →

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.

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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