X-Files

Sega Pinball, 1997 — shot-by-shot rules and strategy guide.

Open X-Files in the Pinball Genie app →

Sega's X-Files is a fast, bouncy machine built around one central toy: a movable three-drawer file cabinet with a magnet in front of it that flings anything you do not hit dead centre. Learn to live with that magnet and the game opens up.

The layout

Six main shots, arranged symmetrically. From either flipper you have an inner orbit that runs around the cabinet and feeds the opposite flipper, an outer orbit that feeds the pop bumpers, and a ramp. The ramps want a precise line — but a shot that dies halfway drops back out to the inner orbits rather than screaming down the middle, so missing is cheap. A pop-up diverter on the right decides which flipper the left ramp returns to.

Three red standups sit outside each slingshot, three pop bumpers and the E-B-E rollover lanes sit at the top, and a trapdoor in front of the cabinet hides the scoop where episodes begin. There is a small post between the flippers, which you will be grateful for.

The skill shot happens before you plunge

Two faces alternate on the display with a box flashing around each in turn. Press right for Mulder, left for Scully, timed to when the box is around that agent. Get one right and you are offered a second pick — take the other agent, because picking the same one twice throws the second chance away and you want both bonus types running. Be ready as soon as the ball starts; leave it too long and the game moves on without you.

Lighting the big X

The large X insert in the lower playfield takes five shots to fill, and the chain is strictly ordered:

THE TRUTH is a four-ball multiball where each ramp and each orbit pays a jackpot with a 200K base, then three file cabinet hits arm the Super Jackpot and a fourth collects it — while the cabinet rides up and down, so the shot needs timing as well as aim. The trick worth knowing: during THE TRUTH the magnet stays permanently energised. Anything short of a hard centre shot gets grabbed and held, so with a ball or two parked on it you effectively get a calm two-ball game to clear the shots. If you drain everything else, the magnet lets go after a few seconds and the mode carries on.

Episodes

Right ramp shots spell F-B-I (already spotted at the start of a game). Complete it, the trapdoor drops open, and the scoop underneath starts one of eight episodes for 100K plus whatever you score. Nothing on the playfield tracks which you have played, so keep count yourself:

Multiball, and the order that matters

Hit the file cabinet enough times — five by default — and it sinks two drawers, exposing the top one. Shoot that drawer for a three-ball multiball. The magnet frequently throws rejected balls straight back into the cabinet, so you get free progress; a green light on top means it is ready. Each later multiball costs one more cabinet hit than the last.

The jackpot sequence runs on rails: left ramp, left ramp, right ramp, cabinet. The diverter feeds the first jackpot right back to the same flipper for the second, then hands you to the left flipper for the double jackpot, then the cabinet pays a Super Jackpot worth at least double that. Collect it and the whole cycle repeats.

Raise the base before you start, not during. Sweeping a red target bank adds 50K to the jackpot, cabinet hits during multiball add 25K each, and bumper hits nudge it up as well. And remember the safety net: if you fall to one ball without collecting a single jackpot, you get about fifteen seconds to shoot the cabinet and restart multiball — once per multiball only, and it disappears the moment you collect anything.

Small things worth doing

The inner orbits feed flipper to flipper, so chaining them collects a mini-loop award — 250K, then 500K, with the required count rising each time. The E-B-E lanes step your bonus to 2x, 3x, 4x, 6x and 8x with lane change, but there is no bonus hold, so it resets every ball. Four left ramps light the extra ball at the right ramp, which can be backhanded. Enough bumper hits triggers Super Pops at 20K a hit — they start at 1.5K and every outer orbit shot adds 500.

How X-Files plays

X-Files is a Sega machine about Mulder and Scully chasing the paranormal. Light the big X to open THE TRUTH, spell F-B-I to start episodes at the trapdoor, and crack the file cabinet for multiball.

The loop

  1. Pick your agent on the display before launch -- right flipper for Mulder, left for Scully -- to light the inlane X and set your bonus for the ball.
  2. Build the big X in a fixed order: take an inner orbit, then the outer orbit beside it, then the ramp above; do both sides until the two ramps flash, and either one opens THE TRUTH.
  3. Spell F-B-I at the right ramp to spring the trapdoor, then shoot the revealed scoop to start an episode -- the four-shot rounds are the steadiest points here.
  4. Bash the file cabinet until it opens for a three-ball multiball, and run the jackpots on rails from the ramps to the cabinet super.
  5. Sweep the red target banks and stir up the bumpers before opening the cabinet so every jackpot pays more, and cycle the E-B-E lanes with the flippers to lift your bonus multiplier.

Reading the lights

  • The Big X (shot arrows) — lit: The X inserts light in a set chain -- the two inner orbits first, each lighting the outer orbit at its shoulder, and each outer orbit lighting the ramp on its side; every one of these shots scores even when its X is dark. · flashing: Both ramp arrows flashing means the mode is one ramp away. · then: Fill the X with five shots and either flashing ramp opens THE TRUTH, the four-ball centerpiece of the machine.
  • F-B-I and the Trapdoor (letters) — lit: Every right ramp spots a letter of F-B-I -- a steady letter is still owed, a flashing one is already spotted -- and they come pre-spotted as a game begins. · then: Complete F-B-I to spring open the trapdoor, exposing a scoop -- shoot it to launch one of the episodes, from the reliable four-shot rounds to the uncapped ladder of Syzygy and the fast countdowns of Terma and Herenvolk.
  • File Cabinet (status) — lit: A green light atop the cabinet means it is ready for multiball; a red one means the Super Jackpot is lit. The magnet out front will sometimes fling a rejected ball right back in for free progress. · then: Bash the cabinet until its drawers drop away, then shoot the open drawer to start a three-ball multiball; each later one demands another cabinet hit before it will open.
  • Red Target Banks (status) — lit: A lit red standup is one still up in its bank; clearing a whole bank raises either the TRUTH value or the multiball jackpot, and every outer-orbit feed into the bumpers climbs their worth too. · then: Clear both banks and spend time in the lively bumpers before you ever open the cabinet, so the jackpots you collect are already fat -- leaving it until multiball is how players end up cashing small.
  • E-B-E Lanes (lanes) — lit: A lit E-B-E lane above the bumpers is one you have not rolled yet; complete all three to step your bonus multiplier up its ladder, and an extra ball lights somewhere along the climb. · then: Line the lit lanes up with a flip and complete the set to climb toward an eightfold bonus and to light the extra ball. There is no bonus hold, so the multiplier falls back to single every ball -- it is a habit to rebuild, not a bank. · control: Either flipper button: a tap of a flipper button rotates which of the three E-B-E lanes are lit, so you can slide an unlit lane under the ball as it drops out of the bumpers (before the ball rolls through the lanes)

Lane change: the flipper buttons move the lit lane. A tap of either flipper button rotates which of the three E-B-E lanes are lit, so slide an unlit one under the ball as it comes down off the bumpers. Complete all three to raise your bonus multiplier toward its eightfold top and to light an extra ball -- but the multiplier drops back to single as each new ball starts, so it is progress you rebuild rather than keep.

Start scoring

  • Ball one — Choose your agent on the plunge, then begin building the X -- inner orbit, the outer orbit beside it, then the ramp -- while spotting F-B-I on the right ramp for a first episode. Bank four left ramps to light the extra ball, since it stays lit until you take it and is usually a once-a-game gift. — Choose Your Agent, Light The Big X, Spell F-B-I And Start An Episode, The Extra Ball
  • Building — Milk the episodes for steady points -- the four-shot rounds pay well, and Syzygy climbs with no ceiling as long as you shield its extra balls. Chain the inner orbits flipper to flipper for the mini-loop award, and cycle the E-B-E lanes for your bonus multiplier. — The Four-Shot Episodes, Syzygy, The Mini-Loop Award, E-B-E And The Bonus Multiplier
  • The big one — Fill the X and start THE TRUTH, a four-ball multiball where the front magnet stays live -- feed it soft shots to park a ball or two and turn the scramble into a calm hunt for the ramp and orbit jackpots, then the cabinet Super. Raise the banks and bumpers beforehand so the whole mode pays at its ceiling. — THE TRUTH, Park Balls On The Magnet, The Jackpot Sequence, Raise The Jackpot First

Does X-Files have an action button?

Nothing extra to press here. A launch button puts the ball in play when the display tells you to, and after that it does nothing at all — the rest of the game is flippers, nudging, and the file cabinet.

Goals in X-Files

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

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