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.

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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