"CSI" RULESHEET v1.02 This rulesheet is copyright (c) 2011-2024 by J. Weaver Jr. All rights are reserved. You are free to copy this rulesheet wherever and whenever you please, as long as it (including this notice) remains complete and unchanged, and no fee is charged for its distribution (other than whatever we're all paying to connect). Although, really, you'd be better off just linking to , which will always contain the latest available version. Additions/subtractions/corrections are welcome, and will be credited in future revisions. Please address them to "jwjr (at) pobox (dot) com", and put "CSI" somewhere in the subject to (hopefully) bypass my spam filters. Please note, however, that I no longer own this machine, so this (1.01) will _probably_ be the final version. This rulesheet covers CSI software version "2.4", as witnessed on a machine with (mostly) factory settings, on "FREE PLAY"; YMMV with different software versions and setups. Phrases in quotes and caps between parenthesis are actually displayed on the DMD. Thanx to "jediturtle" for typo corrections. PLAYFIELD TOUR -------------- Clockwise from the flippers: CENTER POST - a stationary post between and below the flippers. This post will save dead drains, and leads to some interesting bounces under/around the flippers. SLINGSHOT - scores 170 points, as does its partner; hits also alternates between lighting "EXTRA BALL" on the left outlane and "SPECIAL" on the right outlane, when they have been lit. "S" INLANE - see "C-S-I LANES" below. Feeds the left flipper. "C" INLANE - see "C-S-I LANES" below. Feeds the left flipper. "EXTRA BALL" OUTLANE - scores 250K; when lit, awards an extra ball. DNA LAB HOLE - scores 5,190. When "DNA" is lit, scores a "random" DNA value (see "DNA VALUES" below). When "CSI BONUS X" is lit, increases bonus multiplier by 1X (to a maximum of 25X), and briefly lights right orbit for a 3X increase. When "EXTRA BALL" is lit, awards an extra ball. When Bullet target is lit, scores Bullet value in current mode. When BULLET above hole is lit, starts "BALLISTICS" hurry-up mode. When all lights are racing, scores Multiball Wizard. Feeds to left flipper. BULLET TARGET - next to the DNA Lab hole; see "BULLET TARGETS" below. "D-N-A" DROP TARGET BANK - scores 25K for each of the first two targets dropped. Completing the bank scores 125K, and lights the DNA Lab hole for "DNA" mystery award. "SUSPECT SHAKEDOWN" SPINNER (LEFT ORBIT) - scores 3K per rotation, and advances 2% per rotation toward the Suspect Shakedown hurry-up mode; can also be lit to collect evidence, and as numbered shot "1". The shot does not "orbit", but (usually) feeds into the top of the bumper area, or (occasionally) returns back down the left side to the flippers. BUMPERS - the usual triangle; scores 3K per hit at the start of each ball, increasing by 1K for each right orbit shot or DNA "POPS SCORE" mystery award (to a maximum of 10K). The total scored during any "session" in the bumpers is held as the amount of the "PHOTO AWARD", lit briefly at the A/V Lab hole after the ball exits the bumper area. SKULL - scores 10K for first ball locked (delivering another ball to the auto-plunger), and 250K for second ball locked. Locks are lit by Ramp shots; locking two balls starts Skull Multiball, and releases the ball(s) from the Skull into the top of the bumper area. BULLET TARGET - next to the Centrifuge; see "BULLET TARGETS" below. CENTRIFUGE - scores 2.5K at both entrance and exit; holds and spins the ball(s), scoring approximately 20-25 spins for each shot. Decreases the spin count; reaching "00" lights the Centrifuge for lock. When lit for lock, captures ball(s) and lights Centrifuge to start Centrifuge Mulitball. Spin count starts at 70, and spin value starts at 1K, increasing by 50 and 250 respectively after each Centrifuge lock (whether or not Centrifuge Multiball is successfully started), or 100 if the spin count has already been completed. Can also be lit to collect evidence, and as numbered shot "2". RAMP - locks balls into Skull; scores 25K when lock is not lit, or 50K if shot lights lock. Can also be lit to collect evidence, and as numbered shot "3". Non-locking shots feed right flipper through "I" inlane. "FINGERPRINT FRENZY" SPINNER - scores 3K per rotation, and advances toward the Fingerprint Frenzy hurry-up mode; can also be lit as numbered shot "4". Feeds into the top of the bumper area. "MORGUE" & "A/V LAB" HOLE - scores 55,190 and the current A/V Lab value (see "A/V AWARDS" below). At start of ball, lit above for "MORGUE SKILL SHOT", scoring the current A/V Lab value and 500K the first time hit in each game, increasing by 100K each additional time the Skill Shot is made, to a maximum of 1M. Also lit at side for Jackpot shots in certain modes, and briefly on exit from bumper area for "PHOTO AWARD", scoring the amount collected during the bumper "session". Feeds to left flipper through "C" inlane. NOTE: Morgue Skill Shot is also available (although not lit) when another ball is auto-plunged after a Skull lock or "KEEP SHOOTING" drain, if the ball is shot in the brief interval between being kicked to the plunger lane and the auto-plunge. BULLET TARGETS - two, just above the Microscope; see "BULLET TARGETS" below. MICROSCOPE - scores 1.25K for each physical switch hit (left or right side; a complete loop scores 2.5K). Each side can be lit separately to collect evidence, and as a numbered shot ("5" for the left side, "6" for the right side). See "MICROSCOPE MULTIBALL" below for additional details. BULLET TARGET - between the two Microscope shots; see "BULLET TARGETS" below. RIGHT ORBIT - increases value of pop bumpers by 1K ("POPS GROW"), to a maximum of 10K, scoring the new value; when "CSI BONUS X" is lit, increases bonus multiplier by 3X. Can also be lit for Jackpot shots in Skull Multiball and Microscope Multiball modes. Feeds into the top of the bumper area, although a softer shot can also drop into the A/V Lab hole, or return back down the right side to the flippers. "SPECIAL" OUTLANE - scores 250K; when lit, awards a Special. "I" INLANE - see "C-S-I LANES" below. Feeds the right flipper. C-S-I LANES ----------- The three inlanes (two left, one right) spell "C-S-I" when lit. Each inlane scores 2.5K to light, or 1K when already lit. Completing the group scores an additional 100K, increases the bonus multiplier by 1X (to a maximum of 25K), and lights the DNA Lab hole for a bonus multiplier increase of 1X. The lit/unlit lanes can be rotated using either flipper button. BULLET TARGETS -------------- Each of the five Bullet targets scores 75K to light, or 10K when already lit. Hitting all five Bullet targets scores 250K, and lights the DNA Lab hole (specifically, the big BULLET over the hole) to start Ballistics hurry-up mode. CENTRIFUGE MULTIBALL -------------------- Spinning a ball in the Centrifuge the indicated number of times scores 50K and lights the Centrifuge lock ("CENTRIFUGE LOCK IS READY"); when lit, shooting the Centrifuge locks the ball(s), scores 100K, sets the initial Centrifuge Jackpot value to 100 times the current Centrifuge spin value, lights the Centrifuge for "CENTRIFUGE MULTIBALL", and delivers another ball to the auto-plunger. The multiball start timer is set to 20 seconds for the first Centrifuge lock of the game, increasing by 4 or 6 seconds (alternating) for each additional lock. NOTE: due to a bug in the software, if the delivery of the additional ball to the autokicker fails on the first attempt, the Multiball ends, just as if the ball had been played and drained. This is the only circumstance under which a failure of the ball trough kicker is not simply retried. When the additional ball is kicked, all switches (including the flipper buttons) spin the Centrifuge; each spin adds 2.5K (for any playfield switch) or 250 (for any flipper button press) to the base Centrifuge Jackpot value. Hitting the post locking the ball in the Centrifuge before the timer expires starts the Multiball immediately, adding 100K to the base Jackpot value. If the timer expires while more than one ball is still in play, the Multiball is started with the release of the ball(s) in the Centrifuge. In the first phase of Centrifuge Multiball, numbered shots "2" and "3" (Centrifuge and Ramp) are both lit for Jackpot, and the Jackpot multiplier is set to 2X. Hitting either of these shots scores the base Jackpot value; hitting the other lit shot within a brief period of time scores the base Jackpot value times the Jackpot multiplier, and increases that multiplier for the next pair of Jackpot shots. Once either the second shot is hit or the brief timer expires, the second phase starts, lighting numbered shots "1" and "4" (the two spinners). As before, hitting either of these shots scores the base Jackpot value; hitting the other lit shot within a brief period of time scores the base Jackpot value times the Jackpot multiplier, and increases that multiplier. The third phase lights numbered shots "5" and "6" (the Microscope shots). Again, hitting either of these shots scores the base Jackpot value; hitting the other lit shot within a brief period of time scores the base Jackpot value times the Jackpot shot multiplier, and increases that multiplier. The final shot of Centrifuge Multiball is the Centrifuge itself; hitting it scores the "SUPER SPINS SCORE" of 15K per spin, times the current Jackpot multiplier (a maximum of 4X, if all preceding pairs of Jackpot shots have been scored). The final shot also lights the "CENTRIFUGE" light near the flippers, resets the Centrifuge Jackpot multiplier to 2X, and relights the first pair of Jackpot shots. Centrifuge Multiball ends when only one ball remains on the playfield; there is a good "grace period" when only one ball remains in which to score additional Jackpots, or add additional balls to continue the mode. Should all but one ball be drained during the Centrifuge lock, the multiball ends with the release of any locked ball. NOTE: Centrifuge Multiball is the only multiball that can be started while another of the Multiballs is already in progress. Both modes will then run simultaneously, scoring as usual. SKULL MULTIBALL --------------- Locking two balls into the Skull starts the Skull Multiball. For the first Skull Multiball of each game, the first lock is already lit at the start of the game, and the second requires one ramp hit; the number of ramp shots required to light each lock increases by 1 for each additional Skull Multiball. Skull Multiball starts with the release of the locked ball(s) into the bumper area. In the first phase, all six numbered shots are lit for Jackpot ("SHOOT FLASHING SHOTS"), scoring 250K each. Hitting all six Jackpots starts the second phase, lighting the five Bullet targets; each Bullet Jackpot scores 500K. Hitting all five Bullet Jackpots starts the third phase, lighting the Ramp and raising the Skull. When lit, the Ramp scores a Skull Jackpot of 750K, locks the ball, and starts a 5-second timer. Hitting the Ramp a second time before the timer expires scores another Skull Jackpot (for 750K), and starts the final phase; should the timer expire before the second Skull Jackpot is scored, the locked ball is released. In the final phase, the Morgue & A/V Lab hole is lit; hitting this shot scores a Super Jackpot of 1M, lights the "SKULL" light near the flippers, and relights the six numbered Jackpot shots. Skull Multiball ends when only one ball remains on the playfield; there is a good "grace period" when only one ball remains in which to score additional Jackpots, or add additional balls to continue the mode. Should all but one ball be drained while that ball is locked in the Skull, the multiball ends with the release of the locked ball. NOTE: in a multi-player game, or when there has been another intervening multiball using all four balls, it is entirely possible to be credited for a "lock" when there is no physical ball locked in the Skull. Watch the "LOCK" lights at the Ramp entrance; if a Skull Multiball starts with only one ball in the Skull, another will be auto-plunged. MICROSCOPE MULTIBALL -------------------- When the game starts, the Microscope flashes, and the first shot (to either side) catches the ball briefly and locks in one color of evidence ("RED", "GREEN", or "BLUE") to be collected. The Microscope lens of that color will be lit, and each of the five "collection" shots (left orbit, Centrifuge, ramp, and the two Microscope shots) will initially light in that color. Making any of the lit collection shots collects the color lit at the shot, as indicated by the color grid just above the flippers. The first evidence of any particular color collected scores 60K, increasing by 10K for each additional collection to a maximum of 100K for the fifth and final collection of each color. Note that making a lit shot will change the colors of some or all of the lit collection shots; at some times, a particular collection shot will be unlit (scoring just the base value for the shot) until other shots are made. When five pieces of evidence of the initially selected color are collected, the Microscope flashes again; hitting it scores 100K and starts Microscope Multiball. In the first phase, each of the five collection shots is relit in a selected color; hitting each Jackpot scores 275K, and may unlight that particular collection shot for further Jackpots during that phase. When five Jackpots have been scored, the second phase starts with the lighting of the two Microscope shots. Hitting either shot catches the ball briefly, scores a Double Jackpot of 550K, and unlights that shot; hitting the remaining lit Microscope shot catches the ball briefly, scores a Triple Jackpot of 825K, and lights the Morgue & A/V Lab hole and the right orbit. Hitting either of those shots scores a Super Jackpot of 1.375M. Scoring the Super Jackpot starts the final phase, lighting all five collection shots in all three colors. Hitting any of the flashing collection shots scores a Jackpot of 550K, lights one of the flashing lights on that shot, and lights one light in the evidence collection grid above the flippers. Collecting all 15 pieces of evidence (three on each of the five collection shots) light the Morgue & A/V Lab hole; hitting that shot scores a Mega Jackpot of 5.5M, lights the "MICROSCOPE" light near the flippers, and relights the five collection shots. Microscope Multiball ends when only one ball remains on the playfield; there is a good "grace period" when only one ball remains in which to score additional Jackpots, or add additional balls to continue the mode. SUSPECT SHAKEDOWN ----------------- Hitting the Suspect Shakedown spinner advances the shot total ("SUSPECT FACE COMPOSITE"); when "100% COMPLETE" is reached, the Suspect Shakedown hurry-up mode begins. The six numbered shots are lit, and the timer is set to 25 seconds. For each Suspect Shakedown, one of the six shots is randomly selected to be the "hideout" of the suspect. Hitting the first lit shot (if it is not the "hideout") scores 300K, increasing by 100K with each additional non-"hideout" shot; hitting the "hideout" scores 1M. Suspect Shakedown ends when the "hideout" is discovered, or when the timer expires, whichever comes first. FINGERPRINT FRENZY ------------------ Hitting the Fingerprint Frenzy spinner advances the bar across the bottom of the display ("SEARCHING..."); when the bar is complete, the Fingerprint Frenzy hurry-up mode begins, and the timer is set to 25 seconds. During the mode, every switch hit scores 10K. The spinner shots flash, indicating the preferred shots into the bumper area. Fingerprint Frenzy ends when the timer expires. BALLISTICS ---------- Hitting all five of the Bullet targets lights the DNA Lab hole; hitting that shot starts the Ballistics hurry-up mode ("HIT BULLET TARGETS"), with the timer set to 40 seconds. During the mode, the first flashing Bullet target (which may include the DNA Lab hole itself) scores 500K, increasing by 50K with each additional lit target hit, with non-lit targets scoring 5K. There are three distinctly different Ballistics modes. In the first, only one target is lit at the beginning of the mode, and the remainder are lit in a fixed order, each when the previously lit target has been hit. In the other two modes, all targets are lit at the beginning of the mode; in one, each target must be hit once, while the other allows all targets to be hit more than once. (It is unknown whether the selection of the mode is random, or a combination of other factors.) Ballistics ends when six "hits" have been scored, or when the timer expires, whichever comes first. END OF BALL BONUS ----------------- The end of ball bonus starts at 125K on the first ball, increasing by 125K on each additional ball. Added to the bonus are the following values per shot made during the ball: "EVIDENCE" - 2.5K "BULLETS" - 5K This total is then multiplied by the bonus multiplier accumulated during the ball to get the final bonus total. DNA AWARDS ---------- Hitting the DNA Lab hole when "DNA" is lit awards one of the following: 1 MILLION 2 MILLION BONUS MULTI. = #X (increases value by 1X) POPS SCORE #,000 (increases by 1K, to 10K max; scores new value) ADD-A-BALL (only awarded while a multiball mode is in progress) ADD MORE TIME (adds 25 or 40 seconds to hurry-up mode in progress) LIGHT EXTRA BALL (at DNA Lab hole) LIGHT SPECIAL ("EXTRA BALL" and "SPECIAL" at alternating outlanes) A/V AWARDS ---------- Hitting the Morgue & A/V Lab hole repeatedly awards the following: HITS AWARD 2 250K +3 EXTRA BALL (lit at DNA Lab hole) +5 SPECIAL ("EXTRA BALL" and "SPECIAL" at alternating outlanes) +5 325K +5 (increasing 25K each level to) +5 450K +10 475K +10 500K ...and then repeating "+10" and "500K" for the rest of the game. MULTIBALL WIZARD ---------------- When all three Multiball modes have been successfully completed (all three mode lights just above the flippers lit), the DNA Lab hole is lit (lights racing toward hole) for "MULTIBALL WIZARD". Hitting the shot scores 50M, and resets the Multiball mode lights to be earned again. [end of file]