Who Dunnit

Bally, 1995 — shot-by-shot rules and strategy guide.

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Who Dunnit is a four-ball game with a 1930s detective theme and one of the most unusual central mechanisms Bally ever shipped: an elevator. A wide ramp feeds three habitrails marked UP, EXIT and DOWN, and which one takes your ball decides which of eleven floors you get off at. Floors are how modes start. Once the elevator stops being a shot you take hopefully and becomes one you take on purpose, the machine opens up.

The floors

You cannot play this well without knowing what sits behind each floor, and the machine never tells you.

A three-target bank sits in front of the elevator and sinks into the playfield. Down, the elevator is wide open. Up, you are threading a very narrow gap — and during several modes the bank cycles up and down on its own, so wait for it to drop rather than firing into a raised target.

Cases, clues and the phone

Every case follows the same shape: collect evidence, interrogate suspects, name a killer, and if you named the right one, catch them. Five cases cycle, and the case names have no bearing on what you actually do. Clues come from spelling T-A-X-I, from the super skill shot, and from three fingerprints on the slots. Each clue lights the telephone.

Answering the phone puts a question to one of the suspects, and the whole mystery hangs on a single tell: a suspect always talks about the killer, unless they are the killer. Anyone deflecting is worth a hard look. Carrying the Magnifying Glass eliminates a suspect outright when the phone has nothing else to give you.

Here is the counter-intuitive strategy, though. Naming the killer correctly closes the case and resets your clue count to zero — and five clues inside one case lights an extra ball. If you are three clues deep and already know the answer, stall. Keep spelling TAXI, keep the multiplier climbing, and cash the case when the extra ball is banked.

Equipment, the sewer and the slots

Four pieces of equipment each turn a dead shot into a live one, and they chain. Two consecutive train ramp shots hand you the Flashlight; with the Flashlight but no Map, an unlit sewer gives you the Map; with both, the sewer becomes a rotating award of a multiplier, an interrogation, evidence, a lit WhoDunnit or 50M. Without either, the same hole pays a million times the number of visits you have made. The Revolver raises multiball jackpots five million at a time in the bumpers instead of one.

The slot machine has eight results and some very large ones: three bars is 100M, three question marks starts Elevator Madness, three wilds sends you to the Roof. Every reel carries a wild, and the middle one lets you pick between the two outer results. Two matching reels gives a Second Chance redeemable by completing any spin shot — the phone, roulette, the sewer, or an elevator exit.

That Second Chance is also this machine's hidden safety net. There is no physical kickback here, but with an outlane lit for Slots, draining spins the reels on the way out — and a two-of-three match hands you an autolaunched ball.

Roulette, Taxi Chase and the ramp

Roulette raises your bonus multiplier whether you bet or not, which is the real reason to shoot it. Set red or black with the standup targets first — hit both and you have cancelled your own choice — and let the spinner rip on the way in, because how much it spins decides the size of the stake offered.

Rolling a lit inlane starts Taxi Chase, which raises the train ramp and lights both orbits. Each orbit shot extends the timer and spots a TAXI letter, which makes it the fastest clue engine in the game. With the ramp down instead, consecutive train shots pay a ladder: the first lights Roulette, the second gives the Flashlight, the third lights an extra ball, and the fourth starts a chase against the machine's own loop record.

Catch the killer

Complete the lit Taxi Chase and then the phone. A hurry-up starts at 100M and falls to 25M, and whatever value you catch them at becomes the value of every lit shot in the four-ball multiball that follows. Shoot the phone fast. Penthouse Party is the other big earner: escalating 10M steps at every flashing shot until the timer runs out, and a clean run is worth roughly three quarters of a billion. There is no wizard mode beyond these — the end-of-ball bonus is where a long game gets paid, and it can pass a billion on its own.

How Who Dunnit plays

Who Dunnit is a noir detective machine where you work murder cases from the seat of a taxi. Gather clues, question suspects over the phone, name the killer, and run them down on the Roof.

The loop

  1. Ride the elevator and read which floor each habitrail drops you on, because the floors are how every mode begins.
  2. Spell TAXI at the letter targets or run Taxi Chase on the orbits to bank clues, and each clue lights the telephone.
  3. Answer the phone to question a suspect, who points at the guilty party unless the guilty party is the one talking.
  4. Name the killer correctly, or tour every floor, to open the Roof and start Catch the Killer.

Reading the lights

  • T-A-X-I Targets (letters) — lit: A lit letter on the T-A-X-I bank is one you have yet to knock down, and the standups already dropped stay spelled until the clue is banked. · then: Finish all four letters to collect a clue and light the phone; banking five clues inside one case lights an extra ball, and every clue also feeds a slice of your end-of-ball bonus.
  • Taxi Chase Lanes (lanes) — lit: A lit return lane is armed for Taxi Chase, and simply rolling the lit lane triggers the mode with no follow-up shot required. · then: Starting the chase lights both orbits and lifts the train ramp out of the way, and each orbit you then run buys extra time while spotting a letter toward the next clue.
  • Elevator Floors (ladder) — lit: Which of the three habitrails carries the ball decides the floor you reach, and the drop-target bank out front has to be down for a clean shot at it. · then: Reach the third or fifth floor for evidence, the seventh for Elevator Madness, and the Penthouse for its party; visiting every floor is one of the two ways to open the Roof for the endgame.
  • The Phone (status) — lit: The telephone lights each time you bank a clue, and answering it puts a question to a suspect who always fingers the killer unless the killer is the one dodging. · then: Name your suspect at the phone once you are sure: a correct call jumps straight into Catch the Killer, while a wrong one rolls you into the next case with the old one still unsolved.
  • Roulette (multiplier) — lit: A lit roulette lane offers a wager; set the colour at the red or black target beforehand, and feed the spinner hard on the way in to raise the stake on the table. · then: Take the roulette shot whether you gamble or not, because your bonus multiplier steps up either way, and the same kicker doubles as a jackpot in every multiball.
  • Slot Machine (status) — lit: Each of the three bumpers drives its own slot reel, and any two reels that come up matching lock in place, so a long rattle genuinely steers the result. · then: Nothing pays until the ball drops into the hole beneath the bumpers, and the reels can hand you a hundred million for three bars, a mode for three question marks, or the Roof for three wilds.
  • Lock Saucer (status) — lit: The lock saucer only fills from the plunger or the elevator's down exit, and three balls stashed there open Basement Multiball. · then: A super skill shot straight into the saucer both locks a ball and pays twenty million times the number you have already made, so three clean plunges can start the multiball before you flip at anything.
  • Penthouse Key & Mystery (status) — lit: Knocking either Penthouse Key target arms the Mystery Target above the left sling and unlocks the only route up to the Penthouse floor. · then: Collect the Mystery Target for whatever award is pending right then, jackpots during multiball included, and ride the elevator up to the Penthouse for a party of escalating ten-million steps.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Open on the TAXI targets for the plunger skill shot, or plunge straight into the lock saucer for the super skill shot, then start Taxi Chase off a lit return lane to bank early clues. Keep the roulette multiplier climbing so your bonus is worth cashing. — Plunger Skill Shot, Super Skill Shot, Taxi Chase, Roulette
  • Building — Ride the elevator to pull evidence and open modes while keeping the phone ringing with fresh clues. Stall on naming the killer once you are three clues deep, since five in one case is an extra ball, and stack Basement Multiball on top. — Working A Case, Answering The Phone, Do Not Solve It Too Early, Basement Multiball
  • The big one — Catch the Killer is the marquee payoff: name the right suspect or tour every floor to open the Roof, complete the lit chase and the phone, and stop the hurry-up as high as you can as it falls from a hundred million to twenty-five. Whatever value you catch them at is what every lit shot pays across the four-ball multiball that follows. — Catch The Killer

Does Who Dunnit have an action button?

Bally kept this cabinet plain: two normal-sized flippers and a manual plunger, nothing extra to press. The elevator runs on its own and your safety net is not a button either — with an outlane lit for Slots, draining spins the reels on the way out and a match hands the ball straight back.

Goals in Who Dunnit

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

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