Who Dunnit

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

Open Who Dunnit in the Pinball Genie app →

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.

Goals in Who Dunnit

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

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.