Rulesheet for WhoDunnit? - Bally 1995
Compiled by Scott R. Tiesma
Last Updated: July 28, 2006
WhoDunnit? is a 4 ball game by Bally manufactured in 1995. Most everything in this game is copyrighted by Bally / Williams.
This sheet can be distributed and copied in any manner provided it is done so freely and the special
thanks section and my name are not removed or edited.
- DMD - Dot Matrix Display
- ToM - Theatre of Magic
- VUK - Vertical Up Kicker
Design by: Dwight Sullivan, Barry Oursler
Art by: Linda Deal (aka Doane)
Dots / Animation by: Adam Rhine, Brian Morris
Mechanics by: Zofia Bil
Music by: Paul Barker
Sound by: Paul Barker
Software by: Dwight Sullivan
As per usual this starts at the bottom middle and proceeds clockwise
around the game.
- Two flippers in the usual location and of normal size.
- Left Outlane
- Can be lit for Slots. No kickback, but one can be simulated (see
"Psuedo Kickback" in Rules section).
- Left Inlane
- Can be lit for Start Taxi Chase.
- Left Slingshot
- The normal variety.
- Super Skill Shot / Lock Entry
- A saucer located directly above the left inlane which acts as a Super Skill Shot, and "Lucky Lock" (Lucky b/c one can't
purposefully shoot here other than from the plunger or via the Exit of
the elevator). The entrance to the "Lucky Lock" is from the right and
above the Mystery Target but below the I of the T-A-X-I Targets.
- Mystery Target
- A target directly above the top of the left slingshot which can be
lit to award various awards or jackpots.
- T-A-X-I Targets
- Hits to these spot the appropriate letter. These are also used for
the skill shot. The letters can be spotted, see Taxi Chase.
- Left Orbit (aka Left Taxi Chase)
- Leads to the Pop Bumpers or past them and out the Right Orbit
entrance. If the orbit is lit for Taxi Chase it will go past the bumpers.
If not, "Nudge Slots" will be lit in which case a post will interrupt
the balls travel such that it falls into the bumpers (just like the post
on ToM behind the Magician's Trunk).
- Red Standup Target
- A hit to this causes the next roulette bet to be Red provided the
Black Standup Target is not hit.
- A hole under a black plastic phone. This hole is at the end of a
lane directly to the right of the Left Orbit entrance.
- Elevator Rising / Lowering Target Bank
- A set of 3 targets which can lower into the playfield floor. When
lowered one has full access to the Elevator. When raised it is possible
to access the Elevator, but only by a very narrow margin.
- Elevator (Ramp)
- A large, wide, unique ramp which leads to 3 different habitrails.
From left to right these habitrails are UP, EXIT, and DOWN.
- Jet Bumper Hole
- A hole directly behind the Elevator which the ball will usually fall
into after being in the Bumpers.
- Pop Bumpers
- 3 of them located in the top middle of the playfield in the standard
- Right Ramp (aka Train Loop), Right Orbit (aka Right Taxi Chase)
- Either one or the other... It is the Right Ramp if Taxi Chase hasn't
been started (in which case the ramp is down), or it is the beginning of
the Right Orbit, if Taxi Chase has started (in which case the ramp will
be up). The ramps up / down action is similar to that in Whirlwind. The
ramp leads to the left flipper (or the Bumpers if it's a weak shot), the
orbit leads around past the bumpers and out the left orbit entrance.
- Black Standup Target
- A hit to this causes the next roulette bet to be Black provided the
Red Standup Target is not hit.
- Roulette (VUK / Lane)
- A VUK at the end of a lane. The entrance to this lane is directly to
the right of the Right Ramp/Orbit entrance.
- Located in the Roulette Lane. The spinning affects the amount
that my be bet on the roulette game.
- Sewer (Hole)
- A hole directly to the right from the Roulette entrance.
- Penthouse Key Targets
- A set of two targets directly below the Sewer.
- Plunger Lane Exit
- Immediately below the Penthouse Key Targets. One way only.
- Plunger Lane
- A short lane which causes the ball to shoot across the playfield.
Note: there is a normal plunger for the player to use; however, the
machine can also autoplunge balls.
- Right Outlane
- can be lit for Slots (See "Psuedo Kickback")
- Right Inlane
- can be lit for Start Taxi Chase
- Left Slingshot
- the normal triangular shape.
During Multiball the Sewer Hole and Roulette VUK are the jackpot shots
(as shown on the playfield). Note: The mystery target also awards
jackpots if lit. Furthermore, going up, down, and exiting on the elevator will
award a jackpot (each habitrail stops the slots on jackpot).
Very slick. It is very noirish and has a old time murder mystery feel
to it (think 1930's Sam Spade... etc).
- Nick Spade - Private eye
- Tony - Owner of the casino and very content. Age 38
- Victoria - Spider Lady from Europe. Age 34
- Butler - Victoria's manservant. Also Walter, Tony's first partner. Age 53
- Bruno - Tony's bouncer / bodyguard. Formerly Tex, Victoria's third husband. Age 42
- Trixie - Works as a dealer for Tony. Also Walter's (unknown) daughter from England. Age 23
Walter, a young wealthy playboy, and Mia, wife of the English Ambassador
have a fling. They conceive VICTORIA, a secret VICTORIA'S mother keeps. She
doesn't tell him before she leaves never to see him again.
TRIXIE's mom dies giving birth to her. Tex is forced to be a single parent.
Walter comes to town, meets TONY, and they become partners. They start the
W&T PALACE, a struggling casino. TONY then cheats Walter out of his half of
the casino and Walter disappears.
Walter returns to Europe to find that VICTORIA'S mother has died and that
VICTORIA has grown up in a boarding school. VICTORIA looks amazingly like
her mother. Walter can only think of how much he loved Mia when he sees
VICTORIA. Walter changes his name to BUTLER. He tells VICTORIA that he used
to work for her mom and she hires him as her manservant. BUTLER, trapped by
the memory of Mia, does whatever VICTORIA says. VICTORIA treats BUTLER like
dirt....as she does most everyone.
Tex forms a partnership with TONY and they create the T&T PALACE. This
casino thrives and they become rich. TONY and Tex each get a tattoo on their
arm that reads T&T PALACE. TRIXIE is 8 and has a crush on TONY. TONY and Tex
are like brothers.
BUTLER suspects the fate of all his daughters' past husbands and encourages
VICTORIA to go after TONY. VICTORIA shows up with BUTLER. VICTORIA and TONY
have been lovers off and on for a couple of years. TONY still avoids her
grasp. VICTORIA marries Tex, her third husband. She becomes TRIXIE'S
stepmother. TONY doesn't recognize Walter because BUTLER is the shadow of
the man Walter was and looks 10 years older.
VICTORIA and TONY conspire to kill Tex. The plan was: VICTORIA gets the
money and TONY gets the Casino. Tex overhears VICTORIA'S half of the
conspiracy. When she hangs up the phone he roughs her up and threatens that
if anything happened to him she would be sorry. BUTLER witnessed Tex
roughing her up. Unknowingly to VICTORIA or TONY, BUTLER sabotages the
brakes of Tex's car. Tex drives off a cliff. Car explodes. Body was never
Tex, injured and disfigured, makes it to an underground doctor / plastic
surgeon. Tex is reborn as BRUNO. BRUNO has one agenda; to get VICTORIA for
attempting to kill him. No one will get in his way.
TRIXIE, now 11, moves in with TONY. VICTORIA can not be tied down with a
child. TONY is the closest family that TRIXIE has. She resents VICTORIA for
this and still has a crush on TONY.
TONY and VICTORIA each believe that the other did the brake job on Tex. VICTORIA
and BUTLER leave for Europe in search of another husband for
T&T PALACE becomes TONY'S PALACE
TRIXIE and TONY are lovers but TONY will not commit. TONY gives her a job at
his Casino. He keeps her on a string, never letting her get enough money to
BRUNO goes on a fact-finding mission about VICTORIA. He learns all about her
and her dead husbands. He learns about her real life father. He also learns
about her relationship with TONY. He now suspects TONY and VICTORIA of
"fixing" his brakes.
TONY, unknowingly, hires BRUNO to work for him. BRUNO wants to be close
because he knows that sooner or later VICTORIA will show up, and he wants to
keep an eye on TRIXIE, his daughter. TRIXIE has been his only reason to live
on some dark lonely nights. BRUNO keeps a locker full of TRIXIE pictures and
BRUNO waits for the day that he can extract his revenge on VICTORIA and
TONY thinks all is well and is ready to enjoy the good life that he
TRIXIE has finally learned that TONY is not to be trusted and she must do
what it takes to protect herself.
VICTORIA and BUTLER show up to try and snag TONY once more!
Pull the plunger and collect what is displayed on the DMD for the
letter you hit if that letter is lit. Else you just spot that TAXI letter.
The awards cycle such that:
|| Points (10M, 20M, etc.) |
|| Clue |
|| Advance Multiplier|
|| Light Roulette|
Super Skill Shot:
Pull the plunger and attempt to have the ball enter the Lock Entry.
This collects points (20M X # of super skill shots), a clue, advances the
multiplier, and locks the ball. Once you have locked two balls and
hit it again it locks the third ball and gives you "basement multiball".
In General, the objective is to solve the murder mystery by discovering
whodunnit and then to capture them. There are a total of five cases before
the cases cycle again.
To solve cases one must (usually) collect evidence, interrogate
suspects, choose / guess a killer, and (when that choice is correct)
catch the killer.
Note also, there are a few modes which are started either via exiting
the elevator on the appropriate floor or solving a case.
Floors / Modes:
There are 11 floors accessible via the Elevator. They are, and their
|| 3 ball multiball |
| Main Floor
|| Light Slots and Roulette |
| 2nd Floor
|| 4 Taxi Letters (thus awarding a Clue) & lights the phone|
| 3rd Floor
|| Collect Evidence OR pick WhoDunnit|
| 4th Floor
|| Spin slot machine|
| 5th Floor
|| Collect Evidence OR pick WhoDunnit|
| 6th Floor
|| Award a piece of equipment (furthest left, unlit one) |
| 7th Floor
|| Elevator Madness |
| 8th Floor
|| Interrogate a Suspect OR pick WhoDunnit|
|| Penthouse Party (accessible only after collecting the Penthouse
||Catch the Killer (accessible only after having accessed all
other floors or correctly guessed killer).|
This is done by answering the phone (when lit / ringing). Upon answering,
one of the suspects will answer a question asked by you (actually, the
game asks it). Note: the suspect will ALWAYS talk about
the killer unless he/she IS the killer.
This is lit at the phone and allows you to choose who you think is the
killer. If you choose the correct suspect Catch the Killer is initiated.
It is lit by answering the phone.
Collecting Clues / Evidence / Equipment:
Clues can be collected by spelling T-A-X-I (either directly or via Taxi
Chase), the Super Skill Shot, and the Slots (3 fingerprints). Clues max
out a 50M, and five clues collected in one case will light an
extra ball. Collected clues reset when starting a new case.
Collecting a clue lights the telephone. Clues are (in order): Bullet,
Broken Mirror, Dagger, Fingerprint, & Matchbook. They have no
specific significance to the case or killer.
Evidence can be collected via exiting on floors 3 and 5 and gives you 25M points.
Equipment can be collected by exiting on floor 6, the Slots
(3 magnifying glasses), the 2nd consecutive Train
Loop, and the Sewer.
|| Helps you during multiball by increasing the value of the jackpot in the jets faster.|
| Magnifying Glass
|| Eliminates a suspect in a Phone shot if no other award is given.|
|| Helps you find the Map in the Sewer or the Magnifying Glass in the Phone if no other award is given.|
|| Helps you in the Sewer if no other award is given.|
This is started by having the ball roll over a lit inlane. After this,
both orbits are lit for Taxi Chase. Each shot will extend the time of the
chase and award a T-A-X-I letter.
When Taxi Chase is not occurring a shot up the left orbit will be
forced into the Bumpers. Each bumper moves a different reel of the slot
machine. When two or more match they won't change. The slot machine award is
collected if the ball then falls into the hole directly beneath the
During multiball each bumper hit raises the jackpot value. 1M normally or 5M per hit if you have the Revolver.
If lit it does the slot machine.
If unlit and you have the Flashlight but NOT the Map you will find the Map.
If unlit and you have the Flashlight AND the Map it will award various rewards (increase multiplier, interrogate suspect
find evidence, lite whodunnit, or give you 50M).
If unlit but you don't have the Flashlight or Map you get 1M X the number of times you've entered the Sewer.
Note: The first time you enter the sewer with the Map you will get a voice saying something similar
to "Hey Nick, what're you doing in the Sewer?". Nick responds, "I like it in the Sewer". I believe this is the only
time the private eye (ie. you, the voiceover guy) is named.
Hitting a Penthouse Key Target lights the Mystery Target. The Mystery Target
awards whatever should be awarded at the time. For example, if during Penthouse
Party, it awards the 3 Penthouse Party awards.
Making consecutive ramp shots scores a Train combo.
1st lights Roulette
2nd gives Flashlight
3rd lights Extra Ball
4th starts Loop Champion (Try to beat previous champion for "big points".)
When lit, you are given the choice to bet or not. Regardless, the
multiplier will be increased. The amount of the bet is determined by the
spinner. Whether you'll win or lose seems random. However, it has been
noticed that in tournament mode it wins every other time (1,3,5,etc).
Note that, early on in the game you can bet MORE than you have. If you win, you win that amount. If you lose, you just go to zero.
Roulette is lit by shooting up the Roulette VUK when unlit, by
exiting on the Main Floor, and completing the 1st Train Combo.
The slots act just like a slot machine. However, if 2 reels match when you are finished you are given a second chance.
To win the second chance you only need to complete a spin shot (Phone, Roulette, Sewer, and
Exit). Note: if you cause a slot event by losing the ball down a lit outlane and match two, the second chance feature becomes a "Psuedo
Possible awards are:
| 3 Bars
|| 100,000,000 |
| 3 Magnifying Glasses
|| Equipment |
| 3 Fingerprints
|| Clue |
| 3 Multiballs
|| Multiball |
| 3 Extra Balls
|| Extra Ball |
| 3 Jackpots
|| Jackpot |
| 3 Wilds
|| Roof |
| 3 Question Marks
|| Elevator Madness |
A mismatch scores 5M.
Note: There is a wild on each reel. On the middle wheel it is labeled
Wild Choice and gives you the choice between the award on the left or
right reel (unless they match). Else, the wild can replace anything
Note: The ?'s are located on reels with another award. On the left reel
it is with the Extra Ball, middle reel - Bar, and right reel -
If, on losing your ball via a lit outlane, the slot machine matches only 2
of 3 awards you will be given a Second Chance and an autolaunched ball.
Other awards from the slot that simulate a kickback are Multiball
and Elevator Madness for obvious reasons.
There are a total of five cases which occur in the following order: Missing Bullet, Broken Mirror, Bloody Dagger, Sticky Fingers, and
The Tattoo. There is no significance, in the game, to any of the cases.
Catch the Killer (aka The Roof):
You attempt to catch the killer. To do this,
you must complete the lit Taxi Chase followed by the Phone. Taking too
much time causes the lit Taxi Chase to change, or the Phone to unlight and
go back to a lit Taxi Chase. Once the phone is lit a 100M hurry up award
is started which stops at 25M. Catching the killer ends the case
(lighting it on the playfield) and starts a 4 ball multiball. During this multiball any lit shot that you hit
earns the value of the hurry up award when you caught the killer. During this multiball the 3-Bank Target will cycle up and
down intermittenly. At the end of multiball a new case is started.
Should you not catch the killer you still go on to the next case, but
you will have to resolve this case later.
This mode is accessed via the Roof or choosing the correct suspect from
A two ball multiball (with a x second ballsaver). The object is to hit
the Elevator. Either left or right shot reverses the direction of the
elevator, and collects value for that floor. Exiting on a floor also
collects point value for that floor. Points awarded range from ~10M to ~35M. After you've been
given awhile to score points (20 sec?) the 3-Bank Target begins to cycle up and down intermittently.
All flashing shots score increasing values (10M, 20M, 30M, etc.) until the
timer runs out.
3 ball multiball that ends when less than 2 balls are in play. Jackpots
can be collected at the Roulette VUK and the Sewer along with the Mystery
Standup and making all 3 Elevator shots.
Jackpots are increased by Bumper hits, increasing 1M normally & 5M when you have the Revolver.
Wizard Mode / Award:
There isn't one :-(
End of Ball Bonus:
Number of Cases Started X 5M +
Number of Clues Collected X 1M +
Number of Times You've Spun the Slots X 5M +
Number of Cases Finished X 20M +
Can be collected / lit via:
- Slots (immediate)
- 3 Train Loops (lit at phone)
- 5 clues in one case (lit at phone)
High Scores / Ego
An Ego Award where one gets to put in their initials if they've scored
the most during the Catch the Killer mode. These initials will be
displayed whenever the Slots start.
Based upon number of Train Loops in a row...
Grand Champion / 1st - 4th (can be bought):
Two credits for GC, 1 for all others. There is no limit on
the number of buy-ins allowed.
The highest score I've heard of is ~120 Billion. The highest I've seen
is 27 Billion.
The Basement Multiball and Penthouse are very lucrative. In the Basement you can just keep getting Jackpot after Jackpot.
For the Penthouse it's like printing money. Just keep making shots at the elevator. Keep making the shots
consistently until the timer runs out (which is easy!) and it's worth ~750M.
Do not necessarily choose the correct killer. For instance, if you have a number of clues it might be better to work on getting more
clues (to light the extra ball) than to choose the right killer. Then you can start racking up more clues for the next extra ball.
Catch the killer! The 4 ball multiball (with ball saver for a bit) can be very lucrative.
In a good, long game the end of ball bonus becomes important. So spin the slots, start & finish case, and get that multiplier up
there and you can get bonuses of 1B+.
My favorite is "Player X is a real wizard!" upon ...?
"You'll do" upon getting Grand Champion ;-)
Press and hold both flippers for about 5 seconds during attract mode, then follow the display.
Doesn't display 10B+ when in play:
If you score more than 9,999,999 the display does not change the font so that you can see the "1" for 10 billion.
The default font for the score cannot display that digit. Once the game is over you will get the proper credit for scoring the 10 billion.
7th floor labeled wrong on DMD:
When the ball exits on the 7th floor for Elevator Madness the DMD actually says 8th floor. I don't know if that's a bug
or part of the Elevator Madness, meaning the "elevator" is "malfunctioning".
Upon powering up the game it doesn't check for the 3-bank target being up:
When a game ends and the 3-bank target is up and you turn the machine off you run into a problem the next time you turn the machine on.
It does all its initial checks but doesn't notice if the 3-bank target it up! So when you go to play it's always up and it doesn't register
when you hit it! Only way to "fix it" is to trigger a mode that would make the machine cycle the 3-bank target up.
At midnight, assuming the clock is set correctly, Midnight Madness will start. If someone is in the middle of a game,
it will happen during play. If a game is not active, it will occur at the first ball-start. At the beginning you will hear
"I was afraid of this". After a few seconds of gameplay, the flippers will go dead. The balls you have in play will
drain. The playfield goes dark. The game will shut-down. It will appear as if you tilted the game. But did
you? Nope! "Midnight Madness" will now flash on the screen. It will then empty every ball inside the machine
and start Midnight Madness (4 ball) multi-ball. Every hit is worth 3M and a "BOOM", "BLAM", "DOH!", etc. will
appear on the DMD with each score, ala the old Batman TV show.
Start a game and then press the following sequence:
B, 8L, 1R, 5L, 1R, 5L, 1R, 6L, 2R (where B is both flippers, L is left & R is right)
When it says "Put on your 3D Glasses Now" launch the ball.
(It has also been reported to work "During Attract mode, with no credits" but didn't work for me.