=====================================
    Rulesheet for WhoDunnit? - Bally 1995
    =====================================

         -=-=-=-=-=-=-=-=-=-=-=-=-=-
         Compiled by Scott R. Tiesma
         -=-=-=-=-=-=-=-=-=-=-=-=-=-
      Version: alpha... needs much work.
         (Assistance is requested :)
           Date:  December 11, 1995

Send all corrections and updates to me at: [email protected]

The latest version of this rulesheet can be obtained via anonymous FTP
or the World Wide Web at (ftp/http)://pinball.cc.cmu.edu in the directory
pinball/Rules.  ***(NOT YET!!!!!)***

Contents: (* means not completed yet)
---------
Disclaimers
Special Thanks
Abbreviations
*Designer Names
*Comments
*Things to Fix
Playfield Layout
    Description
    Jackpot Shots
    The Cabinet
Skill Shot
Super Skill Shot
Rules
    Floors/Modes
    Interrogating Suspects
    WhoDunnit?
    Collecting Clues/Evidence/Equipment
    Taxi Chase
    Knudge Slots
    Sewer Awards
    Roulette
    Slots
    "Psuedo Kickback"
   *Cases
    Clues
   *Equipment
   *Suspects/Killer/Murderer
    Catch the Killer(aka Roof)
   *Elevator Madness
   *Penthouse Party
   *Midnight Madness
    Multiball
   *Wizard Award (is there one?)
*Bonus
*Extra Balls
High Scores/Ego Awards
    Roof Champion
   *Loop Champion
    Grand Champion/1st-4th(can be bought)
*Strategy
*Quotes
*Miscellaneous
*Bugs
*Easter Eggs

Disclaimers:
------------
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.

Special Thanks:
---------------
Michelle Tiesma ([email protected])

Abbreviations:
--------------
DMD - Dot Matrix Display
ToM - Theatre of Magic
VUK - Vertical Up Kicker

*Designer Names:
---------------

*Comments:
---------

*Things to Fix:
--------------

Playfield Layout:
-----------------
    Description:
    ------------
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.

Mode Start Saucer/Super Skill Shot/"Lucky Lock" - A saucer located
directly above the left inlane which acts as a Mode Start, 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 targer 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, "Knudge Slots" will be lit in which case
a post will interupt 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.

Phone - 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 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.

?Name? 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 triangular configuration.

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.

Spinner - located in the Roulette Lane.

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:  their 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.

       Jackpot Shots:
       --------------
During Multiball the Sewer Hole and Roulette VUK are the jackpot shots
(as shown on the playfield).  Note:  The mystery target also awards
jackpots.  Furthermore, going up, down, and exiting on the elevator
will award a jackpot (each habitrail stops the slots on jackpot).

       The Cabinet
       -----------
Very slick.  It is very noirish and has a old time murder mystery feel to
it (think 1930's Sam Spade... etc).

*Skill Shot:
-----------
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.

I believe the awards cycle such that:
    T = Points
    A = Clue
    X = Advance Multiplier
    I = Light Roulette

Super Skill Shot:
-----------------
Pull the plunger and attempt to have the ball enter the mode start hole.
This collects collects a clue, points (20 M * # of super skill shots),
advances the multiplier, and ...

Rules:
------
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 then)  catch the
killer.

Note also, their are a few modes which are started either via exiting the
elevator on the appropriate floor or solving a case.

    Floors/Modes:
    -------------
Their are 11 floors accessible via the Elevator.
They are, and their awards/modes are:
Basement   - 3 ball multiball
Main Floor - Light Slots and Roulette
2nd Floor  - 4 Taxi Letters (thus awarding a clue also)
3rd Floor  - ???Evidence vs. WhoDunnit?
4th Floor  - Slots
5th Floor  - ???Interrogate Suspect vs. WhoDunnit?
6th Floor  - Award a piece of equipment (Furthest left, unlit one)
7th Floor  - Elevator Madness
8th Floor  -
Penthouse  - Penthouse Party (accessible only after collecting the
            Penthouse Key)
Roof       - Catch the Killer (accessible only after having accessed all
            other floors).


   *Interrogating Suspects:
    -----------------------
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).  Some notes about this, the suspect will always talk about
the killer unless he/she is the killer.

    WhoDunnit?:
    -----------
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 TAXI (either directly or via Taxi
Chase), the Super Skill Shot, and the Slots (3 fingerprints).  Clues
max out a 50 Million, and five clues collected in one case will light
an extra ball.

Evidence can be collected via exiting on floor 3?, and ????.

Equipment can be collected by exiting on floor 6, the Slots, the Train
Loop (x # of loops), and ???

   *Taxi Chase:
    -----------
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.

   *Knudge Slots:
    -------------
When Taxi Chase is not occuring 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 is collected
if the ball then falls into the hole directly beneath the Bumpers.

Also, each bumper hit raises the jackpot value.

   *Sewer Awards:
    -------------
1 Million * the number of times you've entered the Sewer.  Also, if you
have the Map (Equipment) it will award various rewards.

   *Roulette:
    ---------
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).
Also, if you are above the replay score, and the bet would bring you below
the replay score (allowing you to reach it again) you won't lose
(I believe).

This feature is lit by reaching the Roulette VUK when it is not lit, by
exiting on the Main Floor, and ????.

   *Slots:
    ------
The slots act just like a slot machine.  However, if two reels match you
are given a second chance.  To be awarded with the reward which has
matched twice one only need 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
Kickback".

Possible awards are:
    100,000,000 = 3 Bars
    Equipment   = 3 Magnifying Glasses
    Clue        = 3 Fingerprints
    Multiball   = 3 Multiballs
    Extra Ball  = 3 Extra Balls
    Jackpot     = 3 Jackpots
    Roof        = 3 Wilds
    Elevator Madness = 3 Question Marks

A mismatch scores 5 Million.

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
(obvious, eh?)).

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 - Fingerprint.

   *"Psuedo Kickback":
    ------------------
If on losing your ball via a lit outlane the slot machine matches two
awards (and not three unless they are Multiball or Elevator Madness, see
below) you will be given a second chance and an autolaunched ball.

Note:  Other awards from the slot that simulate a kickback are Multiball
and Elevator Madness for obvious reasons.

   *Cases:
    ------
There are a total of five cases which occur in the following order:  The
Missing Bullet, The Broken Mirror, The Bloody Dagger, Sticky Fingers,
and ? Tattoo.


   *Clues:
    ------
There are 5 clues which can be collected in each case.  They are
(in order) a bullet, a broken mirror, a dagger, a fingerprint, and a
matchbook. Collecting all five lights an extra ball at the phone.
Collecting a clue also awards xxx points.  Clues award a max of 50 Million
points.

   *Equipment:
    ----------
There are four pieces of equipment which can be collected:  a Revolver,
Magnifying Glass, Flashlight, and Map.  They score 25 Million each.

   *Suspects/Killer/Murderer:
    -------------------------
Tony:
Victoria:
Butler: aka Walter, Tony's First Partner
Bruno: aka Tex, bouncer at the casino,
Trixie: Walter's (unknown) Daughter from England, Tony's Ward,

   *Catch the Killer(aka Roof):
    ---------------------------
Obviously a mode in which you attempt to catch the killer.  To do this,
one 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 100 Million
hurry up is started which stops at 25 Million.  Catching the killer ends
the case (lighting it on the playfield) and starts a 4 ball multiball.
At the end of multiball a new case is started.

Should one not catch the killer they still go on to the next case, but
they will have to resolve this case later.

This mode is accessed via the Roof or choosing the correct suspect from
WhoDunnit?.

   *Elevator Madness:
    -----------------
A two ball multiball (with a x second ballsaver).  The object is to hit
the Elevator.  Points are awarded based upon what floor you are on when
you hit the Elevator.  Furthermore, ...???

   *Penthouse Party:
    ----------------
All shots are lit for xxx Million for xxx seconds.

   *Midnight Madness
    -----------------
At midnight (assuming the clock is set correctly), ...

   *Multiball (excluding Elevator Madness):
    ---------------------------------------
Either 3 or 4 ball it 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 the Elevator.

Jackpots are increased by Bumper hits.

   *Wizard Award (is there one?):
    -----------------------------
I assume there is one, furthermore, I assume that it is achieved by (at
least) catching the killer in all five cases (note, not just solving).
Anybody have any info??? There may be more required also???

It actually appears now that there is not a wizard award (quite a shame!)

*Bonus:
------
(Number of Cases Started)...

*Extra Balls:
------------
Can be collected/Lit via:
    Slots (immediate)
    6 Train Loops (lit at phone)
    5 clues in one case (lit at phone)
    ????

*High Scores/Ego Awards:
-----------------------
    Roof Champion:
    --------------
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.

    Loop Champion:
    --------------
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 appears to be no limit on
the number of buy-ins allowed.

The highest score I've heard of is @120 Million.  The highest I've seen
is 27 Million.

*Strategy:
---------

*Quotes:
-------
Feel free to write me with your favorite...

My favorite is "Player x is a wizard!" upon ...?

*Miscellaneous:
--------------

*Bugs:
-----
Recently, I scored 24 Billion and some change... however, during the whole
game, the 10 Billions digit wouldn't display.  This confused me b/c it
like after achieving 9 Billion my score somehow went down to almost zero.
Then, upon reaching 9 Billion again it did the same thing.  Needless to say
when I ended the game and got High Score #1, I could see I had actually
scored 24 Billion.  Why this happened I don't know, I've played this same
game before and been able to see this digit.  The only difference I noticed
was that the spinner wasn't registering during this game.

*Easter Eggs:
------------