FunHouse
Williams, 1990 — shot-by-shot rules and strategy guide.
Open FunHouse in the Pinball Genie app →FunHouse is a clock game. It starts at 8:00, holds its value from ball to ball, and getting it to midnight is the whole point of the machine — that is when Rudy falls asleep, his mouth drops open, and the game finally lets you shoot him. Almost every shot on the playfield moves the clock, so knowing which ones move it most is the difference between reaching midnight and running out of balls.
What actually advances the clock
- 30 minutes — the Manhole below the jet bumpers, and starting a ball. The Manhole is the single most efficient shot on the machine and it opens the Steps at the same time.
- 15 minutes — the Wind Tunnel, and the Center Ramp. The ramp then climbs to 20, 25 and 30 on repeat hits, but resets every ball.
- 10 minutes — the Hidden Hallway, the Trapdoor, and the Trapdoor loop.
- 5 minutes — the S-T-E-P targets and the Superdog targets.
- 0, 5 or 10 — the jet bumpers, depending on whether they are unlit, lit or flashing. Lighting them first genuinely matters, and the Mirror's Jet Bumpers At Maximum award leaves all three flashing for the rest of the ball.
Two hard limits are worth committing to memory. The clock will not move past 11:25 during Quick Multiball or during Frenzy, so do not waste those seconds trying. And once you reach 11:30, the only thing that advances the clock is locking a ball in the Hidden Hallway — that takes you to 11:45, and the next lock is midnight.
The Trapdoor ladder
Running the Trapdoor loop opens the Trapdoor for about eight seconds. The first one is worth 500K off a single loop. After that the price goes up with the prize: two consecutive loops for 750K, three for a million.
A quirk in your favour — whenever the Trapdoor is open, a ball rolling back over the loop sensor behind it also collects the award. That usually happens when a shot just clears the sensor and rolls back down over it, so some collections arrive unearned.
The Mystery Mirror
With the white MIRROR light on, the Wind Tunnel pays whichever of six awards is flashing: Extra Ball Is Lit, Million Is Lit, Jet Bumpers At Maximum, Steps Open, Quick Multiball and one more. The light is on at the start of every ball, goes out when you collect, and comes back when you hit Rudy's jaw — or briefly, about four seconds, from the right centre lane.
There is a reward for exhausting it. Once all six awards have been collected, the Wind Tunnel stops giving awards and starts Super Frenzy instead: 1.5M base with every target worth 100K, against the 120K and 50K of an ordinary Frenzy. Nothing on the playfield announces this.
Rudy, and the shot most players never find
Jaw hits from the side flipper are the quiet scoring engine here. Your end-of-ball bonus is 50K per Rudy hit, hits carry from ball to ball, and you start the game already holding one. Each jaw hit also relights the Mirror.
The hidden one is the Rudy Gulp. Rudy comments on your play constantly, and while he is talking his mouth is open — putting a ball in there mid-sentence is worth 250K. Most players assume his mouth only opens at midnight and never try it.
Midnight Multiball
Get to midnight, shoot Rudy's open mouth for a million — two million if you are holding Million Is Lit from the Mirror — and the Trapdoor becomes a ladder. The first hit scores 2M and closes it; the Center Ramp reopens it for 3M; each cycle adds another million up to a ceiling of ten. The Steps and Mirror are disabled throughout.
Know the ending before it happens to you. If the multiball finishes with at least one Trapdoor hit made, the clock simply resets to 5:00 and normal play resumes. If you made no Trapdoor shots, the Hidden Hallway lock relights and a countdown starts on the playfield clock — relock the last remaining ball in time and another ball is served. Nothing can stop that timer.
Two things in your favour
Shooting the Steps ramp all the way to the top buys twenty seconds of Superdog. Its real value is not the time itself but that the Frenzy timer stops whenever the Superdog timer would stop — Superdog is how you make a twenty-second Frenzy last.
And FunHouse is unusually generous about bad plunges. A ball that runs from the plunger to the drain without hitting a scoring target is returned, and in practice the game often gives back weak plunges that dribbled through the bumper lane into the right outlane even though those did touch switches. Do not panic on a bad plunge.
Goals in FunHouse
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
-
Plunger Skill Shot
Not a full-power plunge. You want the ball to run out of speed in the top loop and roll back down into Rudy's Hideout. It pays 250K the first time, then 500K, 750K and a million every time after.
Reward: 250K climbing to 1M
-
Advance The Clock
The clock is FunHouse. It starts at 8:00, holds between balls, and getting it to midnight is the entire game. Almost every shot moves it, so knowing which ones move it most is the difference between reaching Rudy and running out of balls.
Reward: Progress toward Midnight Multiball
-
The Trapdoor Ladder
Run the Trapdoor loop and the Trapdoor opens for about eight seconds. The first is worth 500K off a single loop; after that it takes two consecutive loops for 750K, and three for a million. The price goes up as the prize does.
Reward: 500K, then 750K, then 1M
-
Center Ramp Repeat
75K and 15 minutes to start, climbing to 100K, 125K and 150K with 30 minutes from then on. It resets every ball and after Midnight Multiball, so the value is something you rebuild rather than bank.
Reward: 75K to 150K plus 15-30 clock minutes
-
Gangway Awards
The inlanes cross-light the Gangways — right inlane flashes the left one, left inlane and the Trapdoor loop flash the right. They pay 150K, 200K, 250K and then 250K plus the extra ball light. The lights die after a few seconds, so this is a reflex shot.
Reward: 150K climbing to 250K, then lights extra ball
-
Mystery Mirror
With the white MIRROR light on, the Wind Tunnel pays whichever of six awards is flashing. The light is on at the start of every ball, goes out when you collect, and comes back on when you hit Rudy's jaw — or briefly from the right centre lane.
Reward: One of six awards
-
The Steps
Three lit steps on their own ramp, reached via the Center Ramp or — unusually — a left outlane drain, once Steps Open has been awarded. The S-T-E-P targets light them in a fixed order, and the last one is the extra ball.
Reward: Light Frenzy, 500K, Light Extra Ball
-
Frenzy
Light Frenzy from the Steps, then hit the Trapdoor. Every playfield target adds 50K to a bonus that pays out at the end of the ball — which is the catch, because a tilt throws all of it away.
Reward: 120K base, +50K per target, paid at end of ball
-
Super Frenzy
Hidden behind the Mirror. Once all six Mirror awards have been collected, the Wind Tunnel stops giving awards and starts Super Frenzy instead — 1.5M base with every target worth 100K.
Reward: 1.5M base, +100K per target
-
Quick Multiball
A Mirror award. A second ball arrives, and the first launches as soon as the new one hits anything. While both are alive every Rudy hit is worth a million — but the Trapdoor is switched off and the clock will not pass 11:25.
Reward: All Rudy hits worth 1M
-
Midnight Multiball
The whole point of the machine. Get the clock to midnight, Rudy falls asleep and his mouth drops open — shoot it. The Trapdoor then becomes a ladder: 2M, then 3M, climbing a million each time up to ten.
Reward: 2M climbing by 1M per Trapdoor hit, max 10M
-
The Midnight Relock
A rule worth knowing before it happens to you. If Midnight Multiball ends without a single Trapdoor hit, the lock relights and a countdown starts on the playfield clock — relock the last ball in time and you get another ball. Nothing stops that timer.
Reward: A second attempt at Midnight Multiball
-
Build The Rudy Bonus
Jaw hits from the side flipper are the quiet scoring engine of this game. The end-of-ball bonus is 50K per Rudy hit, hits carry from ball to ball, and you begin the game already holding one.
Reward: 50K x total Rudy hits at end of ball
-
Rudy Gulp
Rudy comments on your play constantly, and while he is talking his mouth is open. Putting a ball in there while he is mid-sentence is a Rudy Gulp for 250K — a shot most players never realise is available outside of midnight.
Reward: 250K
-
Million Is Lit
A Mirror award that turns the next Rudy jaw or mouth hit into a flat million. Stack it before Midnight Multiball and the opening mouth shot pays two million instead of one.
Reward: 1M on the next Rudy hit, 2M stacked at midnight
-
Light The Outlane Specials
Get the clock to 11:30 a second time in one game and both outlanes light for Special. The catch is that the lights toggle on and off every time the ball hits a slingshot, and an uncollected Special is gone at the end of the ball.
Reward: Special at both outlanes
-
Superdog Time
Shooting the Steps ramp all the way to the top buys 20 seconds of Superdog. Its real value is that the Frenzy timer stops whenever the Superdog timer would stop — so Superdog is how you make a 20-second Frenzy last.
Reward: 20 seconds of Superdog, pauses Frenzy
-
The Manhole Shortcut
The single most efficient shot on the machine. The Manhole under the jet bumpers advances the clock 30 minutes — as much as starting a whole ball — and opens the Steps at the same time.
Reward: 30 clock minutes, opens the Steps
-
You Can Have It Back
FunHouse is unusually generous about bad plunges. A ball that goes from the plunger to the drain without hitting a scoring target is returned — and in practice the game often gives back weak plunges that dribbled through the bumper lane into the right outlane, even though those did touch switches.
Reward: Ball returned
-
Jet Bumpers At Maximum
A Mirror award that leaves all three bumpers flashing for the rest of the ball. Flashing bumpers are worth 10 clock minutes each instead of nothing, which turns the bumper area from dead time into the fastest clock advance on the playfield.
Reward: All bumpers flashing, 10 clock minutes each
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.