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

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.

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