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izecold90 on 2020-05-24
Table version : 1.14

For some funky reason the ball just floats in the launch channel, in the middle. So I can't shoot it out. 

blade900 on 2019-10-22
Table version : 1.14


jackiabu on 2019-04-25
Table version : 1.13

ok thanks for your help George. have nice day



bgood on 2019-04-25
Table version : 1.13

Thank-you George!

GeorgeH on 2019-04-25
Table version : 1.13



I'm sorry I don't have a third screen.  I just use a single monitor and it works fine.  This table uses a semented display and it does not have a DMD.  You might ask the guys on the GoPinball forum for help.  I can't help you.



police99 on 2019-04-21
Table version : 1.13


Nitronimbus on 2019-04-19
Table version : 1.13

Nice work!! I tried doing the same thing with some better sound samples I found online. But you did a much better job than I did, cheers!!

LadyScarlett01 on 2019-04-19
Table version : 1.13

merci bien.

Table detail

Funhouse 1.14 stats

byDRAKKO, francisco666, GeorgeH, Vanlion
TypeRecreation (real pinball)
ManufacturerWilliams Electronic Games, Incorporated, a subsidiary of WMS Ind., Incorporated (1985-1999)
IPDB Number966

NOTE: This table uses Dynamic Flippers, Lighting and Shadow Maps that require use of BAM v1.4-254 which was released on May 25, 2019 (or a later version will work as well).  It is very easy to upgrade.  You can download the most current version at the following link.  This installation file installs Future Pinball and BAM at the same time.  If you have either Future Pinball or BAM already installed, you can still run it and it will bring everything up to date.


 === Version 1.14 ===


I started getting interested in lighting while working on Version 1.13 of Funhouse.  I suppose the reason is that this was my first table to use shadow maps.  Shadow maps don't look very good if you don't have good lighting.  I managed to create some nice lighting but got a little frustrated because I couldn't adjust what I needed to make everything look right.  BAM lighting was initially set up so it could only be adjusted by the end user.  As a result, I had to make do with providing instructions on how to set it up.  It wasn't until BAM v1.4-254 was released that I was able to add options for "Day", "Night" and "Dark Night" lighting.  On Version 1.13, I only set the table up to use "Dark Night" lighting.  I suppose I could have written a lengthy procedure on how to set up each lighting mode but I doubt most end users would want to follow it.  ...And so here is Version 1.14 of Funhouse with options for "Day", "Night" and "Dark Night" lighting that you can access while playing a game with a simple press of the Special 1 key!


When you press the Special 1 key, you also operate 12 flashers in 4 locations.  I noticed that Slamt1lt was using nanoflashers for General Illumination (GI) on his tables so I started using them also.  BAM's lighting modes are great but they don't change the light level of flashers.  I set up flashers to be used with each light mode.  When you press the Special 1 key, it not only changes BAM's lighting modes but it also turns on the flashers for the selected mode and turns off the flashers for the other modes. 


I set up what I call "Day", "Night" and "Dark Night" lighting modes but they are a little different from BAM's default settings.  "Day" mode is a bit darker than the default.  The flashers add quite a bit of light so I had to reduce the brightness of the BAM lighting.  "Night" mode is nearly the same as the default.  The "Dark Night" mode uses Slamt1lt's preferred settings which are slightly lighter than the BAM default.  This is the third table that I have added this feature to and the option's look the same so you might think I just copy and paste the option from one table to the next.  I do copy the script but the flashers are completely different on each table and I tend to make slight adjustments to the light settings also. 


The end user can make changes to the "Day", "Night" and "Dark Night" lighting settings but when the table is closed and reopened, the light settings will revert back to the settings I created.  For this reason, I created a fourth mode that I call "End User Setting".  On this mode, I turned off all but two flashers and have saved no settings for lighting though it initially uses the "Dark Night" setting.  I suppose you could play a table with it like it this but it is quite dark.  The intention is to provide something for you tweakers out there that want to save your own settings.  When you have the option set to "End User Setting", you can add your own settings and the table will save your settings and display them the next time you load the table.  Unfortunately, if you accidentally press the Special 1 key after making these changes, your settings will be permanently lost.  This is the reason I provided directions on how to add your settings to the script.  It is not difficult to do even if you have never made changes to any script and should only take about 5 minutes.  After saving your settings to the script, you can then cycle through all the settings when you press the Special 1 key and display your settings when you see the option on the display for "End User Setting".  I am betting however that most folks will like one of the three lighting modes I created.  Personally, I tend to use the "Night" mode during the day and "Dark Night" at night.  The ambient light in the room does have a significant effect on how a table looks. 


I noticed on Version 1.3, the flashers I added would occasionally make the game start up with only 30 frames per second (FPS).  On this version, I added a 1 second delay after the game starts to turn on the flashers which always makes it start with 60 FPS on my PC. 


I made a few other minor changes also on Funhouse.  The Williams neon light in the game room has never looked quite right to me so I made some changes to a couple of textures.  It looks a lot better now although the only people that might notice it are the those that play this table with a VR headset. 


Another change I made is to fix the texture for the Heads Up Display (HUD) overlay.  I forgot to set the background on the texture to be transparent so the black background was visible on Version 1.13.  The final change I made was to change the color of some yellow lights on the "Mystery Mirror" that I forgot to change on Version 1.13. 


I am pleased to see so many downloads of this table.  It didn't seem to get many downloads when I first posted it so I left it and worked on other things.  I was surprised it was being downloaded so much when I looked at the numbers a couple of weeks ago.  It is what prompted me to work on this update.  Every time I play this table, I am awestruck at how good Francisco made the textures and models look.  I guess my biggest enhancement was with the audio although the lighting helps make it look better too. 




=== Version 1.13 ===


This table had been saved to my C drive for years and I only played it a few times.  I don't recall why I stopped playing it but it was probably because of the poor audio quality.  I played it recently and noticed it had a lot going for it.  The graphics are high resolution and very crisp.  The textures for the playfield and plastics are 2048x4096 and the backglass is 2048 square.  The model of Rudy is exceptional and looks identical to the one on the Williams table.  When I played it, I thought I could remix the sound to improve the sound quality.  ...And so here it is -- a version with about half of the sounds remixed.  I was unable to improve the other sounds that were on the original table so I left them as is.  I do think the sound is better but you can be the judge. 

I also added what I call a "Sound Level Control Panel".  You might notice that I have added this to other tables.  I categorize all the sounds on the table into background music, mechanical sounds of the table, special sound effects and voice quotes.  This table has a new innovation.  This table has about a dozen sounds that combine sound effects and voice quotes.  I have encountered this situation before and it has left me stumped as to what category to save them.  On this table I created separated files for voice and sound effects and had them play at the same time during the game.  I was able to apply the volume controls separately to each sound and to my surprise didn't have to make any further adjustments.  If you want to mix the audio differently, you can easily make adjustments to the Sound Level Control Panel yourself.  Directions are at the beginning of the script.  I have it adjusted to my ear anyway and I don't think you will need to change it but it is available if you do. 


This is the first table where I have added shadow maps.  It is possible to set BAM up now so lights cast shadows when the light hits an object.  Lights are always placed under the slingshots and other surfaces on the table.  The light now cast shadows when it hits posts and other objects under these surfaces.  On this table, the most obvious area where you can see a shadow is in the blue area of the playfield just above the right slingshot.  You might think that these shadows are just painted onto the playfield texture but they are not.  I have saved the shadow maps to the texture manager so you won't have to wait for them to be saved to your C drive.  Some of the guys that have lower end PCs had trouble loading another table that used shadow maps.  Hopefully, saving the maps to the texture manager will fix this.  If you are having trouble loading the table, I suggest that you first try deleting the mock game cabinets on both sides of the pinball table and the Williams sign above it.  If you still have trouble, I provide some directions near the beginning of the script on how to delete the shadow maps. 


The shadow maps become more obvious when you change the BAM lighting to "Dark Night" although you can see them on the "Day" mode.  The shadows will not appear when you first play the table because all of the GI lights that cast shadows are turned off.  The GI lights turn on when you press the start key and the shadows will then appear.  Slamt1lt posted this video on how he sets up lighting with BAM:


We used to have to paint shadows onto the playfield texture.  He recorded this before shadow maps came out and he talks about painting shadows.  I use his settings but he neglected to mention that you can change the brightness of the ball using BAM also.  To do this, open the BAM menu.  Arrow down to "Addons>" and press enter.  Arrow down to "Lock ball brightness".  Press the left or right arrow key to set it to "<On".  The arrow down to "Ball brightness" and adjust the level as desired.  I set it to 1.2 but you may want to try something different.  If you decide to use the "Day" BAM lighting, I suggest you reduce the "Diffuse" setting to about 0.7. 


We used to provide "night" versions of tables back in the old days and the original version of this table has a night version.  I think the combination of BAM's "Dark Night" lighting and shadow maps are superior to the old night versions.  BAM lighting not only changes the lighting on the playfield but also changes the lighting in the whole game room.  "Night" versions of old tables just changed the appearance of the playfield itself.  I also changed the general illumination (GI) to improve the "Dark Night" lighting.  I did this using nanoflashers (which is basically a type of light).  The nanoflashers produce a black triangle on the playfield that you usually end up having to hide.  Francisco was nice enough to create a new version of the nanoflasher for me where the black triangle is invisible.  This allowed me to place the nanoflashers wherever I wanted.  I set one of these so that Rudy's head appears to be illuminated by a spot light on the night versions.  Changing the GI is a bit tricky but I think I got it right. 


I read through the postings on the original table, and the most popular request was to add a ball saver.  Francisco was nice enough to add it on this version.  I did a bit of research and found some references (like the IPDB) that said the table had a ball saver and others that said it did not.  I am not sure but Williams may have released both versions.  If you prefer to have no ball saver, you can change "constBallSaverTime" in the script to 0.  It is currently set at 8 seconds.  You can also increase this setting if you want the table to be easier to play. 


I have added custom physics and dynamic flippers.  You may want to change the amount of bounce the ball makes when it hits a stationary flipper.  I provide 12 predetermined settings that adjust the bounce in the comments of the script and directions are there on how to change it.  Just look for "BOUNCE CONTROL" in the script. 


I made quite a few changes to make it so all you need is the *.fpt table file.  I added all the libraries, XML file for the physics and the shadow maps to the table file.  I think it will make it easier for you to set the table up.  The download does include some wheel art in case you use a front end like PinballX.


The rest of the things I changed on this table are more minor in nature.  The texture on the backglass appeared to be a bit washed out.  I made some changes to its color. 


I had trouble reading the instruction card on the left side of the apron because the text didn't have enough contrast with the background so I added a new card.


I had a problem with the ball flying off the ramp so I added an invisible lid over the top of part of the ramp.  The ball would sometimes fly out of the lane that has the trap door.  There is an invisible surface above the table but it did not cover this lane so I extended it to cover it.  I also had a problem with the ball getting stuck inside Rudy's head so I added invisible walls inside the head.  The ball would sometimes make its way into Rudy's head when it entered Rudy's hideout so I changed the walls around it.  The ball would also get stuck on the gate that is on the outlet of the launch lane after it finished hitting the bumpers so I moved the gate up very slightly and added a short wall.  These problems may have been caused by my new physics.  My physics always seem to make the ball be a bit livelier so I usually have to fix this sort of stuff on most tables.  ...But it is better this way.  It is sort of like riding a spirited horse vs. riding an old horse that just plods along the same path it has followed its whole life. 


The yellow and white lights on the original table had a greenish tint to them.  I didn't like the green and watched several videos of the real table and saw no greenish tint.  I believe the lights are now closer to the Williams table.


When I played the original table, I couldn't see the movement of the right plunger so I changed the opening so you can see it with the "Full Table 2" view.  This should help you get the skill shot. 


The HUD Toggle Key did not work on this table so I added it.  To operate it, press the HUD Toggle Key to toggle the heads up display (HUD) off and on.  The setting is then saved to the fpRam file in your Future Pinball folder.  When you close the table and open it the next time, the HUD will be set to the way you last changed it. 


I also added a code to the script that extends the maximum number of points that can be awarded during a game from 40 billion to 922 trillion.  I have yet to score one billion points during a game.  The code will prevent you from having an unpleasant surprise that ends your game if you exceed 40 billion points. 


I added a version of the table for use on a single monitor with a portrait orientation.  This version will be of interest to you if the monitor on your PC can be rotated 90 degrees.  I have added a screenshot of it that you can view on the "Images" tab of this posting.  This version will not be useful on pinball cabinets or PCs which have a normal landscape orientation.  The download includes directions on how to set up this version of the table.  On this table, the only changes I made were to switch the table loading texture to portrait and made a minor change to the script to have the HUD not display by default.  I also deleted the 2 mock video game cabinets and William's sign in the game room.  I figured that there is no need to use memory loading something that you cannot see.  For this reason, I think most pinball cabinet users will want to use this version but ignore the other files that are in the download. 


I added four loading textures and kept the existing one.  Three of the textures that are saved to the table are oriented in landscape format and the other two are oriented in portrait.  All of the textures have been saved to both versions of the table.  If you would like to switch to different texture, open the Future Pinball editor for the table and click on the "Tables" pull down menu.  Then select the "Table Info" option.  Under the option for "Loading Picture", you can select the following: 


BackloadLandscape1 – The original texture in landscape orientation

BackloadLandscape2 – A new texture in landscape orientation

BackloadLandscape3 – The texture used on the side of the cabinet formatted to work as a loading screen. 

BackloadPortrait1 – A new texture in portrait orientation

BackloadPortrait2 – The texture used on the HUD formatted to work as a loading screen.


I hope you enjoy this modification to the table.  If you were like me and didn't play the first version of the table very much, you should give it a second chance.  I don't think you will regret it.  It is definitely easier to hit the lane between the ramp and the mirror with the dynamic flippers.  It was nice being able to consult with Francisco on this version of the table.  Welcome back Francisco! 



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