Date: Thu, 28 Mar 1996 

Changes from FunHouse L3 to L9:

When Tournament mode is selected, the mystery mirror always begins the
game set to "Quick
Multiball"                                                     
                                                               
During multiball, the "ramp ripoff" detector (that gives you the ball back
if a ramp shot goes out the left drain) was still active.  2 Balls could
simulate this behavior and cause a free ball.  This has been
corrected.                 
                                                               
The priority for the "lockup arrival" sound has been raised to be above
that of the super dog
targets.                                                  
                                                               
The trap door will not close within several seconds of a lockup hit, to
provide a shot into an open trap door anytime the lockup is made.  It also
will wait for Rudy's hideout to kick out if the ball lands there while it
is open.                                                  
                                                               
A new adjustment called "smart trap door" has been added to allow the trap
door to open on the 1st switch following the loop.  This will stop the
roll-back problem on the door.                                           
                                                               
There is a new game adjustment called MIL. + CARRYOVER.  If this is set to
"YES", then a player that gets a 2nd multiball continues million plus
where he left off at the end of the
1st.                                                           
                                                               
The priority of a super dog target hit has been lowered below the mystery
mirror effect, such that the yum-yum super dog display will be cut off by
a mirror award.                                
                                                               
The gangway lamps now blink in a timeout sequence faster and faster to
give you an idea of how much time is
left.                                                  
                                                               
When a player is posted for entering initials, Rudy, says "Way to go,
<name>"                            
                                                               
When Rudy says Good night after enter your initials he is supposed to
address the last player to put his initials in.  Due to a bug, he always
said good night to player 1.  This has been corrected.              
                                                               
When the S-T-E-P standup targets were hit, the lamp effects (both lit and
unlit) allocated the start button lamp which caused it to go out
momentarily. This has been
corrected.                                                     
                                                               
During the "jackpot instructions" (shoot trap door for 2,000,000), if the
timing is wrong, it would scroll the message out while dimmed.  The lower
line is now forced bright before the scrolling is
attempted.                               
                                                               
The trap door now blinks in a "timed progression" to indicate how close it
is to a timeout.            
                                                               
The timing of the lockup arrival sound has been modified to prevent a
re-triggering of this sound.

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

Date: Fri, 3 May 1996 09:02:43 +0200 (MET DST)
From: Matte Loennborg <pinball@algonet.se>
Subject: funhouse rules (fwd)

More info from the guy who knows it all ! .-)
(Larry Demar)

---------- Forwarded message ----------
Date: Thu, 2 May 1996 14:19:58 -0700
From: Michael Hanley <mhanley@MICROSOFT.com>
To: 'Matte Loennborg' <pinball@algonet.se>,
    'Harold Balde' <kingpin@astral.magic.ca>,
    'Tom Slama' <tslama@zap.wwdc.com>
Subject: funhouse rules

h-12 rules


Most Funhouse cpu boards were made with Jumper w2 in and w1 out (the
jumpers overlap such that only 1 of these jumpers may be soldered in
place).  If your board is configured this way, you must move the jumper
such that w1 is in and w2 is out.  Carefully desolder the jumper and
then solder it back in it's new position.  If you look at the traces,
you really only need to move 1 of the lugs (the other lug is common for
both jumper positions).  In this configuration, the new 2 mbit chip will
work (your 1 mbit chip will still work in this new configuration).

Here is a list of changes made since the production program:

This is the version in which Rudy blinks his eyes for certain people's
home games.  Turn this on at your own risk.  We found that with frequent
blinking, the plastic eyelids would break far more frequently.

Ad adjustment has been added to allow Rudy to blink his eyes.

The priority for the "lockup arrival" sound has been reaised to be above
that of the super dog targets.

The trap door will not close within several seconds of a lockup hit, to
provide a shot into an open trap door anytime the lockup is made.  It
also will wait  for Rudy's hideout to kick out if the ball lands there
while it is open.

A new adjustment called "smart trap door" has been added to allow the
trap door to open on the 1st switch following the loop.  This will stop
the roll-back problem on the door.

There is a new game adjustment called Mil+ carryover.  If this is set to
yes, then a player that gets a 2nd multiball continues million plus
where he left off at the end of the 1st.

The priority of a superdos target hit has been lowered below the mystery
mirror effect, such that the yum-yum super dog display will be cut off
by a mirror award.

The gangway lamps now blink in a timeout sequence faster and faster to
give you an ideal of how much time is left.

When a player is posted for entering initials, Rudy says "Way to go,
<name>".

When Rudy says good night after enter your initials, he is supposed to
address the last player to put his initials in.  Due to a bug, he always
said good night to player 1.  This has been corrected.

The steady lamp effect (to the music) after millio plus, or during
intitial entry has been enhanced.  This includes the retrieval of new
signals from a new u18 sound rom.

When the S-T-E-P standup targets were hit, the lamp effects (both lit
and unlit) allocated the start button lamp which caused it to out
momentarily.  The trick to allocating nothing is to use the string
ls_none.  This defeats the "null check" in the effects handler, but
causes nothing to be allocated.  This has been corrected.

During the "jackpot instructions" (shoot trap door for 2,000,000), if
the timing is wrong, it would scroll the message out while dimmed.  The
lower line is now forced bright before the scrolling is attempted.

The trap door now blinks in a timed progression to indicate how close it
is to a timeout.

A new preset called "install home" contains all of the preferred
non-factory adjustments for my home game.

The timing of the lockup arrival sound has been modified to prevent a
re-triggering of this sound.

A new adjustment has been added to remove the "free play" message while
the game is set for free play.  When this adjustment, called freeplay
message is set to off, the game shows the credits count instead.

The up switch in test mode was acting sticky due to an improper debounce
specification.  This has been corrected.

Good Luck and have fun,
Larry DeMar
