House Fun

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House Fun

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The show remained a Stone Stanley production until its final episode in Stone's initial coproducer and distributor was Lorimar-Telepictures , which produced the series for much of the first season.

Beginning in , Lorimar Television assumed co-production duties and Warner Bros. Television Distribution became the distributor. A year after the show premiered, a spinoff series called College Mad House was created.

Premiering in and running in weekly syndication for one season, it was hosted by Greg Kinnear and featured teams of college students from various universities around the United States competing against each other.

As noted above, the show was played with two teams, each comprising a boy and a girl. One wore red uniforms and the other gold.

In the third and final season, a contestant was paired with a child or young teen celebrity from a popular TV series. The contestant would play for the prizes and cash with the celebrity helping them.

One involved the boys, one involved the girls, and the third involved all four contestants. Several games, such as "Pinhead" and "Dump-O", were races to answer a certain number of questions first, with the losing contestant being covered with disgusting materials slime, garbage, etc.

The team who won each stunt earned 25 points. If the stunt ended in a tie, both teams received the points. After each stunt, play moved to a podium at center stage, where a toss-up question relating to the stunt was asked for 25 points.

The Grand Prix race was played as the fourth and final round and involved both teams racing two laps around a track that circled the studio, trading lanes after the first lap.

Two different formats were used for the race depending on how it was set up. One saw the use of vehicles, which would see one teammate propelling the vehicle usually pushing or pulling and the other riding inside it.

In this case the two teammates would switch positions for the second lap. Other times the race would be run on foot, with traditional relay race rules used one teammate runs one lap, then switches with the other.

Small challenges were usually set up around the track that each team had to complete during the run, such as gathering and carrying items, running through tires, or squirting targets with a seltzer bottle.

Roth signaled the start and finish of the race with the green and checkered flags used in motor racing. The first team to reach the checkered flag won 25 points.

There were also four stations set up along the track where scoring tokens were available for the teams to grab.

Each station offered two: a white token worth 10 points and a blue worth 25 points. Though taking the tokens was never a requirement — as they did slow the teams down during the race to take them — Roth would highly encourage the teams to do so as they could and often did play a crucial role in the outcome of a game.

In season two, a fifth station with what was called a "Token Bank" was placed halfway around the track. Inside were handfuls of tokens for the teams to grab.

Any tokens that the teams chose to take were placed inside a small bag, which each member carrying it for one lap. If a token touched the floor for any reason, it was discarded.

In races involving vehicles, if tokens were dropped from the bag but remained within the vehicle they were counted.

Once the race ended, both teams went back to the podium, where Roth began counting the tokens. The trailing team's tokens were counted first, starting with their white tokens.

The count would stop either when all of their tokens were counted or once they reached enough points with their tokens to surpass the first team.

Usually, in the case of the former instance, this would be because they would not have enough total points. The team in the lead after the tokens were counted won the game and got to enter the Fun House.

The losing team received a consolation prize and the fun house home game, and, in later episodes, the Fun House Nintendo Game and the Fun House workout video.

In the pilot, both teams kept their money. If the game was tied one final toss-up was asked to break the tie.

The Fun House was a structure containing a variety of rooms and obstacles as well as several large tags.

All cash tags were placed in plain sight, but the prize tags were sometimes hidden within the rooms. Every room that held a prize tag, hidden or visible, was marked with a placard indicating the prize.

The team had two minutes to collect as many tags as possible. Only one contestant could be inside the Fun House at a time and a limit of three tags per turn was enforced.

Once a team member reached this limit, they had to return to the entrance and their teammate got to enter; the process repeated until the two minute time limit expired.

Both members received all prizes and cash picked up by either of them, including any carried by a contestant who was still inside the Fun House when time ran out.

One tag was secretly designated as the "Power Prize" and awarded a bonus vacation to both contestants. JD would show the viewers where this was.

When the show moved to Fox for season three, a large alarm clock called the Glop Clock was hidden in the Fun House. If it was found, an extra fifteen seconds was added onto the team's Fun House run, which could give them time after the 2 minutes were up.

Prize totals on the show were usually much higher than were available on other children's game shows of the time such as Nickelodeon's Double Dare or Finders Keepers.

It should also be noted that while the main game was played for points, both of the Nickelodeon shows mentioned saw their main games played for money.

College Mad House was a spinoff of Fun House hosted by Greg Kinnear that involved teams of college students playing against each other.

The show aired in weekly syndication, mostly on weekends. Voiceover artist Beau Weaver replaced Hurley as announcer. Entering the hypro halls, the player character will traverse a clear glass maze in a dark room with green spinning tunnels to navigate through.

Towards the end of the maze, they may encounter a pair of feral ghouls. The topsy turvy room is the next obstacle, a disorienting section where objects are attached to walls and ceilings to give the illusion that the player character is walking on the wall.

In this room, the player character will encounter another feral ghoul. Traversing forward will reveal a spinning room, a section with 13 doors and a floor that spins around.

There are several painted ghouls in this room that one can defeat. After the player character finds the exit there is a door that leads to the Fun House control room and a chained door that will lead back to the exit.

As soon as the player character enters the control room, Oswald the Outrageous disappears. In this room is the Fun House control system terminal.

This wiki. This wiki All wikis. Sign In Don't have an account? Start a Wiki. Mannequins behind one of the doors in the Spinning Room. Teddy bears behind one of the doors in the Spinning Room.

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As the player character enters the Fun House, to the left is a door that is chained from the other side, and to the right is the door to the Hall of Mirrors.

In the hall, there are traps on the ground such as frag mines and a laser tripwire. The player character will also encounter a leveled feral ghoul and a radroach.

Leaving the Hall of Mirrors leads to the treadmill floor. Looking up, the Sole Survivor will catch a glimpse of Oswald the Outrageous on the second floor.

Several frag grenades will drop from a hole in the ceiling as the player character approaches the wall with the window. In the bottle jumps section, the player character may encounter a couple of feral ghouls and progress to the opposite side to hack a Novice terminal called hypno halls controls.

Entering the next room will reveal a drop off into the water, where feral ghouls lurk. Entering the hypro halls, the player character will traverse a clear glass maze in a dark room with green spinning tunnels to navigate through.

Towards the end of the maze, they may encounter a pair of feral ghouls. The topsy turvy room is the next obstacle, a disorienting section where objects are attached to walls and ceilings to give the illusion that the player character is walking on the wall.

In this room, the player character will encounter another feral ghoul. Traversing forward will reveal a spinning room, a section with 13 doors and a floor that spins around.

There are several painted ghouls in this room that one can defeat. After the player character finds the exit there is a door that leads to the Fun House control room and a chained door that will lead back to the exit.

As soon as the player character enters the control room, Oswald the Outrageous disappears. In this room is the Fun House control system terminal.

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House of Fun is home to some of the best free slot machines designed by Playtika, the creator of the world's premium online casino experience. Premiering in and running in weekly syndication for one season, it was hosted by Greg Kinnear and featured teams of college students from various universities around the United States competing against each other.

As noted above, the show was played with two teams, each comprising a boy and a girl. One wore red uniforms and the other gold.

In the third and final season, a contestant was paired with a child or young teen celebrity from a popular TV series. The contestant would play for the prizes and cash with the celebrity helping them.

One involved the boys, one involved the girls, and the third involved all four contestants. Several games, such as "Pinhead" and "Dump-O", were races to answer a certain number of questions first, with the losing contestant being covered with disgusting materials slime, garbage, etc.

The team who won each stunt earned 25 points. If the stunt ended in a tie, both teams received the points. After each stunt, play moved to a podium at center stage, where a toss-up question relating to the stunt was asked for 25 points.

The Grand Prix race was played as the fourth and final round and involved both teams racing two laps around a track that circled the studio, trading lanes after the first lap.

Two different formats were used for the race depending on how it was set up. One saw the use of vehicles, which would see one teammate propelling the vehicle usually pushing or pulling and the other riding inside it.

In this case the two teammates would switch positions for the second lap. Other times the race would be run on foot, with traditional relay race rules used one teammate runs one lap, then switches with the other.

Small challenges were usually set up around the track that each team had to complete during the run, such as gathering and carrying items, running through tires, or squirting targets with a seltzer bottle.

Roth signaled the start and finish of the race with the green and checkered flags used in motor racing. The first team to reach the checkered flag won 25 points.

There were also four stations set up along the track where scoring tokens were available for the teams to grab. Each station offered two: a white token worth 10 points and a blue worth 25 points.

Though taking the tokens was never a requirement — as they did slow the teams down during the race to take them — Roth would highly encourage the teams to do so as they could and often did play a crucial role in the outcome of a game.

In season two, a fifth station with what was called a "Token Bank" was placed halfway around the track.

Inside were handfuls of tokens for the teams to grab. Any tokens that the teams chose to take were placed inside a small bag, which each member carrying it for one lap.

If a token touched the floor for any reason, it was discarded. In races involving vehicles, if tokens were dropped from the bag but remained within the vehicle they were counted.

Once the race ended, both teams went back to the podium, where Roth began counting the tokens. The trailing team's tokens were counted first, starting with their white tokens.

The count would stop either when all of their tokens were counted or once they reached enough points with their tokens to surpass the first team.

Usually, in the case of the former instance, this would be because they would not have enough total points. The team in the lead after the tokens were counted won the game and got to enter the Fun House.

The losing team received a consolation prize and the fun house home game, and, in later episodes, the Fun House Nintendo Game and the Fun House workout video.

In the pilot, both teams kept their money. If the game was tied one final toss-up was asked to break the tie. The Fun House was a structure containing a variety of rooms and obstacles as well as several large tags.

All cash tags were placed in plain sight, but the prize tags were sometimes hidden within the rooms. Every room that held a prize tag, hidden or visible, was marked with a placard indicating the prize.

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