Winchester Mystery House Code Update 07/16/2026
DOWNLOAD UPDATE:
1. Download the current update file from here
2. Unzip the update file to extract the “winchester.fun” file.
3. Place that “winchester.fun” file on to a USB thumb drive (32GB, Formatted FAT32 32kb and USB 3.0 recommended) Please note, do not format the usb drive with a Mac or Chromebook.
4. Open the backbox of the game and locate the PC (it’s the little black box in the middle)
5. With the game booted up (yes really it needs to be on) and running, insert the USB thumb drive into any open USB port.
6. The game will automatically update.
7. When the update is complete, The screen will prompt you to remove the thumb drive.
8. When you remove the thumb drive, the game will restart.
Change Log for the Latest Version:
Version: 2026.07.16
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- CHANGED: Always starting the 2 second timeout for the shooter lane switch
being held during multiball to cover the auto-launch count
getting out of sync due to a ball returning to the shooter
lane unintentionally (like an airball into the lane).
- FIXED: Kitchen hurry up would continue reducing during the lock verification
process if the second ball went through the subway before the first
ball was fully locked/verified.
- FIXED: The settings for the drop bank resets all had the same name.
- FIXED: The wheelbarrow hurry-up collect triggered by the right ramp
was not specific enough and would cause problems if stacked
with something that let the ball through the tower (stair madness).
- FIXED: In a very specific timing situation involving the called help
the collect in Shattered Threshold could end up zero.
- FIXED: In multiplayer, if the table was not emtpy, but the current player
didn't have seance locks of their own, any action on the table
(dirty pool, kitchen letting one out, etc) would empty the table
completely.
- FIXED: Kitchen ending would get stuck if you locked 1 of the 2 and drained
the other because of the seance table re-write.
Version: 2026.07.09
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- ADDED: Coil settings for the reset pulse on all 3 drop target banks.
- CHANGED: Active player tour paths persist through drains, so you can't double back.
- CHANGED: Earned room value stays on screen for a bit during the mode intro.
- CHANGED: When only one ball is in the lock, the release pin holds longer.
- CHANGED: Table release pin fires with more power up front to offset light friction in the mech.
- CHANGED: Factory default settings for the lower right flipper were updated (this
does not automatically change current settings).
- FIXED: Starting a ball in "arrived" state with no keys would glitch the display a bit.
- FIXED: A few mystery awards were too long to fit on screen; adjustments made.
- FIXED: Fixed the seance room ghost box display so you can't see the key through it.
- FIXED: Missing center hall advance tour light on one specific table rotation.
- FIXED: Lock release wasn't re-trying if no changes were detected in any switch.
- FIXED: A math error that could result in negative points on Key drop completion
- FIXED: Lit extra ball cleans up properly on tilt.
- FIXED: Using a key while the ball is in the shooter lane will not start the
ball save before the ball is launched.
- FIXED: Captive ball logic in Seance MB control was not properly checking
the prevented state when making decisions.
- FIXED: Seance table locks didn't clear properly on tilt, which caused problems
with locks on the next ball (single or multiplayer).
- FIXED: The number of rooms available hadn't been updated since 2 more were added,
so the "played" state of all rooms would reset if you played any 6 rooms.
- FIXED: If a key was used to continue WHILE the ball was launching, the travel
timer would start immediately, not after the ball was plunged.
Version: 2026.07.01
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- BIG CHANGES TO THE TOUR:
- "Skip Travel" (Holding the action button to bypass travel) is now "Run"
- "Run" is lit for 1 use at the start of the game, more must be earned.
- There are new settings to adjust the auto-light and difficulty of earning "Run"
- You can "Run" away from Spirit Battles, Ambush and Reckoning (for a penalty)
- Continuing your travel with a key is no longer prevented after a drain (or a "Run")
- The spinner builds more room value than before.
- Combos of major shots are worth more room value.
- ADDED: Vanity awards for Seance MB Champ, Wheelbarrow MB Champ and Highest Room Value
- ADDED: On screen notification of mystery lit / mystery levelled up
- ADDED: the missing reckoning/ambush start callouts
- ADDED: HAL lighting flash/fade on tilt warnings
- ADDED: New Standard setting to allow for Action Button to launch a ball in the shooter lane.
- ADDED: New Standard setting to allow for Double-Flipping to launch a ball in the shooter lane.
- ADDED: New option in coil menu to disable kickback; uses virtual kickback - makes Eric sad.
- ADDED: Game Over display shows scores on the bottom; no waiting.
- ADDED: Missing on screen points awarded display during Seance, Kitchen and Venetian.
- UPDATED: Complete re-write of the ball lock handling to be smarter/more resilient.
- CHANGED: Mystery award display on ghost box includes mystery level number in title.
- CHANGED: Twin Dining room doesn't immediately eject on ending.
- CHANGED: Room mode value bonus for previous played rooms raised from 250k to 1.5 mil.
- CHANGED: Room mode value added by spinner increases with each spin.
- CHANGED: Loop/orbit/ramp shots made as combos add 2x value (inserts flash faster when
combos are live).
- CHANGED: Starting multiple 13ths together gets a bonus +10 seconds per additional mode.
- CHANGED: 13ths Wizard mode awards the "Web" shot, regardless of magnet catch.
- CHANGED: hurryup in sarah's bedroom can trigger with the orbit switch if the ball fails
to make it to the table.
- CHANGED: The Wheelbarrow MB hurry up started from the right ramp now goes into a
scoop instead of up the stairs and is worth 50% more points. The center
shot also lights, so you can make that shot within the timer if you miss
the left one.
- CHANGED: Basement scoring updated. Spinner scores points, and there is a shot
multiplier that goes up by 1 for each shot made between flashes. Flashing
the light to ward off the ghost reduces the multiplier by 1.5 (no lower than 1).
- FIXED: Coin door open ball save didn't work right with balls in the seance table.
- FIXED: Ball search ending wasn't resuming timers properly.
- FIXED: Ball search ending triggers the tower to reset to standing.
- FIXED: Wildcard memento hook on Stair Madness wasn't there.
- FIXED: Energy stuff didn't clean up its lamps when the game was tilted; does now.
- FIXED: Spider web magnet would disable when key targets reset, even if it was
processing something and shouldn't do that.
- FIXED: Wheelbarrow hurryup shuts down properly on a tilt.
- FIXED: Reckoning/Ambush music didn't cancel properly on end of ball.
- FIXED: An error in the 'collect last energy jackpot' mystery award.
- FIXED: A second run at spirit spinner would end after one spinner shot.
- FIXED: Draining while ambush is lit in multiplayer could leave behind the red
blinking arrow for the next player once travel started.









