Funny Man

Funny Man

Year: 1994

Runtime: 90 mins

Language: English

Director: Simon Sprackling

HorrorComedyCrude humor and satireGory gruesome and slasher horrorFunny jokes and crude humor

After Max Taylor wins Callum Chance’s ancestral estate in a poker game, he learns the gamble has only begun. The demonic jester known as the Funny Man starts killing Max’s family with creatively brutal methods and a twisted sense of humor. Meanwhile, Max’s brother reaches the mansion with several hitchhikers, all of whom must survive the night.

Warning: spoilers below!

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Timeline – Funny Man (1994)

Trace every key event in Funny Man (1994) with our detailed, chronological timeline. Perfect for unpacking nonlinear stories, spotting hidden connections, and understanding how each scene builds toward the film’s climax. Whether you're revisiting or decoding for the first time, this timeline gives you the full picture.

1

Max wins the ancestral home in poker

Max Taylor wins Callum Chance's ancestral home in a high-stakes poker game. He does not realize the game is far from over, and Chance's ominous warning lingers as he claims the prize. This victory sets the stage for a deadly curse to awaken beneath the house.

before moving in Poker table
2

Max moves his family into the mansion

Soon after the win, Max ignores the warning and moves his wife and kids into the ancestral home. The family attempts to settle in, unaware that a malevolent force is waking beneath the soil. The stage is set for the nightmare to begin.

shortly after the poker game Ancestral home
3

The Wheel of Chance is spun

Max spins a four-part wheel inside the house, with two 'win' segments and two 'lose' segments. The wheel lands on lose, awakening a demonic presence that has slept beneath the soil. The family remains oblivious as the threat starts to stir.

the night they move in Ancestral home
4

The Funny Man awakens

From the soil, the Funny Man—a jester with a shocking, irreverent humor—emerges and marks the start of the family’s nightmare. He directly addresses the audience, turning the events into a pantomime of grisly comedy. The house becomes a playground for his deadly game.

that night Mansion, soil beneath
5

Son is killed first

Max's son walks around a pillar in circles, playing with the Funny Man. The child is killed off-screen, marking the first brutal turn in the family's nightmare. The killer uses taunts and misdirection to heighten the dread.

early in the assault Mansion, near a pillar
6

Voice imitation and keyhole taunt

The Funny Man imitates the son's voice and speaks to Max's wife through a keyhole while watching from a crack in the door. He drags the child's body away and smirks at the audience with a macabre line about hosting a party. The line underscores the killer's irreverent humor.

after the son's death Mansion, near the keyhole
7

Wife killed in endless room

Max's wife is trapped in an endless room and killed with a club when she fails to escape. The scene blends brutal violence with the film's dark, tongue-in-cheek humor. The family's horror deepens as hope fades.

soon after the son's death Mansion, endless room
8

Daughter dies by electrocution during Game Boy game

Max's daughter is hooked up to jumper cables on her head while playing Game Boy, electrocuting her to death and setting her alight. The death is depicted with a grim, cartoonish humor that matches the movie's tone. The violence escalates the sense of inescapable dread.

during the killings Mansion, daughter's room
9

Johnny Taylor and hitchhikers head toward the mansion

Max's brother Johnny Taylor travels with a group of hitchhikers toward the mansion, unaware of the threat inside. The arrival introduces the wider cast and amplifies the sense that danger follows the Funny Man. The journey threads into the house's escalating nightmare.

en route On the road toward the mansion
10

Voodoo woman senses the awakening

Among the hitchhikers is a voodoo woman who uses tarot cards to sense the awakening of the Funny Man. She reads signs from the supernatural and foreshadows the carnage to come. Her insight adds a mystical edge to the unfolding horror.

during the journey In the hitchhikers' group
11

Arrival and uneasy calm

Johnny and the hitchhikers arrive at the ancestral home and, at first, everything seems fine. The previously hidden menace begins to seep into the rooms, sharpening the tension. The contrast between calm and menace heightens the dread.

upon arrival Ancestral home
12

The game begins in earnest

With all targets in place, the Funny Man launches his macabre pantomime across the mansion. The house becomes a Scooby-Doo Rock'n'Roll madhouse full of bizarre scenes and gruesome yet humorous kills. The killer directly addresses the audience, blurring the line between fiction and nightmare.

after arrival Ancestral home

Last Updated: October 09, 2025 at 14:13

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