Bar Bonus (6 segments, 9.38% hit chance): The Bar Bonus takes you to a disco-themed bar with a robot bartender. You choose one of three empty glasses. The bartender then pours drinks, assigning random multipliers to all three glasses. After that, a single-reel slot spins to reveal an extra multiplier, which is randomly assigned to one of the three glasses to boost its value. If the initial wheel spin also carried a random multiplier, that value is applied after the Bar Bonus calculation, multiplying all three glasses equally so every participant benefits.
This is the most frequently triggered bonus in Funky Time. With a 9.38% hit chance, you will see it roughly once every 10 to 11 spins on average, though actual frequency varies wildly in short sessions.
Stayin' Alive Bonus (2 segments, 3.13% hit chance): This mode uses a drawing machine with 90 coloured balls. You start at the bottom of a 20-level multiplier ladder (beginning at 5x, climbing up to 10,000x) and have 4 lives. Before the ball draw begins, you pick a team colour: green, pink, or orange. Then the draws proceed:
- Black (Stop) ball - all players lose one life and remain at their current multiplier level.
- 1-Step ball (green, pink, or orange) - if the ball's colour matches your team, you advance one level on the ladder.
- 2-Step ball (green, pink, or orange) - if the colour matches, you advance two levels.
The round ends when all four lives are lost. You win whatever multiplier your team's colour has reached. Any multiplier carried over from the initial wheel spin boosts every ladder level before the feature starts. The Stayin' Alive 2 bonus variant follows the same core mechanics but can appear with enhanced starting conditions depending on the multiplier stack from the main wheel.