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© 2002 Mercury Leisure
All rights reserved

With thanks and full acknowledgement to the author . find out all there is to know about the adams family pinball!

Rules to Bally's "The Addams Family"
by Brian Dominy

Introduction
------------

This is my second attempt at an in-depth rules sheet for "The Addams
Family". As always, comments and suggestions are welcome by e-mail
to gt6139a@prism.gatech.edu.

New to version two: lots of typos corrected, clarifications about
lighting jet bumpers and lighting the electric chair, miscellaneous
scoring, and a few software bugs. Credits to all those who helped
make these important additions are given at the end.

These rules describe play on normal default settings and on machines
without broken diverters or faulty switches. See the section on
"Defaults" for a listing of defaults and operator-settable options.
See your operator if anything's broken :-)

"The Addams Family" is a trademark of Williams/Bally, Inc. This rules
sheet is, however, public domain and may be freely copied and
distributed as you please.


General Playfield Description and Basic Rules
---------------------------------------------

Million Plus Ramp: Each left ramp shot scores 1M, 2M, 3M, etc. up to a
maximum of 10M; this value resets at the beginning of each ball.
Each shot also lights a letter in THING if THING has not yet been
completed, spots the first unlit GRAVE target, and feeds the ball
(with a properly working diverter) to Thing's Flipper. This ramp is
also used to collect Stars and to score Super Jackpots during
multiball. This ramp has a gate which scores 5130 points in both
directions and loudly fires the ramp diverter.

Bear Kick Ramp: Each center ramp shot awards 1 Bear Kick (2 when lit
via the near left inlane), lights the Electric Chair if it is not
lit, and returns the ball down the right inlane. When Thing Flips
is lit, it sends the ball to Thing's flipper instead. Extra balls
and free mansion rooms are awarded at various numbers of bear kicks.
This ramp has a gate which scores 5130 points in both directions.
It is also the "V" grave target. See "Bear Kicks".

Electric Chair: Located just above the left flipper. When the yellow
lamp is lit, it awards the currently flashing Mansion Room and kicks
the ball back out, hopefully to the left flipper. When the red lamp
is lit, it begins Multi-Ball(TM). The right inlane lights the chair
for a mansion room temporarily; either the center ramp or the left
ramp lights it permanently. On normal settings, the Electric Chair
is lit at the beginning of each ball. (Note: for the remainder of
the rules sheet, to say that the "electric chair is lit" means that
the yellow lamp above the electric chair is lit.)

Swamp Kickout: Awards mansion rooms whenever the Electric Chair
ordinarily would (i.e. the yellow lamp is lit). Kicks the ball back
out, hopefully to the right flipper. This shot is also the "E"
target.

Swamp: Located along the right side of the playfield, just below the
upper right flipper. Scores the Graveyard Value during normal play,
or five times the Graveyard Value when shot via Thing's Flipper.
(The opto just above the flipper must be triggered, however, to
light 5X Graveyard.) The swamp locks balls when lit. Balls exit
the swamp through the swamp kickout.

Train Wreck Target: This shot is most easily made from the upper right
flipper, as it was intended to be. Located to the right of the
Million Plus Ramp, it scores 1M ordinarily; at certain levels, it
scores 5M and a "Train Wreck". Each Train Wreck prevents the
Graveyard Value from resetting at the beginning of the next ball.
On normal settings, four Train Wrecks lights an extra ball. The
first Train Wreck takes 2 hits; the second takes 3 hits; and so on
up to a maximum of 6 hits per train wreck.

Graveyard Bumpers: Advances the Graveyard Value by 10K for unlit
bumpers, 20K for lit bumpers, and 30K for flashing bumpers. Bumpers
are advanced by any of the unlit GRAVE targets (see below). The
Graveyard value is initially 1M at the beginning of each ball
(unless it has been held by a Train Wreck), and increases to a
maximum of 4M. The bumpers also change the currently flashing
mansion room, moving from left to right first, then bottom to top.

GRAVE targets: The two targets "G" and "R" are located just beneath
the jet bumpers. "A" is to the left of the Bear Kicks Ramp. "V" is
not an individual target but is the center ramp itself. Likewise,
"E" is the swamp kickout entrance. Complete GRAVE to score the
GRAVE bonus of 2M, 3M, 4M, etc. to a maximum of 10M for the duration
of the game. Each unlit GRAVE target also advances a jet bumper.
Any shot to the Million Plus ramp will spot the first unlit GRAVE
target.

Cousin It: Four standup targets above the Electric Chair most easily
hit by the upper right flipper; it ordinarily just produces a sound
effect and scores 300K points. It is used mainly in the Cousin It
round.

Bookcase/Vault: The bookcase is a large target to the right of the
bear kicks ramp. Each bookcase hit spots a letter in GREED; spell
GREED to open the vault (a sinkhole behind the bookcase). During
multiball it also adds to the jackpot value. The vault is used to
lock balls, start Multi-Ball(TM), score Quick Multiball jackpots,
and relight the Super Jackpot. Two lamps are above the vault -- the
red lamp is lit whenever multiball start or quick multiball jackpots
are lit; the green lamp is lit whenever the vault is open to lock a
ball.

Thing Ramp: This is a small metal ramp to the left of the Bear Kicks
ramp that feeds the ball to Thing's Eject. There are two lamps
above this ramp -- the green lamp indicates that a shot here will
lock the ball, and the yellow lamp means that "Thing Bonus" is lit.

Thing's Eject: This eject is used to score the Skill Shot, and when
lit starts Quick Multiball or Thing Multiball, restarts Multi-
Ball(TM), locks balls, awards THING bonus, or awards extra balls.

Thing: Yes, Thing himself! He resides in a box and occasionally comes
out to pick up a ball in Thing's Eject, using a magnet. When he
does, the ball is either carried away to the swamp, or Thing
reappears and releases the ball in the eject.

Adv X Lane: This is a lane that runs from the back of the jet bumpers
around the machine to the upper right flipper. When Adv X is lit
via the right inlane, shooting this lane in either direction
advances the bonus multiplier from 1 to a maximum of 5, valid only
for the current ball. Regardless, shooting the lane through the
bumpers to the upper right flipper lights "Lite Star" on the Million
Plus Ramp, and is used to score Combos. The lit "Adv X" times out
in a few seconds.

The Power: the infamous magnets beneath the playfield. Two
distinctive Williams lightning bolts in the middle of the playfield
and two bright side flashers light up when the Power is active.

Near Left Inlane: Lights "2 Bear Kicks" on the center ramp. This
award times out in a few seconds.

Far Left Inlane: Lights "Thing Flips" on the center ramp when lit; a
center ramp shot will be diverted to Thing's flipper for an
automatic flip towards the swamp. This award times out in a few
seconds. See "Thing Flips" for more details.

Right Inlane: Lights "Adv X" lane temporarily, and if the Electric
Chair is unlit, lights it temporarily.

Swamp Millions Targets: Whenever 5X Graveyard is lit, these targets
award 1M points each. There are three targets, two below and one
just above the entrance to the swamp. These targets time out just
as 5X Graveyard does, and can be hit multiple times until it does.
They also help Thing determine how well he's flipping.

Left/Right Outlanes: When lit they score "Special" (on normal
settings, this is a replay). "Special" can only be lit by Touring
the Mansion, and normally only one outlane is lit at a time.


Skill Shot
----------
Each time a ball is placed in the plunger lane, you have a chance to
score the "Skill Shot". Hit the ball into Thing's eject for 2M the
first time, then 3M, then 4M, and finally a maximum of 5M. These
values increase for the duration of the game. Balls which do not land
in the eject may circle around into the Jet Bumpers on a hard shot,
miss the eject but still land in that area on a close shot, or fall
into the swamp on a soft shot.

If the ball misses the eject but does not touch any playfield switch,
you may safely let it drain and get the ball back. In other words, you
cannot score zero points on a ball (without tilting). The switch in
the plunger lane near the swamp and the one just above the plunger do
not count since they score no points.


Bear Kicks
----------

The number of Bear Kicks accumulates throughout the game. You begin
with 1 Bear Kick; each center ramp adds 1 to this value, or 2 when the
"2 Bear Kicks" light has been lit via the near left inlane.

At a certain level of bear kicks, an extra ball will be lit at
Thing's Eject. This value normally reflexes according to recent game
play, but it is usually around 8 or 9. It is no less than 6 bear
kicks, but apparently it has no maximum.

At 15, 25, 35, and 45 bear kicks, mansion rooms are spotted. The
currently flashing mansion room will be awarded as if you had hit the
electric chair or the swamp kickout, and happens even if the electric
chair is not lit. Mansion rooms are not spotted during any of the
multiballs; when the multiball finishes, one more center ramp shot will
spot the room. If you shoot the lit electric chair or swamp kickout
before the room is spotted, that room will be announced before the one
that was spotted. The "?" panel cannot be spotted by bear kicks.

Another extra ball is available at 50 bear kicks. This value does not
reflex regardless of operator settings.

Mansion rooms are also spotted at 55, 65, 75, 85, and 95 bear kicks.

On the 99th bear kick, and every bear kick after that, a "Super Bear
Kick" is scored. This is just 5M points and a neat animation showing
"Super Bear Bonus". At this point, no more mansion rooms can be
spotted, no more extra balls can be lit via the ramp, and "2 Bear
Kicks" has no effect.

Each bear kick ramp shot will display the cumulative number of bear
kicks so far and announce the next level to be reached for an extra
ball or mansion room. There is no hint to Super Bear Kicks before
reaching it on the 96th, 97th, and 98th bear kicks.


THING Bonus
-----------

Million Plus ramp shots spot a letter in THING (spelled just beneath
your score on the backglass). On normal settings, you begin the game
with T-H-I already spotted. Complete THING to light THING Bonus at
Thing's Eject (indicated by the yellow lamp). THING Bonus starts at 5M
the first time, 10M the second time, up to a maximum of 15M. T-H-I is
only spotted once (if at all). Shooting this award causes Thing to
come out of his box, but the ball is set back down into the eject when
the animation finishes.

"Lite Star" is lit whenever you shoot the left orbit. It remains lit
until either it times out in a few seconds or you miss the left ramp
shot from the upper right flipper. When this lamp is lit, the left
ramp also lights a Star on the backglass. You can light up to two
stars in this fashion, and when you collect the Thing Bonus, each star
is worth 5M. This value does not increase.

On very early prototypes, the yellow lamp above the Thing Ramp was
also lit to lock balls since there was no green lamp. Also, early
versions carried over the value of the Million Plus ramp from ball to
ball by default. Wow!


THING Flips
-----------

Whenever Thing Flips is lit in the far left inlane, shots to the bear
kick ramp are sent down the left chute to the left mini-flipper. Thing
will flip the ball for you; hopefully it should land in the swamp most
of the time. The machine uses artificial intelligence and maintains
data from previous flips to determine how it's doing. It tries to
maintain a success rate between 40% and 60% (while normal players
usually average around a 25% success rate), though on properly
maintained machines it can be almost perfect.

The Swamp Millions targets are lit, so if Thing misses you may be able
to pick up some points there. The standard Graveyard timer is still in
effect, so Swamp 5X will remain lit for a few seconds on a miss. If
Thing misses but hits some swamp targets, the machine tries to
recalculate things for the next flip based on the landing of the shot
(high or low).

After three complete misses, the machine will throw out all the
data and start from scratch. There is also a menu option that will let
you manually reset all of the data.

Thing Flips is not lit in the inlane during multiball, multiball
restart, or Thing Multiball countdown.


Multi-Ball(TM)
--------------

The first step in getting to multiball is lighting locks. You light
locks by spelling G-R-E-E-D (hitting the bookcase the appropriate
number of times). On your first multiball, the first switch you
trigger each ball spots a letter. You can also gain a "cheat"
GREED letter by tilting. When G-R-E-E-D is spelled, the bookcase opens
and the vault is revealed.

If the ball happens to go into the vault while the bookcase is closed,
GREED will automatically be spelled, the bookcase will open
instantly, and the first ball is locked. This is called a "dirty
pool". I like it.

For the first multiball, Thing's Eject and the Vault will lock your
first ball (indicated by the green lamps). Lock one ball to serve
another to the plunger, unless no balls are in the trough, in which
case one will be kicked out from the Swamp Kickout. You may lock this
second ball in Thing's Eject, the Vault, or the Swamp. Locking two
balls lights both the Electric Chair and the Vault (the red lamps) to
release all balls and begin Multi-Ball, and also turns on the Power
magnets.

Once the third ball is locked, all balls will be released. The first
and third balls will come from the Swamp Kickout; the second will come
from either the Electric Chair or the Swamp Kickout, depending on where
the last ball was locked.

The initial jackpot value is 10M. Shoot the Train Wreck target to
collect the Jackpot. Shoot the Million Plus Ramp to score the Super
Jackpot (for the first multiball, this is a Double Jackpot.) After
collecting a Jackpot or Super Jackpot, the vault will open; shoot a
ball in the vault to relight the Super Jackpot.

During multiball, bookcase hits and center ramp shots add 1M to the
jackpot, up to its maximum value of 25M. By default the jackpot value
increases until it is awarded, between multiballs and multiball
restarts. Once the jackpot is collected, the jackpot value resets to
10M. You can continue to collect Super Jackpots as long as you can
keep two balls in play.

If you fail to collect a Jackpot, you can restart multiball by shooting
Thing's Eject within 20 seconds. During this time no mansion rooms or
stars can be collected, Thing Flips is not lit, and all center ramp
shots will be sent to the right flipper. The Power is not active
during multiball restart.

Restart is a two-ball multiball, and begins immediately after plunging
the second ball into play. The skill shot here can set up a pretty
easy shot at the Train Wreck target and the Left Ramp. Both the
Jackpot and Super Jackpot are lit after the restart. However, if you
can't hit Thing's Eject, well, "sorry old man", multiball ends. There
is only one restart per multiball.

Mansion rooms, Stars, Swamp 5X, and Thing Flips cannot be collected
during this and any other multiballs.

For the second and subsequent multiballs on normal settings, you must
spell GREED via five bookcase hits, and only the Vault will lock balls
one and two. The third can be locked in the electric chair or the
vault on the second multiball, but only the Vault will be able to lock
ball three to start the third Multiball. Super Jackpot is three times
the base Jackpot value.

In a multi-player game, it is possible for one player to "unlock"
another player's locked balls. For each unlock, the swamp will be lit
to relock the ball. This is regardless of difficulty settings or which
level of multiball you are playing. The ball can be easily locked
again just by plunging softly so that the ball falls right into the
swamp from the plunger lane; it's a nice fix to the "stolen balls"
problem common in manual plunger games.


Mansion Rooms
-------------

There are twelve rooms in the Addams' mansion that can be collected by
shooting either the electric chair or the swamp kickout when the yellow
lamp is lit. The next mansion room to be awarded will be flashing;
rooms that have already been awarded will be solidly lit. The jet
bumpers change the currently flashing room.

At the beginning of the game, and after the mansion is reset because
you Toured, either "Mamushka" or "Cousin It" will be the currently
flashing room.

The total number of mansion rooms collected over the course of the game
is counted and contributes to your end of ball bonus.

Mansion rooms can also be spotted by hitting the bear kick ramp enough
times; see "Bear Kicks".

When all twelve rooms have been awarded, the Question Mark is lit in
the Attic. Collecting the "?" starts "Tour the Mansion" (see below).
You do not have the relight the electric chair/swamp kickout via the
ramps or the right inlane in order to collect this award. You can't
spot "?" via Bear Kicks.

Each mansion room is described below.


Mansion: 3 Million
------------------

Awards 3 million, and on normal settings, spots the 6M mansion room if
it has not yet been collected.

Mansion: Graveyard at Max
-------------------------

Advances all jet bumpers to flashing status; each jet now advances the
Graveyard value by 30K until the end of the current ball.

Mansion: Hit Cousin It
----------------------

This is a 20 second timed round, during which all targets score 200K.
Each hit to Cousin It, however, increases the target value by 50K, and
scores 2M points.

The timer used in this and all other timed rounds will stop whenever
any ball in play is in an eject or a tunnel. This means that rounds
which continue into regular multiball tend to last a lot longer than
20 or 30 seconds. It will also stop temporarily during a ball search
but then restarts again.

Also, the target value is scored for every switch tripped, so the ramps
and sinkhole shots will always trip more than one switch.

Your Cousin It bonus starts out at 1M.

Mansion: The Mamushka
---------------------

This is a 20 second timed round during which all targets score 250K.
There is no way to increase the target value.

Your Mamushka bonus starts out at 1M.

Mansion: 6 Million
------------------

Awards 6 million points, and spots the 3M mansion room if it has not
yet been awarded.

Mansion: Quick Multiball
------------------------

Lights Quick Multiball at Thing's Eject. This remains lit until it is
collected (by default). You cannot lock balls at Thing's Eject or
collect the Thing Bonus while it is lit. It becomes unavailable
temporarily during any multiball.

Shoot Thing's Eject to begin. Thing will take the ball and send it to
the swamp kickout; another ball will be served to the plunger unless
two balls have been locked, in which case it will come from the Swamp
Kickout. During Quick Multiball, the Vault will be open and will score
5M points. This value increases by 1M each time "Vault Millions" is
collected or the center ramp is hit, up to a maximum value of 10M.

There may be some problems with this round or Thing Multiball
whenever Tunnel Hunt is running; see "Mansion: Tunnel Hunt".

If Thing Multiball is counting down while Quick Multiball is lit, Thing
Multiball only will be started instead.


Mansion: Tunnel Hunt
--------------------

This is a 20 second timed round in which you should shoot the three
tunnel shots: the electric chair, the swamp (or swamp kickout), and
the vault. They may be shot in any order. The first scores 5M, the
second is worth 10M, and the third is worth 15M.

If the electric chair is lit, hitting the electric chair during Tunnel
Hunt will also award another mansion room. (Same goes for the swamp
kickout.)

If the vault was previously lit for lock, you will not be able to lock
balls during Tunnel Hunt. It will relight at the end of the round.
Once the vault has been hit, it will close. If Quick Multiball or
Thing Multiball is running, it may or may not close (hopefully it
won't, of course).

Plunging a ball into the swamp while Tunnel Hunt is running does not
give credit for the tunnel. Hitting the bookcase during Tunnel Hunt
when the vault should be open will not convince the game to open it.


Mansion: Seance
---------------

This is a 20 second timed round during which the next three ramp shots
(either Million Plus or Bear Kick ramp) will score 5M, 10M, and 15M
each. The Power magnets are enabled throughout the round.

Bear Kick ramps will always feed to Thing's mini-flipper, except when
Thing Multiball is counting down. Thing Flips is still possible during
Seance.


Mansion: 9 Million
------------------

Awards 9 million points. Wow.


Mansion: Thing Multiball
------------------------

Much like Quick Multiball, this is a count-down award lit at Thing's
Eject. Hitting this immediately scores 15M, but this value counts down
quickly to 3M before it expires. There is a short grace period once
the timer reaches 3M. Shoot Thing's Eject to score the value
immediately and set the value of the vault during Thing Multiball.
During the countdown, *all* bear kick shots will return the ball to the
right inlane, no matter what. Thing Flips inlane is not lit during the
countdown or the actual multiball.

A second ball is sent to the plunger if possible (see "Quick Multiball"
for details if this is not the case), and multi-ball play begins as
soon as it is plunged, in the same manner as Quick Multiball. However,
the value of the vault is fixed and cannot be increased.

If Thing Multiball is counting down while Quick Multiball is lit, Thing
Multiball will be started instead, and Quick Multiball cannot be
collected until Thing Multiball ends.

If you have spotted Thing Multiball by bear kicks, you can shoot Thing
before the mansion fanfare finishes. However, you will NOT be awarded
the instant 15M points. The vault value is still fixed to 15M and an
otherwise normal Thing Multiball continues.


Mansion: Raise the Dead
-----------------------

This award starts a 30 second timed round in which hits to the jet
bumpers add to your Raise the Dead bonus. The bumpers will all flash,
even though this award has nothing to do with the normal status of the
jets (unlit, lit, and flashing). Shoot each bumper four times to score
3M points; each bumper hit is also worth 100K also. The Raise the Dead
bonus begins at 2M.

Whenever one of the bumpers is hit for the fourth time, it becomes
solidly lit. The dot matrix will show you a grave for each of the
bumpers and how many more times each bumper needs to be hit.

When all bumpers have been hit four times, the round ends immediately.
You can, however, continue to collect 100K per hit for bumpers which
have already been hit four times until the round is over.


Mansion: Extra Ball
-------------------

This simply lights an Extra Ball at Thing's Eject. Under normal
settings, it will remain lit until collected.


Tour the Mansion
----------------

Whenever the 12th mansion award has been collected or started, the
electric chair will be re-lit automatically and the "?" will be
flashing. Shooting the chair (or swamp kickout, of course) will start
"Tour the Mansion", which is as follows:

- All of the mansion rooms become unlit. Basically, Tour the Mansion
has a lot in common with Whirlwind in that the mega-award is simply to
re-award everything (almost everything, actually).

- 50 million points is awarded (as clearly indicated by Gomez). The
3M, 6M, and 9M rooms light up at this point.

- "Special" is lit in the outlanes. By default, these outlanes are
"hard", meaning that only one of them is lit at a time, changing
whenever a slingshot is hit. Quick Multiball lights up now, even
though it has nothing to do with Specials.

- The Graveyard is maximized (all jet bumpers flash). The
corresponding room is lit.

- An extra ball is lit at Thing's Eject, and the EB room is lit.

- Each of the remaining room rounds is started one at a time, in the
following order: Mamushka, Hit Cousin It, Seance, Tunnel Hunt, Raise
the Dead, and Thing Multiball. The first five are all timed and end as
soon as the timer expires or you drain. Thing Multiball ends if you
fail to start the round (as usual by shooting Thing's Eject), or if you
do start two-ball play, when you return to one ball.

Any rounds running when the Tour is started continue to run during the
Tour. It is extremely distressing if you have to contend with the
Power during the Tour because you were running the Seance round.

If you reach a number of bear kicks that would ordinarily spot a
mansion room while Touring, that free room is wasted. It does not
carry over to the next mansion, nor does it affect Tour the Mansion in
any way.

If you complete all of the above, the Tour ends quietly. For the
remainder of that ball, you will be unable to collect mansion awards.

The extra ball lit by Touring is "hard" by default; it must be
collected on that ball or it will disappear. Likewise, "Special" will
also be unavailable after the ball ends.

Any Mamushka, Cousin It, and Raise the Dead bonuses collected before
Touring carry over into the Tour, i.e. your base totals for the round
are what you had before you toured, plus the 1M or 2M normally given
for starting the round.

"?" itself doesn't technically count as a mansion room since it is not
considered as such for the purpose of adding your end-of-ball bonus.


End of Ball Bonus
-----------------

Bonus is calculated at the end of each ball as follows:

- 100K for each bear kick, up to the maximum 99.
- 500K for each mansion room, with no apparent limit. The
display will probably appear garbled, though, when you have
more than 99.
- The sum of the above is multiplied by the bonus multiplier.
- Any Mamushka, Cousin It, and Raise the Dead totals are added.

Scoring 20M or more in bonus generates a quote from Gomez: "Who says
you can't take it with you?" However, the quote will not be delivered
unless you played at least one round during the ball.


Combos
------

There are two 3-way combos, worth 5M each:
Right inlane, Adv Bonus X loop, Million Plus Ramp
Adv Bonus X loop, Million Plus Ramp, Swamp

And one 4-way combo, worth 10M:
Bear kick ramp, Adv Bonus X loop, Million Plus ramp, Swamp

Scoring the 4-way combo also awards the points for the 3-way combo
(since the first 3 of the 4 forms one of the 3-way combos). This makes
the 4-way very valuable: 15M + bonus X advanced + at least 1M from the
ramp + at least 5M for the 5X graveyard value + 5M for the Star when
you collect Thing Bonus.


Defaults
--------

The following information was taken from The Addams Family manual,
courtesy of Jonathan Deitch (musjndx@gsusgi2.gsu.edu). It is a list of
game features that can be altered by the operator. Normally these are
left alone, but adjusting the overall difficulty of the machine or
setting games to 5-balls will change a lot of these.

1. Extra Ball Percent: desired % of games in which the first Bear Kick
extra ball should be collected. This value is used internally to
reflex the number of bear kicks required. Range is 15-40% It can also
be set to FIXED such that the first bear kick extra ball level does not
reflex. Default is 25%.

2. 1st Bear Kick extra ball level: set 1. to fixed and this option
will set the number of bear kicks required for the first extra ball.
Default is 8.

3. 2nd Bear Kick extra ball level: This value ranges from 30-99 and
does not reflex. Default is 50.

4. Train Wreck Extra Ball Available: Default is to award extra balls
at a certain number of train wrecks.

5. Bear Kick EB Memory: Default is to hold between balls.

6. House EB Memory: Default is to hold between balls.

7. Train Wreck EB Memory: Default is to hold between balls.

8. Last Thing Lock: This is the final multiball level on which Thing
will lock balls. Default is for the first multiball only. This value
ranges from 0-5.

9. Last Swamp Lock: This is the final multiball level on which the
Swamp will light to lock ball two. Default is for the first multiball
only. The value ranges from 1-5.

10. Last Chair Release: This is the final multiball level on which the
electric chair can be shot to start multiball. Default is for the
first and second multiballs. The value ranges from 0-5.

11. Jackpot Carryover: When set this retains the value of the jackpot
until it is hit; when off, the jackpot will reset at the end of each
multiball or multiball restart. Default is to carryover jackpots.

12. Million Plus Memory: Default is to reset the value of the Million
Plus at the end of each ball.

13. Million Plus Maximum: Default upper limit of the Million Plus is
10M. This value can range from 5M to 20M.

14. Thing Multiball Start: This value can range from 10M to 20M.
Default starting value of Thing Multiball is 15M.

15. Room from Swamp: Default is to award mansion rooms from the swamp
kickout.

16. Free THING Letters: Up to 5 THING letters can be spotted at the
beginning of the game. Default is 3.

17. Raise the Dead Hits: The number of hits per jet bumper can be set
from 3-9. Default is 4.

18. Train Wreck Hits: By default, 2 hits are required for the first
Train Wreck. This value can range from 2-4. Successive train wrecks
always require 1 more hit up to the maximum of 6.

19. Special Memory: By default, specials disappear at the end of the
current ball.

20. Train Wreck Memory: By default, the train wreck hits count carries
over between balls.

21. Quick Multiball Memory: By default, Quick Multiball will remain
lit between balls until it is hit.

22. Tour EB Memory: By default, the Extra Ball lit during Tour the
Mansion will disappear at the end of the current ball.

23. Tour Difficulty. Default is a medium setting, in which the 6M and
3M rooms are counted as one room. On the hard setting, each must be
collected separately.


Problems
--------

While this game is perfect in many ways, none is completely immune to
problems or failures. Here are some of the more common problems:

Balls can get stuck inside the swamp, on the swamp, on top of Thing's
box, on jet bumpers, and on the circular plate that the bookcase sits
upon. The machine will perform ball searches until it finds the
missing ball -- firing all the jet bumpers and kickouts and spinning
the vault. Tilting will end the current ball, but the next ball won't
start until it finds the missing ball(s). The only solution short of
removing the stuck ball is to power cycle the game and start over
unless you have locked balls; it will kick out ALL locked balls after
two or three ball searches. However, once these drain, if the ball is
still lost the problem resurfaces.

When pressing Start, the game will let you know if a pinball is missing
and try to find it a couple of times, but eventually it will give up
and play with what's available. There are only three balls installed
in the machine.

The only diverter is located in the upper left corner where the two
ramps meet. If it gets stuck, you may find all balls going to the same
spot -- either the mini-flipper or the right inlane. This may or may
not be a "problem".

If the machine decides that there are faulty switches (because they
haven't been hit in a while), it will try to compensate. If one of the
ramp switches is bad, the other ramp will award both of them. If the
bookcase won't open, you can lock balls at the Thing Ramp. If Thing
can't pick up the ball from the eject, then it will just remain there.
I'm sure that there are many more that I haven't seen.


Quotes
------

Someone has already taken care of this for me. A list of all the
quotes is currently available from the r.g.p. FTP archive on rahul.net.
The file is called /pub/sigma/pinball/Quotes/taf.quotes.


Music
-----

The following is a list of the musical pieces in The Addams Family:

- Addams Theme: Played at the beginning of your first ball until
you plunge the ball into play. Also played during attract mode
and the explanation of "Tour the Mansion."
- Normal Game Theme: Played during normal game play, when no
special rounds are active.
- Mamushka Theme: Played during the Mamushka round.
- Cousin It Theme: Played during Cousin It round.
- Tunnel Hunt Theme: Played during Tunnel Hunt round.
- Seance Theme: Hardly music, but played during Seance round.
- Raise the Dead Theme: Played during Raise the Dead round.
- Thing Multiball Countdown Theme
- Quick/Thing Multiball Theme: Played during quick MB rounds.
- Multiball Release Theme: Played while two balls are locked and
you're trying to lock the third for Multiball.
- Multiball Theme: Played until you score your first jackpot.
- Jackpot Theme: Played after you score a jackpot UNTIL YOU END
THAT BALL, even after multiball is over. It's a souped-up version
of the Addams Theme. It's also the Enter Initials Theme.
- Multiball Restart Theme: Played while Thing Multiball restart
is lit, it's just one particular part of the Addams Theme being
played over and over. The same music is also played while the
features of "Tour the Mansion" are being explained.


Cows
----

By popular demand, this issue about cows must come to an end. Yes,
there is a sequence of flipper/start presses that will cause the cows
to come up during attract mode. There is also a sequence that causes
the game's credits to appear with rather loud accompaniment.

Using the notation L=left flipper, R=right flipper, and S=start button:

Cows: 7L, 1S, 14R, 1S, 20L, 1S
Credits: 13L, 1S, 1R, 1S, 2L, 1S

These sequences only work for L-1 machines and later, and sometimes you
may have to power cycle the game to get it to work. There is a third
sequence rumored to combine both of these, but no one seems to be able
to get it to work.


Conclusion
----------

This "Addams Family" rules sheet has been brought to you by Brian
Dominy (gt6139a@prism.gatech.edu) but with the help of many others.
Thanks to Kevin Martin, Jonathan Deitch, David Hammett, David Stewart,
Mark Cook, Keith Johnson, Tom Capek, and all others who contributed in
one way or another. Enjoy!

"Rest in peace."


Pool tables UK