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 [email protected].

   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 ([email protected]).  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 ([email protected]) 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."