Rules and shot maps
The ADDAMS FAMILY
"THING FLIPS" FEATURE, RULES & PLAYFIELD SHOT MAPS
"Thing Flips" Automatic Calibration
The "Thing Flips" feature is an exclusive Williams/Bally pinball innovation.
Using advanced artificial intelligence systems, the game will learn to shoot the ball into the swamp from the upper left flipper. The feature is enabled by coming through the far left flipper return lane (labeled "Lite Thing Flips").
This will lite the "Thing Flips" arrow that points up the center ramp. If the center ramp is hit while this arrow is flashing, the ball will be diverted to the upper left mini-flipper and the game ("Thing") will attempt to shoot the ball into the swamp. Once the game has "learned" the specifics of the game, (slope, dirt, flipper power, etc.) it will successfully make the shot between 50-60% of the time. This is several times better than the best players are able to achieve.
The game continually monitors the performance and compensates for changes. When the game 1st begins gathering data, it quickly learns to be "in the ballpark", then it slowly refines its ability to make the shot. When the game is moved from one location to another it will eventually learn the new shot regardless of intervention, but it is possible to speed up the process by either:
- a) A Full Factory Reset (Function U.8)
- b) Executing "NEW LOCATION" (Function U.12)
Remember, when fully calibrated, the "Thing Flips" feature will successfully make the shot between 50-60% of the time. The BEST players make the shot under 20% of the time (this is a VERY difficult shot).
If after awhile, your game is not successfully making the shot as often as expected, check the operation of the opto, (switch 57 above the upper left mini-flipper), the 3 Swamp Targets (switches 45, 47, and 48), and the upper "Swamp Lock" switch (switch 71). The program relies on these switches to calibrate the system. Also check the upper left flipper for proper operation.
After setting the game up on location, it will automatically calibrate itself over time. If you would like to speed up this process:
Setup game ON LOCATION. Set the pitch and level. Calibrating the game before it is sent to its final location may help, but could actually slow down the process.
Activate function U.12 (New Location). This will clear out any previously learned data.
With the glass off, manually throw the ball up the SIDE RAMP (labeled Super Jackpot). Repeat this four times.
After pressing the left flipper return lane rollover (Lite Thing Flips), throw the ball up the center ramp. It will be diverted and "Thing" will shoot toward the swamp.
Repeat this process (left flipper lane followed by center ramp) at least 30 times. After 30 attempts, it should be at a level where it will make at least 40% of its shots. The more shots you make, the more accurate it will become. It takes several HUNDRED shots for the machine to fine tune its ability to make the shot.
MANSION AWARDS RULES
There are 13 possible MANSION AWARDS. Each window of the MANSION has a different value or set of rules that can occur when awarded. Please see the diagram for the numbering from 1 to 13.
This window awards 3 Million points.
This window sets the Jet Bumpers (GRAVEYARD) to their maximum value.
Hit Cousin It. This starts a timed sequence where all targets award a special point value which can be RAISED by hitting the COUSIN IT target at (S).
The Manushka. This starts a timed sequence where all targets score a special point value.
This window scores 6 Million points.
Quick Multi-ball. This lights THING so that he will take the current ball in play and start Quick Multi-ball. In quick multi-ball, the Bookcase opens at (K) so that any shot to the Vault (L) scores MILLION PLUS.
Festers Tunnel Hunt. This starts a timed sequence where shots should be made to the three tunnels (G) (H) (L), in any order. These score 5, 10 and 15 Million points.
Seance. This starts a timed sequence where the player trys to shoot any three ramp shots. This is the only time a single ball causes the POWER of the ADDAMS FAMILY to appear.
This window awards 9 Million points.
Thing. This window starts a timed sequence where the player trys to get the ball to THING. If succesfull a point value is awarded and the Bookcase opens for a version of Quick Multi-ball. In Quick Multi-ball, any shot to the VAULT awards the original point value over and over again!
Raise the Dead. This starts a timed sequence where the player trys to get the ball into the Jet Bumpers (GRAVEYARD). Each Jet Bumper has a counter that decrements each time it is hit. If the counter reaches 0, then that spirit has been "Raised", and 5 Million points are awarded.
Light Extra Ball. This window lights THING to award an Extra Ball.
?. When all other windows are lit, this window will light to award 50 Million points, light the Specials, and begin re-awarding all other Mansion values in a special sequence.
SHOT MAPS
SKILL SHOT: The plunger skill shot is made to THINGS EJECT SAUCER at (A). It awards 2 Million plus 1 addtional Million for each subsequent Skill Shot.
EXTRA BALL: There are four possible Extra Balls that can be awarded in the ADDAMS FAMILY. The first and second are lit by "Bear Kick" shots around the Center Staircase (ramp) at (B). Extra Ball is always collected by shooting the ball to THINGS EJECT SAUCER. (A). A third Extra Ball is lit from the possible MANSION AWARDS at (D). The fourth Extra Ball is lit after multiple TRAIN WRECKS from the Train Wreck feature shot at (E).
MANSION AWARDS: The available Mansion Awards are at (D) on the playfield. The currently lit award is changed by the Jet Bumpers (F). The awards are COLLECTED when the yellow lamp is lit on the ELECTRIC CHAIR (G) and the ball is shot to either the Electric Chair or the SWAMP KICKOUT (H). The yellow lamp is re-lit when the ball passes thru the right flipper lane (J). Please see the rules for the individual awards below.
MULTI-BALL: Hitting the BOOKCASE (K) spells the word G-R-E-E-D. When GREED has been spelled, the Bookcase will swing open to reveal the shot to the VAULT (L). Balls may be LOCKED at any one of the flashing LOCK arrows. When two balls have been locked, the third ball is put into play and MULTI-BALL can be started by shooting the ball into the VAULT (L) or into the ELECTRIC CHAIR (G). During the attempted release sequence the POWER of the ADDAMS FAMILY can be seen as the ball passes over the central portion of the playfield.
JACKPOT: While in MULTI-BALL any shot made to the TRAIN WRECK SHOT (E) will score single JACKPOT. Any shot made to the Left Staircase (ramp) at (N) scores a multiple of the Jackpot value depending on how many balls were LOCKED into the Vault directly prior to Multi-ball. Once the Jackpot shot on the ramp is made, the BOOKCASE (K) will open. A shot made into the Vault can re-light the JACKPOT ARROWS for another Jackpot.
THINGS REMATCH: If two balls are lost during Multi-ball before a JACKPOT is scored, then THINGS EJECT HOLE (A) lights for a restart of Multi-ball. If the player gets the ball to THING in the time period allowed, Thing will take the ball and Multi-ball will be restarted.
TRAIN WRECK: Multiple shots to the standup target at (E) produce TRAIN-WRECKS. Train wrecks hold the players current GRAVEYARD VALUE from the Jet Bumpers and award incrementing point values.
GRAVEYARD VALUE: Any shot into the Jet Bumpers increases the GRAVEYARD VALUE. This value is a one ball value unless it has been carried over because of a TRAIN WRECK. The GRAVEYARD VALUE is COLLECTED by any ball that goes into the SWAMP (P). Five times the GRAVEYARD VALUE can be collected by shooting the ball into the SWAMP with THINGS MINI-FLIPPER (Q).
THING FLIPS: Any ball thay goes thru the left outer flipper lane (R) and is then shot around the Center Staircase (B) will be diverted to THINGS MINI-FLIPPER (Q). The game will AUTOMATICALLY FLIP ON ITS OWN and attempt to shoot the ball into the SWAMP!!!!
T-H-I-N-G AWARD: Every time a ball is shot into THINGS EJECT HOLE (A), a letter is added to the THING spellout on the speaker display panel. When T-H-I-N-G has been spelled, the next shot to Thing will activate the Hand and 5 Million will be scored. If a player can do it again, then 10 Million etc., will be scored.
Playfield Shots (1)

Both shot maps (p. E–F) on one drawing. Choose a letter; switch on the other layers to see the switches, lamps and solenoids under each shot.
Playfield Shots (2)
