The Addams Family
Bally, 1992 — shot-by-shot rules and strategy guide.
Open The Addams Family in the Pinball Genie app →The best-selling solid-state pinball machine ever made (~20,270 units), designed by Pat Lawlor with the Mansion-tour theme driving every rule. There is no Pro/Premium/LE split — the only variant is the 1994 gold-cabinet Special Collector's Edition ("TAF Gold," ~1,000 units), which is cosmetically different but shares the identical physical playfield, with a handful of ROM-level rules tweaks noted below.
Skill shot
The plunger feeds a curving lane toward Thing's Eject. A soft plunge that just crests the ramp drops into Thing's Eject for the skill shot: 2M the first time, +1M per consecutive success, capping at 5M. Too soft falls short into the Swamp (no skill shot, but banks a lock if one is lit there); too hard flies past into the pop bumpers for nothing but bumper value.
The core shot loop
Four shots form the spine of the entire ruleset: the Bear Kick (center) ramp, the left orbit ("Adv X" loop, the hardest shot on the table), the Million Plus (left/side) ramp, and the Swamp (a wide sinkhole scoring the Graveyard jet-bumper value, boosted 5x when "5X Graveyard" is lit). Chaining these scores the game's two named 3-way combos (5M each) and the 4-way combo (10M, plus the embedded 3-way — 16-25M total once built up). The "Chopping Wood" loop (Thing Ramp → Million Plus ramp → Swamp) is the most-repeated money sequence once ramp value and Graveyard are maxed.
Mansion rooms & Tour the Mansion
Shooting the flashing Electric Chair or Swamp collects whichever of 12 mansion rooms is currently lit: three flat point rooms (3M/6M/9M), five 20-30 second timed rooms (The Mamushka, Hit Cousin It, Fester's Tunnel Hunt, Seance, Raise the Dead), the Quick Multiball and Thing Multiball rooms, Graveyard at Max, and Light Extra Ball. Clearing all 12 lights the "?" insert; shooting it starts Tour the Mansion, the game's wizard mode — an instant 50,000,000 points, relit 3M/6M/9M, Special lit in the outlanes, Quick Multiball lit, Graveyard maxed, and a temporary Extra Ball at Thing's Eject, followed by all five timed rooms run automatically back-to-back. The Vault is locked shut for the whole thing.
The Vault / Multiball
Hitting the Bookcase standups spells G-R-E-E-D, swinging it open to reveal the Vault and lighting a lock. On the very first multiball of the game, locks 1 & 2 can come from either Thing's Eject or the Vault; every multiball after that requires re-spelling GREED and only the Vault locks. Lock 3 is always at the Vault and releases all three balls, activating The Power magnets. Multiball is started at the Electric Chair or the lit Vault. The Jackpot lights at the Train Wreck target and climbs +1M per Bear Kick ramp or Bookcase hit (capping at 25M); the Super Jackpot at the Million Plus ramp pays double on the first multiball, triple thereafter, and relights the regular Jackpot.
Two smaller multiball modes also exist: Quick Multiball (lit at Thing's Eject, opens the Vault for direct 5M-10M scoring) and Thing Multiball (a DMD hurry-up countdown from ~15M to a 3M floor — shoot Thing's Eject before it bottoms out to lock in the value and start a 2-ball multiball).
Multipliers
TAF has no global playfield multiplier — only Bonus X (1x-5x, lit by the right inlane, advanced at the left orbit, applied only to the end-of-ball bonus) and the shot-specific 5X Graveyard, which pays 5x the Graveyard jet value on a single Swamp shot when lit.
Extra balls
Multiple independent paths all serve the ball at Thing's Eject: Bear Kick milestones (~8 and 50 kicks), the Light Extra Ball mansion room, Train Wreck completions, and a temporary EB during Tour the Mansion.
Strategy in one line
Soft-plunge skill shot, loop Bear Ramp into the Million Plus ramp to build value and THING letters, bank a Train Wreck early to carry the built Graveyard value into the next ball, clear every mansion room before ever spelling GREED (rooms can't be collected during multiball), and save the Vault/GREED multiball as the endgame farm after Tour the Mansion.
How The Addams Family plays
The Addams Family is a 1992 Bally romp through a haunted mansion. Tour all twelve mansion rooms to reach the game's wizard mode, and open the hidden Vault to run multiball.
The loop
- Feather the plunge so the ball settles into Thing's Eject for the skill shot, then work the Bear Kick ramp and the Million Plus ramp to spot THING letters and bank a rising one to ten million.
- Take the flashing Electric Chair or Swamp whenever a mansion room lights -- some rooms pay a flat award and five of them run a 20-second timed mode.
- Feed the graveyard jets to raise the Graveyard value, then cash it at five times over with a single Swamp shot.
- Spell GREED at the Bookcase to swing it open and expose the Vault, lock three balls, and start Vault Multiball.
- Clear all twelve rooms to light the question-mark insert, then start Tour the Mansion for an instant fifty million.
Reading the lights
- Thing's Eject (status) — lit: Thing's animatronic hand lives in this saucer; a soft plunge trickles in for the skill shot, and later a lit insert here means a mansion-room extra ball is parked and waiting. · flashing: Flashing means Quick Multiball or the Thing hurry-up is lit -- shoot it and Thing serves the ball to the Swamp to start a fast, separate multiball. · then: Groove this plunge before anything else, since its value climbs from two million toward five and holds for the whole game. It is also the only place a lit extra ball is collected.
- Ramp Loop (shot arrows) — lit: These are your bread-and-butter shots: the Million Plus ramp lights a rising one-to-ten-million and spots a THING letter each pass, while the center Bear Kick ramp advances its counter toward mansion rooms. · flashing: When Thing Flips lights off the far-left inlane, the Bear Kick ramp flashes and diverts to Thing's mini-flipper so you can send it at the Swamp. · then: Chain Thing Ramp, then the Million Plus ramp, then finish in the Swamp -- the Chopping Wood loop -- and it resets each cycle, so you can farm it for tens of millions once the Graveyard value is built.
- Advance Bonus X (multiplier) — lit: A right-inlane rollover arms Adv X at the left orbit; a shot through the lit orbit steps your end-of-ball bonus multiplier up one, to a five-times ceiling. · then: Grab it whenever it lights, because the window times out in seconds and the multiplier resets each ball. The left orbit is also the opening leg of every named combo, so the shot pulls double duty.
- Graveyard Value & 5X Swamp (multiplier) — lit: The jet bumpers build a shared Graveyard value that climbs as you feed the nest; when 5X Graveyard lights, the Swamp pays that value five times over on one shot. · then: Pump the jets to raise the value, then cash it at the Swamp while 5X is lit. Bank a Train Wreck target first and the built value follows you into the next ball rather than resetting.
- GREED Bookcase & Vault (letters) — lit: The GREED standups on the Bookcase stay lit until you knock down all five letters, which swings the bookcase open and reveals the Vault glowing green for a lock. · flashing: The Vault glows red once two balls are locked -- taking that last lock, or the red Electric Chair, kicks off Vault Multiball. · then: Lock three balls to start multiball; every one after the first makes you re-spell GREED and locks only at the Vault. The jackpot waits at the Train Wreck target, and on repeat multiballs the Million Plus ramp Super Jackpot pays triple.
- Mansion Rooms (mode) — lit: A yellow-lit Electric Chair or Swamp is a mansion room ready to collect; some pay a flat award, five start a 20-second timed mode, and every room you take stays banked toward the twelve. · flashing: A red-lit Chair or Swamp starts a multiball instead of a room. · then: Keep taking the lit Chair or Swamp until all twelve rooms are cleared, which lights the question-mark insert; shoot it to start Tour the Mansion for an instant fifty million that relights the playfield and runs the five timed rooms back to back.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Take the best free shot first -- the soft-plunge skill shot -- then settle into the Bear Kick ramp off the right flipper and up the Million Plus ramp. Collect a mansion room off the Chair or Swamp the moment one lights. — Soft-Plunge Skill Shot, Best Opener: Plunge, Bear Ramp, Left Ramp, First 30 Seconds — Beginner Progression
- Building — Farm the Chopping Wood loop through Thing Ramp, the Million Plus ramp and the Swamp, and build the Graveyard value in the jets to cash at five times. Bank a Train Wreck target so that value carries between balls. — "Chopping Wood" Money Loop, 5X Graveyard at the Swamp, 4-Way Combo
- The big one — Clear all twelve rooms for Tour the Mansion and its instant fifty million, the largest single award on the game. Once the rooms are gone, Vault Multiball and its triple Super Jackpot become the endgame farm. — Qualify & Start Tour the Mansion, Tour the Mansion: The 5-Mode Gauntlet, Jackpot into Super Jackpot
Does The Addams Family have an action button?
Nothing extra to press on this cabinet — it is 1992, two flipper buttons and a manual shooter rod. The third flipper in the upper left corner runs off your left button (and the game fires it for you during Thing Flips), and the two playfield magnets are entirely the game's doing, not yours.
Goals in The Addams Family
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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A gentle plunge crests the ramp and trickles into Thing's Eject for an escalating skill-shot bonus — the highest-EV free shot in the game.
Reward: 2M the first time, then 3M, then 4M, up to a 5M maximum; the value carries forward for the rest of the game
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When a Vault lock is lit, deliberately under-plunge into the Swamp instead of taking the skill shot to bank a free multiball lock.
Reward: Banks a free multiball lock at the Swamp (only when a lock is lit there; no points)
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The single most-farmed sequence in the game: Thing Ramp into the Million Plus ramp into the Swamp, fully repeatable and worth 30M+ per rep once maxed.
Reward: 30M+ per rep once maxed (1M-10M escalating ramp + current Graveyard value, 5x if 5X Graveyard lit)
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3-Way Combo — Bear Ramp Opener
The game's first named combo: Bear Ramp into the left orbit into the Million Plus ramp for a flat 5M combo award.
Reward: Flat 5M combo award
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The alternate 3-way: left orbit into the Million Plus ramp into the Swamp, same 5M award via a different opener.
Reward: Flat 5M combo award (interchangeable with the Bear Ramp opener)
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The full chain — Bear Ramp, left orbit, Million Plus ramp, Swamp — stacks the 10M 4-way award on top of the embedded 5M 3-way for 16-25M in a single rep.
Reward: 16-25M total once built up: embedded 5M 3-way + 10M 4-way bonus + ramp/Swamp values + a THING star
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Loop the left orbit through the pop bumpers into the Million Plus ramp to bank THING letters and Stars for free alongside any combo you're running.
Reward: Up to 2 Stars at 5M each + Thing Bonus (5M/10M/15M, escalating) once THING is spelled
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The Vault Multiball — First Lock
Spell GREED to open the Vault, then bank all three locks (the first two can come from either Thing's Eject or the Vault on this one occasion) and start multiball.
Reward: Releases all 3 balls, activates The Power magnets, and starts multiball
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The Vault Multiball — Repeat Lock
Every multiball after the first requires re-spelling GREED, and only the Vault locks balls — Thing's Eject no longer counts.
Reward: Jackpot at Train Wreck (+1M per Bear Kick ramp/Bookcase hit, caps at 25M) + Super Jackpot at Million Plus ramp pays triple
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A fast, separate award track at Thing's Eject that opens the Vault for direct scoring instead of a full lock sequence.
Reward: 5M per Vault hit, +1M each repeat, capping at 10M, for the duration of Quick Multiball
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Thing Multiball (Hurry-Up Countdown)
A mansion room that starts a fast-counting DMD hurry-up; shoot Thing's Eject before it bottoms out to lock in the value and start a 2-ball multiball.
Reward: Locked-in countdown value (~15M down to a 3M floor), paid for the whole 2-ball multiball
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A 20-second frenzy mode where every switch scores a flat 250K — pure speed, no precision required.
Reward: 1M mode-start bonus + flat 250K per switch hit for 20 seconds
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A 20-second mode where the Cousin It standups pay a premium over any other switch.
Reward: 1M mode-start bonus + Cousin It standups pay 2M plus a 50K per-hit bonus each (vs 200K base elsewhere) for 20 seconds
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Hit all three scoops in any order for escalating values before the 20-second timer runs out.
Reward: 5M, then 10M, then 15M for the three tunnels — Electric Chair, Swamp and Vault — in any order, before the 20-second timer runs out; the value follows the order you hit them, not which one you hit
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Three ramp shots in a row — either the Million Plus ramp or the Bear Kick ramp — score 5M, 10M, 15M while The Power magnets actively fight your ball control.
Reward: 5M, 10M, 15M for three straight ramp shots, either ramp (Gold: ~50% Super Seance chance for 10M/15M/20M)
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The game's only general multiplier — advance it via the left orbit every time it's lit; it applies only to the end-of-ball bonus.
Reward: +1x Bonus X (up to 5x) applied to the end-of-ball bonus; resets every ball
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A shot-specific multiplier: build the Graveyard value in the jets, then cash it at 5x with a single Swamp shot.
Reward: 5x the current Graveyard value instead of 1x + Swamp Millions standups light for 1M each under the same timer
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Qualify & Start Tour the Mansion
Clear all 12 mansion rooms to light the "?" insert, then shoot it to trigger the game's wizard mode.
Reward: Instant 50,000,000 + relit 3M/6M/9M + Special in outlanes + Quick Multiball lit + Graveyard maxed + temp Extra Ball at Thing's Eject
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Tour the Mansion: The 5-Mode Gauntlet
Once Tour the Mansion starts, the five timed rooms run automatically back-to-back — clear as many as you can before the ball drains.
Reward: Points from each timed room cleared (Raise the Dead alone up to ~20M) + Thing Multiball if all five are cleared
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Best Opener: Plunge, Bear Ramp, Left Ramp
The highest-percentage opening sequence of the game, chaining the skill shot straight into the two most reliable ramp shots.
Reward: 2-5M skill shot + THING letter progress + possible lock, then an escalating 1M-10M per Million Plus ramp shot
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First 30 Seconds — Beginner Progression
A safe, concrete progression for a fresh ball that banks value while learning the flipper geometry.
Reward: Skill-shot value, early THING letters, and Bonus X banked safely while learning the flipper geometry
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Tournament Priority: Rooms Before Vault
Competitive players delay GREED/Vault multiball until every mansion room is cleared, since rooms can't be collected during multiball.
Reward: All 12 mansion-room awards plus Tour the Mansion's 50M and extra balls banked before Vault Multiball becomes the endgame farm
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Light and Collect the Extra Ball
Among the twelve mansion rooms is one that puts an extra ball waiting for you at Thing's Eject; on standard settings it holds there through a drain and follows you into the next ball until you finally collect it. The exception is the Tour the Mansion extra ball, which won't wait — miss it and it's gone once that ball ends.
Reward: One extra ball (a second is typically lit by Tour the Mansion)
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A jet-bumper room: each of the five bumpers has to be hit four times inside a 30-second timer. The round opens with 2M banked, every bumper hit adds 100K, and each bumper you finish off is worth 3M.
Reward: Up to roughly 20M for a full clear
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During multiball the Train Wreck target holds the jackpot; collect it and the Super Jackpot opens up on the Million Plus ramp, paying triple on any multiball after the first.
Reward: Jackpot up to 25M at the Train Wreck, then a Super Jackpot at triple that on repeat multiballs
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