0 ratings0% found this document useful (0 votes) 2K views124 pagesBally 1992 The Addams Family Manual
flipper bally addams familly full manual repairs
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Jumper Chars
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512K, 1 MEG EPROM. ‘Out In
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‘European In In Out In In
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Solenoid/Flasher Table
Sol, Function Solenoid | Wire | Connection | Driver | Solenoid/Flashlamp
No. Type | Color Trnste Type
‘O1_| Chair Kickour High Power_| Vio-Bem_| 130-1 Qe | RET6-1200
‘02_| Thing Knocker High Power_| Vio-Red_| J132-2 (Qe0 | AE-73.800
03_| Ramp Diverter High Power | Vie-Ore | 1304 Q78_[AE26.1500
4_| Ball Release Power | Vio-Yel | J1305 Q76_[AE-26-1200
5 High Power_| Vio-Gen_| J130-6 QA | -AE-27-1200
6 High Power_| Vio-Ble | J130-7, Q66_[-A-12158-1
07 High Power | Vio-Blk | J130-8 (Q68|AE-23-800
08 High Power | Vio-Gry_| 11309 (Q70_|-AE=26-1200,
o Low Power | BracBlk | 27-1 (Q58_[AE-26-1200
TO Upper Right Jer Tow Power | BravRed | J127-3 (56 | AE-26-1200
TH_| Conver Lefe Je Tow Power | Bra-Org | JIQ7-4 SE | AE26-1300
T2_| Center Right Jer Tow Power | Brn-Yel | J127-5 (52 | AE-26-1200.
13 | Lower Jet Tow Power | Bra-Gn_| J127-6 (Q50_| AE=26-1200.
14 [Lek Slingshor Tow Power | Bra-Blu | J127-7 iB [AE-27-1200
15_| Right Slingshot Tow Power | Bra-Vio_| JI27-6 (QA6_ | AE-27-1200.
16 [Left Magner” Tow Power | Bra-Gry | J127-9 Qu [209247 BV
17_| Telephone/Upper Right Ramp | Flasher | Bik-Ben | Jin6-1 105-1 | —Q43 | 4906
18_| Trini Upper Left Ramp Flasher | Blk-Red_| Ji26-2 )125-2 | Q40_| #906
19 Lower Ramplfet Bumpers @) | Masher | Blk-Org | J126-3 125-3 38 | #906
720 [Lek Lightning Bol/Mini Fipper | Flasher | Bik-Yel | J1264)135:5 | —Q36_| #906
21 Flasher | Blu-Gra_| J1265 Ji25-6| Que | 4906
22_| The Power/Backbox Clowd (3) | Flasher | Blu-Blk | J126-6 25-7 | Q30_| #906,
723_| Upper Magner” Tow Fower_| Blu-Vio_| J12-7_Ji5-6| Qa] 209747 TV,
724_| Right Magner” Tow Fower | Blu-Gry | J126-8 Jt25-9 | Qs? | 209247 12V,
75_| Thing Motor Flasher | Blu-Ben | J122-1 Qi5 [147966 12
726_| Thing Eject Hole Flasher | Blw’Red_| 122-2 ‘Que AE-30-2000
77_| Bookease Motor Flasher | Blu-Org_| 122-3, Qn 14796 1B
28| Swamp Release Flasher | BluYel | 122-4 (Qu [AE-30-2000
G.I. Circuits
OF | Lek Playfield Seng Gi Brown | T1207 qs
02_| Tnsert Howse String Gi. Orange | J120-2 Quo] 4555
03_| Insert People String Gi. Yellow — | J120-3 Qi | 4555
OF_| Not Used Gi. Green| JI2I5 Qis
O5_| Right Payheld Seng GL Violer | J121-& Qi |
Upper Lek Flipper Gav | 109s FLISS
Upper Right Flipper Blu-Yel | J109-7 FL-11630.
Tower Left Flipper GryeVe_| 109-5 FLASAIT
Tower Right Flipper Bluc¥el | J109-7 FLSA
‘Magnet fuse isa 5 Amp S.B, located on the underside ofthe playfield.
Midway Manufacturing Company reserves the rights to make modifications and improvements to its
products. The specifications and parts identified in this manual are subject to change without notice.Game Rules & Playfield Shot...
Section 1 - Game Operation & Test Information
(System WPQ) ROM Summary.
Pinball Game Assembly Instructions —
Pinball Assembly, Playfield Pitch Angle and Leg Levelers Detail
‘Game Gontol Location
‘Game Operation.
‘Menu System Operation
Main Menu.
Bookkeeping Menu.
BLL Main Audis.
B4 Feature Audits.
B.5 Histograms
Single Switchs & Solenoid...
Flasher & G.L. Test.
Sound and Music, Si P
Lamp and Flasher, Display & Motor Tes.
ilies Menu.
Clear Audis/Coins, Reset HS.T.D., See Time & Dat, & Custom Message.
Set Game LD. Factory Adjustment, Rest 8 Press...
Game Difficulty Table for US./Canadian/rench and German Europe.
Preset U.S./Canadian Games...
Preset German/European Games...
Preset French Gani
(Car Credits, Auto Burn-In and New Location
Adjustment Ment.
ASHSTD. Adusmenss.
AS Primer Adjustment...
Problem Analysis...
WPC Auli Board.
WPCCPU Board.
WPC Power Driver Boar.
Dot Matrix Controller.
7-Opto Switch Assy, High Power Driver Board.
‘2Opto Switch Asy, -Switch & Diode Asy.Eee Fie Suply Bor, WPC Cin Dor Ines Baal von DA
Lamp Matrix Connections & Circuit Drawing
‘Switch Matrix Connections & Switch Matrix.
Switch Circuit Drawing,
Solenoid/Flasher Table...
Solenoid Flasher Circuit Drawing...
Solenoid Wiring.
Flpper 8 Lane Change
aes Pope Supply Scher.
Motor EMI, 4 LR. LED and Opto Schematic...
7 Opto Switch Schematic.
High Power Schematic.
Goin Door Interface Bo: :mati
Switch & Lamp Circuits Interboard Wiring
Solenoid Circuits Interboard Wiring.
Flipper Circuits Interboard Wit
GI, Power & Logic Circuits Inerboard Wiring.
Display & Sound Circuits Interboard Wi
©Copyright 1991 MIDWAY Manufacturing CompanyThe ADDAMS FAMILY
"THING FLIPS" FEATURE,
RULES
&
PLAYFIELD SHOT MAPS
The ADDAMS FAMILY A"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 lef 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-lipper and the game ("Thing") will
attempt to shoot the ball into the swamp, Onze 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 abe to achieve.
‘The game continually monitors the performance and compensates for changes. When the game Ist 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 iti possible co speed up the process by either:
2) Aull Factory Reset (Function U8)
b) Executing "NEW LOCATION’ (Function U.12)
Remember, when fully calibrated, the "Thing Flips” feature will succesfully make the shot between 50-
(60% of the time. The BEST players make the shot under 20% ofthe time (this is a VERY dificult shot).
If afer 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-lipper) 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 lipper 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:
1. Setup game ON LOCATION. Set the pitch and level. Calibrating the game before itis sent co its
final location may help, but could actually slow down the process.
2 Activate function U.12 (New Location). This will clear out any previously learned daa.
3. With the glass off, manually throw the ball up the SIDE RAMP (labeled Super Jackpot). Repeat
this four times.
4. 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 (lft 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% ofits 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.
The ADDAMS FAMILY BMANSION AWARDS RULES
There are 13 possible MANSION AWARDS. Each window of the MANSION has a
different value ost of rules that can occur when awarded. Please see the diagram for the
‘numbering from 1 to 13.
1. This window awards 3 Millon points.
2. This window sets the Jet Bumpers (GRAVEYARD) to their maximum value.
3. Hit Cousin It. This stars a timed sequence where all targets award a special
point value which can be RAISED by hitting the COUSIN IT target at (S).
4, The Manushka. ‘This starts a timed sequence where all targets score a special
point value.
5. This window scores 6 Million points.
6 Quick Multi-ball. This lights THING so that he will take the current ball in
play and start Quick Multi-ball. In quick multiball, the Bookcase opens at (K) so that
any shot to the Vault (L) scores MILLION PLUS.
7 esters Tunnel Hunt. This starts a timed sequence where shots should be made
1 the thee tunnels (G) (H) (L) in any order. These score 5, 10 and 15 Million points.
8. Seance. This starts a timed sequence where the player ts to shoot any three ramp
shots. This is the only time a single ball causes the POWER of the ADDAMS FAMILY
(0 appear.
9. This window awards 9 Million points.
10. 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 Mult-ball, any shot to the VAULT awards the original
point value over and over again!
11, 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.
12, Light Extra Ball. This window lights THING to award an Extra Bal.
13.2 When all other windows are lit, this window will ight to award 50 Million
points, light the Specials, and begin re-awarding all other Mansion values in a special
sequence
The ADDAMS FAMILY CSHOT 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 ae four possible Extra Balls that can be awarded in the ADDAMS FAMILY. ‘The
first and second at lit by "Bear Kick" shots around the Center Stairase (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 afer multiple TRAIN. WRECKS
from the Train Wreck featur 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 righ flipper lane ()- Please sce the rules for the
individual awards below.
MULTIBALL: 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 ewo balls are lost during Multi-ball before « 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. T
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 2
‘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--N-G AWARD: Every time a ball is shot into THINGS EJECT HOLE (A), a lever 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 Millon etc., will
be scored.
The ADDAMS FAMILY DADDAMS FAMILY
|_—— (E) Train Wreck Shot
(A) Things Eject Saucer
(B) Center Staircase
{+——_ (C) Thing MinI-Ramp
(F) Jet Bumper Graveyard
(G) Electric Chair
The ADDAMS FAMILY E
+—— (H) Swamp Kickout
(0) Mansion Awards
(J) Right Flipper LaneADDAMS FAMILY
(N) Left Staircase
(U) Vault Shot
(K) Bookcase
(S) Cousin It
(P) Swamp
(M) Power of the ADDAMS
FAMILY
;-———(R) Left Outer Flipper Lane
The ADDAMS FAMILY FSection 1
Game
Operation
&
Test Information
» THE ADDAMS FAMILY (System WPC) ROM
‘Summary
+ Pinball Game Assembly Instructions
* Game Play
+ Menu System Operation
Adjustments
‘Audits
Test/Diagnostic Procedures
Utilities
THE ADDAMS FAMILY (System WPC) ROM Summary
IC TYPE LOCATION BOARD PART NUMBER
Game ROM 27020 U6 CPU A-5343-20017-1
Music/Speech ROM 27040 U18 Audio A-5343-20017-4
NOTICE
Order replacement ROMs from your authorized MIDWAY MANUFACTURING CO.
distributor. Specify: (1) part numbgy (if available); (2) ROM label color; (3) ROM level
(number) on the label; (4) which game the ROM is used in.
The ADDAMS FAMILY 1-1PINBALL GAME ASSEMBLY INSTRUCTIONS
THE ADDAMS FAMILY IS A 3 BALL GAME.
Weight: 290 Lbs. Length: 55" Approx.
Width: 26" Approx. Height: 85" Approx.
1. Open the shipping container; remove all cartons, parts, and other items, and set them aside.
2, Place the cabinet on a support and attach rear legs using leg bolts, Leg levelers and leg boles
are provided among the parts in the cash box.
3. Arcach the front legs (after installing leg levelers), using leg bolts See diagram below..
Detail View- Leg Leveler
oem
Lag Leveer
Naw
420111700
Pinball Assembly, Playfield Pitch Angle, and Leg Leveler Details.
4, Reach into the cabinet and backbox and ensure that the interconnecting cables are free to move
(not kinked or pinched). Be careful vo avoid damaging wires at any stage of the assembly
process.
A caution
FAILURE TO INSTALL the backbox mounting hardware properly can cause personal injury.
NEVER TRANSPORT a pinball game with the hinged backbox erect. Always lower the
backbox forward onto the playfield cabinet on a layer of protective material to prevent marting
cor damage and possible personal injury.
The ADDAMS FAMILY 1-25. Raise the hinged backbox upright and latch it into position. Unlock the backbox, and remove
the backglass storing it carefully to avoid scratches. Remove the shipping block holding the
Insert Board. Unlatch and open the Insert Board. This allows access to the bolt holes used for
securing the backbox upright. Install the washer-head mounting bolts through the bottom holes
of the backbox into the threaded fasteners in the cabinet co secure the backbox. Close the Insert
Board and latch it in position. Reinstall the backglass, and lock the backbox.
6. Extend each leg leveler slightly below the leg bottom, so that all four foot pads are extended
about the same distance. Remove the cabinet from its support and place it on the floor.
7. Unlock and open the coin door. Locate the Molding Latch Lever, and move the lever toward
the left side of the game, to release the Front Molding. Lift the Front Molding off the
playfield cover glass return the Latch Lever toward the right, and close the coin door. Carefully
slide the glass downward, uncil it clears the grooves of the Left and Right Side Moldings. Lift
the glass up and away from the game, storing it carefully to avoid breakage.
8, Place a level or an inclinometer on the playfield surface, Adjust the leg levelers for proper
playfield level (side-to-side) and playfield pitch angle (incline) of approximately 6-7 degrees.
NOTE: It is recommended that these measurements be made ON the playfield, not the
cabinet nor the playfield cover glass. Tighten the nut on each leg leveler shaft co maintain this
setting, as shown in Figure 3.
CAUTION
Playfield pitch angle adjustments can affect the operation of the plumb bob «ilk, inside the
cabinet. The plumb bob weight is among the parts in the cash box; the operator should install
the weight and adjust this rile mechanism for proper operation, after complecion of the desired
playfield pitch angle setting.
9, Move the game into the desired location; recheck the level and pitch angle of the playfield.
10. Verify that the required number of balls are installed in the game. THE ADDAMS FAMILY
uses 3 balls.
11, Install playfield mylars if desired,
NOTE: THE ADDAMS FAMILY Diamond Plate™ playfield does not requite a protective
mylar, However, playfield mylars can be purchased thru your local Bally Distributor.
Specify part number 03-7960-20017-1 for full playfield mylar.
12. Clean and reinstall the playfield cover glass, reversing the procedure of step 7. Prepare the
game for player operation.
The ADDAMS FAMILY 1-3GAME CONTROL LOCATIONS
Cabinet Switches
‘The On-Off switch is located on the bottom of the cabinet near the right front leg.
‘The Start_Button is a pushbutton to the left of the coin door on the cabinet exterior. Press the
Start button to begin a game, or during the diagnostic mode, to ask for HELP.
Coin Door Switches
The operator controls all game adjustments, obtains bookkeeping information, and diagnoses
problems, using only four pushbutton switches mounted on the inside of the coin door. The
Coin Door Switches have two modes of operation Normal Function and Test Function.
‘Nomal Function
The Service Credits switch puts credits on the game that are not included in the game audits.
‘The Volume Up switch raises the sound level of the game. Press and hold the button until the
cor level is reached.
switch lowers the sound level of the game, Press and hold the button until
te del level is reached. See Adjustment A.1 28 to shut sound Of completely.
switch starts the Menu System Operation and changes the Coin Door Switches
fron Ra Bancdon to Test Funion
‘Test Function
The Escape switch allows you to get out of a menu selection or return to the Attract Mode.
The Up switch allows you to cycle forward chrough the menu selections or adjustment choices.
The Down switch allows you to cycle backward through the menu selections or adjustment
choices.
The Enter switch allows you to get into a menu selection or lock in an adjustment choice.
Coin Door Switches
RORWAL MODE FUNCTION
VOLUME "BEGIN
The ADDAMS FAMILY 1-4GAME OPERATION
A caution
‘After assembly and installation at the site location, this game must be plugged into a properly
grounded outlet to prevent shock hazard, and to assure proper game operation. DO NOT use a
‘cheater’ plug to defeat the ground pin on the line cord. DO NOT cut off the ground pin.
POWERING UP. With the coin door closed, plug the game in and switch it On, using the On-
Off Switch. In normal operation, Testing will show in the display as the game performs Start-
Up Tests. Once the Start-Up Tests have been successfully completed the last score is
displayed. Afterward, the game goes into the Attract Mode (playfield and backbox lamps
flashing, sounds heard, etc. if the operator does not change the Factory Setting).
Note: After the game has been on location for a period of time, the Start-Up Tests may
contain messages concerning game problems. The section entitled ‘Problem Analysis Messages’
contains more detail concerning messages displayed at each game turn-on.
Open the coin door and press the Begin Test Switch. The display shows the game name, game
number and game software revision, The message changes. The display shows the sound
software revision, revision level of the system software and date the game software was revised.
Example: | THE ADDAMS FAMILY Sound Rev. L-1
20017 Rev. L-1 Sy.2.12 7/15/91
Press the Enter button to enter the WPC Menu System (refer to the section entitled ‘Menu
System Operation’ for mote information). Perform the entize Test Menu routine to verify the
game is operating satisfactorily. Successful completion of the tests in the Test Menu routine
will show the game is ready to begin earning your investment return.
ATTRACT MODE®. After completing the Test Menu routine, press the Escape button three
times to enter the Attract Mode, During the Attract Mode, playfield and backbox lamps
blink. ‘The display exhibits a series of messages informing the player concerning:
A. Recent highest scores"
B. A"custom message"
C. The score to achieve to obtain a Replay award"
These (or similar) displays reappear occasionally, accompanied by sounds and music, until a
player initiates game play by inserting a coin, or when credits are available, pressing the Start
button.
*Operator-adjustable feature.
The ADDAMS FAMILY 1-5CREDIT POSTING. Insert coin(s). A sound is heard for each coin, The display will show the
number of credits purchased. So long as the number of maximum allowable credits* are NOT
exceeded by coin purchase or high score, credits are posted correctly.
STARTING A GAME. Press the Start button once. A startup sound plays. The number of
credits shown in the display decreases by one. ‘The display flashes 00 (until che first playfield
switch is actuated), and shows ball 1. Additional players may enter the game by pressing the
Start button once for each player, before the end of play on the firs ball.
TILTS. Actuating the Slam Tilt switch on the coin door inside the cabinet ends the current
game and proceeds to the Game Over Mode. With the third closure* of the plumb bob tilt
switch, the player loses the remaining play ofthat bal, but can complete the game.
END OF GAME. All earned scores and bonuses are awarded. If a player's final score exceeds
the specified value, the player receives a designated award for achieving the current highest
score. A random digit set* appears in the display. Credit* may be awarded when the last two
digits of any player's score (I through 4) match the random digits. Match, high score and
game over sounds are made, as appropriate,
GAME OVER MODE. GAME OVER will show in the display. Afterward, the high scores will
flash on the display. The game proceeds to the Attract Mode.
*Operator-adjustable feature.
The ADDAMS FAMILY 1-6‘THE ADDAMS FAMILY operates on a Menu System. ‘The Main Menu allows you to choose from
‘other menus to choose from. To enter the Menu System, open
1, The displays show the Game LD. Mode. Press the Enter
ions press either the Up or Down
several main categories, which in turn lead to
the coin door and. press the Begin Test butto
button and the Main Menu appears. To cycle through the Main Menu select
button, Activate any selection by pressing the Enter button when the desired selection appears
displays. To return co the Attract Mode while viewing the Main Menu, or to return to a previous menu
MENU SYSTEM OPERATION
selection, press the Escape button. Press the Start button for HELP at any time,
‘Main Menu
B Belding Mw
1 in aie
2 ang hae
3 Sand aie
iNew
FS Ga Ti Haga
FY TieSampe
FEAT oa
Ti Sieh Eye
ie Ma
A Aer Mw
AS pine Asse
Press Escape
To move out of a menu selection.
Press Enter
To get inco a menu selection.
Press Up
Increases sequences Example A.1, A.2, A3, Ad.
Press Down,
Decreases Sequence; Example A4, A3, A.2, A.l.
se Up and Dawood hugh te
Use Excape and Enter to move into and out of the
selected menu
The ADDAMS FAMILY 1-7MAIN MENU
Bookkeeping
Printouts (optional board required)
Tests
Utilities
Adjustments
Penne
Bookkeeping is the first category available from the Main Menu. Press the Enter button to activate
the Bookkeeping Menu. Press the Up or Down button to cycle through the selections. Press the
Encer button to activate the desired Bookkeeping group when it appears on the display.
B. BOOKKEEPING MENU
Bl Main Audits
B2 Earning Audits
B3 Standard Audits
BA Feature Audits
B5 Histograms
BG Time-Stamps
Once you have entered the desired Bookkeeping Group, press the Up or Down button to cycle
through the available audits in that group. Audits cannot be set, they can only be cleared by using
UI and U2 from the Utilities Menu.
‘One Button Audit System
Information from the Bookkeeping Menu is obtainable directly from the Attract Mode.
Continually pressing the Enter burton, while in the Attract Mode, will cycle through all of the
game audits.
The ADDAMS FAMILY 1-8B.l Main Audits
Bl 01 Total Earnings
Bi 02 Recent Earnings
Bl 03 Free Play Percent
Bl 04 Average Ball Time
Bl 05 Average Game Time
B1 06 Total Plays
Bl 07 Replay Awards
B.l 08 Percent Replays
Bl 09 Extra Balls
Bl 10 Percent Extra Ball
These audies (which also appear
in other groups) are the most
important, and are grouped
hete for easier access.
sssssssses
Press the Escape button to return to the Bookkeeping Menu. Press the Up button to advance to the
next desited Bookkeeping Group, (or press the Down button to return to a previous group). Press
the Enter button to activate that group. Press the Up or Down button to cycle through the available
audits in that group.
B2 Earning Audits*
B2 01 Recent Earnings 00
B2 02 Recent Left Sor 00
B2 03 Recent Center Slot 00
B2 04 —_ Recent Right Slot 00
B2 05 Recent 4th Slot 00
B2 06 Recent Paid Credits 00
B2 07 Recent Service Credits 00
B2 08 — Total Earnings* 00
B2 09 — Total Left Slot* 00
B2 10 Total Center Slot* 00
B2 11 Total Right Sloc* 00
B2 12 Total 4th Slot* 00
B2 13. Total Paid Credit 00
B2 14 Total Service Cre 00
*NOTE: These audits are NOT resettable. They are a record of the earnings since the "CLOCK
1ST SET" Time-Stamp.
Press the Escape button to return to the Bookkeeping Menu. Press the Up button ro advance to the
next desired Bookkeeping Group, (or the Down button to return to a previous Bookkeeping
Group). Press the Enter button to activate that group. Press the Up or Down button to cycle
through the available audits in that group.
The ADDAMS FAMILY 1-9B3 Standard Audits
B3 01 — Games Started 00 *As anew WPC feature, the
B3 02 Total Playse 00 "Total Plays" counter only
B3 03 — Total Free Play 00 counts completed games. A
B3 04 Free Play Percent 00 game is considered completed
B3 05 Replay Awards 00 when the final ball begins.
B3 06 Percent Replays 00 Audie information from an
B3 07 Special Awards 00 incomplete game is ignored.
B3 08 Percent Special 00 Therefore operation for test
B3 09 — Match Awards 00 and service do nor affect the
B3 10 Percent Match 00 Audits.
B3 11 HS.TD. Credits 00
B3 12 Percent H.S.T.D 00
B3 13 Extra Ball 00
B3 14 Percent Extra Ball 00
B3 15 Tickets Awarded 00
B3 16 Percent Tickets 00
B3 17 Left Drains 00
B3 18 Right Drains 00
B3 19 Average Ball Time 00
B3 20 Average Game Time 00
B3 21 Minutes of Play 00
B3 22. Minutes On 00
B3 23_Balls Played 00
ok Eee | Tilts 00
B3 25 Replay 1 Awards 00
B3 26 Replay 2 Awards 00
B3 27 __ Replay 3 Awards 00
B3 28 Replay 4 Awards 00
B3 29 1 Player Games 00
B3 30 2 Player Games 00
B3 31 3 Player Games 00
B3 32 4 Player Games 00
B3 33 -HST.D.ResetCount 00
B3 34 Burn-in Cycles 00
B3 35 1st Replay Level 00
Press the Escape button to return to the Bookkeeping Menu. Press the Up button to advance to the
next desited Bookkeeping Group, (or press the Down button to return to a previous group). Press
the Enter button to activate that group. Press the Up or Down button to cycle through the available
audits in chat group.
The ADDAMS FAMILY 1-10BA — Feature Audits
B4 01 Games In Which Bookcase Was Opened 00
B4 02. Multiball 00
B4 03. 2nd Multiball 00
B4 04 3rd Multiball 00
B4 05 Rematch Made 00
B4 06 Train Jackpot 00
B4 07 Ramp Jackpot 00
B4 08 Double Jackpots 00
B4 09 Triple Jackpots 00
B4 10 Quick Multiball 00
B4 11 Vault Millions 00
B4 12. Hurry-Up (Thing Lock) Multiball 00
B4 13. Thing Vault 00
B4 14 Mansion Awards 00
B4 15. Mansion Extra Ball 00
B4 16 Tour The Mansion 00
B4 17 Ramp Extra Ball Lit 00
B4 18 Train Wreck Extra Ball Lit 00
B4 19 Train Target 00
B4 20. Train Wrecks 00
B4 21 Swamp IX 00
B4 22 Swamp 5X 00
B4 23 Skill Shots 00
BS 24 Center Ramp 00
B4 25 Side Ramp 00
BA 26 Center Kickout 00
B4 —27_—_Right Kickout 00
B4 28 Thing Trips 00
B4 29 Thing Awards 00
B4 30 Thing Flips 00
B4 31 Thing Flips Hits 00
B4 32 Mansion Spots 00
ress the Escape button to return to the Bookkeeping Menu. Press the Up button to the advance to
the next desired Bookkeeping Group, (or press the Down button to return to a previous
Bookkeeping Group). Press the Enter button to activate that group. Press the Up or Down button
to cycle through the available audits in that group.
The ADDAMS FAMILY 1-11B5 Histograms
ee 0.0-0.5 Million Scores 00% 00
BS 02 00% 00
BS 03 00% 00
BS 04 00% 00
BS 05 00% 00
BS 06 00% 00
BS 07 00% 00
BS 08 00% 00
BS 09 00% 00
BS 10 00% 00
B5 11 10-15 Million Scores 00% 00
B5 12 15-20 Million Scores 00% 00
BS 13 Over 20 Million 00% 00
B5 14 Game Time 0.0-1.0 Mins 00% 00
B5 15 Game Time 1. fins 00% 00
BS 16 Game Time 1. fins 00% 00
BS 17 Game Time 2. 00% 00
BS 18 Game Time 2. 00% 00
B5 19 Game Time 3. 00% 00
BS 20 Game Time 3.5-4.0 Mins 00% 00
BS 21 Game Time 4-5 Mins 00% 00
BS 22 Game Time 5-6 Mins 00% 00
BS 23 Game Time 6-8 Mins 00% 00
B5 24 Game Time 8-10 Mins 00% 00
B.S 25 Game Time 10-15 Mins 00% 00
BS 26 Game Time Over 15 Mins 00% 00
ress the Escape button to return to the Bookkeeping Menu. Press the Up button to the advance to
the next desired Bookkeeping Group, (or press the Down button to return to 2 previous
Bookkeeping Group). Press the Enter button to activate that group. Press the Up or Down button
to cyde through the available audits in that group.
The ADDAMS FAMILY 1-12B6 —Time-Stamps
‘The Time-Stamps Menu allows you to view dates and times that are important to game software.
BG
BG
ol
02
03
04
05
06
07
08
09
10
rT
12
Current Time
Clock Ist Set
Clock Last Set
‘Audits Cleared
Coins Cleared
Factory Setting
Last Game Start
Last Replay
Last H.S.T.D. Reset
‘Champion Reset
Last Printout
Last Service Credit
Press the Escape button to return ro the Bookkeeping Menu. Then, either press the Up or Down
button to return to a previous Bookkeeping Menu Group, or press the Escape button again to return
to the Main Menu. Once in the Main Menu either press the Up button to advance to the next menu
selection, the Printouts Menu, or press the Down button to return to a previous Main Menu
selection.
The ADDAMS FAMILY 1-13Press the Enter button to activate the Printouts Menu, once the menu name is shown under the Main
Menu, Then, use the Up or Down button to cycle through the Printouts Menu selections. Press the
Enter button to activate the desired Printouts Group when that group appears in the displays.
P. PRINTOUTS MENU
(optional board required)
Pil Earnings Data
P22 Main Audits
P.3 Standard Audits
P4 Feature Audits
P5 Score Histograms
P.6 Time Histograms
P.7 —Time-Stamps
P8 All Data
The Printouts Menu is a combination of the other menus. This menu allows you to access and print
information in the available menu selections.
Ifno Printer is attached the the message “Waiting for Printer” appears in the displays. Note: Set
the print specification from the Adjustment Menu, A.5 Printer Adjustments.
Press the Escape button ro recurn to the Printouts Menu. Then, either press the Up or Down button
to return to a previous Printouts Menu Group, or press the Escape button again to recurn to the Main
Menu. Once in the Main Menu press the Up button to advance to the next menu selection, the Test
Menu, or press the Down button to return to a previous Main Menu selection.
The ADDAMS FAMILY 1-14Press the Enter button to activate the Test Menu, once the menu name is shown under the Main
‘Menu, Then, use the Up ot Down button to cycle through the Test Menu selections. Press the Enter
button to activate the desired test when that test appears in the displays.
‘L TEST MENU
T.1 Switch Edges
T.2 Switch Levels
3. Single Switch
T4 Solenoid Test
T.5 Flasher Test
T.6 General Illumination
T.7 Sound & Music Test
T.8 Single Lamps
T9 All Lamps
T.10 Lamp & Flasher Tests
T.11 Display Test
T.12 Thing Test
T.13 Bookcase Test
T.l Switch Edges
For all switches, the number on the left indicates the column, the number on the right indicates the
row. Example-Switch 23 means 2nd column, 3rd row.
To test the Lee and Right Flippers, press the Left or Right Flipper buttons during switch test, The
flipper name and switch number should show in the displays. Any other results indicate the system
has detected a problem with the flipper circuit.
To activate the Switch Edges Test, from the Test Menu, press the Enter button. The name and
number of each switch that is pressed is shown in the displays. IF any other switch, or no switch at
allis indicated, the system has detected a problem with the switch circuit.
Press Escape to return to the Test Menu. Press the Up button to display the next test, (or the Down.
button to return to a previous test). ress the Enter button to activate that test.
T.2 Switch Levels
‘Once the test name is shown under the Test Menu, press the Enter button. The name and number of
each switch that is activated is shown in the displays. This test aucomatically cycles through all
switches that are detected closed. Current switch is indicated by a filled square.
Press the Escape button to return to the Test Menu Press the Up butcon to display the next test, (or
the Down button to return to a previous test). Press the Enter button to activate that test.
The ADDAMS FAMILY 1-15T.3 Single Switches
Once the test name is shown under the Test Menu, press the Enter button. The Single Switch Test
isolates a particular switch by blocking signals from all other switches. Use the Up or Down
buttons to select the switch to be tested. During the Single Switch Test, a flashing cross indicates
your location in the matrix, a square indicates a closed switch, and a dot indicates an open switch.
Press the Start button to obtain wire color, connector, and fuse information of any switch when that
switch is displayed.
Press the Escape button to return to the Test Menu. Press the Up button to display the next test,
(or the Down button to return to a previous test). Press the Enter button to activate that test.
TA Solenoid Test
Once the test name is shown under the Test Menu, press the Enter button. The Solenoid Test has
three modes, Repeat, Stop, and Running. Only one solenoid should turn On at a time. The
system has detected a problem if, more then one solenoid turns On, a solenoid comes On and
stays On, of no solenoid turns On during the Repeat or Running test modes. Press the Stare button
to see the wire color, driver number, connector and, fuse information of any coil, when that coil is
displayed.
Repeat - This test allows you to stop and pulse a single coil or flashlamp. Once you have
entered the Solenoid Test, coil 1 shows in the displays and the corresponding
solenoid activates. Press the Up or Down button to cycle through the solenoids, one
at a time, manually. The same solenoid pulses until you press the Up or Down
button to move to the next one. Either press the Escape button to return to the Test
Menu, or press the Enter button to move to the next test mode.
Stop - This test allows you to stop the Solenoid Test at any point. Press Enter during the
Repeat test mode and the Solenoid Test stops. There should not be any solenoids
activated while the test is stopped. Bither press the Escape button to return to the
Test Menu, or the Enter button to move to the next rest mode.
Running - This test allows you to cydle through the solenoids automatically. Press the Enter
button during the Stop test mode. The displays show you the name and number of
the solenoid currently being pulsed.
Either press the Enter button ¢o return to the Repeat cest mode, or press the Escape burton to recurn
to the Test Menu. Once in the Test Menu press, the Up button to display the next test, (or the
Down button to return to a previous test). Press the Enter burton to activate that test.
The ADDAMS FAMILY 1-16T.5 Flasher Test
‘Once the test name is shown under the Test Menu, press the Enter button. This test allows you to
test the flashlamp part of the solenoid circuit exclusively. This test, like the Solenoid Test, has
three test modes Repeat, Stop, and Running. During this test, only one flashlamp circuit should
turn On at a time. If, more then one flashlamp circuit turns On, or stays On, or no flashlamp
circuit urns On at all during the Repeat or Running test modes the system has detected a problem.
Press the Start button to see the wire color, driver number, connector, and fuse information of any
flashlamp circuit when that circuit appears in the displays.
Repeat = This test allows you to stop and pulse a single flashlamp. Once you have entered
the Flasher Test the name and number of the first lashlamp circuit. shows in the
displays and the corresponding bulb(s) flashes. Press the Up or Down button to
cycle through all of the flashlamps citcuits one at a time, manually. The same
flashlamp circuit pulses until you press the Up or Down button co move to the next
one. Either, press the Escape button to return to the Test Menu, of press the Enter
burton to advance to the next test mode,
Stop _- This test allow you to stop the Flasher Test at any time. Press the Enter button
during the Repeat test mode. The Flasher Test stops. There should not be any
flashlamp circuit turned On during this test mode. Either press the Escape button
to return to the Test Menu, or press the Enter button to advance to the next test
mode.
Running - This test allows you to cycle through the flashlamps automatically. Press the Enter
button during the Stop test mode. The displays show you the name and number of
the flashlamp currendy being pulsed, and the corresponding bulb(s) flashes.
Either press the Enter button to return to the Repeat test mode or, press the Escape button to return
to the Test Menu. Once in the Test Menu, press the Up button to display the next test, (or the
Down button to return to a previous test). Press the Enter button ro activate that test.
T.6 General Illumination
Once the test name is shown under the Test Menu, press the Enter button, This test allows you to
check all of the General Illumination circuits. There are two modes of operation, Stop and Run,
To obtain wire color, driver number, connector, and fuse information, press the Start button when
the desired General Illumination circuit appears in the displays.
Stop _- Press the Up or Down buttons to cycle through the General Illumination Test
manually. All illumination is tested first, followed by an individual circuit test.
The circuit name and number shows in the displays while the corresponding lamps
lights. If any other results occur the system has detected an error.
Run Press the Encer button any time during Stop test mode and the General
Mlumination Test cycles through automatically. For each circuit shown in the
displays the corresponding bulbs should light. If any other results occurs the
system has detected a problem.
Either press the Enter button to return to Stop test mode, or the Escape button to return to the Test
Menu, Once in the Test Menu press the Up button to advance to the next test, (or the Down button
to return to a previous test). Press the Enter button to activare that test.
The ADDAMS FAMILY 1-17T.7 Sound and Music Test
Once the test name is shown under the Test Menu, press the’Enter button. The Sound and Music
Test allows you to check the audio circuits. This test has three modes for testing the sound and
music circuits, Running, Repeat and Stop.
Running - This test steps through a sequence of sounds and music. Pressing the Up or Down
button during this portion of the Sound and Music test allows you to advance to a
particular sound or cune without having to wait for the program to play all che
sounds available in the test. For each name and number that appears in the displays
a sound or tune should be heard. Any other results indicates the system has
detected a problem.
Repeat - Press the Enter button at any time during the Running test mode co cause the
program to stop and repeat a particular sound or tune. ‘The same sound should
repeat continuously until the Up or Down button is pressed. Any other results
indicates the system has detected a problem.
Stop Press the Enter button at any time during the Repeat test mode to stop this test
altogether. Nothing should be heard, Any other results indicates the system has
detected a problem.
Use the Enter butcon to return to the Running test mode, or the Escape button to return to the Test
Menu. Once in che Test Menu press the Up button to display the next test, (or the Down button to
return to-a previous test) . Press the Enter button to activate that test.
T.8 Single Lamp Test
For all lamps, the number on the left indicates the column, the number on the right
indicates the row. Example- Lamp 23 means 2nd column, 3rd row.
Once the test name is shown under the Test Menu, press the Enter button. This test allows you to
test each lamp circuit individually. Press the Up or Down button to cycle through this test. For
each name and number that is shown in the displays the corresponding lamp should light. Any
other results indicates the system has detected a problem. Press the Start button to obtain wire
color, connector, and fuse information when the desired lamp is lt.
Press the Escape button to return to the Test Menu. Press the Up button to display the next test,
(or the Down button to return to a previous tet). Press the Enter button to activate that test.
T.9 All Lamps Test
‘Once the test name is shown under the Test Menu, press the Enter button. This test causes all the
controlled lamps to flash at the same time. Every controlled lamp should flash. Any other results
indicates the system has detected a problem.
Press the Escape button to return to the Test Menu, Press the Up button to display the next test,
(or the Down bueton to return to a previous test). Press the Enter button to activate that test.
The ADDAMS FAMILY 1-18T.10 Lamp and Flasher Test
Once the test name is shown under the Test Menu, press the Enter button. This test causes all the
flashlamps and the controlled lamps to flash at the same time. The controlled lamps blink, while
the flashlamps cycle from highest to lowest. Any other results indicates the system has detected a
problem.
Press the Escape button to return to the Test Menu Press the Up button to display the next rest
(or the Down button to rerurn to a previous test). Press the Enter button co activate that test.
T.l Display Test
Once the test name is shown under the Test Menu, press the Enter button, This Test automatically
turns On and Off every dor in the Dot Matrix Display. A series of pateerns appear in sequence. It
scarts with one line, turned On, moving across the screen vertically, then horizontally. ‘The screen
inverses and one line, turned Off, moves across the screen vertically, then horizontally. The second
pattern is a series of lines, turned On, moving across the screen diagonally. ‘The screen inverses and
there is a series of lines, turned Off, moving across the screen diagonally. The third pattern is
gridlines curned On, then curned Off. The last pattern is a box forming an outline of dots around
the matrix that are curned On, After the box outline the test repeats itself
Press the Escape button to return to the Test Menu. Then, either press the Up or Down button to
return to a previous Test, or press the Escape button again to return to the Main Menu. Once in the
Main Menu, press the Up button to move to the next menu selection, the Utilities Menu, or press
the Down button to return to a previous Main Menu selection.
T.12_ Ti Test
Select T.12 from the Test Menu and press "Enter" to enter the "Thing" Test. Using the Up and
Down buttons, 2 different test can be run:
T.12 01 Motor Test
This allows the operator to start and stop the motor that operates the "Thing
Hand". Pressing "Encer" will alternately start and stop the motor. The status of
the opto limit switches is shown on the bottom line of the display.
T.12 02 Operation Test
This allows the operator to do a normal operation of the hand mechanism. Each
time "Enter" is pressed, a cycle will begin which will operate the mechanism as is
don during game play. If a ball is placed in the eject hole, che hand should take
the ball and drop it into its box where it will chen be returned to the playfield.
During the operation of this test, the status of the opto limi switches is shown on
the bottom line of the display.
T.13 Bookcase Test
This allows you to start and stop the motor that operates the Bookcase. Pressing "Enter" will
alternately start and stop the motor. The status of the bookcase limit switches is shown on the
bottom line of the display.
The ADDAMS FAMILY 1-19Press the Enter button to activate the Urilities Menu, once the menu name is shown under the Main
Menu. Then, use the Up or Down button to cycle through the Utility Menu selections. Press the
Enter button to activate the desired Usility or Utility Group when it appears in the displays. If
you change a utility setting and realize you have made a mistake, press the Escape button while
*Saving Adjustment Value” is still in che displays. The original setting is retained and the new
setting is ignored.
U2
U3
U4
US
U. UTILITIES MENU
U.l Clear Audits
U2 =~ Clear Coins
U3 Reset H.S.T.D.
U4 Set Time & Date
US Custom Message
U6 Set Game 1
U7 Factory Adjustments
U8 Factory Resets
U9 — Presets
U.11 Auto Burn-in
Clear Audits
Press the Enter button to clear the Standard Audits, Feature Audits, and Histograms.Press
the Up button to display the next utility.
Clear Coins
Press the Enter butcon co clear the Earnings Audits. Press the Up button to display the
next utility.
Reset H.S.T.D.
Press the Enter button to clear the High Score to Date Table and the Grand Champion.
Press the Up button to display che next utility.
Set Time and Date
Press the Enter button to activate the time and date. Use the Up or Down button to change
the value, then press the Enter button to lock in that value. If you make a mistake press the
Escape button while “Saving Adjustment Value” is displayed. Press the Up button to
move to the next utility.
Custom Message
Set A.1 20 to YES before writing a Custom Message. Press the Enter button to begin entry
of the custom message that appears in the displays during the Attract Mode. Use the Up
or Down burton to rotate letters, Use the Start button to rotate punctuation marks, (if
desired). Press the Enter button to lock in the desired letter and punctuation. If you make
a mistake, use Up and Down to select the "back-arrow” character located before the space
character and after the number nine. Press Enter while the back-arrow shows to erase the
previously entered character. Once your message is complete, press and hold the Enter
button until "Message Stored” is displayed.
The ADDAMS FAMILY 1-20U6
U7
U8
Us
Us
Usd
Us
Ud
Us
Set Game LD.
‘This utility allows the operator to install a message, such as game location, that only
appears on printouts . Press the Enter button to activate Set Game I.D... Use the Up ot
Down button to rotate leters. Use the Start button to rotate punctuation marks, (if
desired). Press the Enter button to lock in the desired letter and punctuation.
Factory Adjustment
Press the Enter button to restore the adjustments to factory settings, then press the Up
button to display the next utili.
Factory Reset
Press the Enter button to restore the adjustments to their factory setting, clear the Audits,
HS.T.D Table, and Custom Message/Game ILD. Press the Up button to display the next
utiliy.
Presets
Press the Enter button to activate the Presets Group. Use the Up or Down buttons to cycle
through the available Presets. When the desired Preset is displayed, press the Enter button
to lock in that Preset. If you realize you have made 2 mistake, press the Escape button
while “Saving Adjustment Value” is displayed. ‘The new value is ignored and the original
value is retained.
01 Install Extra Easy
The operator can change the game play difficulty adjustments to a combination
that is MUCH LESS difficule than the Factory Settings. The Game Difficulty
Setting Table lists the adjustments and the sertings that comprise the ‘Extra Easy’ Group.
02 Install Easy
The operator can change the game play difficulty adjustments to a combination that is
somewhat LESS difficule than the Factory Settings. The Game Difficulty Setting Table
lists the adjustments and the sectings that comprise the ‘Easy’ Group.
03 Install Medium
The operator can change the game play difficulty adjustments to a combination that is
about the SAME difficulty as the Factory Settings. The Game Difficulty Setting Table
lists the adjustments and settings that comprise the ‘Medium’ Group.
04 Install Hard
The operator can change the game play difficulty adjustments to a combination that is
somewhat MORE difficult than Factory Settings. The Game Difficulty Setting Table
lists the adjustments and settings that comprise the ‘Hard’ Group.
05 Install Extra Hard
The operator can change the game play difficulty’adjustments to a combination chat is
MUCH MORE difficult chan Factory Settings. The Game Difficulty Setting Table lists
the adjustments and settings that comprise the ‘Extra Hard’ Group.
The ADDAMS FAMILY 1-21Game Difficulty Setting Table for U.S./Canadian/French Games
Adjustment Description | Extra [Easy | Medium
No. Easy Hard
U9 01) U.9 02] U.9_ 03] U.0_ 04} U.9_05
Extra Ball Percent.
02_| Bear Kick Extra Ball 1 06. 06 08 08 10
04_| Train Wreck Extra Ball 03 03, 04 04 04
06 | House Extra Ball Memory _| Yes Yes Yes No No
A.2 09 | Last Swamp Lock. 02 or O1 or 00,
[A.2 10 | Last Chair Release 02 02 02 or 00,
[A.2_12_| Million Plus Memory Yes [No _|No No No
A.2_15_| House From Swamp Yes Yes Yes Yes No
‘A.2 16 | Free Thing Lamps 04 03, 03 02 ol
Train Wreck Hits 03 03
Quick Multiball Memoi
Exra Medium] Hard) Extra
Easy
US O1]U9 02]U.9 03 ]U.0_ 04] U.9 05
Extra Ball Percent
‘A.2_02_| Bear Kick Extra Ball 1 06 [06 [08 08
‘A204 |Train Wreck Extra Ball [03 [03__[ 04 04 04
‘A.2 06 | House Extra Ball Memory [Yes [Yes [Yes [No [No
‘A.2 09 | Last Swamp Lock 02 [or oO o1 00.
[A.2_10_| Last Chair Release o2__{02 02 o1 00
[A.2_12_| Million Plus Memory Yes__|No [No [No [No
15 [House From Swamp Yes__|¥es__|Yes [Yes [No
16 | Free Thing Lamps 04 03 [03 02 o1
Train Wreck Hits 02 [02 03 03
Quick Multiball Memo
The ADDAMS FAMILY 1-22U9 06 Install 5 Ball
The operator can change the game to 5 ball play, including the changing of certain features
to the recommended S-ball level. The Preset Game Adjustments Table for
U.S./Canadian Games lists the adjustments and settings that comprise the ‘Install 5 Ball”
Group.
U9 — 07 Install 3 Ball
“The operator can change the game to 3 ball play, including the changing of certain features
to the recommended 3-ball level. The Preset Game Adjustments Table for
U.S./Canadian Games lists the adjustments and settings that comprise the ‘Install 3 Ball”
Group.
Preset Game Adjustments Table for U.S./Canadian Games
‘Adjustment ‘Adjustment Tnstall 5-Ball] Inscall 3 Ball
Number Description U9 06 U9 _07
Balls Per Game
Extra Ball Percent
Bear Kick Extra Ball 1
Train Wreck Extra Ball
House Extra Ball Memory
Last Swamp Lock
Last Chair Release
Million Pls Memory
House From Swamp
Free Thing Lamps
Train Wreck Hits
Quick Mulkiball Memo
U9 08 Install Add -A -Ball
The operator utilizes this option to delete all Free Play awards and replace them with
Extra Ball awards. Individual adjustments are affected, as follows:
Ad Name N
Al 13 Replay Boost Off
Al 14 Replay Award Extra Ball
Al 15 Special Award Extra Ball
Al 17 Extra Ball Ticket No
Al 19 Match Feature Off
Ad 04 Champion Credits 00
AA 05 High Score 1 Credits 00
AA 06 High Score 2 Credits 00
AA 08 High Score 3 Credits 00
A4 07 High Score 4 Credits 00
The ADDAMS FAMILY 1-23U9 09 Install Ticket
The operator utilizes this option to delete Credit awards and replace them with Ticket
awards. Individual adjustments are affected as follows.
Adi.
Al
Al
Al
Al
Al
AA
U9 10 Install Novelty
Name
Replay Award
Special Award
Match Award
Extra Ball Ticket
Ticket Expansion Board
H.S.T.D. Award
Ticket
Ticket
Ticket
Yes
Yes
Ticket
The operator utilizes this option co removes all Free Play and Extra Ball awards.
Individual adjustments are affected as follows:
Al’
U9 11 Install Buy-in
Name
Max. Extra Ball
Replay System
Replay Level 1
Replay Level 2
Replay Level 3
Replay Level 4
Special Award
March Feature
Highest Score
Champion Credits
High Score 1 Credits
High Score 2 Credits
High Score 3 Credits
High Score 4 Credits
Off
Fixed
The operator uses this option to automatically set game pricing to 1 for 50¢/2 for $1.00
and 1 Coin Buy-in (A.3.19) to YES.
The ADDAMS FAMILY 1-24Us
Us
Us
Us
Ud
U9
17 Install German 1*
The operator uses this adjustment ro modify the game pricing and the type of game play.
The Preset Game Adjustments Table for German/European Games lists the adjustments
and settings that comprise the “Install German 1’ Group.
18 Install German 2+
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustment Table for German/ European Games lists the adjustments
and sectings that comprise the ‘Install German 2° Group.
19 Install German 3¢
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for German/European Games lists the adjustments
and settings that comprise the ‘Install German 3° Group.
20 Install German 4»
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for German/European Games lists the adjustments
and settings that comprise the ‘Install German 4” Group
21 Install German 5¢
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for German/European Games lists the adjustments
and settings that comprise the ‘Install German 5° Group.
22 Install German 6¢
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for German/European Games lists the adjustments
and settings that comprise the ‘Install German 6° Group.
+ For German Jumpered CPU Boards only.
Preset Game Adjustments Table for German/European Games,
Tay Deepen Geman? | German? Geman?) German’
ug 17 Us 8 Us 20 us 21
Replay Award Credit Ticker Credit Ticket
Special Award Cedi Bas Ball Cedi Baars Ball
March Award Cee Ticket Credie Ticket
Mach Fesure 7. 7 7, 7.
(Game Pricing 6 spdelS. DM | 6 spiels DM 7 spiel DM [7 spiel DM [7 opsie/S DM
TST. Award Cece Ticket Cee Ticket
‘Champion Credit 03 8 03
High Scor 1 Cred on or ‘oF
High Score 2 Cred m om 00
High Seore 3 Cres o o 00
High Soore 4 Cred 00 © 00
Backup Champion i 15000700,
Backup High Score 12,000 00
Backup High Score 2 | 1 11,000,000
Backup High Sore 3 10,006,000
p High Score 4 i i 3 300,00,
The ADDAMS FAMILY 1-25Us
Us
Ud
Ud
Us
U9
23 Insall French I*
The operator uses this adjustment to modify the game pricing and the type of play. The
Preset Game Adjustments Table for French Games lists che adjustments and setting that
comprise the ‘Install French 1” Group.
24 Install French 2*
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for French Games list the adjustments and settings
that comprise the ‘Install French 2’ Group.
25 Install French 3*
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for French Games list the adjustments and settings
that comprise the ‘Install French 3° Group.
26 Install French 4°
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for French Games lists the adjustments and setting
that comprise the ‘Install French 4° Group.
27 Install French 5*
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for French Games lists the adjustments and settings
that comprise the ‘Install French 5° Group.
28 Install French 6*
The operator uses this adjustment to modify the game pricing and the type of game play.
The Preset Game Adjustments Table for French Games lists the adjustments and settings
that comprise the ‘Install French 6’ Group.
*For French Jumpered CPU Boards only.
Preset Game Adjustments Table for French Games
French 2 | French 3 | French 4 | French 5 | French 6
Description
Tnseall 5 Ball
Press the Escape button to return to the Presets menu. Then press the Up button to display the next
utility, (or the Down button to return to a previous utility).
The ADDAMS FAMILY 1-26U.10
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Press the Escape button to return to the Urilit
Clear Credits
Press the Enter button to clear the game Credits. Press the Up button to display the next
utility.
Auto Burn-in
Press the Enter button to activate Auto Burn-in. This utility allows you to automatically
cycle through several tests. This helps in finding intermircent problems. ‘The tests that
‘Auto Burn-in cycles through are the Display Test, the Sound and Music Test, the All
Lamps Test, the Solenoid Test, the Flashers Test, and the General Illumination Test.
New Location
This function is used to alert the "Thing Flips” calibration system that the game has been
moved to a new location, Select Function U.12. Press Enter. The game will confirm that
you have re-started calibration of the "Thing Flips" system.
ies Menu, Then, either press the Up or Down button
to return to a previous Utilities Menu Group, or press the Escape button again to return to the Main
Menu. Once in the Main Menu either use the Up or Down buttons to return to a previous menu
selection, or press the Escape button again to return to the Attract Mode,
The ADDAMS FAMILY 1-27ress the Enter button to activate the Adjustments Menu. Press the Up or Down button to cycle
through the Adjusemene Menu selections. Press the Enter button to activate the desired
Adjustment group when it appears on the display.
A, ADJUSTMENTS MENU
Al Standard Adjustments
A2 Feature Adjustments
AB Pricing Adjustments
A4—— HS.T.D Adjustments
AS Printer Adjustments (optional board required)
‘Once you have entered the adjustment group desired, press the Up or Down button to cycle through
the available adjustments in that group. When the desired adjustment appears press the Enter
button to activate that adjustment. When an adjustment is activated, the setting value begins to
flash. Use the Up or Down button to raise or lower the setting value. When the desired value is
displayed press Enter to lock in the value. If you realize you have made an error, press the Escape
button while “Saving Adjustment Value” is displayed. The new value is ignored and the original
value is retained.
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Standard Adjustments
01 Balls Per Game
The operator defines a “game” by specifying the number of balls to be played. ‘The range
of this setting is 1 through 10.
02 Tilt Warnings
The operator specifies the number of total actuations of the plumb bob mechanism that
can occur before the game is “tilted”. The range of ths setting is 1 through 10.
03 Maximum Extra Balls
The operator chooses the number of Extra Balls that a player may accumulate. The range
of this setting is 1 through 10, or “No Extra Bal” (Extra Ball disabled).
04 Maximum Extra Balls/Ball in Play
The operator chooses the number of Extra Balls ro be awarded per bal in play. The range
of this setting is:
OFF - No maximum number of Extra Bals per ball in play.
1-10 - 1 through 10 Extra Balls per ball in play.
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05 Replay System
The operator chooses the replay system to be used. The choices are:
Fixed ~ Replay value is set by the operator and does not change during
game play.
‘Auto% - Replay starting value is set by the operator and changes every 50
games to comply with the percentage of replays desired.
06 Replay Percent*
The operator chooses the percentage of replays the players are able to earn when Auto
Replay is used, The range of this setting is 5% to 50%.
07 Replay Start”
The operator chooses the replay starting value when Auto% Replay is used. The range of
this setting is 1, 000, 000 to 20, 000, 000.
08 Replay Levels*
The operator chooses the number of replay levels used by the Auto% Replay mode, The
range of this seting is 1 through 4. When the operator chooses two replay levels, the second
replay level is automatically adjusted to twice the starting replay level value. When three
of four replay levels are chosen, their values are automatically adjusted to three or four
times the starting replay level value.
*For Auto % Replay.
09 Replay Level 1°*
The operator chooses the value to be used for the first Fixed Replay. The range of this
setting is 00 to 25, 000, 000.
10 Replay Level 2**
The operator chooses the value to be used for the second Fixed Replay. The range of this
setting is 00 to 25, 000, 000.
11 Replay Level 3**
The operator chooses the value to be used for the third Fixed Replay. The range of this
setting is 00 to 25, 000, 000.
12 Replay Level 4**
The operator chooses the value to be used for the fourth Fixed Replay. The range of this
setting is 00 to 25, 000, 000.
“ For Fixed Replay
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13 Replay Boost
The operator chooses if the replay score can be temporarily boosted by the selected
amount EACH time the player reaches or exceeds the replay score. This temporary boost
is canceled when Credits=0, when the player inserts another coin, or when Begin Testis
pressed, The choices are:
ON-Score is boosted between 500, 000 and 5, 000, 000 points.
OFF-The replay score is not boosted.
14 Replay Award
For either Auto% Replay or Fixed Replay the operator can choose the form of the award
automatically provided when the player exceeds any replay level. The choices are:
Credit - Reaching each Replay level awards credit.
Ticket - Reaching cach Replay level awards a ticket.
Ball - Reaching each Replay level awards an Extra Ball.
Audit - Reaching each Replay level awards nothing to the player; ie
does increase the entry value of the Audit Item(s)
maintaining a tally of these awards.
15 Special Award
The operator can choose the award automatically provided when the player scores a
special. ‘The choices are:
Credit = Scoring a Special awards a Credit.
Ticket = Scoring a Special awards a Ticket.
Ball - Scoring a Special awards an Extra Bal.
Points - Scoring 2 Special awards 1 Million points.
16 Match Award
The operator can choose the award automatically provided when the players wins a match.
The choices ae:
Credit =~ Winning a Match awards a Credit.
Ticket - ‘Winning a Match awards a Ticket.
17 Extra Ball Ticket
The operator can choose whether a Ticket is awarded when the player earns an Extra Ball.
The choices are:
YES - The player is awarded a Ticket in addition co an Extra Ball.
NO - The player is not awarded a Ticket.
18 Maximum Ticket/Player
The operator can choose the amount of Tickets each player can earn, The range of this
setting is 00 to 100.
The ADDAMS FAMILY 1-3019 Match Feature
The operator can choose the desired percentage for the Match Feature occurring at the end
of the game. ‘The range of this setting is:
OFF - Match Feature is not available.
1-50% = 19% ‘hard’; 50% is ‘extremely easy’. During the Match Feature
the game selects a random two-digit number at the end of the game
and compares each players score for an identical ewo digits in the
rightmost two positions. A matching of these two digits results in
an award of a Credit or a Ticket.
20 Custom Message
The operator chooses if a message is displayed during the Attract Mode.
The choices are:
YES - A message is displayed
NO - A message is not displayed.
21 Language
The operator chooses what language the game uses. The choices are, English, French, or
German.
22 Clock Style
The operator chooses what style of clock the game uses. The choices are A.M./P.M, or 24
Hours.
23 Date Style
The operator chooses what style of date the game uses. The choices are Month/Date/Year,
or Date/Month/Year.
24 Show Date and Time
The operator chooses whether the date and time show in the Attract Mode. The
choices are:
YES - Show the date, time in status report or in the Attract Mode.
NO - Do Not show date, time in status report or in the Attract Mode.
25 Allow Dim Illumination
The operator chooses whether to allow the game program to dim the General Illumination
for special effects and during the Attract Mode. ‘The choices are:
YES - Dim the General Illumination during the Attract Mode.
NO - Do Not dim the General Illumination.
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26 Tournament Play
The operator chooses whether to equalize Multi-ball and Jackpots during multi-player
games, (do not carry over to next player). ‘The choices are:
YES - Keep Multi-ball and Jackpots equal.
NO - Do Not Keep Multi-ball and Jackpots equal.
27 Euro. Scr. Format
The operator chooses whether to have commas or dots between digits when numbers are
displayed. The choices are:
YES - Dots instead of commas, (example- 1.000.000).
NO - Commas instead of dots, (example- 1, 000, 000).
28 Minimum Volume Control
‘The operator chooses whether the volume can be turned Off. The choices are:
YES - Volume can be turned Off.
NO - Volume can be turned Down but not Off.
29 General Illumination Power Saver
This adjustment allows the general illumination and controlled lamps to be dimmed
following a time interval after a game is played. Power Saver Level (A.1 30) determines
how dim the lamps will get. The use of this feature will substantially increase the life of
the lamps.
Sectings: OfF 2-60 Minutes
30 Power Saver Level
‘When General Illumination Power Saver (A.1 29) is set to On, this adjustment controls the
intensity of the G.l. and controlled lamps once the game has been idle for a specified
petiod of time.
Settings: 4.7
31 Ticket Expansion Board
When a Ticket Expansion Board is connected, full control of the ticket dispenser is
available, This includes a ticket low/ertor lamp, resume on ticket jam, and manual ticker
dispense switch. The choices are:
Yes - Ticket Expansion Board is connected.
No - Ticket Expansion Board is NOT installed in the game.
Press the Escape button to return to the Adjustments Menu, Press the Up button to advance to the
next desired Adjustments Group, (or press the Down button to return to a previous group). Press
the Enter button to activate. Use the Up or Down button to cycle through the available
adjustments.
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Feature Adjustments
01 Extra Ball Percent
This is used co enter the desired extra ball percentage. The House and Train Wreck extra
balls always remain fixed, and the Bear Kick extra ball threshold will automatically be
modified to reach the desired percentage.
Range: 15% - 40%
Set t0 "Fixed" to disable the automatic percentaging of the Bear Kick Extra Ball.
02 Bear Kick Extra Ball 1
This is the number of Bear Kicks that will light the 1st extra ball. The machine will stat
with this value and modify it as necessary to achieve the percentage specified in A.2 O1.
To use a fixed level for the Ist extra ball, set A.2 01 to "fixed" and set this level here.
Range: OFF, 4-12
03 Bear Kick Extra Ball 2
This determines whether a 2nd extra ball is available at 50 Bear Kicks.
Range: OFF, 30-99
04 Train Wreck Extra Ball
This is the number of train wrecks that will light the Train Wreck exera ball.
Setting: On/Off
05 Bear Extra Ball Memory
This determines whether extra balls lit from the Bear Kick feature remai
from ball to ball.
in memory
Setting: Yes/No
06 House Extra Ball Memory
This determines whether extra balls lit from the Mansion feature remain in memory from
ball to ball.
Setting: Yes/No
07 Train Extra Ball Memory
This determines whether extra balls lit from the Train Wreck feature remain in memory
from ball to ball.
Setting: Yes/No
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08 Last Thing Lock
This determines that last multiball in which Thing is allowed to help lock the balls.
Range: Off, 1 - 5
09 Last Swamp Lock
This determines that last multiball in which balls may be locked in the Swamp.
Range: 1-5
10 Last Chair Release
This determines that last multiball in which multiball may begin from an Electric Chair
shot.
Range: Off, O- 5
11 Jackpot Carryover
When set to "Yes", a player's uncollected Jackpot will carry over to subsequent multiball.
If set to "No" the Jackpot value will reset to 10 Million at the start of each multiball.
Anytime the Jackpot is collected, it automatically resets to 10 Million.
Setting: Yes/No
12 Million Plus Memory
‘This determines whether the side ramp Million Plus feature carries over from ball to bill
or is reset to one million at the start of each ball.
Setting: Yes/No
13 Million Plus Maximum
This sets the maximum value for the side ramp Million Plus feature. Subsequent shots
will award this maximum value without increasing.
Range: 5,000,000 - 20,000,000
14 Hurry Up Start
This is the starting (maximum) value for the Thing "Hurry Up" quick multiball feature.
The award will start at this value and count down to 3,000,000.
Range: 10,000,000 - 20,000,000
15 House From Swamp
This allows the Mansion awards to be awarded by balls entering the Swamp kickout.
Setting: Yes/No
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16 Free Thing Lamps
This gives each player this many lamps in the T-H-I-N-G spell out at the start of each
game.
Range: 0-5
17 Raise Dead Hits
This is the number of hits on each bumper required co complete the bumper for the "Raise
the Dead” mode.
Range: 3 -9
18 Train Wreck Hits
This is the number of hits required for the Ist Train Wreck, Each subsequent Train Wreck
requires 1 additional hic up to 2 maximum of 6.
Range: 2-4
19 Special Memory
This determines the Special (which is lit by the "Tour The Mansion” feature) stays in
memory from ball to ball
Setting: Yes/No
20 Disable THING
Set to "Yes" to stop the operation of the Thing hand.
Secting: Yes/No
21 Disable BOOKCASE
Set to "Yes" to stop the operation of the Bookcase.
Setting: Yes/No
22 Train Wreck Memory
This determines whether the Train Wreck progress is maintained bal to bal (yes), or reset
every ball (no).
23 Quick Multiball Memory
This determines whether the quick multiball lamp (earned as a Mansion award) carries
over from ball to ball
Setting: Yes/No
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