The Addams Family

Partial

Bally1992WPC-FLIPTRONICbally.the-addams-family.1992

Wire it up

what an authoring tool needs first
Bind this ROM
taf_l5

20 ROM sets resolve to this machine. Clones share the definition unless a hardware difference is listed.

Controller platform
pinmame.wpc-fliptronic

PinMAME already reports logical active state. Do not invert again in the table — normally-closed is a physical fact recorded per switch, not a runtime transform.

Displays
  • 128x32 dot-matrix display128×32
Address space
Switches
1–118 (80)
Solenoids
1–50 (50)
Lamps
11–88 (64)
GI
0–4 (5)
DIP
1–8 (8)
Cabinet & flipper inputs
112flipper.lower.right.button114flipper.lower.left.button116flipper.upper.right.button118flipper.upper.left.button1cabinet.coin.12cabinet.coin.23cabinet.coin.34cabinet.coin.413cabinet.start14cabinet.tilt21cabinet.slam-tilt22cabinet.coin-door

Portable roles — the consuming engine maps them to its own input actions.

Playfield

Where each address physically sits. The switch and lamp maps below show the electrical layout — this shows the same devices as the player sees them.

Playfield map

169 placements · 27 stacked · normalised player view · outline is nominal

15 Left Trough16 Center Trough217 Right Trough · 4 Ball Release218 Outhole · 5 Outhole25 Right Flipper Lane26 Right Outlane27 Ball Shooter331 Upper Left Jet · 9 Upper Left Jet · 21 Upper Left Jet332 Upper Right Jet · 10 Upper Right Jet · 22 Upper Right Jet333 Center Left Jet · 11 Center Left Jet · 24 Center Right Jet334 Center Right Jet · 12 Center Right Jet · 23 Center Left Jet335 Lower Jet · 13 Lower Jet · 25 Lower Jet236 Left Slingshot · 14 Left Slingshot237 Right Slingshot · 15 Right Slingshot238 Upper Left Loop · 65 Right Ramp Top41 Grave "G"42 Grave "R"343 Chair Kickout · 1 Chair Kickout · 0 Left Playfield String244 Cousin It · 44 Cousin It44 Cousin It44 Cousin It45 Lower Swamp Million47 Center Swamp Million48 Upper Swamp Million51 Shooter Lane53 Bookcase Opto 154 Bookcase Opto 255 Bookcase Opto 356 Bookcase Opto 457 Bumper Lane Opto58 Right Ramp Exit61 Left Ramp Enter62 Train Wreck63 Thing Eject Lane64 Right Ramp Enter66 Left Ramp Top67 Upper Right Loop68 Vault71 Swamp Lock Upper72 Swamp Lock Center273 Swamp Lock Lower · 28 Swamp Release274 Lockup Kickout · 8 Lockup Kickout75 Left Outlane76 Left Flipper Lane 2277 Thing Kickout · 7 Thing Kickout78 Left Flipper Lane 186 Grave "A"387 Thing Eject Hole · 6 Thing Magnet · 26 Thing Eject Hole3 Ramp Diverter16 Left Magnet17 Telephone/Upper Right Ramp Flasher17 Telephone/Upper Right Ramp Flasher318 Train/Upper Left Ramp Flasher · 18 Train/Upper Left Ramp Flasher · 0 Left Playfield String18 Train/Upper Left Ramp Flasher19 Lower Ramp/Jet Bumpers Flasher219 Lower Ramp/Jet Bumpers Flasher · 19 Lower Ramp/Jet Bumpers Flasher220 Left Lightning Bolt/Mini Flipper Flasher · 20 Left Lightning Bolt/Mini Flipper Flasher320 Left Lightning Bolt/Mini Flipper Flasher · 20 Left Lightning Bolt/Mini Flipper Flasher · 20 Left Lightning Bolt/Mini Flipper Flasher221 Right Lightning Bolt/Swamp Flasher · 21 Right Lightning Bolt/Swamp Flasher21 Right Lightning Bolt/Swamp Flasher222 The Power/Backbox Cloud Flasher · 22 The Power/Backbox Cloud Flasher23 Upper Magnet24 Right Magnet25 Thing Motor27 Bookcase Motor233 Upper Right Flipper Power · 34 Upper Right Flipper Hold235 Upper Left Flipper Power · 36 Upper Left Flipper Hold245 Lower Right Flipper Power · 46 Lower Right Flipper Hold247 Lower Left Flipper Power · 48 Lower Left Flipper Hold11 Thing Multiball12 Extra Ball13 Jackpot14 Grave "A"15 Stars16 Super Jackpot17 Grave "V"18 Upper Swamp Million26 Cousin It27 2 Bear Kicks28 Thing Flips31 G-R-E-E-D "G"32 G-R-E-E-D "R"33 G-R-E-E-D "E"-134 G-R-E-E-D "E"-235 G-R-E-E-D "D"36 5X Graveyard37 Center Swamp Million38 Lower Swamp Million42 Advance X43 Grave "G"44 Grave "R"45 The Mamushku46 Swamp Lock47 Electric Chair Red48 Grave "E"51 Thing52 Raise The Dead53 Lite Extra Ball54 House 6 Million55 Quick Multiball56 Fester's Tunnel Hunt57 House Seance58 Hit Cousin It61 Left Special62 Lite Thing Flips63 Lite 2 Bear Kicks64 Electric Chair Yellow65 House "?"66 House 9 Million67 Graveyard At Max68 House 3 Million71 Lite Advance X72 Right Special73 Shoot Again274 Vault Green · 75 Vault Red77 Thing Yellow78 Thing Green81 "Thing" (star 1)82 "Thing" "T"83 "Thing" "H"84 "Thing" "I"85 "Thing" "N"86 "Thing" "G"87 "Thing" (star 2)0 Left Playfield String0 Left Playfield String0 Left Playfield String0 Left Playfield String0 Left Playfield String4 Right Playfield String4 Right Playfield String4 Right Playfield String4 Right Playfield String

Hover a marker to identify it, or click to keep it selected. Numbered markers are several devices in one spot — clicking lists them.

Show
Marker shape
  • emitterlights the playfield90
  • sensorsenses the ball50
  • effectmoves the ball29
  • nStackseveral devices in one spot27
145 devices shown

Not on the playfield20 cabinet or service, 14 virtual, 11 unused, 8 internal nonvisual, 8 dip switch, 1 constant — declared rather than missing.

Coverage

Partial

Real evidence exists, but authoring requirements are still missing or in conflict. Verify before shipping a table.

Catalog Identity
validated
Address Enumeration
validated
Semantic Naming
validated
Physical Wiring
validated
Mechanisms
validated
Variant Coverage
validated
Recreation Knowledge
candidate
Still missing · 1
Recreation Notes

Switches

The addresses PinMAME reports as closed. Numbers are the public API values, not matrix hardware pins.

79 addresses

Switch map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
11
Hover or tap an address to identify it.

Outside the matrix1, 2, 3, 4, 5, 6, 7, 8 — dedicated, diagnostic or flipper-column addresses. See the table below.

79 shown
# Name Device ID Role Wiring Evidence
1
Left Coin Chute
Button
switch.cabinet-1
cabinet.coin.1
J205-1Orange-Brown
WPC CPU board
validated
2
Center Coin Chute
Button
switch.cabinet-2
cabinet.coin.2
J205-2Orange-Red
WPC CPU board
validated
3
Right Coin Chute
Button
switch.cabinet-3
cabinet.coin.3
J205-3Orange-Black
WPC CPU board
validated
4
4th Coin Chuteopt
Button
switch.cabinet-4
cabinet.coin.4
J205-4Orange-Yellow
WPC CPU board
validated
5
Service Credits / Escape
Button
switch.cabinet-5
service.escape
J205-6Orange-Green
WPC CPU board
validated
6
Volume Down / Down
Button
switch.cabinet-6
service.down
J205-7Orange-Blue
WPC CPU board
validated
7
Volume Up / Up
Button
switch.cabinet-7
service.up
J205-8Orange-Violet
WPC CPU board
validated
8
Begin Test / Enter
Button
switch.cabinet-8
service.enter
J205-9Orange-Gray
WPC CPU board
validated
11
Not Used Matrix Position 11
switch.matrix-11
J206-1Green-Brown
J208-1White-Brown
WPC CPU board
validated
12
Not Used Matrix Position 12
switch.matrix-12
J206-1Green-Brown
J208-2White-Red
WPC CPU board
validated
13
Start Button
Button
switch.matrix-13
cabinet.start
J206-1Green-Brown
J208-3White-Orange
WPC CPU board
validated
14
Plumb Bob Tilt
Tilt
switch.matrix-14
cabinet.tilt
J206-1Green-Brown
J208-4White-Yellow
WPC CPU board
validated
15
Left Trough
Leaf
switch.matrix-15
J206-1Green-Brown
J208-5White-Green
WPC CPU board
validated
16
Center Trough
Leaf
switch.matrix-16
J206-1Green-Brown
J208-7White-Blue
WPC CPU board
validated
17
Right Trough
Leaf
switch.matrix-17
J206-1Green-Brown
J208-8White-Violet
WPC CPU board
validated
18
Outhole
Leaf
switch.matrix-18
J206-1Green-Brown
J208-9White-Gray
WPC CPU board
validated
21
Slam Tilt
Leaf
switch.matrix-21
cabinet.slam-tilt
J206-2Green-Red
J208-1White-Brown
WPC CPU board
validated
22
Coin Door Closed
Leaf
switch.matrix-22
cabinet.coin-door
J206-2Green-Red
J208-2White-Red
WPC CPU board
validated
23
Ticket Opto
Leaf
switch.matrix-23
J206-2Green-Red
J208-3White-Orange
WPC CPU board
validated
25
Right Flipper Lane
Leaf
switch.matrix-25
J206-2Green-Red
J208-5White-Green
WPC CPU board
validated
26
Right Outlane
Leaf
switch.matrix-26
J206-2Green-Red
J208-7White-Blue
WPC CPU board
validated
27
Ball Shooter
Leaf
switch.matrix-27
J206-2Green-Red
J208-8White-Violet
WPC CPU board
validated
28
Not Used Matrix Position 28
switch.matrix-28
J206-2Green-Red
J208-9White-Gray
WPC CPU board
validated
31
Upper Left Jet
Leaf
switch.matrix-31
J206-3Green-Orange
J208-1White-Brown
WPC CPU board
validated
32
Upper Right Jet
Leaf
switch.matrix-32
J206-3Green-Orange
J208-2White-Red
WPC CPU board
validated
33
Center Left Jet
Leaf
switch.matrix-33
J206-3Green-Orange
J208-3White-Orange
WPC CPU board
validated
34
Center Right Jet
Leaf
switch.matrix-34
J206-3Green-Orange
J208-4White-Yellow
WPC CPU board
validated
35
Lower Jet
Leaf
switch.matrix-35
J206-3Green-Orange
J208-5White-Green
WPC CPU board
validated
36
Left Slingshot
Leaf
switch.matrix-36
J206-3Green-Orange
J208-7White-Blue
WPC CPU board
validated
37
Right Slingshot
Leaf
switch.matrix-37
J206-3Green-Orange
J208-8White-Violet
WPC CPU board
validated
38
Upper Left Loop
Leaf
switch.matrix-38
J206-3Green-Orange
J208-9White-Gray
WPC CPU board
validated
41
Grave "G"
Leaf
switch.matrix-41
J206-4Green-Yellow
J208-1White-Brown
WPC CPU board
validated
42
Grave "R"
Leaf
switch.matrix-42
J206-4Green-Yellow
J208-2White-Red
WPC CPU board
validated
43
Chair Kickout
Leaf
switch.matrix-43
J206-4Green-Yellow
J208-3White-Orange
WPC CPU board
validated
44
Cousin It
Leaf
switch.matrix-44
J206-4Green-Yellow
J208-4White-Yellow
WPC CPU board
validated
45
Lower Swamp Million
Leaf
switch.matrix-45
J206-4Green-Yellow
J208-5White-Green
WPC CPU board
validated
46
Not Used Matrix Position 46
switch.matrix-46
J206-4Green-Yellow
J208-7White-Blue
WPC CPU board
validated
47
Center Swamp Million
Leaf
switch.matrix-47
J206-4Green-Yellow
J208-8White-Violet
WPC CPU board
validated
48
Upper Swamp Million
Leaf
switch.matrix-48
J206-4Green-Yellow
J208-9White-Gray
WPC CPU board
validated
51
Shooter Lane
Leaf
switch.matrix-51
J206-5Green-Black
J208-1White-Brown
WPC CPU board
validated
52
Not Used Matrix Position 52
switch.matrix-52
J206-5Green-Black
J208-2White-Red
WPC CPU board
validated
53
Bookcase Opto 1NC
Opto
switch.matrix-53
J206-5Green-Black
J208-3White-Orange
WPC CPU board
validated
54
Bookcase Opto 2NC
Opto
switch.matrix-54
J206-5Green-Black
J208-4White-Yellow
WPC CPU board
validated
55
Bookcase Opto 3NC
Opto
switch.matrix-55
J206-5Green-Black
J208-5White-Green
WPC CPU board
validated
56
Bookcase Opto 4NC
Opto
switch.matrix-56
J206-5Green-Black
J208-7White-Blue
WPC CPU board
validated
57
Bumper Lane OptoNC
Opto
switch.matrix-57
J206-5Green-Black
J208-8White-Violet
WPC CPU board
validated
58
Right Ramp Exit
Leaf
switch.matrix-58
J206-5Green-Black
J208-9White-Gray
WPC CPU board
validated
61
Left Ramp Enter
Leaf
switch.matrix-61
J206-6Green-Blue
J208-1White-Brown
WPC CPU board
validated
62
Train Wreck
Leaf
switch.matrix-62
J206-6Green-Blue
J208-2White-Red
WPC CPU board
validated
63
Thing Eject Lane
Leaf
switch.matrix-63
J206-6Green-Blue
J208-3White-Orange
WPC CPU board
validated
64
Right Ramp Enter
Leaf
switch.matrix-64
J206-6Green-Blue
J208-4White-Yellow
WPC CPU board
validated
65
Right Ramp Top
Leaf
switch.matrix-65
J206-6Green-Blue
J208-5White-Green
WPC CPU board
validated
66
Left Ramp Top
Leaf
switch.matrix-66
J206-6Green-Blue
J208-7White-Blue
WPC CPU board
validated
67
Upper Right Loop
Leaf
switch.matrix-67
J206-6Green-Blue
J208-8White-Violet
WPC CPU board
validated
68
Vault
Leaf
switch.matrix-68
J206-6Green-Blue
J208-9White-Gray
WPC CPU board
validated
71
Swamp Lock Upper
Leaf
switch.matrix-71
J206-7Green-Violet
J208-1White-Brown
WPC CPU board
validated
72
Swamp Lock Center
Leaf
switch.matrix-72
J206-7Green-Violet
J208-2White-Red
WPC CPU board
validated
73
Swamp Lock Lower
Leaf
switch.matrix-73
J206-7Green-Violet
J208-3White-Orange
WPC CPU board
validated
74
Lockup Kickout
Leaf
switch.matrix-74
J206-7Green-Violet
J208-4White-Yellow
WPC CPU board
validated
75
Left Outlane
Leaf
switch.matrix-75
J206-7Green-Violet
J208-5White-Green
WPC CPU board
validated
76
Left Flipper Lane 2
Leaf
switch.matrix-76
J206-7Green-Violet
J208-7White-Blue
WPC CPU board
validated
77
Thing Kickout
Leaf
switch.matrix-77
J206-7Green-Violet
J208-8White-Violet
WPC CPU board
validated
78
Left Flipper Lane 1
Leaf
switch.matrix-78
J206-7Green-Violet
J208-9White-Gray
WPC CPU board
validated
81
Bookcase Open
Leaf
switch.matrix-81
internal.mechanism-position
J206-9Green-Gray
J208-1White-Brown
WPC CPU board
validated
82
Bookcase Closed
Leaf
switch.matrix-82
internal.mechanism-position
J206-9Green-Gray
J208-2White-Red
WPC CPU board
validated
83
Not Used Matrix Position 83
switch.matrix-83
J206-9Green-Gray
J208-3White-Orange
WPC CPU board
validated
84
Thing Down OptoNC
Opto
switch.matrix-84
internal.mechanism-position
J206-9Green-Gray
J208-4White-Yellow
WPC CPU board
validated
85
Thing Up OptoNC
Opto
switch.matrix-85
internal.mechanism-position
J206-9Green-Gray
J208-5White-Green
WPC CPU board
validated
86
Grave "A"
Leaf
switch.matrix-86
J206-9Green-Gray
J208-7White-Blue
WPC CPU board
validated
87
Thing Eject Hole
Leaf
switch.matrix-87
J206-9Green-Gray
J208-8White-Violet
WPC CPU board
validated
88
Not Used Matrix Position 88
switch.matrix-88
J206-9Green-Gray
J208-9White-Gray
WPC CPU board
validated
111
Right Flipper End of Stroke
Leaf
switch.generic-111
internal.flipper.lower.right.eos
J806-1Black-Green
WPC CPU board
validated
112
Right Flipper Button
Leaf
switch.generic-112
flipper.lower.right.button
J805-1Blue-Violet
WPC CPU board
validated
113
Left Flipper End of Stroke
Leaf
switch.generic-113
internal.flipper.lower.left.eos
J806-3Black-Blue
WPC CPU board
validated
114
Left Flipper Button
Leaf
switch.generic-114
flipper.lower.left.button
J805-2Blue-Gray
WPC CPU board
validated
115
Upper Right Flipper End of Stroke
Leaf
switch.generic-115
internal.flipper.upper.right.eos
J806-4Black-Violet
WPC CPU board
validated
116
Upper Right Flipper Button
Leaf
switch.generic-116
flipper.upper.right.button
J805-3Black-Yellow
WPC CPU board
validated
117
Upper Left Flipper End of Stroke
Leaf
switch.generic-117
internal.flipper.upper.left.eos
J806-5Black-Gray
WPC CPU board
validated
118
Upper Left Flipper Button
Leaf
switch.generic-118
flipper.upper.left.button
J805-5Black-Blue
WPC CPU board
validated

Controlled devices

Everything the ROM can energise, grouped the way a table author builds it.

Coils, magnets & motors

30
30 shown
# Name Device ID Kind Role Wiring Evidence
1
Chair Kickout
device.chair-kickout Coil
Q82Vio-Brn
WPC power driver board
validated
2
Thing Knocker
device.thing-knocker Coil
cabinet.insert-panel
Q80Vio-Red
WPC power driver board
validated
3
Ramp Diverter
device.ramp-diverter Coil
Q78Vio-Orn
WPC power driver board
validated
4
Ball Release
device.ball-release Coil
Q76Vio-Yel
WPC power driver board
validated
5
Outhole
device.outhole Coil
Q64Vio-Grn
WPC power driver board
validated
6
Thing Magnet
device.thing-magnet Coil
Q66Vio-Blu
WPC power driver board
validated
7
Thing Kickout
device.thing-kickout Coil
Q68Vio-Blk
WPC power driver board
validated
8
Lockup Kickout
device.lockup-kickout Coil
Q70Vio-Gry
WPC power driver board
validated
9
Upper Left Jet
device.upper-left-jet Coil
Q58Brn-Blk
WPC power driver board
validated
10
Upper Right Jet
device.upper-right-jet Coil
Q56Brn-Red
WPC power driver board
validated
11
Center Left Jet
device.center-left-jet Coil
Q54Brn-Org
WPC power driver board
validated
12
Center Right Jet
device.center-right-jet Coil
Q52Brn-Yel
WPC power driver board
validated
13
Lower Jet
device.lower-jet Coil
Q50Brn-Grn
WPC power driver board
validated
14
Left Slingshot
device.left-slingshot Coil
Q48Brn-Blu
WPC power driver board
validated
15
Right Slingshot
device.right-slingshot Coil
Q46Brn-Vio
WPC power driver board
validated
16
Left Magnet
device.left-magnet Magnet
Q44Brn-Gry
WPC power driver board
validated
23
Upper Magnet
device.upper-magnet Magnet
Q34Blu-Vio
WPC power driver board
validated
24
Right Magnet
device.right-magnet Magnet
Q32Blu-Gry
WPC power driver board
validated
25
Thing Motor
device.thing-motor Motor
Q26Blu-Brn
WPC power driver board
validated
26
Thing Eject Hole
device.thing-eject-hole Coil
Q24Blu-Red
WPC power driver board
validated
27
Bookcase Motor
device.bookcase-motor Motor
Q22Blu-Org
WPC power driver board
validated
28
Swamp Release
device.swamp-release Coil
Q20Blu-Yel
WPC power driver board
validated
33
Upper Right Flipper Power
device.upper-right-flipper-power Coil
Blu-Yel
WPC power driver board
validated
34
Upper Right Flipper Hold
device.upper-right-flipper-hold Coil
Blu-Yel
WPC power driver board
validated
35
Upper Left Flipper Power
device.upper-left-flipper-power Coil
Gry-Yel
WPC power driver board
validated
36
Upper Left Flipper Hold
device.upper-left-flipper-hold Coil
Gry-Yel
WPC power driver board
validated
45
Lower Right Flipper Power
device.lower-right-flipper-power Coil
Blu-Yel
WPC power driver board
validated
46
Lower Right Flipper Hold
device.lower-right-flipper-hold Coil
Blu-Yel
WPC power driver board
validated
47
Lower Left Flipper Power
device.lower-left-flipper-power Coil
Gry-Yel
WPC power driver board
validated
48
Lower Left Flipper Hold
device.lower-left-flipper-hold Coil
Gry-Yel
WPC power driver board
validated

Flashers

6
6 shown
# Name Device ID Wiring Evidence
17
Telephone/Upper Right Ramp Flasher
device.telephone-upper-right-ramp-flasher
Q42Blk-Brn
WPC power driver board
validated
18
Train/Upper Left Ramp Flasher
device.train-upper-left-ramp-flasher
Q40Blk-Red
WPC power driver board
validated
19
Lower Ramp/Jet Bumpers Flasher
device.lower-ramp-jet-bumpers-flasher
Q38Blk-Org
WPC power driver board
validated
20
Left Lightning Bolt/Mini Flipper Flasher
device.left-lightning-bolt-mini-flipper-flasher
Q36Blk-Yel
WPC power driver board
validated
21
Right Lightning Bolt/Swamp Flasher
device.right-lightning-bolt-swamp-flasher
Q28Blu-Grn
WPC power driver board
validated
22
The Power/Backbox Cloud Flasher
device.the-power-backbox-cloud-flasher
Q30Blu-Blk
WPC power driver board
validated

Lamps

64

Lamp map

Column × row matrix — the address is column·row.

used unused
 
1
2
3
4
5
6
7
8
1
2
3
4
5
6
7
8
Hover or tap an address to identify it.
64 shown
# Name Device ID Role Wiring Evidence
11
Thing Multiball
lamp.matrix-11
Q98 column driver with Q90 row driver
WPC power driver board
validated
12
Extra Ball
lamp.matrix-12
Q98 column driver with Q89 row driver
WPC power driver board
validated
13
Jackpot
lamp.matrix-13
Q98 column driver with Q88 row driver
WPC power driver board
validated
14
Grave "A"
lamp.matrix-14
Q98 column driver with Q87 row driver
WPC power driver board
validated
15
Stars
lamp.matrix-15
Q98 column driver with Q86 row driver
WPC power driver board
validated
16
Super Jackpot
lamp.matrix-16
Q98 column driver with Q85 row driver
WPC power driver board
validated
17
Grave "V"
lamp.matrix-17
Q98 column driver with Q84 row driver
WPC power driver board
validated
18
Upper Swamp Million
lamp.matrix-18
Q98 column driver with Q83 row driver
WPC power driver board
validated
21
Upper Left Jet
lamp.matrix-21
Q97 column driver with Q90 row driver
WPC power driver board
validated
22
Upper Right Jet
lamp.matrix-22
Q97 column driver with Q89 row driver
WPC power driver board
validated
23
Center Left Jet
lamp.matrix-23
Q97 column driver with Q88 row driver
WPC power driver board
validated
24
Center Right Jet
lamp.matrix-24
Q97 column driver with Q87 row driver
WPC power driver board
validated
25
Lower Jet
lamp.matrix-25
Q97 column driver with Q86 row driver
WPC power driver board
validated
26
Cousin It
lamp.matrix-26
Q97 column driver with Q85 row driver
WPC power driver board
validated
27
2 Bear Kicks
lamp.matrix-27
Q97 column driver with Q84 row driver
WPC power driver board
validated
28
Thing Flips
lamp.matrix-28
Q97 column driver with Q83 row driver
WPC power driver board
validated
31
G-R-E-E-D "G"
lamp.matrix-31
Q96 column driver with Q90 row driver
WPC power driver board
validated
32
G-R-E-E-D "R"
lamp.matrix-32
Q96 column driver with Q89 row driver
WPC power driver board
validated
33
G-R-E-E-D "E"-1
lamp.matrix-33
Q96 column driver with Q88 row driver
WPC power driver board
validated
34
G-R-E-E-D "E"-2
lamp.matrix-34
Q96 column driver with Q87 row driver
WPC power driver board
validated
35
G-R-E-E-D "D"
lamp.matrix-35
Q96 column driver with Q86 row driver
WPC power driver board
validated
36
5X Graveyard
lamp.matrix-36
Q96 column driver with Q85 row driver
WPC power driver board
validated
37
Center Swamp Million
lamp.matrix-37
Q96 column driver with Q84 row driver
WPC power driver board
validated
38
Lower Swamp Million
lamp.matrix-38
Q96 column driver with Q83 row driver
WPC power driver board
validated
41
Not Used Lamp Position 41
lamp.matrix-41
Q95 column driver with Q90 row driver
WPC power driver board
validated
42
Advance X
lamp.matrix-42
Q95 column driver with Q89 row driver
WPC power driver board
validated
43
Grave "G"
lamp.matrix-43
Q95 column driver with Q88 row driver
WPC power driver board
validated
44
Grave "R"
lamp.matrix-44
Q95 column driver with Q87 row driver
WPC power driver board
validated
45
The Mamushku
lamp.matrix-45
Q95 column driver with Q86 row driver
WPC power driver board
validated
46
Swamp Lock
lamp.matrix-46
Q95 column driver with Q85 row driver
WPC power driver board
validated
47
Electric Chair Red
lamp.matrix-47
Q95 column driver with Q84 row driver
WPC power driver board
validated
48
Grave "E"
lamp.matrix-48
Q95 column driver with Q83 row driver
WPC power driver board
validated
51
Thing
lamp.matrix-51
Q94 column driver with Q90 row driver
WPC power driver board
validated
52
Raise The Dead
lamp.matrix-52
Q94 column driver with Q89 row driver
WPC power driver board
validated
53
Lite Extra Ball
lamp.matrix-53
Q94 column driver with Q88 row driver
WPC power driver board
validated
54
House 6 Million
lamp.matrix-54
Q94 column driver with Q87 row driver
WPC power driver board
validated
55
Quick Multiball
lamp.matrix-55
Q94 column driver with Q86 row driver
WPC power driver board
validated
56
Fester's Tunnel Hunt
lamp.matrix-56
Q94 column driver with Q85 row driver
WPC power driver board
validated
57
House Seance
lamp.matrix-57
Q94 column driver with Q84 row driver
WPC power driver board
validated
58
Hit Cousin It
lamp.matrix-58
Q94 column driver with Q83 row driver
WPC power driver board
validated
61
Left Special
lamp.matrix-61
Q93 column driver with Q90 row driver
WPC power driver board
validated
62
Lite Thing Flips
lamp.matrix-62
Q93 column driver with Q89 row driver
WPC power driver board
validated
63
Lite 2 Bear Kicks
lamp.matrix-63
Q93 column driver with Q88 row driver
WPC power driver board
validated
64
Electric Chair Yellow
lamp.matrix-64
Q93 column driver with Q87 row driver
WPC power driver board
validated
65
House "?"
lamp.matrix-65
Q93 column driver with Q86 row driver
WPC power driver board
validated
66
House 9 Million
lamp.matrix-66
Q93 column driver with Q85 row driver
WPC power driver board
validated
67
Graveyard At Max
lamp.matrix-67
Q93 column driver with Q84 row driver
WPC power driver board
validated
68
House 3 Million
lamp.matrix-68
Q93 column driver with Q83 row driver
WPC power driver board
validated
71
Lite Advance X
lamp.matrix-71
Q92 column driver with Q90 row driver
WPC power driver board
validated
72
Right Special
lamp.matrix-72
Q92 column driver with Q89 row driver
WPC power driver board
validated
73
Shoot Again
lamp.matrix-73
Q92 column driver with Q88 row driver
WPC power driver board
validated
74
Vault Green
lamp.matrix-74
Q92 column driver with Q87 row driver
WPC power driver board
validated
75
Vault Red
lamp.matrix-75
Q92 column driver with Q86 row driver
WPC power driver board
validated
76
Not Used Lamp Position 76
lamp.matrix-76
Q92 column driver with Q85 row driver
WPC power driver board
validated
77
Thing Yellow
lamp.matrix-77
Q92 column driver with Q84 row driver
WPC power driver board
validated
78
Thing Green
lamp.matrix-78
Q92 column driver with Q83 row driver
WPC power driver board
validated
81
"Thing" (star 1)
lamp.matrix-81
Q91 column driver with Q90 row driver
WPC power driver board
validated
82
"Thing" "T"
lamp.matrix-82
Q91 column driver with Q89 row driver
WPC power driver board
validated
83
"Thing" "H"
lamp.matrix-83
Q91 column driver with Q88 row driver
WPC power driver board
validated
84
"Thing" "I"
lamp.matrix-84
Q91 column driver with Q87 row driver
WPC power driver board
validated
85
"Thing" "N"
lamp.matrix-85
Q91 column driver with Q86 row driver
WPC power driver board
validated
86
"Thing" "G"
lamp.matrix-86
Q91 column driver with Q85 row driver
WPC power driver board
validated
87
"Thing" (star 2)
lamp.matrix-87
Q91 column driver with Q84 row driver
WPC power driver board
validated
88
Credit Button
lamp.matrix-88
cabinet.credit-button
Q91 column driver with Q83 row driver
WPC power driver board
validated

General illumination

5
5 shown
# Name Device ID Role Wiring Evidence
0
Left Playfield String
gi.string-1
Q18Brown
WPC power driver board
validated
1
Insert House String
gi.string-2
cabinet.insert-panel
Q10Orange
WPC power driver board
validated
2
Insert People String
gi.string-3
cabinet.insert-panel
Q14Yellow
WPC power driver board
validated
3
Not Used
gi.string-4
internal.unused.gi-string
Q16Green
WPC power driver board
validated
4
Right Playfield String
gi.string-5
Q12Violet
WPC power driver board
validated

Virtual & other outputs

14
14 shown
# Name Device ID Role Evidence
29
WPC GameOn GI Register Bit A
device.wpc-gameon-gi-register-bit-a
internal.wpc-state
validated
30
WPC GameOn GI Register Bit B
device.wpc-gameon-gi-register-bit-b
internal.wpc-state
validated
31
WPC GameOn GI Register Bit C
device.wpc-gameon-gi-register-bit-c
internal.wpc-state
validated
32
Unused WPC State Channel 32
device.unused-wpc-state-channel-32
internal.wpc-state
validated
37
Unused WPC-Fliptronic Address 37
device.unused-wpc-fliptronic-address-37
internal.unused.wpc-output
validated
38
Unused WPC-Fliptronic Address 38
device.unused-wpc-fliptronic-address-38
internal.unused.wpc-output
validated
39
Unused WPC-Fliptronic Address 39
device.unused-wpc-fliptronic-address-39
internal.unused.wpc-output
validated
40
Unused WPC-Fliptronic Address 40
device.unused-wpc-fliptronic-address-40
internal.unused.wpc-output
validated
41
Unused WPC-Fliptronic Address 41
device.unused-wpc-fliptronic-address-41
internal.unused.wpc-output
validated
42
Unused WPC-Fliptronic Address 42
device.unused-wpc-fliptronic-address-42
internal.unused.wpc-output
validated
43
Unused WPC-Fliptronic Address 43
device.unused-wpc-fliptronic-address-43
internal.unused.wpc-output
validated
44
Unused WPC-Fliptronic Address 44
device.unused-wpc-fliptronic-address-44
internal.unused.wpc-output
validated
49
PinMAME Simulator Ball-Shooter Channel
device.pinmame-simulator-ball-shooter-channel
internal.unused.wpc-output
validated
50
Reserved WPC Output 50
device.reserved-wpc-output-50
internal.unused.wpc-output
validated

Configuration & other inputs

9 shown
# Name Device ID Kind Wiring Evidence
1
CPU DIP 1 (country/option configuration bit)
Dip
switch.dip-1 DIP switch
validated
2
CPU DIP 2 (country/option configuration bit)
Dip
switch.dip-2 DIP switch
validated
3
CPU DIP 3 (country/option configuration bit)
Dip
switch.dip-3 DIP switch
validated
4
CPU DIP 4 (country/option configuration bit)
Dip
switch.dip-4 DIP switch
validated
5
CPU DIP 5 (country/option configuration bit)
Dip
switch.dip-5 DIP switch
validated
6
CPU DIP 6 (country/option configuration bit)
Dip
switch.dip-6 DIP switch
validated
7
CPU DIP 7 (country/option configuration bit)
Dip
switch.dip-7 DIP switch
validated
8
CPU DIP 8 (country/option configuration bit)
Dip
switch.dip-8 DIP switch
validated
24
Always Closed
Other
switch.matrix-24 Constant
J206-2Green-Red
J208-4White-Yellow
WPC CPU board
validated

Mechanisms

Logical assemblies with their actuators, sensors and observed behaviour. Click a chip to jump to the address it refers to.

Motorized rotating bookcase (Vault)

mechanism.bookcase

Motorized

Solenoid 27 drives a gearmotor that rotates the bookcase (Vault) assembly. taf_handleMech tracks the position with an internal 0-199 tick counter (locals.bookPos, incremented while solenoid 27 is asserted, wrapping at TAF_BOOKTICKS=200): swBookOpen (81) is asserted for bookPos < 15 and swBookClose (82) for 100 <= bookPos < 115, so there is no discrete playfield sensor for either state -- both are derived purely from motor position and PinMAME sets them internally (the retained script never calls Controller.Switch(81) or (82), only Controller.GetMech to animate vault_base/vault_plastic/vault_post/vault_screws/vault_upright rotation and swap the vault_base shadow image). Four bookcase-position optos (53-56, Bookcase Opto 1-4) are separate fixed playfield sensors near the loop habitrail, not part of the rotation counter, and calibrate ball detection around the bookcase rather than its own open/closed state.

Motorized raising/lowering Thing hand

mechanism.thing-hand

Motorized

Solenoid 25 drives a gearmotor that raises and lowers 'The Thing' hand figure. taf_handleMech tracks the position with an internal 0-399 tick counter (locals.thingPos, incremented while solenoid 25 is asserted, wrapping at TAF_THINGTICKS=400): swThingDn (84) is asserted for thingPos < 15 and swThingUp (85) for 200 <= thingPos < 215, again derived purely from motor position rather than a discrete sensor -- the retained script never calls Controller.Switch(84) or (85), only Controller.GetMech to drive Thing.RotY, handMAGNET.RotY, and a non-linear thingBox.Rotx/ThingBOXmods.Rotx lookup table so the visible box lid tracks the hand's rise smoothly. This is a separate mechanism from the upper-left 'Thing' mini-flipper (mechanism.upper-left-flipper): the hand rises out of a box to grab a captured ball (see mechanism.thing-saucer) while the mini-flipper is a distinct Fliptronic flipper elsewhere on the playfield.

Electric Chair kickout

mechanism.chair-kickout

Kicker

A ball resting on switch 43 (Chair Kickout) is kicked back to the playfield by solenoid 1 (ChairKicker.TimerEnabled in the retained script). Both the switch and the solenoid are printed 'Chair Kickout' on their respective tables.

Cabinet knocker

mechanism.cabinet-knocker

Other

Solenoid 2 (Thing Knocker) is a standard cabinet-mounted knocker that raps against the cabinet body on match/replay/special, themed in name only ('Thing Knocker') like every other Bally/Williams WPC knocker. It has no printed sensor switch and no playfield position.

Thing eject saucer, magnet grab, and kickout

mechanism.thing-saucer

Kicker

A ball entering the Thing saucer closes switch 87 (Thing Eject Hole). Solenoid 6 (Thing Magnet) then energizes a magnet under the saucer so the Thing hand mechanism (mechanism.thing-hand) appears to grab the captured ball; solenoid 26 (Thing Eject Hole) kicks the ball back out. All three devices share the retained script's single ThingSaucer kicker object.

Thing kickout hole

mechanism.thing-kickout

Kicker

A ball resting on switch 77 (Thing Kickout) is kicked back to the playfield by solenoid 7.

Swamp lock (three-ball lock) and release

mechanism.swamp-lock

Kicker

Balls lock in sequence at Swamp Lock Upper (71), Center (72), and Lower (73) as they travel down the Vault habitrail; SwampLockUp_Hit additionally drops Wall70 to hold a ball at the middle position and SwampReleaseKicker_Hit drops Wall69 to hold one at the lower position. Solenoid 28 (Swamp Release) releases locked balls into the Lockup Kickout hole (switch 74), and solenoid 8 (Lockup Kickout) then kicks the released ball back to the playfield.

Center ramp diverter

mechanism.ramp-diverter

Gate

Solenoid 3 rotates a diverter flap (Diverter) between the center ramp and the bumper lane, dropping a companion wall (DiverterWall) in step so a ball on the ramp is redirected into the jet bumper nest instead of continuing up the ramp. There is no dedicated printed switch for the diverter itself.

Ball trough, outhole, and ball release

mechanism.trough-and-shooter

Kicker

Balls drain through the Outhole (18) into a three-position trough: Left Trough (15) nearest the drain, Center Trough (16), and Right Trough (17) at the ball-release position. Solenoid 5 kicks a ball resting on the outhole into the trough; solenoid 4 (Ball Release) kicks the ball resting at the trough's Right Trough position into the shooter lane, where it rests on switch 27 (Ball Shooter) until the player pulls the manual plunger.

Five-bumper jet nest

mechanism.jet-bumpers

Other

Five B-12030-2 jet bumpers. The retained script's Bumper1_Hit through Bumper5_Hit handlers pulse switches 31-35 and fire coils 9-13 respectively, matching printed Upper Left/Upper Right/Center Left/Center Right/Lower Jet (see switch 34's label note for how Center Right was resolved).

Left, upper, and right under-playfield magnets

mechanism.magnets

Other

Three under-playfield magnets (solenoids 16, 23, 24) are implemented in the retained script through the shared cvpmMagnet helper class: LeftMagnet.InitMagnet LMagnet with .solenoid=16, UpperMagnet.InitMagnet UMagnet with .solenoid=23, RightMagnet.InitMagnet RMagnet with .solenoid=24. Unlike the Thing magnet (mechanism.thing-saucer, a scripted kicker sequence), these three are generic ball-holding/redirecting magnets with no dedicated printed sensor switch.

Lower flipper pair

mechanism.lower-flippers

Other

Two FL-15411 flippers on Fliptronic circuits 45/46 (right) and 47/48 (left). Each flipper has a separate power and hold winding: FLIP_BUT(FLIP_L) gives these two positions the direct hardware button-to-coil bypass circuit, so the cabinet flip buttons (112 right, 114 left) fire the coils with minimum latency, dropping to the hold winding once the end-of-stroke leaf switch closes (111 right, 113 left). The retained table runs Const UseSolenoids = 2 (fast flips).

Upper right flipper

mechanism.upper-right-flipper

Other

An FL-11630 flipper on Fliptronic circuits 33 (power) / 34 (hold), fitted at the upper-right of the playfield (retained table object Flipper1). tafGameData sets FLIP_SOL(FLIP_UR), so the WPC core drives it as a real 2-state PWM flipper output, but FLIP_BUT(FLIP_L) does not include the upper positions, so (unlike the lower flippers) it is CPU/software-timed rather than hardware-bypassed. taf.c's own ball-routing simulator never reads this solenoid's state, so this project has not independently confirmed from static sources alone whether the ROM ties its firing unconditionally to the right flip button or gates it further; the retained script always mirrors whatever the ROM asserts on solenoid 34 by rotating Flipper1 (SolURFlipper).

Upper left "Thing's Mini-Flipper"

mechanism.upper-left-flipper

Other

An FL-11753 flipper on Fliptronic circuits 35 (power) / 36 (hold), fitted at the upper-left of the playfield (retained table object Flipper2, rendered with 'Thing' hand art). Marketed in the Operations Manual as "the 'Thing Flips' feature", "an exclusive Williams/Bally pinball innovation": an AI-calibrated automatic flip, not a normal player-controlled flipper. The feature is enabled by the far-left flipper return lane (lights 'Lite Thing Flips', lamp 62); hitting the center ramp while lit diverts the ball to this flipper and the game attempts to shoot it into the swamp, self-calibrating over time to a 50-60% success rate. taf_stateDef's stTFlip ball-routing case is the only place in the driver's own logic that reads any upper-flipper solenoid state (core_getSol(sULFlip)), confirming the asymmetry with the upper-right flipper. The manual names this feature's own calibration inputs explicitly: the Bumper Lane Opto (57, 'above the upper left mini-flipper'), the three Swamp Million targets (45/47/48), and the Swamp Lock Upper switch (71).

Direct wiring

Connections that exist in copper, not in the ROM. These fire whether or not a game is running.

Recreation notes

Working knowledge that has no schema field yet — edition differences, tuning values, pitfalls.

Coverage
partial - complete physical I/O inventory, WPC-Fliptronic bindings, mechanism causality, address enumeration, and spatial placement validated; kept partial solely because this knowledge note has not yet had the independent high-tier review this project requires before recreation_knowledge counts as validated. No conflict, unresolved address, or missing spatial placement remains.

Identity and evidence precedence

This is the Bally/Midway physical product released January 1992, IPDB #20, WPC part-number family 16-20017 (Operations Manual 16-20017-101, Operator's Handbook 16-20017-103, WPC Schematic Manual 16-20017-102A). It covers the taf_* clone tree rooted at taf_l5: 20 driver rows spanning Bally production revisions L-1 through L-7 with their D-*/LED-Ghost-Fix pairings, prototype revisions P-2/P-3, the newest known H-4/I-4 revision, the German-distributor-only L-6/D-6, a home/competition L-5C patch, and a 2026 community ball-saver patch (taf_d7bs) of the L-7 prototype. Every one of these is a firmware revision for the same physical machine.

The 1994 Williams "Addams Family Special Collectors Edition / Gold" (tafg_*, IPDB #21) is a separate physical machine and is out of scope for this definition. Three independent facts establish this: the WPC part-number family changes entirely (WPC 50038 vs this machine's WPC 20017); pinned PinMAME's own taf.c carries a 2000-era maintainer comment reading /* 161000 TAFG is not a clone of TAF anymore */ immediately above a block that adds a dedicated Buy-In button and separate sound ROMs for tafg; and the retained manual set is physically distinct (Gold's manual is retained separately at manuals/by-machine/williams.the-addams-family-gold.1994/, and this definition's three PDFs were visually confirmed to never print "Gold" or "Special Collectors Edition" anywhere). machines/stubs/tafg_lx3.json is left untouched; it needs its own curation pass with Gold's own manual set as evidence, not a silent merge into this record.

Evidence precedence for this definition: the retained known-working VPX table ("The Addams Family (Bally1992) v2.3.2 (g5k)" by g5k, Sliderpoint and 3rdaxis, cGameName = "TAF_L7") is runtime and mechanism-causality ground truth; the Operations Manual (16-20017-101) and Operator's Handbook (16-20017-103) control physical construction, part numbers, polarity, quantities, and device presence; pinned PinMAME (taf.c) controls controller generation, public address topology, and mechanism-counter causality; the retained VPX geometry supplies normalized coordinates. All three manual PDFs carry an OCR text layer, but the OCR misreads digits and glyphs on the two-column tables, so every printed table used here was visually re-transcribed from rendered pages into external:pinmame-review-artifacts/the-addams-family-1992/manual-transcription.md rather than trusted from OCR text.

Controller platform and address topology

GEN_WPCFLIPTRON (PINMAME_HARDWARE_GEN_WPCFLIPTRON = 0x8, pinned PinMAME's own comment names this exact machine: "Fliptronic flippers, Addams Family 2/92 - Twilight Zone 5/93") with wpc_dispDMD. This definition reuses controllers/pinmame/wpc-fliptronic.json unchanged -- the same profile Twilight Zone introduced.

  • Switches: dedicated coin-door 1-8, matrix 11-88 as drive column then return row, Fliptronic 111-118. tafGameData declares no custom switch column (swCol = 0).
  • Solenoids: standard drivers 1-28 (all fitted; unlike Monster Bash's unfitted 4/7, every one of TAF's 28 printed solenoid-table rows has a real device), Fliptronic upper-flipper circuits 33-36, Fliptronic lower-flipper circuits 45-48. tafGameData declares no custom solenoids (custSol = 0), so nothing above 51 is claimed. Addresses 37-44 are simply unused address space on this generation (no LPDC board; see wpc-fliptronic.json's own note), not a duplicated WPC-95-style mirror pair.
  • Lamps: full 8x8 matrix 11-88 except two genuinely unused positions (41, 76). No auxiliary lamp column (lampCol = 0).
  • GI: five strings on public addresses 0-4; address 3 is printed "Not Used" and has no playfield object.

Opto polarity -- a clean cross-check, no conflict

Sweeping the Operations Manual's Switch Locations parts list (printed 2-39) for the Non-negotiable #1 opto signature (blank Switch Number, populated paired opto-assembly part number, "Opto" in the description) finds exactly seven addresses: the four Bookcase optos (53-56, assembly A-15017/A-15018), the Bumper Lane opto (57, assembly A-14231/A-14232), and the two Thing position optos (84/85, assembly A-15285). tafGameData's inverted-switch mask -- {0x00,0x00,0x00,0x00,0x00,0x7c,0x00,0x00,0x18,0x00,0x00,0x00} -- covers exactly the same seven positions, column for column (column 5 bits 2-6 = 53-57) and row for row (column 8 bits 3-4 = 84-85). Full agreement. Unlike Monster Bash's Dracula-position optos or Centaur's lamp 113, there is no unresolved polarity conflict anywhere in this definition.

One address deserves a note despite not being a real opto: item 23 ("Ticket Opto.") has the word "Opto" in its printed description, but both its Switch Number and Switch Assy columns read blank/"Not Used" -- the manual's signature for "enumerated, never fitted", the same pattern this project uses for Monster Bash's knocker (solenoid 7) and Twilight Zone's third magnet.

Both upper Fliptronic flippers are real, fitted hardware

Non-negotiable #3 asks whether the Fliptronic block hides a repurposed position (Monster Bash puts a spinner on F7). Here the opposite question needed settling: are both upper flipper positions genuinely fitted, or is one a template row (Monster Bash's F5/F6/F8 print "NOT USED")? Three independent sources say both are real:

  1. tafGameData.hw.flippers sets both FLIP_SW(FLIP_U) and FLIP_SOL(FLIP_U) -- unlike Monster Bash, where FLIP_SOL(FLIP_L) only is set despite FLIP_SW(FLIP_L|FLIP_U).
  2. The Operations Manual prints a full illustrated, itemized parts breakdown for both A-15205-R "Flipper Assembly - Upper Right" (EOS switch SW-1A-193, coil FL-11630 "Flipper Coil - Red", crank link, bumper plug, 20 line items) and A-15205-L-1 "Flipper Assembly - Upper Left" -- not blank template pages.
  3. The retained VPX script wires SolCallback(sURFlipper) = "SolURFlipper" and SolCallback(sULFlipper) = "SolULFlipper", each rotating an independently animated table object (Flipper1 upper-right, Flipper2 upper-left, rendered with "Thing" hand art).

The two positions serve different gameplay roles. The upper-left flipper is "Thing's Mini-Flipper", marketed in the manual's own "'Thing Flips' Automatic Calibration" section as "an exclusive Williams/Bally pinball innovation": an AI-calibrated automatic flip enabled by the far-left flipper return lane, not a normal player-controlled flipper -- "the ball will be diverted to the upper left mini-flipper and the game ('Thing') will attempt to shoot the ball into the swamp... between 50-60% of the time." taf_stateDef's stTFlip case is the only place in the driver's own ball-routing logic that reads any upper-flipper solenoid (core_getSol(sULFlip)), confirming the asymmetry. The manual names this feature's own calibration inputs explicitly: the Bumper Lane Opto (57, printed "above the upper left mini-flipper"), the three Swamp Million targets (45/47/48), and the Swamp Lock Upper switch (71).

The upper-right flipper is never named in the rules text and never referenced in taf.c's ball-routing sim; it is documented here as ordinary Fliptronic hardware with its own EOS/button pair and coil (FL-11630), CPU/software-timed like the left one (FLIP_BUT(FLIP_L) gives only the lower positions the direct hardware button-to-coil bypass on this generation). This project has not independently confirmed from static sources alone whether the ROM ties its firing unconditionally to the right flip button or gates it further -- that nuance is not required to recreate the physical device correctly, since a table author just wires the coil the way the known-working retained script does.

Ball path, trough, and shooter

A ball drains through the Outhole (18) into a three-position trough -- Left Trough (15) nearest the drain, Center Trough (16), Right Trough (17) at the release position -- and solenoid 4 (Ball Release) kicks the ball at Right Trough into the shooter lane, where it rests on switch 27 (Ball Shooter) until the player pulls the manual plunger. TAF has no auto-plunger.

Bookcase (Vault) and Thing hand -- motor-position mechanisms, not discrete sensors

Two mechanisms are driven purely by internal motor-position counters inside taf_handleMech, with no discrete playfield sensor behind either pair of switches:

  • Bookcase (A-14970 assembly, solenoid 27): locals.bookPos is a 0-199 tick counter, incremented while solenoid 27 is asserted and wrapping at TAF_BOOKTICKS = 200. swBookOpen (81) asserts for bookPos < 15; swBookClose (82) asserts for 100 <= bookPos < 115. The retained script never calls Controller.Switch(81) or (82); it only reads Controller.GetMech to animate the visible vault_base/vault_plastic/vault_post/vault_screws/vault_upright rotation and swap the base's shadow image.
  • Thing hand (A-14711 Hand Drive Assembly, solenoid 25): locals.thingPos is a 0-399 tick counter, wrapping at TAF_THINGTICKS = 400. swThingDn (84) asserts for thingPos < 15; swThingUp (85) for 200 <= thingPos < 215. The retained script reads Controller.GetMech to drive Thing.RotY, handMAGNET.RotY, and a non-linear thingBox.Rotx lookup table (a 26-branch piecewise table in ThingMotor) so the visible box lid tracks the hand's rise smoothly.

Both pairs of switches are recorded here with a documented spatial projection onto their own mechanism's retained primitive (vault_base for 81/82, Thing for 84/85) rather than an invented sensor position, following the same allowance Monster Bash's Dracula-position optos used for Primitive Drac.

The Thing hand is a separate mechanism from the four Bookcase optos (53-56, "Bookcase Opto 1-4"): those four are fixed playfield sensors near the loop habitrail that calibrate ball detection around the bookcase area, not part of the rotation-position counter above.

Thing saucer -- capture, magnet grab, and kickout

A ball entering the Thing saucer closes switch 87 (Thing Eject Hole). Solenoid 6 (Thing Magnet) then energizes a magnet under the saucer so the Thing hand mechanism appears to grab the captured ball (ThingMagnet(Enabled) sets ThingBall = True and drives the hand-grab sound/animation); solenoid 26 (also literally named "Thing Eject Hole" on the printed solenoid table) kicks the ball back out. All three devices -- the capture switch, the magnet, and the eject kicker -- share one physical assembly (A-15368 Eject Assembly) and one retained script object, ThingSaucer. The separate Thing Kickout hole (switch 77, solenoid 7, assembly A-15200) is a distinct device elsewhere on the playfield.

Swamp lock

Balls lock in sequence down the Vault habitrail: Swamp Lock Upper (71), Center (72, which additionally drops Wall70 to hold the ball), Lower (73, which drops Wall69). Solenoid 28 (Swamp Release) releases locked balls into the Lockup Kickout hole (switch 74), and solenoid 8 (Lockup Kickout) kicks the released ball back to the playfield.

Jet bumpers -- resolving a label discrepancy at address 34

Five B-12030-2 jet bumpers on switches/solenoids 31-35. The Operator's Handbook's rendered Switch Matrix wiring page (printed p.9-10) happens to render the column-3/row-4 cell identically to row 3 ("Center Left Jet"), which would duplicate switch 33's label. Two independent sources disagree with that page and agree with each other: the Operations Manual's Switch Locations parts list (2-39) names item 34 "Center Right Jet", and the retained script's own comment on Bumper4_Hit (the handler that pulses switch 34 and fires solenoid 12) reads the same. Per this project's "prefer the parts list, resolve typos via the symmetric partner" rule, address 34 is Center Right Jet, matching the natural Upper-Left / Upper-Right / Center-Left / Center-Right / Lower naming of the five-bumper cluster.

Cousin It -- four targets, one address

Public switch 44 ("Cousin It") is shared by four standup targets on one figure -- SW44a1, SW44a2, SW44b1, SW44b2 in the retained script, each independently pulsing switch 44 -- matching the printed parts list's two item rows ("44a ... Cousin It (2)" / "44b ... (2)", four targets total). All four cluster tightly in the retained geometry (x in [0.4075, 0.4292], y in [0.3903, 0.4645]), consistent with one small creature figure rather than four separated targets.

Grave word features

Two independent five-letter word features exist on separate address ranges. The jet-bumper cluster's lamp column 3 spells G-R-E-E-D (lamps 31-35, one letter per jet). A different set of standup targets and lamps spell GRAVE: switches 41 ("Grave G"), 42 ("Grave R"), and 86 ("Grave A") are dedicated standup targets, while lamps 43 ("Grave G"), 44 ("Grave R"), 14 ("Grave A"), 17 ("Grave V"), and 48 ("Grave E") light the letters -- four different lamp-matrix columns, not a contiguous run, so "V" and "E" are lit by other shots (the Vault and Electric Chair features respectively) rather than by dedicated standup targets of their own.

Magnets

Three under-playfield magnets implemented through the retained script's shared cvpmMagnet helper class rather than a scripted SolCallback: Left Magnet (solenoid 16, LeftMagnet.InitMagnet LMagnet), Upper Magnet (solenoid 23, UpperMagnet.InitMagnet UMagnet), and Right Magnet (solenoid 24, RightMagnet.InitMagnet RMagnet). None has a dedicated printed sensor switch; they hold and redirect the ball generically rather than gating a specific shot the way the Thing magnet does.

Lower flippers

Two FL-15411 flippers on Fliptronic circuits 45/46 (right) and 47/48 (left). FLIP_BUT(FLIP_L) gives these two positions the direct hardware button-to-coil bypass circuit (minimum latency), dropping to the hold winding once the end-of-stroke leaf switch closes. The retained table runs Const UseSolenoids = 2 (fast flips).

General illumination

UpdateGI's Case 0 ("Left String") drives collection GILeftString (7 bulbs: GI11, GI41, GI38, LLightning1, GI14, GI28, GI15) and Case 4 ("Right String") drives GIRightString (4 bulbs: GI42, GI34, GI33, SwampLight). There is no Case 1, Case 2, or Case 3 block, matching the manual's own printed table exactly: GI02 "Insert House String" and GI03 "Insert People String" are backbox strings with no playfield object, and GI04 is printed "Not Used" outright.

A modeling quirk worth flagging for future curators

The seven "THING" name-chase header lamps (public 81-87, spelling the word across the top of the backbox insert/header area rather than the playfield proper) sit at a small negative normalized y in the retained table (-0.0288 to -0.0292), just beyond the table's own defined top=0 edge. This matches the manual's own Lamp Locations diagram, which draws these seven lamps in a row above the cabinet outline rectangle -- i.e. a real design detail (a header strip mounted above the play surface), not a table-authoring bug. This definition clamps their recorded y to the schema-valid boundary 0.000000 and discloses the raw offsets in vpx-geometry.txt; a future curator encountering the same pattern on another WPC game should look for the same explanation before assuming a bug.

Similarly, every lamp address on this table has a co-located "b"-suffixed Light object (L11/L11b, L12/L12b, ... L87b) at an offset under one bulb diameter -- a systematic brightness-doubling technique used uniformly across the whole table, not evidence of physical two-bulb inserts (the manual marks no lamp position with a (2) bulb-quantity note). One address, 45 ("The Mamushku"), has two candidate primary objects instead of the usual primary+"b" pair (L45old and L45bold, neither referenced anywhere in script.vbs, relying on VPinMAME's default lamp-matrix name binding); L45bold is treated as the current art revision here.

ROM sets

Every driver that resolves to this physical machine.

ROM set Description Year Parent Hardware
taf_d7bsAddams Family, The (L-5 Prototype D-7 LED Ghost Fix + Ballsaver MOD)
Community 2026 RedBall patch of the L-7 prototype adding a configurable ball-saver feature (Adjustment A.2, setting 33) plus the No-Ghosting patch; a firmware modification of the same physical machine's ROM, not a different physical edition.
2026taf_l5compatible
taf_l5cAddams Family, The (L-5C Competition + LED Ghost MOD)
L-5C Competition ROM (LED Ghost MOD, patch 3901); a home/competition patch of L-5 for the same physical machine (SYS 2.48 REV 0.5).
2020taf_l5identical
taf_i4Addams Family, The (I-4 LED Ghost Fix)
I-4 LED Ghost Fix ROM pairing with H-4 (SYS 3.21 REV 7.6).
1994taf_l5identical
taf_h4Addams Family, The (H-4)
H-4 game ROM (SYS 3.21 REV 0.6), the newest known TAF revision with additional home settings.
1994taf_l5identical
taf_l6Addams Family, The (L-6)
L-6 game ROM released only to a German distributor (SYS 2.55 REV 0.6).
1993taf_l5identical
taf_d6Addams Family, The (D-6 LED Ghost Fix)
D-6 LED Ghost Fix ROM pairing with L-6 (SYS 2.55 REV 7.6).
1993taf_l5identical
taf_p3Addams Family, The (P-3 Prototype LED Ghost Fix)
P-3 prototype ROM with the LED Ghost Fix (WPC 20017 SYS 2.19 REV 13.3).
1992taf_l5identical
taf_p2Addams Family, The (P-2 Prototype)
P-2 prototype ROM (WPC 20017 SYS 2.19 REV 13.2), an early prototype revision of the same physical machine.
1992taf_l5identical

Parent set: taf_l5 — clones share this definition unless a hardware difference is noted.

Evidence

Every claim above traces to one of these. When they disagree: a known-working VPX script wins on controller addresses and causality, the manual wins on wiring and construction, pinned PinMAME wins on emulator routing and display layout.

  • PinMAME catalog

    BSD-3-Clause

    pinmame.catalog.4ec52ff0ac13

    Pinned catalog driver records for the taf_* clone tree

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • PinMAME source

    BSD-3-Clause

    pinmame.core.4ec52ff0ac13

    src/wpc/sims/wpc/full/taf.c tafGameData GEN_WPCFLIPTRON with wpc_dispDMD, the inverted-switch mask {0x00,0x00,0x00,0x00,0x00,0x7c,0x00,0x00,0x18,0x00,0x00,0x00}, FLIP_BUT(FLIP_L)|FLIP_SW(FLIP_L|FLIP_U)|FLIP_SOL(FLIP_L|FLIP_U), swStart/swTilt/swSlamTilt/swCoinDoor/swBuyIn defines, taf_handleMech (locals.bookPos 0-199 driving swBookOpen/swBookClose, locals.thingPos 0-399 driving swThingDn/swThingUp), taf_stateDef's stTFlip case (the only runtime reference to any upper-flipper solenoid, core_getSol(sULFlip), confirming the AI-only upper-left 'Thing' flip path), and CORE_GAMEDEF/CORE_CLONEDEF driver table with ROM/SYS revision comments; src/wpc/core.h WPC solenoid numbering, CORE_FIRSTUFLIPSOL=33/CORE_FIRSTLFLIPSOL=45, and WPC_swF1..F8; src/wpc/wpc.c 'check flippers we have' FLIP_SOL(FLIP_UR)/FLIP_SOL(FLIP_UL) gating; src/libpinmame/libpinmame.h PINMAME_HARDWARE_GEN_WPCFLIPTRON=0x8

    by
    PinMAME contributors
    rev
    4ec52ff0ac13
  • Human review

    BSD-3-Clause

    controller-profile.pinmame-wpc-fliptronic

    WPC-Fliptronic public switch, DIP, solenoid, lamp, and five-GI address rules, reused unchanged from Twilight Zone's curation

    internal:controllers/pinmame/wpc-fliptronic.json
    by
    PinMAME contributors
    rev
    repository
  • Operator manual

    manual.bally.the-addams-family.1992.ops

    124-page Bally/Midway Operations Manual (part 16-20017-101, January 1992) with an OCR text layer; cover verified visually as the physical 1992 Bally machine, not the 1994 Williams Gold reissue. Printed page 2-39 carries the authoritative Switch Locations parts list (assembly/switch part numbers); other printed pages carry the illustrated Flipper Assembly parts breakdowns (upper-left A-15205-L-1, upper-right A-15205-R, lower A-15205-L-4/A-15205-R), the 'Thing Flips' automatic-calibration rules text, and Section 3 schematics.

    external:pinmame-manuals/by-machine/bally.the-addams-family.1992/ipdb/Bally_1992_The_Addams_Family_Operations_Manual_January_1992_includes_schematics_OCR_searchable.pdf
    by
    Midway Manufacturing Company, manufacturers of Bally amusement games
    sha256
    3cca7c4adc62…
  • Operator manual

    manual.bally.the-addams-family.1992.handbook

    12-page Operator's Handbook (part 16-20017-103, January 1991) with an OCR text layer; carries the Solenoid Table (printed p.5), Lamp Matrix (p.7), and Switch Matrix wiring (p.9-10) used for column/row wire colors and connectors.

    external:pinmame-manuals/by-machine/bally.the-addams-family.1992/ipdb/Bally_1992_The_Addams_Family_Operator_s_Handbook_January_1991_OCR_searchable_has_lamp_and_switch_matrices.pdf
    by
    Midway Manufacturing Company, manufacturers of Bally amusement games
    sha256
    76c468eb747a…
  • Operator manual

    manual.bally.the-addams-family.1992.wpc-schematic

    14-page WPC Schematic Manual (part 16-20017-102A, January 1992); identity-checked only (cover confirms the same 16-20017 part-number family).

    external:pinmame-manuals/by-machine/bally.the-addams-family.1992/ipdb/Bally_1992_The_Addams_Family_WPC_Schematic_Manual_January_1992_OCR_searchable.pdf
    by
    Midway Manufacturing Company, manufacturers of Bally amusement games
    sha256
    074431d774b1…
  • Human review

    manual-support.bally.the-addams-family.1992

    Retained human transcription of every rendered manual table used by this definition (the OCR text layer is a search aid only and is not authoritative for any mapping decision), together with the rendered PNG page cache under external:pinmame-manuals/rendered/bally.the-addams-family.1992/ and the full retained-table geometry dump at external:pinmame-review-artifacts/the-addams-family-1992/vpx-geometry.txt.

    external:pinmame-review-artifacts/the-addams-family-1992/manual-transcription.md
    by
    pinmame-game-defs curation
    rev
    2026-08-07
    sha256
    17e8aed2524e…
  • VPX table

    vpx-table.taf-g5k-2-3-2

    Retained known-working v2.3.2 recreation of the physical machine by g5k, Sliderpoint and 3rdaxis, released January 2022 (table save revision 9, table_version 2.3.1). Exact playfield bounds are left=0 top=0 right=952.965 bottom=2164.76; normalized coordinates are x/952.965 and y/2164.76. Geometry authority only for named table objects.

    external:pinmame-vpx-sources/bally/the-addams-family-1992/source/The%20Addams%20Family%20%28Bally1992%29%20v2.3.2%20%28g5k%29.vpx
    by
    g5k, Sliderpoint and 3rdaxis
    sha256
    85af088f0ed6…
  • VPX script

    vpx-script.taf-g5k-2-3-2

    Retained embedded script (92,132 bytes). Runtime and mechanism-causality authority: cGameName = "TAF_L7", Const UseSolenoids = 2 (fast flips), Const UseSync = 0; the SolCallback/SolModCallback table for solenoids 1-28 plus core.vbs sLRFlipper/sLLFlipper/sURFlipper/sULFlipper; explicit Controller.Switch calls for most matrix switches, vpmTimer.PulseSw for opto/rollover switches, and the cvpmMagnet class instances (LeftMagnet/UpperMagnet/RightMagnet) bound to solenoids 16/23/24; the BookCaseMotor and ThingMotor mechanism callbacks that read Controller.GetMech and never touch Controller.Switch(81/82/84/85) directly; UpdateGI mapping GI Case 0/4 to the GILeftString/GIRightString playfield emitter collections with no Case block for GI 1/2/3.

    external:pinmame-vpx-sources/bally/the-addams-family-1992/extracted-vpxtool/script.vbs
    by
    g5k, Sliderpoint and 3rdaxis
    sha256
    c5f1aedc5f05…
  • VPX table

    vpx-extraction.taf-g5k-2-3-2

    Canonical manifest covering every sorted relative POSIX path, byte size, and SHA-256 under extracted-vpxtool; manifest SHA-256 d79a5a3723fbd4041460764ec598a78683963370566033d0701cacc93ad1d4dc; 1277 files, 415715342 bytes, produced with vpxtool git:v0.33.3 from the retained table. Bounds are left=0 top=0 right=952.965 bottom=2164.76.

    external:pinmame-vpx-sources/bally/the-addams-family-1992/extracted-vpxtool.manifest.json
    by
    vpxtool extraction
  • Human review

    ipdb.bally.the-addams-family.1992

    IPDB machine #20, 'The Addams Family' (Bally, 1992). IPDB itself returned HTTP 403 (Cloudflare) in this session; identity was independently cross-checked via the Open Pinball Database mirror (https://opdb.org/machines/170), which lists manufacturer Bally, date January 1992, cites 'IPDB no. 20', and separately lists 'The Addams Family Gold (Bally, 1994)' (IPDB #21) as the related but distinct machine-group entry.

    by
    Internet Pinball Database contributors

Something wrong or missing?

This definition still has 1 unmet requirement, listed under Coverage above. Fixes belong in the definition itself — editing on GitHub forks it for you and opens the pull request.

Cite a source for anything you change — a manual page, a line in a working VPX script, PinMAME source, or a reading from the machine's own service menu. Claims without provenance cannot be validated.

Same platform