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title: Recipe: The Addams Family Mansion Awards

Recipe: The Addams Family Mansion Awards

This guide shows you how to build an MPF config for The Addams Family's Mansion Awards and Tour the Mansion feature. The idea is you can use this as a guide to implement a similar feature in your machine.

Note

This recipe requires MPF 0.33 or newer.

This guide uses the following concepts in MPF that you should be familiar with:

This guide will also show you how to do a few tricky things, including:

  • From a group of 12 achievements, ensure that the randomly selected one when the game starts is 1 of 2, not random from all 12.
  • Have two shots that light the achievements, but one of the shots lights the achievements indefinitely and the other only lights them for 3 seconds.

You can find the complete runnable machine config for this recipe in the cookbook/TAF_mansion_awards folder of the mpf-examples repository on GitHub.

What are the Mansion Awards & Tour the Mansion?

In The Addams Family, the Mansion Awards are the name for the 12 "goals" which each have a light in the mansion on the playfield just above the flippers.

Tour the Mansion is a wizard mode (associated with the question mark insert at the top of the mansion) that can be started after all 12 mansion awards have been collected.

image

Here are the specific rules we need to implement:

Mansion Awards

  • Lights for incomplete awards are off.
  • Complete awards are on solid.
  • The currently selected award's light is flashing.
  • Hitting any pop bumper will change the currently selected award to another random from the awards that are not yet complete.
  • When the game starts, either "Hit Cousin It" or "Mamushka" are selected.
  • The selected award is awarded / collected when the electric chair is lit (yellow light on the chair toy) and either the electric chair or swamp shot is hit. (The swamp is technically an operator setting, but we'll use it since that's what the default it.)
  • Some of the awards start modes, and others are instant awards with a short show. Collecting an award immediately turns its light on solid and selects another random uncollected award.
  • If 3 Mil is awarded, 6 Mil is spotted (automatically set to complete) as well, and vice-versa. (This differs in the Gold Edition of the game, and is also an operator setting, but we're just going to hard code this behavior for this recipe.)
  • The electric chair is lit for 3 seconds after the right inlane is hit.
  • The electric chair is lit indefinitely after either ramp is hit.
  • The electric chair is lit at the beginning of each ball
  • For awards that start modes, the chair can be relit and another award awarded even while the prior award's mode is running.
  • Accumulating 15, 25, 35, 45, 55, 65, 75, 85, 95 bear kicks (center ramp) collects the currently selected award (except Tour the Mansion), even if the chair is not lit.
  • Each award collected adds 500k to the bonus.

Tour the Mansion

  • Once all 12 Mansion Awards have been collected, the Tour the Mansion light (the question mark at the top of the mansion) is selected.
  • The electric chair must be lit in the same way as before, and then the shot must be made to the electric chair or the swamp as before.
  • This starts the Tour the Mansion mode
  • When Tour the Mansion completes, all the mansion awards are reset and a new random one is selected.
  • If Tour the Mansion ends before the ball ends, no mansion award can be awarded until the next ball.

Step 1. The machine-wide prerequisites

Before we dig into how to handle the mansion itself, we need to create a machine-wide config that has all the devices we'll need, including the lights for the mansion, switches for the shots we need, the ramps, the right inlane, and the switches, coils, and ball devices we need to glue it all together.

Here's what our machine config looks like. (Note that this is complete in terms of what we need to make this recipe work, but if you have a real Addams Family then you'll probably have a lot more than this in your machine config file.)

#config_version=5
modes:
  - mansion_awards
  - chair_lit
  - chair_lit_3s
switches:
  start:
    number: S13
    tags: start
  drain:
    number:
  trough1:
    number: S15
  trough2:
    number: S16
  trough3:
    number: S17
  plunger_lane:
    number: S27
  swamp_kickout:
    number: S74
  electric_chair:
    number: S43
  left_ramp:
    number: S66
  center_ramp:
    number: S65
  right_inlane:
    number: S25
  upper_left_jet:
    number: S31
    tags: jet
  upper_right_jet:
    number: S32
    tags: jet
  center_left_jet:
    number: S33
    tags: jet
  center_right_jet:
    number: S34
    tags: jet
  lower_jet:
    number: S35
    tags: jet
virtual_platform_start_active_switches: trough1, trough2, trough3
coils:
  drain:
    number: "05"
  trough:
    number: "04"
  swamp_kickout:
    number: "08"
  electric_chair:
    number: "01"
lights:
  9_mil:
    number: L66
    subtype: matrix
  6_mil:
    number: L54
    subtype: matrix
  3_mil:
    number: L68
    subtype: matrix
  thing:
    number: L51
    subtype: matrix
  quick_multiball:
    number: L55
    subtype: matrix
  graveyard_at_max:
    number: L67
    subtype: matrix
  raise_the_dead:
    number: L52
    subtype: matrix
  festers_tunnel_hunt:
    number: L56
    subtype: matrix
  lite_extra_ball:
    number: L53
    subtype: matrix
  seance:
    number: L57
    subtype: matrix
  hit_cousin_it:
    number: L58
    subtype: matrix
  mamushka:
    number: L45
    subtype: matrix
  mansion_question:
    number: L65
    subtype: matrix
  electric_chair_yellow:
    number: L64
    subtype: matrix
ball_devices:
  drain:
    ball_switches: drain
    eject_coil: drain
    eject_targets: trough
    tags: drain
  trough:
    ball_switches: trough1, trough2, trough3
    eject_coil: trough
    eject_targets: plunger_lane
    tags: trough, home
  plunger_lane:
    ball_switches: plunger_lane
    mechanical_eject: true
    eject_timeouts: 3s
    tags: home
  electric_chair:
    ball_switches: electric_chair
    eject_coil: electric_chair
  swamp_kickout:
    ball_switches: swamp_kickout
    eject_coil: swamp_kickout
playfields:
  playfield:
    default_source_device: plunger_lane
    tags: default
##! mode: mansion_awards
# mode will be defined below
##! mode: chair_lit
# mode will be defined below
##! mode: chair_lit_3s
# mode will be defined below

Step 2. Add the achievements

Each mansion award will be an achievement. We decided to create a separate mode called "mansion_awards" just so we can keep everything separate. (This isn't required, it's just to help us keep it clear in our minds, and it's ok to have lots and lots of modes in MPF.)

We'll configure this mode to start on the ball_starting event so it's always running when a ball is in play. We won't configure a stop event which means this mode will automatically stop when the ball ends.

Next we add an achievements: section and then subsections for our 12 mansion achievements.

You'll notice that most of them are almost identical. For example, here's the entry for Thing Multiball:

##! mode: mansion_awards
achievements:
  thing_multiball:
    show_tokens:
      lights: thing
    show_when_selected: flash
    show_when_completed: on
    events_when_started: award_thing_multiball    # starts thing_multiball mode
    enable_events: initialize_mansion, reset_mansion
    complete_events: award_thing_multiball
    reset_events: reset_mansion

Stepping through how we're using each setting:

show_tokens:

: link this achievement to it's light on the playfield.

show_when_selected: flash

: Plays the show called "flash" when this achievement is selected. Note that the default "flash" show is 1 sec on / 1 sec off. While you can play it faster, the original Addams Family flashed the lights more like .75s on / .25 off, so you'd probably want to create a custom version of the "flash" show for TAF that flashed them more like the original version.

show_when_completed: on

: Plays the show called "on" when this achievement is complete

events_when_started: award_thing_multiball

: Posts an event called award_thing_multiball when this achievement is started. We'll use this as the start event for the Thing Multiball mode.

enable_events: initialize_mansion, reset_mansion

: Enables this achievement when either of the events initialize_mansion or reset_mansion is posted. Prior to that, this achievement will be disabled.

complete_events: award_thing_multiball

: Watches for the event award_thing_multiball, and when it sees it, it marks this achievement as complete. Notice this is the same event that this achievement posts when it starts. In other words, we've configured it so the achievement is complete as soon as it starts! This is by design, because the rules state that once an achievement is awarded, the chair can be relit immediately, and it's possible to receive the next award even while the mode from the prior award is still running.

reset_events: reset_mansion

: Watches for an event called reset_mansion that will reset this achievement back to its initial (disabled) state.

This achievements configuration takes care of the following rules:

  • Lights for incomplete awards are off.
  • Complete awards are on solid.
  • The currently selected award's light is flashing.

Step 3. Create an achievement group

Next we need to create an achievement group called "mansion_awards" which will group the 12 mansion achievements together. That will look like this:

##! mode: mansion_awards
#! achievements:
#!   9_mil:
#!     show_tokens:
#!   6_mil:
#!     show_tokens:
#!   3_mil:
#!     show_tokens:
#!   thing_multiball:
#!     show_tokens:
#!   quick_multiball:
#!     show_tokens:
#!   graveyard_at_max:
#!     show_tokens:
#!   raise_the_dead:
#!     show_tokens:
#!   festers_tunnel_hunt:
#!     show_tokens:
#!   lite_extra_ball:
#!     show_tokens:
#!   seance:
#!     show_tokens:
#!   hit_cousin_it:
#!     show_tokens:
#!   mamushka:
#!     show_tokens:
achievement_groups:
  mansion_awards:
    achievements:
      - 9_mil
      - 6_mil
      - 3_mil
      - thing_multiball
      - quick_multiball
      - graveyard_at_max
      - raise_the_dead
      - festers_tunnel_hunt
      - lite_extra_ball
      - seance
      - hit_cousin_it
      - mamushka
    show_tokens:
      lights: electric_chair_yellow
    auto_select: true
    events_when_all_completed: select_tour_mansion
    enable_while_no_achievement_started: false
    show_when_enabled: on
    select_random_achievement_events: sw_jet
    allow_selection_change_while_disabled: true
    disable_while_achievement_started: false
    start_selected_events: balldevice_electric_chair_ball_enter, balldevice_swamp_kickout_ball_enter, award_mansion_from_bear
    enable_events: light_chair
    disable_events: unlight_chair

Let's look at each of these settings:

achievements:

: This is just the list of the 12 achievements that make up this group.

show_tokens:

: These are the show tokens for the group itself. In this case it's the yellow light on the electric chair, since this light turns on and off to indicate whether the chair or swamp can be shot to award the currently selected item.

auto_select: yes

: This is used to make sure that one achievement is selected at all times. If the currently selected achievement is completed, the achievement group will notice that there is no currently selected achievement and it will pick one from random from the remaining achievements (those that are "enabled").

events_when_all_completed: select_tour_mansion

: Posts an event called select_tour_mansion once all 12 achievements in this group in complete. We'll use this later to light the "tour mansion" award.

enable_while_no_achievement_started: no

: In our case, we do not want to automatically enable the achievement group when no achievement is started, because the rules for Addams Family say that the player has to shoot the center ramp or right inlane to light the chair (which is enabling this achievement group).

show_when_enabled: on

: This plays the show called "on" when the achievement group is in the enabled state. This will have the effect of turning on the yellow chair light (from the show_tokens: section) when the achievement group is enabled and the selected item can be awarded.

select_random_achievement_events: sw_jet

: In Addams Family, each pop bumper hit changes the currently selected mansion award. To make this happen, we added a tag called "jet" to the five pop bumper switches. (That will post an event called sw_jet any time one of these switches is hit. Then we add that event name here which will cause this achievement group to change the currently selected award.

allow_selection_change_while_disabled: yes

: The pop bumper hits to change the current selection happens regardless of whether the group is enabled (e.g. the chair is lit) or not, so we use this setting to allow that selection change to happen at any time.

start_selected_events: balldevice_electric_chair_ball_enter, balldevice_swamp_kickout_ball_enter, award_mansion_from_bear

: A shot to either the electric chair or the swamp kickout will award the selected achievement.

enable_events: light_chair

: When an event called light_chair is posted, this achievement group will be enabled (which will turn on the chair light and allow the selected achievement to be started via the start_selected_events:.

disable_events: unlight_chair

: When an event called unlight_chair is posted, this achievement group will be disabled. The chair light will turn off, and the start_selected_events: will not cause the current selected achievement to start.

This step takes care of:

  • Hitting any pop bumper will change the currently selected award to another random from the awards that are not yet complete.
  • The selected award is awarded / collected when the electric chair is lit (yellow light on the chair toy) and either the electric chair or swamp shot is hit.

Step 4. Light the electric chair

Now that we have the basic achievements and achievement group structure laid out, let's focus on getting the chair lit. We'll look at the following four rules:

  • The electric chair is lit for 3 seconds after the right inlane is hit.
  • The electric chair is lit indefinitely after either ramp is hit.
  • The electric chair is lit at the beginning of each ball
  • For awards that start modes, the chair can be relit and another award awarded even while the prior award's mode is running.

At first this seems pretty straightforward. If the center ramp is shot, post an event to enable the achievement group. If the right inlane is hit, post an event to enable the achievement group and also set a timer that will disable it 3 seconds later. The problem with this is that if the chair was previously lit from the ramp when the inlane is hit, we don't want the inlane timer to disable the chair after 3 seconds.

There are several ways in MPF to achieve this. In our case, we're going to use modes. (We really like using modes for game logic.)

The two modes we're going to create are:

  • chair_lit_3s
  • chair_lit

The chair_lit_3s mode

Let's look at the config for the "chair_lit_3s" mode:

##! mode: chair_lit_3s
#config_version=5
mode:
  priority: 101
  start_events: right_inlane_active
  stop_events: unlight_chair balldevice_electric_chair_ball_enter, balldevice_swamp_kickout_ball_enter, cancel_chair_timer
event_player:
  mode_chair_lit_3s_stopping: unlight_chair
  mode_chair_lit_3s_started: light_chair
  timer_unlight_chair_complete: unlight_chair
timers:
  unlight_chair:
    end_value: 3
    start_running: true

Notice that this mode started when the right_inlane_active switch is hit, which means it starts when the right inlane is hit. Pretty simple.

When it comes to stop events, we have four of them. First is unlight_chair. This mode has a timer (for 3 seconds) which starts when the mode starts, so when that completes, it posts timer_unlight_chair_complete which the event player uses to post unlight_chair which will stop the mode. (The unlight_chair event is also used by the mansion achievement group to disable itself.

There are also stop events for balldevice_electric_chair_ball_enter and balldevice_swamp_kickout_ball_enter which stop this mode if either of those shots are hit. Notice those are also start_selected_events: for the achievement group, so hitting either one of those will start the selected achievement (if the group is enabled) and also stop this mode.

You may be wondering why we have both of those ball enter events listed here? Why not just use an "events_when_started" setting in the achievement group to stop this mode? The reason is for this rule here:

  • Accumulating 15, 25, 35, 45, 55, 65, 75, 85, 95 bear kicks (center ramp) collects the currently selected award (except Tour the Mansion), even if the chair is not lit.

This shot will "start" an award, but if the chair is lit, we do not want it to unlight, so that's why we need to stop the chair_lit_3s mode based on the actual chair or swamp being hit, not just any time the selected award is started.

Finally, notice there's also an event called cancel_chair_timer which will stop this mode. We'll talk about that in a bit.

The only other thing to discuss in this mode is the event_player:. We talked about the timer being used to post the unlight_chair event. But notice there's also an entry mode_chair_lit_3s_started: light_chair which posts the light_chair event when the mode starts. (This event is listed in the achievement group as the event which enables it.) These settings, in combination, mean that when the chair_lit_3s mode is running, the mansion achievement group will be enabled (e.g. the chair is lit).

The chair_lit mode

The second mode we're going to create will be like the chair_lit_3s mode, except instead of having a timer that stops the mode after 3 seconds, this mode will stay active until the chair or swamp is hit. (Well, or until the ball ends, as by default, all modes end when the ball ends automatically.)

Here's the config for this mode:

##! mode: chair_lit
#config_version=5
mode:
  priority: 102
  start_events: center_ramp_active, mode_mansion_awards_started
  stop_events: balldevice_electric_chair_ball_enter, balldevice_swamp_kickout_ball_enter
event_player:
  mode_chair_lit_stopping: unlight_chair
  mode_chair_lit_started: light_chair, cancel_chair_timer
  mode_chair_lit_3s_started: cancel_chair_timer
counters:
  initialize_mansion:
    count_events: mode_chair_lit_started
    events_when_complete: initialize_mansion
    count_complete_value: 1
    persist_state: true

The start_events: are pretty straightforward. We start the mode when the center ramp is hit, and also on ball_starting since the Addams Family rules state that the chair is lit at the beginning of every ball.

This mode has an event_player to help with the logic. When this mode stops, we also post the unlight_chair event which is one of the disable events for the mansion achievement group. We also post the light_chair event when the mode starts to enable the group.

The final two event player settings help us with the interaction between this mode and the 3 second timed version. We have cancel_chair_timer as an event that's fired when this mode starts too. Notice that that event is one of the stop_events for the other mode. The reason for this is that if the ball hits the right inline and the chair is lit for 3 seconds, and then the ball hits the center ramp within those 3 seconds, we need to make sure the chair stays lit indefinitely, meaning we need to stop the 3s mode so it doesn't shut the chair off. So that's what this event is doing.

Similarly if the player had previously hit the center ramp (which starts this mode to light the chair), and then the player hits the right inline, we also need to kill that 3s mode to make sure it doesn't turn off the chair, so we do that with the event player setting mode_chair_lit_3s_started: cancel_chair_timer. Basically this setting means that if this mode sees the 3s mode, it shuts it down. :) And obviously this shut down only happens if this mode is running.

What about that logic block? Let's discuss that in the next step...

Step 5. Select the proper award at game start

One of the twists of the Addams Family mansion awards is that when the game first starts, it always starts with either "Hit Cousin It" or "Mamuska" selected. So we have to figure out a way to randomly pick from one of those two (instead of all 12) at the start of the game, but then every random choice after that has to be from all 12 (well, of the ones that have not yet been awarded out of all 12.

We'll tackle this in two parts.

First, take a look at the Hit Cousin It and Mamuska achievements:

##! mode: mansion_awards
achievements:
  hit_cousin_it:
    show_tokens:
      lights: hit_cousin_it
    show_when_selected: flash
    show_when_completed: on
    events_when_started: award_hit_cousin_it  # starts hit_cousin_it mode
    complete_events: award_hit_cousin_it
    reset_events: reset_mansion
  mamushka:
    show_tokens:
      lights: mamushka
    show_when_selected: flash
    show_when_completed: on
    events_when_started: award_mamushka   # starts mamushka mode
    complete_events: award_mamushka
    reset_events: reset_mansion

Notice that they're slightly different than the other 10 mansion awards in that they do NOT have enable events.

The reason for this is that devices in MPF that have enable_events in their configurations are NOT automatically enabled when they're created. (This is because MPF thinks, "Hey, you have enable events, so you have some way to enable them, so you can enable them whenever you want." But if there are no enable events, like these two, then MPF will enable them immediately.)

This means that when this mode first starts and these 12 mansion achievements are created, the hit_cousin_it and mamuska achievements are enabled immediately (since they don't have enable events), and the other 10 mansion awards are disabled (since they do have enable events). Since the achievement group is configured for auto_select: yes, it will automatically (and immediately) pick one of the enabled achievements which will change into the selected state (and start it's select show, etc.). This means that the initial selection will always be one of those two.

However, once the initial selection is made, we need a way to enable the remaining 10 mansion awards. For this we'll use a counter logic block:

##! mode: chair_lit
# This is in the chair_lit mode config, NOT machine-wide config
counters:
  initialize_mansion:
    count_events: mode_chair_lit_started
    events_when_complete: initialize_mansion
    count_complete_value: 1
    persist_state: true

This is a simple counter that "counts" the mode_chair_lit_started event (which is posted by this mode once it's fully started and done initializing). The count complete value is one, meaning that once it sees this event once, it's done. We tell it to persist its state so that it remembers where it was from ball-to-ball (meaning it will only run once ever in the game) and when it's done (which is after it sees that event once) it will post the event initialize_mansion.

(Remember that logic block states are stored on a per-player basis, so everything we say happens "once" here is really "once per player".)

Note also that in the 10 "other" mansion achievements, we have initialize_mansion listed as one of their enable events. This means that when this counter completes its count (of 1) that it will post that event which will enable the other 10 achievements.

At this point you'll have 1 achievement selected (which will be either Hit Cousin It or Mamushka), and you'll have the other 11 in the "enabled" state.

Hitting a pop bumper will pick a new random selected achievement.

Step 6. Kick off the award

Next up we have an easy thing: Starting the modes and/or kicking off the shows for each mansion award.

In this case, note that our 12 mansion achievements each have an events_when_started: setting with a unique event name, like award_seance or award_lite_extra_ball. So just use that event to either start a mode or to play a show. Simple!

  • Some of the awards start modes, and others are instant awards with a short show. Collecting an award immediately turns its light on solid and selects another random uncollected award.

Step 7. Collect the selected award via the bear kick

Help us write it!

This section is unwritten or needs an update or edit. Can you help write it? Get your name in lights and geeky pinball bragging rights! Hit the magic sparkly wand to the right of the title to see this page source on GitHub. Then add/edit and submit your change. It's easy!


  • Accumulating 15, 25, 35, 45, 55, 65, 75, 85, 95 bear kicks (center ramp) collects the currently selected award (except Tour the Mansion), even if the chair is not lit.

Step 8. Setup the 3 Mil / 6 Mil linking

  • If 3 Mil is awarded, 6 Mil is spotted (automatically set to complete) as well, and vice-versa.

This is pretty simple. Just add the events posted when one achievement is started to the complete events for the other. Here are the examples:

##! mode: mansion_awards
achievements:
  6_mil:
    show_tokens:
      lights: 6_mil
    show_when_selected: flash
    show_when_completed: on
    events_when_started: award_6_mil    # instant points award & plays shows, also spots 3 mil
    enable_events: initialize_mansion, reset_mansion
    complete_events: award_6_mil, award_3_mil
    reset_events: reset_mansion
  3_mil:
    show_tokens:
      lights: 3_mil
    show_when_selected: flash
    show_when_completed: on
    events_when_started: award_3_mil    # instant points award & plays shows, also spots 6 mil
    enable_events: initialize_mansion, reset_mansion
    complete_events: award_3_mil, award_6_mil
    reset_events: reset_mansion

Notice that the 6_mil's complete_events: includes award_3_mil and vice-versa.

Step 8. Add 500k to the bonus for each award collected

Help us write it!

This section is unwritten or needs an update or edit. Can you help write it? Get your name in lights and geeky pinball bragging rights! Hit the magic sparkly wand to the right of the title to see this page source on GitHub. Then add/edit and submit your change. It's easy!


  • Each award collected adds 500k to the bonus.

Step 9. Move on to Tour the Mansion after all 12 awards have been completed

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  • Once all 12 Mansion Awards have been collected, the Tour the Mansion light (the question mark at the top of the mansion) is selected.
  • The electric chair must be lit in the same way as before, and then the shot must be made to the electric chair or the swamp as before.
  • This starts the Tour the Mansion mode

Step 10. Reset everything when Tour the Mansion is complete

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  • When Tour the Mansion completes, all the mansion awards are reset and a new random one is selected.
  • If Tour the Mansion ends before the ball ends, no mansion award can be awarded until the next ball.

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