
Space Shuttle Project
1991 Action
The Addams Family on the NES lets you slip into Gomez’s shoes and explore a sprawling, maze‑like mansion that feels like a haunted playground. I spend most of my time hopping between the Hall of Stairs and its dozens of hidden doorways—each one a mini‑world packed with ghosts, mutant bats, and even a giant garden bird that serves as a boss. Power‑ups are delightfully odd: a sword for close combat, a golf club that fires balls, a fezi‑copter hat that grants temporary flight, and speed‑boosting shoes, all of which you can carry from room to room except the fezi‑copter, which fizzles out after you cross a doorway.
Scattered throughout the manor are secret caches of money and extra lives, and a few invisible doors hide Pugsley’s Den, a treasure trove of five 1‑UPs and a hidden stash of 27 lives. Boxes featuring Thing pop up to drop cryptic clues about how to manipulate objects or which path to take next, turning the platforming into a light puzzle adventure. Collecting cash not only pads your score but also fills heart containers—$25 per half‑heart (or $50 on the Amiga) and $100 for an extra life—so the hunt for wealth feels rewarding beyond just rescuing the family.
When you finally defeat a boss, the game hands you a password, a rescued Addams relative, and often a new heart container, letting you jump back into the mansion’s endless corridors with unlimited continues. The blend of classic side‑scrolling action, quirky weapons, and secret‑filled exploration makes the NES version of The Addams Family a surprisingly deep retro gem.
The Addams Family (NES) puts players in a spooky mansion where Abigail Craven plots to steal the Addams’ secret wealth. She brain‑washes the amnesiac Uncle Fester into her side and is backed by the sinister Judge and the family attorney Tully Alford, who seizes control of the house.
Morticia, Pugsley, Wednesday and Granny travel to the mansion to discuss the property with Tully, only to be kidnapped by Abigail. When Gomez returns home he discovers his family missing; Wednesday is locked in an ice‑filled chamber, while Granny is trapped inside a stove that can be shut off by finding a hidden switch.
The player must rescue Wednesday, Pugsley, Granny and Uncle Fester and bring them together in the Music Room, where Lurch’s tune activates the underground chambers needed to free Morticia. After the chambers are opened, the final showdown is against the Judge.
Edited by Maya Carter

1991 Action

1990 Racing

1992 Action
