Uploaded August 2026 | Updated September 2026, 2 weeks ago
Developed and published by Ocean Software in 1992, The Addams Family for the SNES is a non-linear platformer loosely based on the 1991 film. Instead of sending Gomez through a fixed sequence of stages, it opens up the Addams estate as a large interconnected adventure filled with hidden rooms, alternate routes and family members to rescue. It is one of the stronger licensed platformers of its era, although slippery movement and some unforgiving level design keep it from reaching the top tier. Rating: 7/10.
The story has the Addams mansion taken over while most of the family is imprisoned. Gomez must explore the house and surrounding grounds to rescue Pugsley, Wednesday and Granny, restore Uncle Fester and eventually reach Morticia. The plot is simple, but it gives the game a clear structure and fits the licence well.
The biggest strength is the freedom of exploration. From the mansion and its surrounding areas, several routes are available, and much of the game can be tackled in different orders. Areas such as the gallery, conservatory, kitchen, cellar and graveyard all have their own hazards and visual themes. This gives the game a slightly Metroidvania-like feel, although the mechanics remain firmly rooted in traditional platforming.
Gomez defeats most enemies by jumping on them, while temporary weapons and power-ups add some variety. These include offensive items as well as a flying fez that lets Gomez reach otherwise inaccessible places. Thing also appears occasionally to provide hints. The basic move set is simple, but the level design makes good use of it through moving platforms, hidden passages, vertical rooms and secret areas.
Exploration is heavily rewarded. Money, extra lives, health and other bonuses are tucked away behind walls and in side rooms, and discovering these secrets is one of the most enjoyable parts of the game. The mansion feels much larger than it initially appears, and learning how the different sections connect gives the adventure a satisfying sense of progression.
The controls are generally responsive, but Gomez carries noticeable momentum. That becomes a problem in sections requiring precise jumps, especially around ice, narrow ledges and moving platforms. It is easy to slide farther than intended or bounce into a hazard after taking a hit. Some rooms also place enemies or spikes where the player has little time to react, creating moments that feel more like trial and error than fair challenge.
Boss battles appear at key points and are usually straightforward pattern-based encounters. They are not especially complex, but they provide useful milestones and help break up the exploration. The password system also makes the game's considerable size more manageable, even if a battery save would have been more convenient.
Visually, The Addams Family is impressive for an early SNES release. The backgrounds are colorful and detailed, with plenty of gothic architecture, unusual creatures and exaggerated environmental hazards. Gomez has a large, expressive sprite, and the overall presentation captures the series' mixture of spooky imagery and cartoon humor very effectively.
The soundtrack by Jonathan Dunn is another highlight. The music is catchy, energetic and appropriately eccentric, often using variations on the familiar Addams Family theme. Some tracks repeat frequently because of the amount of backtracking, but the audio contributes strongly to the game's atmosphere.
The Addams Family succeeds because it does more than simply attach a movie licence to a basic platformer. Its open structure, large interconnected world and abundance of secrets give it a distinctive identity, while the strong presentation makes good use of the source material. The controls can be slippery and a few sections are needlessly punishing, but for players who enjoy exploration-focused 16-bit platformers, it remains a surprisingly substantial and entertaining game.
Developed and published by Ocean Software in 1992, The Addams Family for the SNES is a non-linear platformer loosely based on the 1991 film. Instead of sending Gomez through a fixed sequence of stages, it opens up the Addams estate as a large interconnected adventure filled with hidden rooms, alternate routes and family members to rescue. It is one of the stronger licensed platformers of its era, although slippery movement and some unforgiving level design keep it from reaching the top tier. Rating: 7/10.
The story has the Addams mansion taken over while most of the family is imprisoned. Gomez must explore the house and surrounding grounds to rescue Pugsley, Wednesday and Granny, restore Uncle Fester and eventually reach Morticia. The plot is simple, but it gives the game a clear structure and fits the licence well.
The biggest strength is the freedom of exploration. From the mansion and its surrounding areas, several routes are available, and much of the game can be tackled in different orders. Areas such as the gallery, conservatory, kitchen, cellar and graveyard all have their own hazards and visual themes. This gives the game a slightly Metroidvania-like feel, although the mechanics remain firmly rooted in traditional platforming.
Gomez defeats most enemies by jumping on them, while temporary weapons and power-ups add some variety. These include offensive items as well as a flying fez that lets Gomez reach otherwise inaccessible places. Thing also appears occasionally to provide hints. The basic move set is simple, but the level design makes good use of it through moving platforms, hidden passages, vertical rooms and secret areas.
Exploration is heavily rewarded. Money, extra lives, health and other bonuses are tucked away behind walls and in side rooms, and discovering these secrets is one of the most enjoyable parts of the game. The mansion feels much larger than it initially appears, and learning how the different sections connect gives the adventure a satisfying sense of progression.
The controls are generally responsive, but Gomez carries noticeable momentum. That becomes a problem in sections requiring precise jumps, especially around ice, narrow ledges and moving platforms. It is easy to slide farther than intended or bounce into a hazard after taking a hit. Some rooms also place enemies or spikes where the player has little time to react, creating moments that feel more like trial and error than fair challenge.
Boss battles appear at key points and are usually straightforward pattern-based encounters. They are not especially complex, but they provide useful milestones and help break up the exploration. The password system also makes the game's considerable size more manageable, even if a battery save would have been more convenient.
Visually, The Addams Family is impressive for an early SNES release. The backgrounds are colorful and detailed, with plenty of gothic architecture, unusual creatures and exaggerated environmental hazards. Gomez has a large, expressive sprite, and the overall presentation captures the series' mixture of spooky imagery and cartoon humor very effectively.
The soundtrack by Jonathan Dunn is another highlight. The music is catchy, energetic and appropriately eccentric, often using variations on the familiar Addams Family theme. Some tracks repeat frequently because of the amount of backtracking, but the audio contributes strongly to the game's atmosphere.
The Addams Family succeeds because it does more than simply attach a movie licence to a basic platformer. Its open structure, large interconnected world and abundance of secrets give it a distinctive identity, while the strong presentation makes good use of the source material. The controls can be slippery and a few sections are needlessly punishing, but for players who enjoy exploration-focused 16-bit platformers, it remains a surprisingly substantial and entertaining game.










