Game Show
Bally, 1990 — shot-by-shot rules and strategy guide.
Open Game Show in the Pinball Genie app →Game Show is a simple machine and an honest one. One lock, one diverter, a lamp wheel in the lower centre and four prizes to win. Nothing is hidden or clever, which makes it a good machine to learn structured play on — every award has a visible lamp and every lamp has a shot attached. What separates a good game from a bad one is knowing which inlane you just rolled through, and whether the diverter will let your ramp shot reach the saucer.
The skill shot and your multiplier
The plunger delivers the ball onto a raised plastic above the C-A-S-H rollovers, with four holes to drop through. One of the four lanes below is flashing, and you cannot move it — plunge strength is your only control. Land the flashing lane and the bonus multiplier advances one step. It starts at 2X and climbs by one to a ceiling of 10X. Because the Collect Ramp joins the plunger lane, a weak plunge rolls back down the ramp into play rather than being wasted, and a very weak one simply returns to the plunger.
Winning the four prizes
There are four: a TV, a trip, a truck and a car. The TV is two targets, TRIP is four down the right wall, TRUCK is five down the left wall, and the car is a single drop target left of the CASH lanes. Completing a set makes that prize flash at the base of the Collect Ramp, and you cash it at the Collect Saucer on the far left, which is only reachable through that ramp. Once a prize is collected it cannot be won again until all the others have been collected too, so the game naturally pushes you around all four.
- You do not have to hit every target. A full traversal of the rear loop spots a letter for you, in the direction the SPOT arrow indicates.
- Only complete loops count — half a loop that dies in the CASH lanes does not.
- The arrow does not move when you complete a loop, so a ball returning to the opposite flipper can be sent straight back for another. Chain them.
- Letters are spotted cheapest first: TV, then TRIP, then TRUCK, then the car.
- Bumper and slingshot hits swap which loop entrance carries the arrow, so check before you shoot.
Reading the Collect Ramp
One ramp, two destinations. With nothing lit, the Collect Ramp carries on up to the skill shot plastic and drops you into the CASH lanes, which is useful in itself because those rollovers build your bonus. Only when Collect is lit does the diverter open the path to the Collect Saucer — and even then, an under-hit shot never clears the skill shot area and you end up back on the plastic. Shoot it freely when nothing is lit, and shoot it hard when a prize is waiting.
Showcase Bonanza
The moment the Collect Ramp could finish off all four prizes, Lock lights there too — it does not matter whether some are already banked, only that this shot could complete the set. Take it and you get the prize awards, then a two-ball multiball with the ramp lit for a jackpot. It opens at $3,000,000, holds for a few seconds, then falls about $100,000 every couple of seconds until it floors at $1,000,000. After the second ball is plunged the diverter stays shut until you hit any switch, and that hit also ejects the locked ball.
The Wheel
The circle of lamps in the lower centre holds point values and four feature awards on its rim. The right inlane lights SPIN at the Wheel Ramp; a complete 270-degree loop spins the wheel and pays whatever it lands on. Straight after a spin, NUDGE lights — and every further loop while it is lit steps the wheel along exactly one space. Because the ramp returns the ball to the left inlane and the left inlane relights NUDGE, you can walk the wheel a full circle under complete control. That is the key insight of the machine: the wheel is not luck, it is a dial you turn.
Choosing a feature
Four spaces on the rim carry features, marked with clear round lamps, and one flashes at a time. Landing on the flashing one pays the feature plus that space's points. One is a flat million. One lights the left loop for two million, and making it in time lights the right loop for another two. One lights the extra ball at the left loop, and unlike almost everything else here it stays lit for the rest of the ball — so nudge toward it deliberately. The last is Hold Bonus, which carries your multiplier into the next ball. Once a feature is taken it stays steadily lit, and none return until all four have gone.
Two last things
Drop the car target and a sinkhole opens behind it. Big Bucks pays $100,100 and adds the same again on every repeat within the ball, and since it returns to the right inlane it feeds its own repeat with SPIN freshly lit. It is a long shot for a modest reward, so treat it as a bonus rather than a plan. And take comfort in the Wheel Ramp: a ball rejected off its initial rise will not drain down the middle. Shoot it without fear.
How Game Show plays
Game Show turns the glass into a prize board where you win the TV, the trip, the truck and the car, then cash each one at the Collect Saucer across the table. Spin the big centre wheel for cash and feature awards, and arm every prize at once to trigger the Showcase Bonanza.
The loop
- Finish a prize's target set, or let a full trip around the rear loop spot its letters for you, to leave that prize flashing at the foot of the Collect Ramp.
- With a prize ready, drive the Collect Ramp hard enough to clear the whole skill-shot area and cash it at the saucer waiting on the far side.
- Roll the right return lane to arm a spin, loop the wheel ramp to turn the wheel, then keep looping while the nudge light is on to walk the wheel onto the feature you want.
- Get all four prizes flashing together so the saucer turns into a lock, then start the two-ball Showcase Bonanza and grab its jackpot before it drains away.
Reading the lights
- The Four Prizes (status) — lit: A prize insert blinking at the foot of the Collect Ramp is finished and waiting to cash; one glowing steady is already banked, and no prize returns until every other has been collected too. · flashing: A blinking prize is collectable right now; a steady one is already spent until the whole board is swept again. · then: Complete a set -- two targets for the TV, four down the right wall for the trip, five down the left for the truck, one drop for the car -- or spot the letters cheapest-first on the loops, then run each prize to the saucer through the ramp.
- Collect Ramp & Saucer (status) — lit: One ramp, two destinations: with Collect dark the diverter runs the ball up to the skill-shot plastic and into the top rollovers, and only a lit Collect swings the path across to the saucer where prizes actually land. · then: Shoot it freely when nothing is lit, because it is the safest feed into the top lanes for bonus. When a prize is ready, give it everything -- an under-cooked shot never clears the skill-shot area and dribbles back up top instead of reaching the saucer.
- The Wheel (status) — lit: The right return lane arms Spin and the left arms Nudge; a full loop around the wheel ramp spins the wheel and pays the value it stops on, and because the ramp feeds back to the left return lane the loop keeps re-arming itself. · flashing: One of the four rim features flashes at a time, and only the flashing one pays out when the wheel lands there. · then: Arm a spin, loop for the award, then keep looping under the nudge light to step the wheel one space at a time until the flashing feature sits under the pointer -- that is how you deliberately land the extra ball, Hold Bonus, or the pair of two-million loop shots rather than leaving it to chance.
- C-A-S-H Rollovers (letters) — lit: A lit rollover is a letter you have banked toward the end-of-ball bonus; read them off the backboard rather than the playfield, since the raised skill-shot plastic hides the lane lamps themselves. · then: Feed them off the Collect Ramp to fill the word for bonus, which is where a quiet ball turns into a paying one once a multiplier is stacked behind it. The plunge onto the plastic drops through one of the four holes, and pull strength alone -- not the flippers -- decides which letter you take and steps the bonus multiplier upward.
- Showcase Bonanza (mode) — lit: When one shot could finish off the whole prize board, Lock comes on at the saucer; sinking it plays out the prize sequence and hands you a second ball for the multiball. · then: Lock the first ball, hit any switch with ball two to close the diverter and eject the held ball, then take the ramp jackpot fast -- it sits at three million for a breath before sliding toward a one-million floor.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Lean on the Collect Ramp while nothing is lit -- it feeds the plastic and the top rollovers to build a multiplied bonus and works you toward an extra ball. Pick the cheap prizes off first and let full rear-loop trips spot letters so you are not chasing every target by hand. — Work The CASH Lanes, Win The Four Prizes, Spot Letters On The Loops, Reading The Collect Ramp
- Building — Work the wheel: arm a spin, loop it, then walk it under the nudge light onto the feature awards. Bank the extra ball and Hold Bonus when they flash, and drop the car target to open the repeatable sinkhole behind it for a climbing payout. — Spin The Wheel, Nudge Around The Wheel, The Wheel Features, Light The Extra Ball, Hold Bonus, Big Bucks
- The big one — Get all four prizes flashing at once so Lock appears at the saucer, then start Showcase Bonanza and cash its jackpot the instant it is available before the countdown bleeds it down. The two shots of the two-million loop feature are the other headline award on the machine. — Showcase Bonanza, The Two Million Loops
Does Game Show have an action button?
Game Show keeps its controls to the bare minimum — two flippers and a spring plunger, nothing else to press. Your one piece of aiming is the plunge itself: it drops the ball onto a raised plastic with four holes, and how hard you push decides which C-A-S-H lane it falls through. Push too softly and it just rolls back down to you.
Goals in Game Show
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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The plunge drops you onto a raised plastic above the CASH lanes with four holes to choose from. Put the ball down the flashing lane and you advance the bonus multiplier. It starts at 2X and steps up by one each time, to a ceiling of 10X.
Reward: One bonus multiplier step, 2X up to 10X
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The whole point of the game is prizes: a TV, a trip, a truck and a car. Each has its own target or bank of targets. Complete a set and that prize starts flashing at the base of the Collect Ramp, waiting to be cashed at the Collect Saucer.
Reward: Prize collects, and the path to multiball
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You do not have to hit every prize target. One of the two rear loop entrances always carries a SPOT arrow, and a full traversal spots a prize letter for you. Half a loop into the CASH lanes does not count.
Reward: One prize letter per full loop
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One ramp with two destinations. With nothing lit, the Collect Ramp carries on to the skill shot plastic and the CASH lanes. Only when Collect is lit does the diverter let the ball through to the Collect Saucer — and even then a weak shot ends up on the plastic instead.
Reward: CASH lanes when unlit, prizes when lit
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The moment the Collect Ramp could finish off all four prizes, Lock lights there as well. Shoot it and you get the prize sequence and then a two-ball multiball with the ramp lit for a jackpot that opens at $3,000,000.
Reward: A jackpot from $3,000,000 down to $1,000,000
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The right inlane lights SPIN at the Wheel Ramp. Make a complete 270-degree loop around the ramp and the wheel spins, awarding whatever value it lands on. Going up the ramp and straight back down the return does not count.
Reward: The wheel value you land on
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NUDGE lights straight after a successful spin. Every further loop while it is lit steps the wheel along one space and pays that value. Because the ramp returns to the left inlane and the left inlane relights NUDGE, you can walk the wheel a full circle.
Reward: A wheel value per loop, all the way round
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Four spaces on the wheel rim carry feature awards rather than points, marked with clear round lamps. One of the four flashes at a time, and landing on the flashing one pays the feature as well as the points on that space.
Reward: $1 Million, the $2 Million loops, Light Extra Ball or Hold Bonus
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The wheel feature billed as four million is really two shots of two million. Collect it and the left loop entrance lights for $2,000,000; make that before it times out and the right loop lights for another. Both windows are short.
Reward: $2,000,000 twice
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One of the four wheel features lights the extra ball at the left loop entrance, and unlike most awards on this machine it stays lit for the rest of the ball. That makes it the one feature worth deliberately nudging the wheel toward.
Reward: Extra ball
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Another wheel feature, and a better one than it sounds. It carries your bonus multiplier into the next ball rather than resetting it — and if you take it on your last ball, you get a second bonus count at the end instead.
Reward: The multiplier carried over, or a second bonus count
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Drop the CAR target and a sinkhole opens behind it. It pays $100,100 the first time each ball and adds another $100,100 every time you hit it again on the same ball. It returns the ball to the right inlane, so it feeds its own repeat.
Reward: $100,100 climbing by the same each hit
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The four rollovers across the top feed your end-of-ball bonus and, with a big multiplier behind them, are where a quiet ball turns into a good one. The lane lamps are duplicated on the backboard because the skill shot plastic hides them.
Reward: Bonus, multiplied by up to 10X
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Worth knowing because it changes how aggressively you can shoot. The Wheel Ramp is built so a ball that rolls back down the initial rise will not drain down the middle — a deformation right at the entrance kicks it out toward the base of a flipper instead.
Reward: A shot you can take without fear
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