Road Show
Williams, 1994 — shot-by-shot rules and strategy guide.
Open Road Show in the Pinball Genie app →Road Show is a four-flipper widebody with two talking heads, eighteen modes, a shaker motor and a second plunger halfway up the left side. It is Pat Lawlor recycling his own best ideas, and there is almost always something lit somewhere. Scoring well is not about learning eighteen modes. It is about the four systems underneath them: miles, Blasts, the Wheel and souvenirs.
Miles move you west
Eighteen cities run east to west across the map, and each is a mode you start at the Start City Scene scoop or the Blast Hole. After finishing one you have to travel 400 miles to relight the scoop. The Left Loop pays 150 miles, both ramps 100, the Center Loop and both holes 75, the Lock 50, inlanes 25 and the spinner 5 a spin. The best mileage shot in the game is the Right Ramp with Bridge Out lit, because the diverter sends the ball round into the Left Loop and pays for both — 275 miles from one shot. The flashing city is always one of the next two on the map, and you change which one by hitting a bumper or standup of that city's colour.
Blasts and the multiplier combos
The Blast Value starts at 1M and every bumper hit adds 208,430 to it, up to 10M. Hitting the Blast Hole or the Magic Standup lights the Blast Targets for a plain collect, but how you light them decides the multiplier.
- Left Loop then Blast Targets pays double the Blast Value.
- Right Ramp with Bridge Out then Blast Targets pays triple, and advances your bonus multiplier on the way through.
- Big Blast from the Wheel makes the targets worth five times the value — the flasher in front of them tells you when it is lit.
- Left Loop or Bridge Out into the Blast Hole instead is a Super Blast, worth 5M, then 10M, then 15M, and it collects everything else lit at the hole at the same time.
- Blasts also work as a counter: three lights Flying Rocks, and further counts hand out extra balls, Specials and more Rocks all the way up past eighty.
The Wheel and Bridge Out
Bridge Out is cross-lit by the inlanes — left inlane lights the Right Ramp, inside right inlane lights the Left Ramp. Each collect advances your bonus multiplier from 2X to 6X, then lights an extra ball, then pays 10M. Advancing the multiplier also lights the twelve-award Wheel, collected at the Lock or the Blast Hole. Bumper hits and spinner rotations step the flashing award along, so you can steer it. Worth shopping for: Jets At Max, Spinner At Max, Big Blast, a free souvenir and Light Extra Ball. One warning — if the Wheel is already lit when you push the multiplier to its maximum, the Wheel goes out.
Souvenirs are real points
Every Skill Shot and every Bob's Freebie hands you a free souvenir, and you can buy more with your own score at Bob's Souvenir Bunker — light it with the Center Loop or the outside right inlane, then hit the Lock with nothing else lit and no mode running. At the end of the ball, each souvenir whose matching city you have visited is worth 10M, and two of the same souvenir pays twice. Three items in Bob's stock are not souvenirs at all: the lead pinball at 75M lights an extra ball, the zinc at 100M awards one outright, and the gold at 250M gives you an extra ball plus a lit Special. And if the sign in the shop window advertises uranium ore, hit both flipper buttons quickly to start Construction Mania — twenty seconds with every target on the machine worth 3M.
Payday Multiball
Bulldozer blade hits advance the day of the week. Reach Friday and the Lock lights; lock two balls and Ted falls asleep, the blade lifts, and his open mouth starts multiball. The jackpot opens at 40M and every blade hit adds 5M to a 75M ceiling, and jackpots then alternate between Ted and Red. Ted's blade rises and falls when he is next, which makes his half the harder one. Two things are worth knowing. Between lighting the lock and actually locking, every blade hit pays Overtime — 1.1M climbing to 3M. And if you drain two balls without a single jackpot, the Lock lights for twelve seconds to restart the whole thing with two balls.
The Magic Standup and Super Payday
One standup on this machine faces the wrong way, sitting just beneath the upper left flipper's tip, and the way to hit it is to do nothing — let a ball on its way back from the Lock roll into it. It does something useful in nearly every mode in the game, once each: 16M added to the Atlanta hurry-up, two people thawed in Minneapolis, a tunnel spotted in Butte, a free Wheel award in Las Vegas, a flat 60M in Salt Lake City. Learn to leave the flipper alone. The wizard bonus, Super Payday, is reached during any of the three West Coast city modes: lock one ball in Bob's Bunker, then lock a second in the Bunker, the scoop or the Blast Hole. Everything turns on at once, and ramps and loops start paying back the points you scored in each city on the way west.
How Road Show plays
You are the road crew Red and Ted, blasting a highway coast to coast. Drive the map from one city scene to the next, pile up and cash Blasts, and push toward Payday Multiball and the Super Payday wizard.
The loop
- Plunge clean into the Blast Hole for the Skill Shot and a free souvenir, then get a city scene running from the sinkhole or the scoop that kicks to your right flipper.
- Pump the Blast Value up in the jet bumpers, double or triple it on the Left Loop or a lit Bridge Out ramp, then cash it on the Blast Targets.
- Roll an inlane to cross-light the far ramp for Bridge Out, which walks your bonus multiplier up and keeps the Wheel lit.
- Pound the Bulldozer blade forward through the week to Friday, stack two locks, and fire Ted's open mouth to launch Payday Multiball.
- Bank enough miles to relight each city, reach the West Coast, and lock two balls to open Super Payday.
Reading the lights
- Blast Targets (multiplier) — lit: The Blast Value grows with each jet bumper hit up to its cap, and the Blast Targets turn on for a collect once the sinkhole or the Magic Standup lights them. · flashing: That big flasher out front is your signal that Big Blast is on, turning a maxed value into a five-times payout. · then: Load the value in the bumpers, set your multiplier first -- the Left Loop lights the bank for double, a Bridge Out Right Ramp for triple -- and cash on a target. Send it to the sinkhole instead for a Super Blast that sweeps up anything else waiting there.
- Bridge Out Ramps (multiplier) — lit: Rolling an inlane cross-lights the opposite ramp for a few seconds -- the left inlane arms the Right Ramp, the inside right inlane arms the Left Ramp -- with no grace once the light dies. · then: Hit the armed ramp to raise the bonus multiplier a rung at a time to 6X, after which it hands an extra ball and then a flat ten-million each. Every rung also relights the Wheel, though topping out while the Wheel already burns snuffs it instead.
- The Wheel (status) — lit: Each bonus-multiplier rung relights the Wheel, a twelve-award ring below the Bulldozer showing one flashing choice at a time. · flashing: Pounding a bumper or ripping the spinner nudges the flashing choice around the ring, so you can drive it to the award you actually want. · then: Set the award, then take it at the sinkhole or Bob's. Nothing stacks, so every collect needs another multiplier rung to relight -- the menu spans Big Blast, Flying Rocks, Special and an extra ball, among others.
- Flying Rocks (mode) — lit: Blast counts and Wheel picks arm the Left Ramp for Flying Rocks, sending the ball to a second plunger up the left, and it locks out everything else on the ramp while it burns. · then: Feed the plunger and take the exits from the bottom up, since a lit exit pays better than a dark one. Blow past all three and the ball smacks Ted for twenty-five million before dropping back out. · control: Plunger: the strength of your plunge decides the prize -- feather it and the ball simply rolls back for another attempt, while the three stacked wireform exits pay 5X Blast low, Radio Riot in the middle and an extra ball up top (once the Left Ramp has handed the ball to the second plunger)
- Payday Multiball (mode) — lit: Every Bulldozer hit rolls the day forward and pushes the multiball jackpot higher, and hitting Friday lights the Lock. · then: Squeeze Overtime out of the blade first -- each hit past Friday climbs from a hair over a million toward three -- then stack two locks and feed Ted to begin. The jackpot bounces between the two heads from forty million up toward seventy-five.
- Big Millions on Red (status) — lit: Each ball spat back out of the Lock arms a brief Big Millions shot on Red, whose mouth never gets blocked. · then: Take her off the upper left flipper for the steadiest big score in ordinary play -- a figure that carries all game from five million toward twenty-five -- and stacking hits on her quietly triggers a twenty-million Cheeseburger. Leave the flipper down instead and the Lock return will find the Magic Standup on its own.
- Start City Scene (mode) — lit: The globe over the city-scene scoop lights when a mode is ready, and it is always one of the next couple of stops on the westward map. · flashing: Bump a jet or a standup in a city's colour to swap which of the pair is showing before you commit to it. · then: Start it at that scoop or the sinkhole, run the mode, then log another four hundred miles to relight the scoop for the following city -- the Left Loop banks the most at a hundred and fifty a trip. Reach any West Coast city to unlock Super Payday.
- The Magic Standup (status) — lit: The Magic Standup sits backward under the tip of the upper left flipper, so the way to hit it is to hold still and let a ball coming out of the Lock roll onto it. · then: It gifts a free award in almost every mode -- flattening a cab in New York, padding the Atlanta hurry-up, spotting a Butte tunnel -- and outside of modes a hit simply lights the Blast Targets. · control: No button: keep off the upper left flipper so the ball drifting back down the Spinner Lane from the Lock settles onto the rear-facing target by itself (while a ball is on its way back from the Lock)
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Send the plunge straight down into the Blast Hole for the Skill Shot and a free souvenir, and keep an eye on the Skill Shot lane -- every ball back down it arms a cheap Shooter Bypass on the Left Ramp. Stack up Blast Value in the bumpers and take even small Blasts while you find the flow. — Skill Shot, Shooter Bypass, Build And Collect Blasts
- Building — Climb the bonus multiplier with Bridge Out to keep the Wheel burning, run the city modes westward, and drive the Bulldozer to Friday for Payday Multiball. Every souvenir you buy at Bob's pays ten million at bonus for each matching city you have already driven through. — Bridge Out, Drive The Map, Payday Multiball, Buy Souvenirs
- The big one — Super Payday tops the game: with a West Coast scene running, sink one ball in Bob's Bunker and a second in the Bunker, sinkhole or scoop to fire up every feature at once. It refunds the points you banked in each city you crossed on the way out west. — Super Payday, Drive The Map
Does Road Show have an action button?
No action button here, but the left flipper button is cleverer than it looks: press it partway and only the small lower-left flipper fires, press it all the way and all three flippers on that side go. There is also a second plunger up the left side, fed by the left ramp when Flying Rocks is lit, which you can feather softly to get the ball rolling back for another go.
Goals in Road Show
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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Plunge straight into the Blast Hole without touching anything else. You get a free souvenir, plus 5M on the first one, 10M on the second, rising to a 25M cap. Any ball sitting at the plunger counts, not just the one that starts a ball.
Reward: A free souvenir plus 5M climbing to 25M
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Watch the Skill Shot lane — every ball that comes back down it arms Shooter Bypass on the Left Ramp, and that light sits alongside whatever the ramp is already carrying. Your first collect pays 5M, the second 10M, and it keeps climbing to a 25M ceiling. Free money several times a game once you start noticing it.
Reward: 5M climbing to 25M
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The inlanes cross-light the ramps: left inlane lights the Right Ramp, inside right inlane lights the Left Ramp. Each collected Bridge Out advances your bonus multiplier through 2X to 6X, then lights an extra ball, then pays 10M a pop.
Reward: Bonus multiplier to 6X, then an extra ball, then 10M
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The Blast Value starts at 1M and every bumper hit adds 208,430 up to a 10M ceiling. The Blast Hole or the Magic Standup lights the Blast Targets for a plain collect. How you light them decides the multiplier.
Reward: 1M to 10M, doubled, tripled or quintupled
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Shoot the Left Loop or a Bridge Out Right Ramp, then feed the Blast Hole rather than the targets. The first one is worth 5M, the second 10M, and every one after that 15M — plus whatever else happens to be sitting lit at the hole.
Reward: 5M, 10M, then 15M, plus whatever else is lit
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Twelve awards below the Bulldozer, lit by advancing your bonus multiplier and collected at either the Lock or the Blast Hole. Bumper hits and spinner rotations move the flashing award counterclockwise, so you can steer it.
Reward: One of twelve awards
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Souvenirs are the quiet points engine. Every Skill Shot and every Bob's Freebie hands you one free, and you can buy more with your own score at Bob's Bunker. At the end of the ball each souvenir whose city you have also visited is worth 10M.
Reward: 10M per souvenir with a matching city, at bonus
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Three souvenirs in Bob's stock are not souvenirs at all. The lead pinball costs 75M and lights an extra ball, the zinc pinball costs 100M and awards one outright, and the gold pinball costs 250M for an extra ball plus a lit Special.
Reward: Extra balls and a Special, bought with score
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Watch the sign in the window when you arrive at Bob's. If it advertises uranium ore, hit both flipper buttons quickly and you start a hidden twenty-second round with every target on the machine worth 3M. You forfeit that trip's souvenir.
Reward: 20 seconds of 3M targets
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Light the Left Ramp from a Wheel award or from Blast counts, and the ramp feeds a second plunger on the left. A wireform with three exits leads away from it, and each exit is a different award. Nothing else can be lit at the ramp at the same time.
Reward: 5X Blast, Radio Riot, an extra ball, or 25M
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Bulldozer hits advance the day of the week. Reach Friday and the Lock lights. Lock two balls, Ted falls asleep and the blade lifts — shoot his open mouth to start. The jackpot opens at 40M and every blade hit adds 5M to a 75M ceiling.
Reward: 40M jackpots climbing to 75M, alternating heads
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If you drain two balls without collecting a single jackpot, the Lock lights for a restart for twelve seconds. Shoot it and multiball comes back with two balls. It is one of the more forgiving safety nets on any Lawlor machine.
Reward: A second two-ball multiball
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Between lighting the lock on Friday and actually locking the first ball, every Bulldozer hit pays Overtime — 1.1M, then 1.2M, and so on up to 3M. If you can hit the blade reliably, milk it before you lock.
Reward: 1.1M climbing to 3M per blade hit
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Each kickout from the Lock opens a short Big Millions window on Red. The value starts at 5M, climbs a million with every collection to a 25M ceiling, and holds across the entire game rather than resetting each ball.
Reward: 5M climbing to 25M, held all game
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Keep feeding Red. After enough hits on her the game pays a flat 20M Cheeseburger Bonus, unannounced and unlit. It is one more reason to treat Red as a shot you take on purpose rather than one you hit by accident.
Reward: 20M
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Eighteen cities run east to west across the playfield map, and each one is a mode. Either the Blast Hole or the Start City Scene scoop starts one; after that, another 400 miles of travel relights the scoop for the next one.
Reward: Access to all eighteen modes, and Super Payday
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This standup faces backwards, sitting just beneath the upper left flipper's tip, and you hit it by doing nothing at all — a ball on its way back from the Lock will roll into it for you. It hands out a free award in nearly every mode in the game, once per mode.
Reward: A free mode award, and it always lights the Blast Targets
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A hurry-up that opens at 35M and drops to 5M. Collect it at the Blast Targets or the Blast Hole. The same combos that multiply Blasts multiply this: Left Loop first doubles it, Bridge Out on the Right Ramp triples it, and Big Blast makes it five times.
Reward: Up to 5x a 35M hurry-up
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Nashville — Change The Station
A two-ball mode that runs until you drain one. You get 7M for starting it, and every hit on the three-bank of Radio targets pays 10M, then 11M, and so on to a 15M ceiling. Safe points, and the extra ball is a genuine safety net.
Reward: 7M plus 10M to 15M per radio hit
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Fifteen seconds with the Wheel spinning continuously, and every Lock shot hands you whatever award is lit right then — including ones you already collected. Trap the ball on the right flipper, watch the lights, and shoot when the award you want comes round.
Reward: Repeatable Wheel awards, including extra balls
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Three underground shots: the Lock, the Start City Scene scoop and the Blast Hole, worth 10M, 12M and 20M. Each one only pays once. There are no playfield lights for this, so track it on the display — three mounds of dirt, left to right.
Reward: 42M for all three
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The wizard bonus. Get a West Coast city scene running, put your first ball into Bob's Bunker, then send the second to the Bunker again, the Blast Hole or the Start City Scene scoop. Every feature on the machine lights at once.
Reward: Specials, 1M bumpers, 3X Blasts, Wheel awards and Payday bonuses
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Blasts double as a counter award. Flying Rocks lights at three Blasts, an extra ball somewhere between five and fourteen, a Special between seventeen and thirty-four, then more Flying Rocks at forty, another extra ball at fifty, and Rocks again at sixty and eighty.
Reward: Extra balls, Specials and Flying Rocks from Blast counts
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