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.

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

There is a backwards-facing target under the tip of the upper left flipper, and the way to hit it is to do nothing — let a ball coming out of 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.

Goals in Road Show

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

Pinball Genie is an independent, solo-built project operated by Pinball Genie LLC. It is not affiliated with, endorsed by, or sponsored by any pinball manufacturer or theme rights holder.