Red & Ted's Road Show


This rules compilation is freely distributable. No charge may ever be made for distributing this guide and no one may make a profit from it.
  • Manufacturer: Williams.
  • Release date: October 1994.
  • Video game availability: Pinball FX and Pinball FX3 (Zen Studios), Visual Pinball X, Pinball Arcade (FarSight Studios).

All technical information about this pinball machine is on ipdb.org.

Consider all of the information in this guide for a pinball machine with factory default settings and latest ROM (version L-6).

Introduction

Red & Ted's Road Show is a Williams brand pinball machine released in 1994 at 6,259 units. It was designed by Pat Lawlor, to whom we owe 2 other famous pinball machines: The Addams Family and Twilight Zone.

Red and Ted, the Road Busters, are a couple of fun-loving demolition experts crossing the country on their bulldozer. They cause immense mayhem and destruction, but we love them anyway.

Zen Studios is releasing Red & Ted's Road Show on May 28, 2019, in the fourth volume of Williams Pinball, starring White Water and Hurricane.

Overview

Help Red and Ted travel across the United States and destroy civilization by accumulating miles to get to cities, by buying souvenirs for big prizes, and by passing the days of the week.

Playfield Elements

Because there is 2 plungers on this pinball machine, the one on the right is conventionally used to to put the balls into play.

Used for the Skill Shot.

This plunger, on the left of the pinball machine, shoots the ball up a habitrail that has three exits.
Only when Flying Rocks mode is active, this plunger is accessible by a shot in the Left Ramp 🚦. The ball returns via a habitrail to the Left Return Lane 🚦 which sends it down to the plunger using diverters located in Left Return Lane 🚦 and Left Outlane 🚦.

Used during Flying Rocks mode.

This full-sized flippers are in their usual place.

Without them, it wouldn't be a pinball machine! Master the techniques ‒ like the live catch, the post pass and more ‒ to control the ball and improve your scores.

This full-sized flipper lies along the left side of the Spinner Lane 🚦.

Used to hit the Bulldozer Blade 💢, Red's Mouth 🕳️💢 and the Radio Targets 💢.

A short size flipper is located at the exit of the Left Loop 🚦.
Balls are fed to this flipper from the Left Loop 🚦, the Right Ramp 🚦 (when diverted), and the Bottom Exit 🚦 of the Flying Rocks Plunger 🎮 habitrail.

Used to hit Blast Targets 💢 and the Blast Hole 🕳️.

A sinkhole is located at the end of the Spinner Lane 🚦.
Locked balls are held there. Balls exiting this hole come back down the Spinner Lane 🚦.

Used to collect Extra Ball, for Bob's Lotto bonus, during Kansas City, Butte and Las Vegas City Event modes, Souvenir mode, Blast Wheel mode, and to lock balls for the Multiball and the Super Payday wizard mode.

Red's head, at the top right of the playfield, has a mechanical jaw that opens and can be shot from the Upper Left Flipper 🎮.
Red spits out any balls that find their way into her mouth.

Used for the Red's Big Millions and to score Jackpots during Multiball.

Ted's head, at the top center of the playfield, has a mechanical jaw that opens and is only accessible when the Bulldozer Blade 💢 is raised.
Balls that go into his mouth come out of the Bob's Souvenir Bunker 🕳️.

Used during Multiball.

A hole, located to the left of the Right Ramp 🚦 entrance, is surmounted by a scoop that kicks out the ball directly at the right Flipper 🎮.
Above the hole is Start City 💡.

Used to start a City Event mode, during Butte City Event mode and to lock balls for the Super Payday wizard mode.

A rather large sinkhole is located on the right side of the playfield. The ball can enter from either the left or the right side.
Balls that drop in this hole are kicked out of the City Event Hole 🕳️.

Used for the Skill Shot, Blasts and Combos, to start a City Event mode, during Atlanta and Butte City Event modes, Blast Wheel mode and to lock balls for the Super Payday wizard mode.

The Blast Hole 🕳️ and Blast Targets 💢 are grouped in an area ambiguously called “Blasting Zone” or “Blast Zone” on the playfield and during play, but the distinction between the two is important.

This target sits to the left of the Left Loop 🚦 entrance.

Used to toggle cities before starting City Event mode and during Miami and Minnesota City Event mode.

This target sits to the right of the Left Loop 🚦 entrance.

Used to toggle cities before starting City Event mode and during Miami and Minnesota City Event mode.

Also called “Magic Standup” because of the easy points it scores during modes, this backward facing target lies below the tip of the Upper Left Flipper 🎮.
The best way to hit this target is not to flip at balls which roll down the Spinner Lane 🚦.

Used for the Blasts, and during City Event modes (except Albuquerque, Seattle, San Francisco and Los Angeles).

This target sits to the right of the Spinner Lane 🚦 entrance.

Used to toggle cities before starting City Event mode and during Miami and Minnesota City Event modes.

A yellow plastic bulldozer blade blocks access to Ted's Mouth 🕳️ in its normal position and lifts under certain conditions.
The blade has proximity switches that register bulldozer hits.

Used for Combos and Bank Shot bonus, during New York, Salt Lake City and San Francisco City Event modes and Multiball.

There are five targets in total: one target on each side of the Red's Mouth 🕳️💢 lane entrance, and a bank of three targets to the left of the Jet Bumpers 💢.
In front of the three-bank is the Radio Light 💡.

Used for Combos and Bank Shot bonus, during Miami, Nashville, Kansas City and Minnesota City Event modes and Flying Rocks mode.

There are three Jet Bumpers 💢 located on the right side of the playfield.

Used for the Blasts, to toggle cities before starting City Event mode, during Miami City Event mode, Blast Wheel mode and the Super Payday wizard mode.

A bank of 3 targets is arranged in an arc on the right side of the playfield.

Used for the Blasts, during Miami, Atlanta, Minnesota and Los Angeles City Event modes and Super Payday wizard mode.

Blast Targets 💢 and the Blast Hole 🕳️ are grouped in an area ambiguously called “Blasting Zone” or “Blast Zone” on the playfield and during play, but the distinction between the two is important.

This is one of the three exits on the habitrail of the Flying Rocks Plunger 🎮. It is topped by the Lite 5X Blast 💡.

Used during Flying Rocks mode.

This is one of the three exits on the habitrail of the Flying Rocks Plunger 🎮. It is topped by the Lite Radio Riot 💡.

Used during Flying Rocks mode.

This is one of the three exits on the habitrail of the Flying Rocks Plunger 🎮. It is topped by the Lite Extra Ball 💡.

Used during Flying Rocks mode.

This is a U-turn lane with a rubber stopper that slows down balls to feed the Middle Left Flipper 🎮.
This Loop contains Shoot Here #1 💡 and Lite 5X Blast 💡.

Used for the Blasts, to award 🚧 miles for City Event mode, during Atlanta, New Orleans, Chicago and Dallas City Event modes and Super Payday wizard mode.

A short lane runs past the Upper Left Flipper 🎮 and ends into the Bob's Souvenir Bunker 🕳️.
This lane contains 2 inserts: Extra Ball 💡 and Lock 💡.

Used to award 🚧 miles for City Event mode, during Blast Wheel mode and Super Payday wizard mode.

This ramp, starting to Ted's left, normally feeds the ball back to the Right Inner Return Lane 🚦, but the ball can be diverted to the Left Return Lane 🚦 in certain condition.
This ramp contains Shoot Here #2 💡 and above it is the Left Bridge Out Sign 💡.

Used to advance the Bonus Multiplier, for Combos and Shooter Bypass bonus, to award 🚧 miles for City Event mode, during Ohio, New Orleans, Chicago, Dallas, Denver and Seattle City Event modes, Flying Rocks mode and Super Payday wizard mode.

This loop passes beetween Red and Ted and comes out in the Jet Bumpers 💢.
A rollover switch, located at the top, validates the loop's shot.
This loop contains Shoot Here #3 💡 and Lite Bob's 💡.

Used to award 🚧 miles for City Event mode, during New Orleans, Chicago and Dallas City Event modes, Souvenirs mode, Flying Rocks mode and Super Payday wizard mode.

This ramp passes between Jet Bumpers 💢 and normally feeds the ball back to the Right Inner Return Lane 🚦, but the ball can be diverted to the Middle Left Flipper 🎮 in certain condition.
This ramp contains Shoot Here #4 💡, Million Plus 💡 and above it is the Right Bridge Out Sign 💡.

Used to advance the Bonus Multiplier, for Blasts and Combos, to award 🚧 miles for City Event mode, during Atlanta, Ohio, New Orleans, Chicago, Dallas and Seattle City Event modes, Blast Wheel mode and Super Payday wizard mode.

This lane passes on the right side of the Blast Hole 🕳️. Balls can come down this lane from the Jet Bumpers 💢 area, and the Right Side Plunger 🎮 sends balls up this lane.
There is a one-way gate which deflects balls coming down over to the Right Outer Return Lane 🚦 and Right Inner Return Lane 🚦 area.

Used for the Skill Shot and Shooter Bypass bonus.

This particularly greedy outlane contains one of the Special Lights 💡.

Used for the Special.

This inlane lights Right Bridge Out Sign 💡.

Used for the Blasts, the Bonus Multiplier and during Atlanta City Event mode.

This inlane lights Left Bridge Out Sign 💡.

Used for the Bonus Multiplier.

This inlane lights Bob's Souvenir Bunker Light 💡.

Used during Souvenirs mode.

This outlane contains one of the Special Lights 💡.

Used for the Special.

In the center of the playfield, The US Map 💡 is made up of 18 cities arranged in 3 rows:

  • 6 ⚪ white inserts for cities at the top of the map.
  • 6 🟡 yellow inserts for cities at the middle of the map.
  • 6 🟠 orange inserts for those at the bottom.

Here is the list of cities from east to west:

New York
🟠 Miami
🟡 Atlanta
Ohio
🟠 NewOrleans
🟡 Nashville
Chicago
🟠 Dallas
🟡 Kansas City
Minnesota
🟠 Albuquerque
🟡 Denver
Butte
🟠 Las Vegas
🟡 Salt Lake City
Seattle
🟠 Los Angeles
🟡 San Francisco

Used during City Event mode.

Five inserts in the center of the playfield indicate the current working day of the week, from monday to friday.

Used during Multiball.

An insert is located in front of the bank of 3 Radio Targets 💢.

Used during Flying Rocks mode.

The wheel, in the center of the playfield, is made up of 12 lights corresponding to awards to be collected.

Used during Blast Wheel mode and Multiball.

This insert is located between the 2 Flippers 🎮.

Flashes to indicate when Ball Save is active.
Lights up to indicate that at least one Extra Ball has been earned and that it's possible to shoot again when a ball is drained.

Located in front of the 2 Flippers 🎮, 5 inserts represent the bonus multiplier (2X to 6X bonus), and the 6th insert, a “Lite Extra Ball” bonus.

Used for Bonus Multiplier.

Two “Special” inserts are located in the Left Outlane 🚦 and the Right Outlane 🚦.

Lights up to indicate when to collect the Special.

This globe light is located near the Bottom Exit 🚦 of the habitrail used by the Flying Rocks Plunger 🎮.

Used during Flying Rocks mode.

This globe light is located near the Middle Exit 🚦 of the habitrail used by the Flying Rocks Plunger 🎮.

Used during Flying Rocks mode.

This globe light is located near the Top Exit 🚦 of the habitrail used by the Flying Rocks Plunger 🎮.

Used during Flying Rocks mode.

This insert pоints to the Left Loop 🚦.

Used during modes to indicate when to shoot the Left Loop 🚦.

This insert pоints to the Left Ramp 🚦.

Used during modes to indicate when to shoot the Left Ramp 🚦.

This insert pоints to the Center Loop 🚦.

Used during modes to indicate when to shoot the Center Loop 🚦.

This insert pоints to the Right Ramp 🚦.

Used during modes to indicate when to shoot the Right Ramp 🚦.

This insert pоints to the Spinner Lane 🚦 and Bob's Souvenir Bunker 🕳️.

Lights up to indicate when to collect an Extra Ball.

This insert pоints to the Spinner Lane 🚦 and Bob's Souvenir Bunker 🕳️.

Used during Multiball.

This light is located on a billboard at the top left of the playfield, above Bob's Souvenir Bunker 🕳️.
On this representation of the playfield, we can only see the bottom of the billboard.

Used during Souvenirs mode.

Above the Left Ramp 🚦 is a bridge out sign with 2 flashing red LEDs.

Used for Bonus Multiplier and Combos.

This insert pоints to the Center Loop 🚦.

Used during Souvenirs mode.

This insert pоints at the Red's Mouth 🕳️💢.

Used for the Red's Big Millions.

This globe light is located just above the City Event Hole 🕳️.

Used during City Event mode.

This insert pоints to the Right Ramp 🚦.

Used during Blast Wheel mode.

This insert is located in the middle of the 3 Jet Bumpers 💢.

Used during Blast Wheel mode and Super Payday wizard mode.

Above the Right Ramp 🚦 is a bridge out sign with 2 flashing red LEDs.

Used for Blasts, Combos and Bonus Multiplier and during Atlanta City Event mode.

A toy with a globe light sits to the right of the Jet Bumpers 💢.

Used during Nashville City Event mode and Flying Rocks mode.

This insert is located just in front of the Blast Targets 💢.

Used for Blasts, during Atlanta City Event mode and Flying Rocks mode.

Bonuses, Awards and Other Points

From the Right Side Plunger, send the ball into the right side of the Blast Hole 🕳️.

  • Skill Shots can also be scored once the ball is in play.
  • A Skill Shot is awarded if the ball completes the rollover in the Skill Shot Lane 🚦, and then goes into the Blast Hole 🕳️ without hitting any other switches on the playfield (targets, rollovers, basically anything that gives scores).

The Ball Save is active when Shoot Again 💡 is flashing.
If a ball is drained when ball save is active, a new ball is sent to the Right Side Plunger.

Shoot Again 💡 is lit for a few seconds:

  • at the start of each ball,
  • and at the start of either Multiball.

Offer a limited time ball save.

There is no Kickback mechanic on this table.

To raise the Bonus Multiplier indicated on Bonus Multiplier Lights 💡, complete a Bridge Out shot:

When the ball drains, an End-of-Ball Bonus, also called “Fun With Bonus”, is earned (except when a tilt has occurred).

This bonus is calculated on the objectives achieved throughout the game.

Total bonus earned during the ball, multiplied by the Bonus Multiplier.
Total bonus is calculated as follows:

  • Each City Event mode activated adds 2 million points.
  • Each 🚧 mile earned during City Event mode adds 1,000 points, for a maximum of 🚧 9,999 miles.
  • Each Blast collected adds 200,000 points.
  • When a city of the US Map 💡 is played during City Event mode, 10 million points are added for each collected Souvenir that is associated with that city.
    Although, when one of these Souvenirs is sold during Albuquerque City Event mode, its value is no longer added.

Quickly chain specific sequences of shots on lanes, ramps, holes or targets to score various bonuses.

There are 2 Combos during Blasts and 2 Combos during Atlanta City Event mode which are detailed in the corresponding sections.

Cumulate Blasts by shooting the ball into the Blast Hole 🕳️ or at the Blast Targets 💢 to collect multiplied “Blast Value”, the “Super Blast”, the “Big Blast” or other awards.
There are several ways to perform Blasts.

  • The “Blast Value” starts at 1 million points at the beginning of each ball. Each hit on the Blast Targets 💢 or Jet Bumpers 💢 increases the value by 208,030 points, up to a maximum of 10 million points.
  • The 1er “Super Blast” is worth 5 million points, the 2nd is worth 10 million points and each subsequent “Super Blast” is worth 15 million points.
  • The “Big Blast” is worth 5X the current “Blast Value”.

During the Super Payday wizard mode, Blast Targets 💢 scores 3X the current “Blast Value”.

Standard Blasts

Shoot the ball into the Blast Hole 🕳️ or at the Blast Targets 💢 when Collect Blast Value 💡 is lit.

Collect Blast Value 💡 is lit:

  • Hitting one of the Blast Targets 💢 before the timer expires scores 2X the current “Blast Value” and increases the “Blast Value”.
  • Hitting the ball into the Blast Hole 🕳️ before the timer expires scores a “Super Blast”.

Blasts by the Right Ramp

Shoot the ball into the Blast Hole 🕳️ or at the Blast Targets 💢 when Collect Blast Value 💡 is lit by the Right Ramp 🚦.

  • Hitting one of the Blast Targets 💢 before the timer expires scores 3X the current “Blast Value” and increases the “Blast Value”.
  • Hitting the ball into the Blast Hole 🕳️ before the timer expires scores a “Super Blast”.

Big Blasts

Shoot the ball into the Blast Hole 🕳️ or at the Blast Targets 💢 when Collect Blast Value 💡 is lit for a “Big Blast”.

Collect Blast Value 💡 is lit for a “Big Blast”:

Hitting one of the Blast Targets 💢 before the timer expires scores a “Big Blast” and increases the “Blast Value”.

Cumulate Blasts

Blasts are cumulative throughout the game. Reach certain thresholds to collect awards.

“Super Blasts”, “Big Blasts” and “Blast Value” scored with a multiplier all count as one blast.

  • Each blast performed also adds 200,000 points to the End-of-Ball Bonus.
  • After performing 255 blasts, the blast counter resets to 0.

At the start of a new game, shoot Bob's Souvenir Bunker 🕳️ without hitting any other switches (targets, rollovers, basically anything that gives scores) on the playfield.

This shot scores “Bob’s Lotto” bonus worth 1.5 million points.

Once the Bonus Multiplier is advanced to a maximum of 6X, complete another Bridge Out to score a “Bridge Maxed” bonus.

This bonus is worth 10 million points.

Hit Red's Mouth 🕳️💢 at different times to score various bonuses.

When the ball comes from the Skill Shot Lane 🚦, any time the rollover just under the Blast Targets 💢 is completed, it lights the Left Ramp 🚦 for a few seconds. Send the ball up the Left Ramp 🚦 when it is lit to score a “Shooter Bypass” bonus.

This bonus is worth 5 million points the first time, increases by 5 million points for each subsequent time its scored, up to a maximum of 25 million points.

The “Shooter Bypass” bonus carries over throughout the game.

If one ball is locked at Bob's Souvenir Bunker 🕳️ and Lock 💡 is lit to lock a 2nd ball, rebound a ball off the bottom bank of Radio Targets 💢 and then off the Bulldozer Blade 💢 to score a “Bank Shot” bonus.

This bonus is worth 5 million points.

Here are some miscellaneous indications of the points won on this table.

To achieve an Extra Ball: when Extra Ball 💡 is lit, shoot the ball in the Bob's Souvenir Bunker 🕳️.

Add an extra ball. You can shoot again when a ball is drained.

  • Extra Ball 💡 can be stacked. If it’s lit for 2 or more extra balls, it will remain lit once an extra ball is collected.
  • 5 extra balls can be achieve on each of the 3 main balls.

When Special Lights 💡 are lit, drain a ball into the Left Outlane 🚦 or the Right Outlane 🚦.

[On real Pinball Machine], offers a Free Play.
[On Pinball FX3], scores 50 million points and offers an Extra Ball directly (unless 5 Extra Balls have already been earned on the same ball).

[Only on real Pinball Machine] Replays can be awarded:

  • 1 by scoring a Special.
  • 1 by reaching 500 million points.
  • 3 by setting a new Grand Champion score.
  • 1 by winning the random score match during the match feature at the end of the game.

Offer a Replay (or free credit).

Main Modes

City Event

The primary goal on this table is to wreck roads across the U.S.A. from east to west with Red & Ted.
Advancing to the West Coast will activate the Super Payday wizard mode.

Start a City Event Mode

When a city on the US Map 💡 is flashing and Start City 💡 is lit, sending the ball into the City Event Hole 🕳️ or Blast Hole 🕳️ activates the corresponding City Event mode.

City Event modes activated and 🚧 miles are cumulative throughout the game.

New York (Smash a Cab)

During this 16-second hurry-up mode, called “Smash a Cab”, smash as many taxi cabs as possible by hitting the Bulldozer Blade 💢.

This mode ends once the timer expires or the ball drains.

  • When the mode begins, 5 million points are immediately awarded.
  • The 1st smashed cab is worth 3 million points, increases by 1 million points for each subsequent smashed cab, up to a maximum of 8 million points.

Hitting the Red Standup Target 💢 smashes 1 cab. This works only once per launched mode.

Miami (Spring Break)

During this 18-second hurry-up mode, called “Spring Break”, hit as many targets as possible to collect “Spring Break” value.
The targets are Jet Bumpers 💢, White Standup Target 💢, Yellow Standup Target 💢, Orange Standup Target 💢, Red Standup Target 💢, Radio Targets 💢 or Blast Targets 💢.

This mode ends once the timer expires or the ball drains.

Atlanta (Worker Trapped)

During this hurry-up mode, rescue a trapped worker by hitting the Blast Targets 💢 or the Blast Hole 🕳️ to collect the “Worker Trapped” value that is quickly decreasing on the Dot-Matrix Display.

This mode ends if the worker is rescued, the “Worker Trapped” value decreases to its minimum value or the ball drains.

Ohio (Trapped in Ohio)

During this 16-second hurry-up mode, called “Trapped in Ohio”, escape from the two cops by hitting the Left Ramp 🚦 and Right Ramp 🚦, in no particular order.

This mode ends once both ramp shots are completed, the timer expires or the ball drains.

  • When the mode begins, 5 million points are immediately awarded.
  • The 1st shot on one of these ramps is worth 10 million points, the 2nd shot is worth 25 million points.

Hitting the Red Standup Target 💢 counts as a ramp shot. This works only once per launched mode.

New Orleans (Mardi Gras)

During this 20-second hurry-up mode, called “Mardi Gras”, clear as many people from the street as possible by hitting the Left Loop 🚦, the Left Ramp 🚦, the Center Loop 🚦 or the Right Ramp 🚦.

This mode ends once the timer expires or the ball drains.

  • When the mode begins, 5 million points are immediately awarded.
  • The 1st person cleared from the street scores 5 million points. The 2nd scores 8 million points. The 3rd scores 12 million points. Each subsequent person cleared from the street scores 20 million points.

Hitting the Red Standup Target 💢 clears 2 people from the street. This works only once per launched mode.

Nashville (Change the Station)

During this 2-ball multiball, called “Change the Station”, change the radio station as many times as possible by hitting the Radio Targets 💢.

This mode ends once one of the 2 balls in play drains.

  • When the mode begins, 7 million points are immediately awarded.
  • The 1st shot is worth 10 million points, increases by 1 million points for each subsequent shot, to a maximum of 15 million points.

Hitting the Red Standup Target 💢 awards the next 2 values for changing the radio station. This works only once per launched multiball.

Chicago (Evil Toll Roads)

During this 16-second hurry-up mode, called “Evil Toll Roads”, destroy 4 toll booths by hitting the Left Loop 🚦, the Left Ramp 🚦, the Center Loop 🚦 or the Right Ramp 🚦.

This mode ends once all 4 toll booths are destroyed, the timer expires or the ball drains.

  • When the mode begins, 5 million points are immediately awarded.
  • The 1st destroyed toll booth scores 7 million points. The 2nd scores 10 million points. The 3rd scores 15 million points. And the 4th scores 20 million points.

Hitting the Red Standup Target 💢 destroys one of the toll booths. This works only once per launched mode.

Dallas (Monster Cab)

During this 18-second hurry-up mode, called “Monster Cab”, destroy the monster truck cab by hitting the four sticks of dynamite represented by the Left Loop 🚦, the Left Ramp 🚦, the Center Loop 🚦 and the Right Ramp 🚦.

This mode ends once the monster truck cab is hit 4 times, the timer expires or the ball drains.

  • When the mode begins, 10 million points are immediately awarded.
  • The 1st hit on the monster truck cab scores 13 million points. The 2nd scores 16 million points. The 3rd scores 19 million points. And the 4th scores 22 million points.

Hitting the Red Standup Target 💢 spots 2 hits on the monster truck cab. This works only once per launched mode.

Kansas City (Tornado)

During this 2-ball multiball, called “Tornado”, shoot the ball into Bob's Souvenir Bunker 🕳️ to collect as many times as possible the “Tornado” value that is decreasing on the Dot-Matrix Display.

  • When the mode begins, 8 million points are immediately awarded.
  • The “Tornado” value starting at 25 million points and decreases to 5 million points.

Hitting the Red Standup Target 💢 awards the current “Tornado” value. This works only once per launched multiball.

Minnesota (Frozen People)

During this 18-second hurry-up mode, called “Frozen People”, thaw out 6 frozen people by hitting the White Standup Target 💢, the Yellow Standup Target 💢, the Orange Standup Target 💢, the Red Standup Target 💢 or the Radio Targets 💢.

  • Hitting Blast Targets 💢 during this mode, fries any remaining people and ends the mode.
  • This mode also ends once all 6 people are thawed, the timer expires or the ball drains.
  • When the mode begins, 10 million points are immediately awarded.
  • Each thawed person scores 10 million points.
  • An additional 25 million points are awarded once all 6 people are thawed.

The 1st hit on the Red Standup Target 💢 thaws 2 people. This works only once per launched mode.

Albuquerque (Trading Post)

Sell any Souvenirs awarded or purchased at the trading post.

If one or more Souvenirs have been purchased, the Dot-Matrix Display will offer to sell them.
Press the right Flipper 🎮 button to sell them, or the left Flipper 🎮 button to decline the offer. After 8 seconds, the sale is automatically refused.

  • When the mode begins, 15 million points are immediately awarded whether, you sell Souvenirs or not.
  • Each Souvenir sale earns the cost of its purchase value in points multiplied by the current Bonus Multiplier.
    Here are the maximum resale bonus with 6X Bonus Multiplier for each Souvenir.
    SouvenirAssociated CityMax. Resale Bonus
    Fool’s GoldDenver 120 million points
    Air FreshenerNew York 90 million points
    Treasure MapButte 60 million points
    Baseball CapAtlanta 54 million points
    SandalsSan Francisco 54 million points
    Box KiteKansas City 48 million points
    Sun Tan LotionMiami 48 million points
    Baggy ShortsSeattle 42 million points
    FireworksNew Orleans 42 million points
    Sun GlassesLos Angeles 36 million points
    Cowboy HatDallas 30 million points
    T-ShirtAlbuquerque 24 million points
    Belt BuckleNashville 18 million points
    Deck of CardsLas Vegas 18 million points
    Rubber SpearMinnesota 12 million points
    PennantChicago 6 million points
    Coffee MugOhio 4.5 million points
    Salt ShakersSalt Lake City 3 million points
    Wax Lips🛇 90 million points
    Shot Glass🛇 54 million points
    Painted Tie🛇 48 million points
    Key Chain🛇 30 million points
    Picture Plate🛇 18 million points
    Rubber Nose🛇 9 million points
    Paperweight🛇 6 million points
    Root Beer Mug🛇 6 million points

The 3 special pinball souvenirs (“Gold Pinball”, “Zinc Pinball” and “Lead Pinball”) cannot be sold at the trading post.

Denver (Gold Rush)

During this 20-second hurry-up mode, called “Gold Rush”, shoot the Left Ramp 🚦 as many times as possible.

This mode ends once the timer expires or the ball drains.

  • When the mode begins, 10 million points are immediately awarded.
  • The 1st Left Ramp 🚦 shot scores 5 million points, increases by 5 million points for each subsequent shot, up to a maximum of 20 million points.

Hitting the Red Standup Target 💢 awards the next 2 values for completing the Left Ramp 🚦. This works only once per launched mode.

Butte (Tunnel Hunt)

During this 18-second hurry-up mode, called “Tunnel Hunt”, dig 3 tunnels by completing underground shots represented by the Bob's Souvenir Bunker 🕳️, the City Event Hole 🕳️ and the Blast Hole 🕳️.

This mode ends once all 3 tunnels are dug, the timer expires or the ball drains.

  • When the mode begins, 5 million points are immediately awarded.
  • The 1st tunnel dug scores 10 million points. The 2nd scores 12 million points. And the 3rd scores 20 million points.

Hitting the Red Standup Target 💢 digs one of the tunnels. This works only once per launched mode.

Salt Lake City (Old West)

During this 5-second hurry-up mode, called “Old West”, destroy the cab in a head on collision by hitting the Bulldozer Blade 💢 or the Red Standup Target 💢.

This mode ends once the cab is destroyed, the timer expires or the ball drains.

  • Destroy the cab is worth 60 million points.
  • If the cab is not destroyed before the timer expires, 25 million points are still awarded.

Las Vegas (Slot Machines)

During this 15-second hurry-up mode, called “Slot Machines”, collect Blast Wheel mode awards by shooting Bob's Souvenir Bunker 🕳️.

  • While the mode is active, the Blast Wheel mode awards cycle continuously on The Wheel 💡 and are also shown on the Dot-Matrix Display.
  • Blast Wheel mode awards that have already been collected can be collected again during this mode.
  • This mode ends once the timer expires or the ball drains.

Hitting the Red Standup Target 💢 collects the currently lit Blast Wheel mode award. This works only once per launched mode.

Seattle (Alien Invasion)

This mode ends if the Super Payday wizard mode is activated, the timer expires or the ball drains.

  • When the mode begins, 25 million points are immediately awarded.
  • Each crushed alien scores 14 million points.
  • When the mode begins, all targets on the playfield score 1 million points.
  • Each shot on the Left Ramp 🚦 or the Right Ramp 🚦 increases the value of all targets on the playfield by 500,000 points, up to a maximum of 5 million points.

San Francisco (Monster Attack)

This mode ends if the Super Payday wizard mode is activated, the timer expires or the ball drains.

  • When the mode begins, 25 million points are immediately awarded.
  • Each hit to the Bulldozer Blade 💢 scores 10 million points.
  • When the mode begins, all targets on the playfield score 1 million points.
  • Each hit to the Bulldozer Blade 💢 increases the value of all targets on the playfield by 500,000 points, up to a maximum of 5 million points.

Los Angeles (Earthshaker)

This mode ends if the Super Payday wizard mode is activated, the timer expires or the ball drains.

  • When the mode begins, 25 million points are immediately awarded.
  • Each hit on the Blast Targets 💢 scores 10 million points.
  • When the mode begins, all targets on the playfield score 1 million points.
  • Each hit on the Blast Targets 💢 increases the value of all targets on the playfield by 500,000 points, up to a maximum of 5 million points.

Sides Modes

Souvenirs

Collect Souvenirs to resell them later for big lucrative points at the trading post during Albuquerque City Event mode or increase the End-of-Ball Bonus.

Buy Souvenirs

When Bob's Souvenir Bunker Light 💡 is lit, shoot the ball into Bob's Souvenir Bunker 🕳️ so you can buy Souvenirs using points as currency.
It is also possible to get one for free:

The 3 special pinball souvenirs offer awards when purchased.

SouvenirDirect Award
Gold PinballDirectly awards an Extra Ball and lights the Special
Zinc PinballDirectly awards an Extra Ball
Lead PinballLights Extra Ball 💡 to collect an Extra Ball

  • More than one of the same Souvenir can be purchased.
  • The game never offers a Souvenir that costs more than the current Score.
  • If buying a Souvenir drops the current score under the replay score, another replay will not be awarded if the replay score is reached again.
  • A hidden mode called Construction Mania can be launched when the Dot-Matrix Display shows a sign indicating “Uranium Ore $3 a Chunk”.

Sell Souvenirs

During Albuquerque City Event mode, each Souvenir sale earns the cost of its purchase value in points multiplied by the current Bonus Multiplier.
Here are the maximum resale bonus with 6x Bonus Multiplier for each Souvenir.

SouvenirAssociated CityMax. Resale Bonus
Fool’s GoldDenver 120 million points
Air FreshenerNew York 90 million points
Treasure MapButteButte 60 million points
Baseball CapAtlanta 54 million points
SandalsSan Francisco 54 million points
Box KiteKansas City 48 million points
Sun Tan LotionMiami 48 million points
Baggy ShortsSeattle 42 million points
FireworksNew Orleans 42 million points
Sun GlassesLos Angeles 36 million points
Cowboy HatDallas 30 million points
T-ShirtAlbuquerque 24 million points
Belt BuckleNashville 18 million points
Deck of CardsLas Vegas 18 million points
Rubber SpearMinnesota 12 million points
PennantChicago 6 million points
Coffee MugOhio 4.5 million points
Salt ShakersSalt Lake City 3 million points
Wax Lips🛇 90 million points
Shot Glass🛇 54 million points
Painted Tie🛇 48 million points
Key Chain🛇 30 million points
Picture Plate🛇 18 million points
Rubber Nose🛇 9 million points
Paperweight🛇 6 million points
Root Beer Mug🛇 6 million points

Increase End-of-Ball Bonus

Most Souvenirs are associated with a specific city (see above).

When a city of the US Map 💡 is played during City Event mode, 10 million points are added to the End-of-Ball Bonus for each collected Souvenir that is associated with that city.

When one of these Souvenirs is sold during Albuquerque City Event mode, its value is no longer added to the End-of-Ball Bonus.

Construction Mania

This secret hurry-up mode can be started during Souvenirs mode.
When the Dot-Matrix Display shows the bunker with a sign says “Uranium Ore $3 a Chunk” (just before it starts cycling to select a random Souvenir), quickly press both Flipper 🎮 buttons to activate the mode.
For 20 Seconds, hit the switches (targets, rollovers, basically anything that gives scores) to collect bonuses.

Each switch scores 3 million points.

When Construction Mania is started, no Souvenirs are offered for purchase.

Flying Rocks

When the Left Ramp 🚦 is lit for Flying Rocks mode, send the ball on the Left Ramp 🚦 to reach the Flying Rocks Plunger 🎮.
Use this plunger to send the ball on a habitrail that contains different exits and so collect an award.

Only one Extra Ball per game can be collected from Flying Rocks mode.

Blast Wheel

Once The Wheel 💡 is lit, shoot the Bob's Souvenir Bunker 🕳️ or the Blast Hole 🕳️ to collect the Blast Wheel award currently flashing on The Wheel 💡.

Here are the Blast Wheel awards:

  • “You’re There”: lights Start City 💡 and awards 5 million points + 5 million points for each City Event mode played.
    If a City Event mode is currently active, Start City 💡 will relight immediately once the mode ends.
    If Start City 💡 is already lit, it will relight immediately once the mode ends.
  • “Lunch Time!”: directly awards 15 million points.
  • “Bob’s Freebie”: directly awards a free Souvenir.
  • “Lite Extra Ball”: lights Extra Ball 💡 to collect an Extra Ball.
  • “Hold Bonus”: carries over the current Bonus Multiplier to the next ball.
  • “Spinner at Max”: increases the value of the spinner in the Spinner Lane 🚦 to 1 million points per rotation for the rest of the current ball. The spinner normally scores 1,000 points per rotation.
  • “Bad Weather”: activates a hurry-up value that starts at 25 million points and gradually decreases to 5 million points. Shoot the ball in the Bob's Souvenir Bunker 🕳️ to score the currently displayed value on the Dot-Matrix Display.
  • “Jets at Max”: lights Jets at Max 💡 and increases the value of each hit on the Jet Bumpers 💢 to 1 million points. The Jet Bumpers 💢 normally score 50,030 points per hit.
  • “Million Plus”: lights Million Plus 💡 at the Right Ramp 🚦 for the rest of the current ball. Once this is lit, the 1st Right Ramp 🚦 shot scores 6 million points, increases by 1 million points for each subsequent shot, up to a maximum of 12 million points.
  • “Lite Special”: lights the Special Lights 💡 to collect the Special.
  • “Lite Big Blast”: lights the Collect Blast Value 💡 for a Big Blast until its scored during Blasts or the ball drains.
  • “Flying Rocks”: lights the Left Ramp 🚦 for Flying Rocks mode.

Once all 12 Blast Wheel awards are collected, the inserts on The Wheel 💡 reset and the Blast Wheel awards can be collected again.

Multiballs

Multiball

Activate Lock

Lock 💡 is lit by advancing the current day of the Work Week 💡 to Friday.
Each hit on the Bulldozer Blade 💢 advances the days of the Work Week 💡.

The day of the Work Week 💡 does not advance if any of the City Event modes are active.

Lock Balls

Once Lock 💡 is lite, lock 2 balls into Bob's Souvenir Bunker 🕳️ to raise the Bulldozer Blade 💢.
Lock a 3rd ball into Ted's Mouth 🕳️ to activate this 3-ball multiball.

  • Before the 1st ball is locked, each hit on the Bulldozer Blade 💢 scores an “Overtime” bonus worth 1,100,000 points for the 1st hit, increases by 100,000 points for each subsequent hit, up to a maximum of 3 million points.
  • Each ball locked into Bob's Souvenir Bunker 🕳️ scores 10,000 points for each 🚧 mile travelled during City Event mode on the current ball.

Jackpots

When the Bulldozer Blade 💢 is raised, shoot a ball in Ted's Mouth 🕳️ to score the 1st jackpot. The 2nd jackpot is achieved by sending a ball into Red's Mouth 🕳️💢.
The jackpot shot continues to toggle between Ted's Mouth 🕳️ and Red's Mouth 🕳️💢 each time it is scored.

  • The multiball ends once 2 of the 3 balls are drained.
  • If no jackpot is scored before the end of the multiball, Lock 💡 lights up for 12 seconds.
    Hit Bob's Souvenir Bunker 🕳️ before the timer expires to restart a 2-ball multiball.
  • Once the multiball ends, the day of the Work Week 💡 resets to monday.
  • The 1st time the multiball is activated, the jackpot value starts at 40 million points.
    While the multiball is active, each hit to the Bulldozer Blade 💢 increases the jackpot value by 5 million points, up to a maximum of 75 million points.
  • The 2nd time the multiball is activated, the jackpot value starts at 65 million points and can be increased to a maximum of 100 million points.
  • Each subsequent time that the multiball is activated, the jackpot value starts at 75 million points and can be increased to a maximum of 125 million points.

When Red's Mouth 🕳️💢 is the jackpot shot, the Bulldozer Blade 💢 remains lowered, making it easier to advance the jackpot value.

Wizard Mode

Super Payday

Super Payday is normally a 3-ball multiball mode, but it is possible to play it as a 4-ball multiball mode.

Activation

During any of the 3 West Coast City Event mode (Seattle, San Francisco or Los Angeles), within the time limit of 20 seconds, locking a 1st ball into Bob's Souvenir Bunker 🕳️ and a 2nd ball at Bob's Souvenir Bunker 🕳️, City Event Hole 🕳️ or Blast Hole 🕳️.
A 3rd ball is sent to the Right Side Plunger. A multiball starts when this ball is launched.

When the 1st ball is locked, if the timer for the currently active West Coast City Event mode is at less than 10 seconds, it resets to 10 seconds.

Extend to 4-ball

A 4th ball can be added to this multiball by the following 3 ways:

By these 3 ways, a 4th ball is then sent to the Right Side Plunger.

Multiball

During this 3-Ball or 4-ball multiball, hit various targets and ramps to scores points.

This wizard mode ends once all but one ball in play drains.

For the duration of the wizard mode:

Once this wizard mode ends:

Strategies

PinStratsDan

PinStratsDan offers you his tips and strategy tutorial on this video.

  • PAPA

    • How to save a ball trapped under the Middle Left Flipper 🎮
      No matter how hard you try to avoid it, it's going to happen eventually. A ball is going to get stuck under that tiny flipper. So, now you're in a predicament.
      You have two choices. If your machine's tilt is lenient, raise the flipper and give the machine a nudge forward (a little stronger than your normal up-push). The ball will roll up and be in range of the flipper. Bat it away and continue playing.
      The other method is a bit more tricky. Again, raise the flipper. Just as the ball turns right and heads for the Left Outlane 🚦, slap the right side of the cabinet. If you do it right, the ball will hit the top of the Left Outlane 🚦 / Left Return Lane 🚦 divider, bounce off the movable post to the left of the Left Outlane 🚦, and bounce back to the Left Return Lane 🚦.
    • Extra Balls
      Extra Balls are not that hard to come by. If you're close to getting an Extra Ball from Blasts, keep shooting Left Loop 🚦 -> Blast Hole 🕳️ or Targets to rack up Blasts.
      If “Lite Extra Ball” is the flashing Blast Wheel award, go for Right Ramp 🚦 (Bridge Out) -> Blast Hole 🕳️ or Left Loop 🚦 -> Blast Hole 🕳️.
    • Big Points
      The ramps are the best place to shoot. By themselves, they don't award much, but they light many other shots which DO give good awards. On their own, the ramps score miles which lead to modes, and collect awards in some modes.
      Collecting the Bridge Out awards increases your Bonus Multiplier towards an Extra Ball, and lights The Wheel 💡 (usually) which leads to more awards. And if you don't have a Bridge Out lit, just shoot a Ramp to light one!
      Bonus Multipliers become even more important near the end of a big game. You'll have lots of cities and lots of 🚧 miles from City Event, and lots of Blasts. Building up your multiplier each ball should be a high priority. Mike once collected a 799M Fun With End-of-Ball Bonus with a 6x Multiplier!
      After you have many cities lit, go for Souvenirs as often as possible. This means let balls drain if the Ball Save is on, to have another chance at the Skill Shot and another Souvenir. Combine all those Souvenirs with 6x Multipliers for Mega-Bonuses. Remember, the 10M bonus per souvenir per city at Fun With End-of-Ball Bonus is multiplied by your Bonus Multiplier.

    Easter Eggs

    Construction Mania is considered an Easter Egg.

    Discussions

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    Credits

    This guide has been designed by FunkySon using these external contents:
    Many thanks to them to share their works for free and with passion.


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