Explore The Playfield

Left Inlane Your standard inlane. It lights Bridge Out on the Right Ramp
Left Outlane Can be lit for a special.
Rocks Plunger This plunger is in the same spot as the left plunger in FunHouse, and the Rose plunger in GnR. The ball is fed here when you shoot the Left Ramp when lit for Flying Rocks. The plunger sends the ball up a habitrail. If you plunge softly, the ball will come back to rest at the plunger. See the Flying Rocks section for more info.
Middle Left Flipper A Thing-sized flipper which sits above and a tad to the left of the Left Outlane. The setup is similar to the left side of TAF, although the area is much more cramped and it's easier to drain down the Outlane. Balls are fed to this flipper from the Left Loop, the Right Ramp (when diverted), and the bottom exit from the Flying Rocks Plunger. Use this flipper to hit the various targets of the Blast Zone.
Left Loop This is a U-turn lane which feeds the Middle Left Flipper. The entrance is positioned similarly to the Car Crash on DM. There is a rubber stopper which slows down balls that come through this loop, so the ball won't go screaming past the Middle Left Flipper. There is a white "Shoot Here" light that lights when some mode award is available here.
Upper Left Flipper This is a full-sized flipper that lies along the left side of the Spinner Lane. Use it to hit the Bulldozer, Red, and the Radio Targets.
The Magic Standup (tm) This is a backwards-facing standup target that 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. This standup is worth going for, as it has mystical powers which result in easy points. More Later.
Spinner Lane and
Bob's Souvenir Bunker
A short lane running past the Upper Left Flipper and into a sinkhole. Locked balls are held there. Balls exiting the lock come back down this lane. Amazingly, balls coming into and out of the lock don't collide. This hole is used for many things, including collecting extra balls. There are two lights here, LOCK (yellow) and EB (orange). Above and behind the hole is a yellow globe light which is on when you can collect a Souvenir here.
Left Ramp Placed similarly to the Neutral Zone in TNG. It normally feeds the ball back to the Inside Right Inlane, but the ball can be diverted to the Left Inlane. This also has a "Shoot Here" light, which lights when a mode award, Shooter Bypass, or Flying Rocks is available here. Above the ramp is a Bridge Out sign, with two red LEDs which flash when Bridge Out is available here.
Bulldozer Blade A yellow plastic bulldozer blade, which completely blocks off Ted's head in its normal position. During Multiball, it will rotate up and expose Ted's mouth. The Bulldozer is used to light locks and raise the Multiball jackpot. The blade itself doesn't register hits - there are proximity switches below the board that register bulldozer hits. There is also a proximity switch behind the blade, which detects when a ball is caught behind the lowered blade.
Ted A giant head with moving eyes, eyelids, and mouth. When the Bulldozer is raised, you can shoot balls into Ted's mouth. Balls that go into his mouth come out of the Lock. Ted is used to start Multiball and collect jackpots.
Center Loop This loop starts to the right of the Bulldozer and comes out in the Bumpers. There is a rollover switch just as the lane turns to the right, which you must hit to get credit for a shot to this Loop. This shot has a "Shoot Here" light which lights when a mode award is available here, and a "Light Bob's" light which indicates you can relight Bob's Souvenir Bunker here.
Red Another giant head. Red is placed at a similar angle as Rudy on FunHouse. Red's mouth is unobstructed, and can easily be hit from the Upper Left Flipper. Hits to Red are detected with a proximity switch. Red spits out any balls that find their way into her mouth. Shoot Red for Big Millions and Multiball jackpots.
Radio Targets Five total, one orange standup on each side of the lane leading to Red's mouth, and a bank of three red standups to the left of the Bumpers. In front of the three-bank is a white "Radio" light, which flashes when the Radio Targets are lit for something special.
Jet Bumpers Three of 'em, one white, one red, and one orange, arranged in a wild new triangular pattern. The Bumpers score points (1M per hit if Jets at Max is lit), add to the Blast Value, change the current Wheel award, and increase the frenzy value during the Miami mode.
Right Ramp One of Pat Lawlor's trademarks is a shot through bumpers. On Road Show, this is it. The lane through the bumpers is pretty wide compared to TZ and TAF. Normally balls are fed to the Inside Right Inlane, but when diverted they go all the way around the back of the board to the Middle Left Flipper. Two lights here: Shoot Here, and Million Plus. Above the entrance is a Bridge Out sign, just like the sign on the Left Ramp.
Plastic Radio This sits to the right of the Bumpers. It has a yellow globe light that flashes when the Radio targets are lit for something.
Start City Scene This is a scoop placed similarly to TZ's Slot Machine, but a bit closer to the flippers. Balls that fall in the scoop are kicked out of the scoop, and should go directly at the Right Flipper for an easy drop catch or bounce pass. This scoop is used in the Butte mode, but there are no lights to indicate that. There is a yellow globe light above the hole which flashes when you can start a mode here. (See Bugs)
Blast/Wheel Hole This is a rather large sinkhole which can be entered from the left or right side. Balls that drop in here are kicked out of the Start City Scene scoop. When Start City Scene is lit, you can start a mode by hitting this hole, too. This hole is used to score Blasts, the Skill Shot, and in some modes.
Blast Targets Three yellow standups arranged in an arc, facing down/left. When an award is lit here, you only need to hit one of the targets to collect it. There is a big white flasher-light labeled "Collect Blast Value" that lights for: Blast, Double/Triple Blast, Big Blast, Super Blast, Mega Blast, Immense Blast, Cataclysmic Blast, Incomprehensibly Large Blast, You're Not Going To Believe This Blast, and Itty Bitty Teensy Weensy Baby Blast after a successful Bean Eating Mania. (Okay, okay, those last six were made up by Larry, and Super Blast is actually collected at the Blast/Wheel Hole. :)
***NOTE*** Road Show uses the term "Blast Zone" ambiguously. Sometimes it means "the Blast Targets" and sometimes "the Blast Targets or the Blast/Wheel hole". The distinction between those two is important, so this rule sheet will not use the term "Blast Zone," but instead specify which targets need to be hit.
Skill Shot Lane This lane runs past the right side of the Blast/Wheel Hole. Balls can come down this lane from the Bumper area, and the plunger sends balls up this lane. There is a one-way gate which deflects balls coming down over to the Right Inlane/Outlane area. When that happens, the Left Ramp lights for Shooter Bypass.
Plunger Good ol' reliable manual plunger. Depending on how hard you plunge, the ball can roll back to the plunger, roll down the Skill Shot Lane, land in the Blast/Wheel Hole for the Skill Shot, go up to the Bumper area, or hit the Bulldozer.
Right Inlanes Another of Lawlor's trademarks is two Inlanes on one side. The Inside Inlane lights Bridge Out at the Left Ramp, and the Outside Inlane lights Bob's Bunker. A ball shot to the Left Ramp and not diverted will return to the Inside Inlane.
Right Outlane This is a particularly wicked outlane. It can be lit for a Special.
Slingshots Two normal triangluar slingshots (but a bit on the small side) in their usual places.
Lower Flippers Two full-sized flippers in the normal place.
Standups Scattered around the board are white, orange, and red standups. They are used to change the lit mode, and during the Miami and Minneapolis modes.
Playfield lights Just below the Bulldozer are twelve lights that make up the Wheel. Below those are five lights that show your current day of the week (see Multiball). Moving down, there is the US map and the mode lights. Below the map are the bonus multiplier lights. And finally, between the flippers, the ever-popular Shoot Again light, which also indicates when the ball saver is active.
Shaker motor Inside the cabinet, about six inches in front of the coin box and six inches left of center, is the shaker. It's a motor spinning an off-center weight, which when turned on causes the whole machine to shake. It's used to punc


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