Red & Ted's Road Show

> "Keep your eyes on the road."
>
> - Red

***Red & Ted's Road Show*** is one of three Williams pinball tables released in the fourth volume of Zen Studios' Williams pinball collection, available in *Pinball FX 3*, the macOS version of *Zen Pinball 2* and the *Williams Pinball* mobile app.  It is a spiritual sequel to Pat Lawlor's *FunHouse* pinball table, using the same Pin-Mation technology, that follows the adventures of demolitionists Red and Ted as they travel across the United States.

The game features the voice of country singer Carlene Carter as Red. Her song "Every Little Thing" is featured in the game after the player scores a jackpot during Multiball, during the Super Payday wizard mode, and when the player gets a high score.

## Table overview

### The upper half of the table

The back left corner of the ramp is the location of the sharp left turn of the table's left hairpin ramp, marked with the sign "Danger: Bridge Out". It either leads to a habitrail destined for the inner right inlane, or down a habitrail destined for the left inlane, depending on the position of a diverter gate. A page-turning calendar is placed near this gate, which changes to reflect the current day. To the left of this ramp is a lane gated by a spinner leading into a sinkhole marked "Bob's Bunker", a souvenir shop frequented by Red and Ted. A backwards-facing, unlabeled standup target is at the front of the entrance to the Bob's Bunker sinkhole, and a white stand-up target is placed between these two lanes. To the right of the left ramp is the toy head of Ted, Red's work partner and best friend. A target-studded yellow bar, called the bulldozer target, blocks off his mouth, which can raise itself to unblock his mouth. To the right of Ted's head is a loop that wraps around a similar toy head of Red, Ted's boss, before ending at a bumper area that gates the front entrance of a right bridge ramp with the same "bridge out" sign, destined for the exit habitrail leading to the inner right inlane. Truck horns are placed on the yellow, rear bumper.

Red's mouth can be accessed via a cross shot from the upper left flipper in front of the left wall of the lane leading to Bob's bunker. A hidden target is placed in front of the tip of this flipper. There are two targets that are also colored orange, one to the left of the crosslane and another to the left of the rear bumper. On the left side of the left bumper, there is a standup target bank representing the radio.

### The lower half of the table

At the left side of the table is a hairpin-turning lane that takes a sharp U-turn into a special dropdown lane that ends with a slightly sloped drop that can drain the ball into the left outlane. A very small left mini-flipper is installed here and it is used to make a cross-shot across the playfield to hit a target bank on the other side representing the blast zone. This target bank is part of an island that forms a mini-loop to its right that is part of the plunger exit. A sinkhole used to start missions, named the City Scene sinkhole, is installed in front of the left bumper. Together, this sinkhole and the abovementioned island flank the entrance to the right ramp, which passes through the bumper area. Two targets, an orange one and a yellow one, flank the entrance to the left lane, known as the "blast zone" lane.

There are 5 return lanes, two on the left and three on the right, with both outlanes unguarded. There are two slingshots, two flippers and a special return lane to the left of the five return lanes that drops the ball into the left plunger. which is accessed by diverter mechanisms at the end of the habitrail destined for the left inlane and two gates, one between the left inlane and the left outlane and another between the left outlane and the plunger entrance, that will both swing away to divert the ball to this special plunger.

The left apron features a blue dynamite detonator marked with a yellow lightning bolt, while the right apron features an animated figure of Ted driving his bulldozer. A red construction drum is also placed near it as well.

### The plungers

The right plunger is the primary plunger with a spring-loaded mechanism that launches the ball up a straight shaft and drops the ball into a miniloop formed at the blast zone's area. Depending on how strong the ball was shot, it may carry the ball down the lower exit of the miniloop, drop the ball into a sinkhole inside the blast zone area called the blast sinkhole, or bring it into the bumper area. The goal of the skill shot is to determine the correct amount of force that will drop the ball into the sinkhole at the island.

There is also a left plunger that is used for the Flying Rocks side mode. When it starts and the ball is diverted to it, the ball can then be launched into a habitrail that ends at the hard hat worn by Ted's toy head. The ball will roll back down the habitrail, which may drop the ball into the exit habitrails destined either for the left inlane or the right inner inlane, or right into the leftmost lane for a chance to hit the Blast Zone targets with the tiny left mini-flipper.

## Objective and missions

The goal of this table is to get Red and Ted across the United States of America from the East Coast to the West Coast while doing their jobs as demolitionists (or trying to) through several missions, referred to as **City Scenes**. To start a City Scene, the player must help Red and Ted travel 400 **miles** from one city to the next, and then shoot the ball into either the blast sinkhole or the City Scene sinkhole. The first City Scene is lit by default at the start of a game. City Scenes can also be automatically lit or started by collecting *You're There!* off of the **Wheel Award**. Each mission started awards a flat 5 million points.

Miles can be gained through the following methods:

 Either bridge ramp
 The right loop around Red, the City Scene hole or the blast hole
 towards the entrance to Bob's Bunker
 Other lanes or any targets

Once a City Scene is ready to start, no further miles can be gained until the mission has been played and finished. The player can accrue a total of 9,999 miles towards **end-of-ball bonus**, but no cap is put on miles otherwise. All non-multiball City Scenes are typically timed for 20 seconds, and the player only needs to start one in order to count the scene as complete and progress towards starting **Super Payday**. Some City Scenes have definite win conditions, while others don't.

### Cities and routes

There are 18 different cities each with a different mission available, divided into three groups: northern cities (white), central cities (yellow) and southern cities (orange). When the player finishes a mission in one city, the two cities the player can choose from for the next mission will be west of the previous city and not be in the same group as the previous city (for example, completing a mission for a northern city means that the next city to visit must be a central or southern city). At the start of each Super Payday run, Red and Ted can begin their journey either at New York City (northern) or Miami (southern); the wizard mode will then be made accessible once the player reaches one of the three West Coast cities. To switch between which of two cities to visit next, the player can hit the bumpers or strike any of the 5 destination targets on the left and right sides of the table (the white, yellow or orange ones).

* At the start of a wizard mode run, or after finishing a mission in a central city, the player can hit the white target to send Red and Ted to a northern city for their next mission, or hit other targets to send them to a southern city.
* After finishing a mission in a northern city, the player can hit the orange target to send Red and Ted to a southern city for their next mission, or hit other targets to send them to a central city.
* After finishing a mission in a southern city, the player can hit the yellow target to send Red and Ted to a central city for their next mission, or hit other targets to send them to a northern city.

Depending on which cities the player chooses, the number of missions required to reach the wizard mode can range from 7 to 12. It is possible to prolong Red and Ted's route to the West Coast; after the player is given a choice of two cities and chooses one city to start the next mission, the player is given an opportunity to visit the city they didn't choose as one of the two cities available for the next mission. If the player played through a mission while in possession of the associated **souvenir** (as indicated on the table below), 10 million points per souvenir will be added to the end-of-ball bonus. (*Souvenirs can be acquired from Bob's Bunker, skill shots or random Blast Wheel awards, as stated in the "Perks" section.*)

If the player plays through all 18 cities in a single session, the display will read "WOW" in a medium-sized font during the mission intro animation before resetting all the city lights. This also removes the corresponding souvenir bonuses you've collected for each city.

### The magic standup target

Located directly in front of the entrance to Bob's Bunker is an unlabeled standup target that can only be seen if you look carefully. This standup target is often called "the magic standup" and will be labeled as such in this rules document, as hitting it the first time during a City Scene will award something beneficial to the current mission - usually spotting a shot for you. The magic standup can be hit by shooting Bob's Bunker, then opting out of using the upper left flipper and instead having the ball bounce off the target to either lower flipper. This shot is available only once per mission.

### City Scenes

The following 18 City Scenes are available to play, and missions for all cities in one valid east-to-west route must be started to reach the wizard mode:

### Wizard mode

Once Red and Ted reach the west coast of the United States, the lock will light at Bob's Bunker. Locking a ball there will reset the timer for the current mission, and light all three sinkhole shots for a second lock. Scoring the second lock will instantly start the wizard mode, **Super Payday**, in which Red and Ted are handsomely rewarded for their crazy work with a massive payout. This is a 3-ball victory multiball by default that ends when the player drains back down to single ball play, with the following rules:

* All switch hits are worth 1 million points.
* The bumper value is maxed at 1 million points for the rest of the ball.
* The **Blast Zone** is constantly lit for 3x Blast.
* Every shot to Bob's Bunker will collect a **Wheel Award**. One will also be available once the wizard mode ends.
* **Special** is lit at the left outlane, alternating between outlanes with the slingshots.
* Shooting either ramp, the blast zone lane or the center lane that loops around Red will grant the total score of one mission attempted during the wizard mode run, starting from the first one and cycling through the series of missions completed before beginning again.

The 3-ball multiball can be extended to a 4-ball one before it begins through the following methods:

* Perform a skill shot after starting the wizard mode during the final city mission.
* Lock one ball at Bob's Bunker before starting the final City Scene, and then during the mission, lock one ball in Bob's Bunker and another in the mission or blast hole.
* Lock one ball at Bob's Bunker before starting the final City Scene, and then during the mission, lock 2 balls in Bob's Bunker, then quickly lock one ball into the mission or blast hole.

The player is only allowed one play of the wizard mode before the table resets.

## Side modes

The following side modes can be activated during play:

* **Bob's Bunker**: Bob's Bunker is a country-wide souvenir shop where Red and Ted buy souvenirs during their journey. The player can visit Bob's Bunker by shooting the right loop or by feeding the rightmost inlane, then shooting Bob's Bunker. (*Bob's Bunker is immediately lit at the start of a session.*) The player will be given 5 seconds to choose whether to buy a randomly selected **souvenir** by spending points from the current score. Souvenirs can be traded for big points at **Albuquerque** and contribute 10 million points per souvenir w/ corresponding city to the end-of-ball bonus.
* **Construction Mania**: If the player enters Bob's Bunker, and the scoring display shows the words "Uranium Ore $3 a Chunk" in front of the store, the player can immediately press both flipper buttons to start a hidden side mode where all switches award 3 million points for 20 seconds.
* **Flying Rocks**: Earning the 3rd, 40th or 80th **Blast**, or earning the *Flying Rocks* **Wheel Award**, will divert the next shot up the left ramp into the left plunger. Depending on how strong the player plunges the ball with the left plunger, the ball will drop into one of three exits: a lower exit that drops the ball above the mini-flipper to score a **Big Blast** bonus, a middle exit that drops the ball into the left ramp's diverted exit habitrail and activates **Radio Riot**, and a back exit that drops the ball down the left ramp's default exit habitrail and lights an **extra ball**. The three awards must be lit by shooting the right loop at the start of a game before being collected. Plunging at maximum strength will hit Ted for 25 million.
* **Radio Riot**: Collecting the middle exit during **Flying Rocks** will qualify Radio Riot for the rest of the ball. All shots to the radio standup target bank will score 10 million points and a radio call sign callout. Radio Riot is unlit when the player drains.
* **Bad Weather**: Bad weather is coming, and Red and Ted must take shelter at Bob's Bunker. This side mode starts when the *Bad Weather* **Wheel Award** is collected and lights Bob's Bunker for a 25 million point hurry-up that decreases to 5 million. Hitting the lane in time will score the hurry-up value.

### Multiball

There is only one, 3-ball **multiball** on this table, reflecting the weekly paychecks Red and Ted get for their work and the inevitable excitement that comes with them. To lock a ball, the player must hit the bulldozer target five times when no City Scene is active to advance the day of the week to Friday, then shoot Bob's Bunker to lock the ball. Any further hits to the bulldozer target before the first ball is locked will score "overtime" rewards (1,100,000 points for the first hit + 100,000 per subsequent hit, up to a maximum of 3 million). Each locked ball also scores the paycheck itself, based on the **miles** that were traveled before the ball was locked (10,000 points per mile).

After two balls are locked into the Bunker, Ted will sleep after a long work week... but he's still driving. Knock some sense into him by locking the final ball into his mouth to start the multiball. All three balls will eject via the Bob's Bunker sinkhole, and the first jackpot can be collected with a shot into Ted's mouth while the bulldozer is moving. Collecting this jackpot will light another jackpot at Red's mouth, and shooting this jackpot will reset the jackpot process until the player drains down to a single ball. The jackpot value starts at 40 million, and can be increased by 5 million each time the bulldozer targets are hit (until the jackpot reaches 75 million). If the player fails to score a jackpot before the multiball ends, the player can shoot Bob's Bunker for a limited time to restart with a 2-ball multiball.

Every time multiball is started, the number of hits required to the bulldozer to advance through the work week and the minimum / maximum jackpot value will increase. The rules are indicated in this table:

 2nd
 3rd and beyond

## Perks

There are various perks that can be activated, but they generally involve earning high scores. (*There are many other ways to earn points, besides most of these perks shown below. See page 19 of ShoryukenToTheChin's PDF table walkthrough for more details.*)

* **Ball Saver**: A 10-second ball saver is active at the start of every new ball; if the ball hasn't hit three unique switches yet, the ball saver will also activate. Once it expires, it cannot be reactivated normally.
* **Bridge Outs**: The Bridge Out sequence can be advanced by either by dropping the ball into the left inlane and shooting the right ramp immediately after, or by dropping the ball into the right inner inlane and shooting the left ramp immediately after. Each Bridge Out advances the **bonus multiplier** and lights the **Wheel Award**. Once the bonus multiplier is at 6x, further Bridge Out shots award 10 million points.
* **Bonus Multiplier**: The Bridge Out sequence advances the end-of-ball bonus multiplier by 1x per shot, to a maximum of 6x bonus. The first time 6x bonus is reached during a game, **extra ball** will light.
* **Souvenirs**: Random souvenirs can be earned by making skill shots, buying one from Bob's Bunker, or scoring the *Bob's Freebie* **Wheel Award**. Souvenirs associated with cities the player has visited contribute 10 million points to the end of ball bonus, and can be sold in **Albuquerque**. (*Page 11 of ShoryukenToTheChin's PDF guide lists all souvenirs and their values, including non-city related souvenirs.*)
* **Blasts**: Red and Ted profit from demolition and (mostly) lawful destruction of buildings. Hitting the blast zone when lit or flashing will score a value starting at 1 million (built up further by unlit blast zone target hits or jet bumper hits) and score between 1 to 3 Blasts, which score 200,000 points per blast in end-of-ball bonus and count down to certain rewards once enough are collected. One blast can be collected by hitting the blast zone target bank after lighting it by shooting either the blast hole or magic target. 2x blasts can be earned if the player hits the blast zone targets as a combo from the blast zone lane's mini-flipper. 3x blasts can be earned if the player makes a right **Bridge Out** shot, then hits the blast zone target bank. Collecting the *Lite Big Blast* **Wheel Award** or plunging into the left plunger's lower exit during **Flying Rocks** will briefly light the blast zone targets for a Big Blast worth 5x the blast value. Certain Blasts grant awards, as shown on the table below. (*Because the blast count is kept as an 8-bit counter, the blasts max out at 255 and will roll back to 0 after any further blasts are obtained.*)

* **Wheel Awards**: Every **Bridge Out** shot lights both Bob's Bunker and the blast hole to score a Wheel Award. There are 12 Wheel Awards in total, and each one cannot be collected again until all awards have been claimed (although duplicate prizes can be collected during the **Las Vegas** City Scene). The awards are determined via bumper and spinner hits, and can be one of the following:
	+ *You're There*: Scores 5 million times the number of cities that have been visited so far, and instantly lights the next **City Scene**. If collected while one is already lit, the next City Scene will be lit after the first mission has been played.
	+ *Flying Rocks*: Lights the left ramp to divert into the left plunger for a **Flying Rocks** award.
	+ *Light Big Blast*: Lights the blast zone targets to score a **Big Blast**. This disappears at the end of the ball and can only be collected once, but doesn't time out.
	+ *Light Special*: Lights a **special** at the left outlane.
	+ *Million Plus*: Lights the right ramp to score additional points with each shot for the rest of the ball, starting at 6 million points and increasing by 1 million per shot up to 12 million.
	+ *Jets At Max*: Lights the bumpers to score 1 million points per hit for the rest of the ball.
	+ *Bad Weather*: Starts the **Bad Weather** hurry-up side mode described above.
	+ *Spinner At Max*: Every spinner spin scores 1 million points for the rest of the ball.
	+ *Hold Bonus*: Holds the **bonus multipliers** over to the next ball.
	+ *Light Extra Ball*: Lights an **extra ball** for collection at Bob's Bunker.
	+ *Bob's Freebie*: Awards a free, random **souvenir** from Bob's Bunker.
	+ *Lunch Time*: 15 million points and a tasty hot dog. Mmm.
* **Big Millions**: Every time the ball exits from Bob's Bunker, Red's mouth will briefly light as a cross shot from the upper flipper for big points, starting at 5 million and increasing by 1 million per hit up to 25 million. The reward value carries over between balls.
* **Extra Ball**: Extra balls can be lit at Bob's Bunker by buying one of the rare pinball **souvenirs**, collecting the 7th and 50th **blasts**, maxing out the **bonus multiplier** at 6x, plunging for the lit back exit during the **Flying Rocks** side mode with the left plunger, or by earning *Light Extra Ball* off the Wheel Award. An extra ball can instantly be earned by reaching the replay score of 500 million points. All extra balls can only be collected once and are lit for the rest of the game, but the Flying Rocks extra ball will be disqualified if the ball drains without collecting it.
* **Special**: Specials can be lit at either outlane by buying a Gold Pinball **souvenir**, starting **Super Payday**, collecting the 20th, 100th and 250th **blasts**, or by earning *Light Special* off of the **Wheel Awards**. Specials award 50 million points.
* **End-of-ball bonus**: Bonus is determined by 2 million times the number of **City Scenes** played + 1,000 times the number of **miles** traveled (up to 9,999) + 200,000 times the number of **blasts** collected + 10 million times each **souvenir** associated with a visited city. The bonus value carries between balls, and is multiplied by the bonus multiplier.

## Tips

* At the start of a game, you'll start the Smash A Cab City Scene if you make a skill shot. Don't do this if you want a high score - the mission is very risky and low scoring. Instead, short plunge and aim for the targets to light the much higher scoring Spring Break City Scene.
* If you want to get to Super Payday quickly, look for a short route for Red and Ted to travel to get from east to west. The general rule of thumb is that once you choose a city for your next mission, the city you didn't pick becomes one of the two next cities to choose from for the following mission, and that is the city you must avoid. (For example, if you are in Atlanta, where you choose between Ohio and New Orleans, and choose to go to Ohio for the next mission, you will then choose between New Orleans or Nashville after finishing Ohio's mission. Avoid New Orleans in this case.)
* This table has no outlane protection of any kind, and there is no way to reactivate the ball saver. One easy way to drain the ball is to shoot the blast zone lane and then fail to make the cross-shot with the nearby mini-flipper. Look for extra balls to extend your session, because you will almost certainly need them.
* Master the ramp shots. They will net you 120 miles of travel when going to the next mission and you can perform Bridge Out shots on them to advance the bonus multiplier and get a free Wheel Award at Bob's Bunker or the blast hole. Left ramp - left ramp - right ramp - blast hole is particularly valuable, as it will advance the bonus multiplier by 2x, score a Wheel Award, and start the next City Scene.

## Easter Eggs & References

* The radio call signs in the **Radio Riot** side mode all stand for different things. See if you can figure them out.
* Pat Lawlor's infamous red button can be seen on the backglass, in the hand of someone in a red car directly to the left of Red & Ted's bulldozer.
* The **Earthshaker!** West Coast mission shares its name with a late 80s Williams pinball machine also designed by Pat Lawlor. Red imitates the title scream following a blast zone target hit during the mode.
* At the start of the **Tornado** mission, a radio announcer can be heard saying "The storm is coming. Return to your homes". This soundbite is taken from Whirlwind, a 1990 storm chasing themed table also designed by Pat Lawlor, where it plays whenever a lock is lit.
* The cheeseburger bonus for hitting Red's mouth enough times is a nod to the "Sausage Bonus" in FunHouse, which was collected by hitting Rudy's mouth enough times. The Pin-Mation technology that enabled Rudy to talk and follow the ball is also reused in this machine, as is the Multiball mode that starts by shooting the ball into one of the heads' mouths. There are plenty of other references to this game lurking around...
* The police who chase Red & Ted in Ohio are the same police that you had to escape from in The Getaway: High Speed II. Ted sometimes says "Officer Steve Speed!" during this mission, referring to the game's designer, Steve Ritchie.
* The structure and name of the Butte **Tunnel Hunt** mission is shared with one of the missions in one of Pat Lawlor's earlier pinball machines, The Addams Family.
* The aliens that invade Seattle are the same ones seen in the "shoot again" animation in Twilight Zone, which Pat Lawlor designed a year before this game.
* The sign in front of Bob's Bunker will occasionally read "SECRET VIDEO MODE" followed by a long flipper code. No such video mode can be activated; this is a reference to the hidden video mode in Williams' Star Trek: The Next Generation pinball machine, which had a similarly long code to activate.

## Censorship

* When the player is prompted to shoot again after earning an extra ball, the scoring display shows an animation of a construction worker getting crushed by a crane's wrecking ball. The animation in Zen's recreation is truncated such that the message "Shoot Again" descends over it a second before the wrecking ball drops onto the worker.

## Tournament notes

* In tournament mode, the Souvenirs granted from Bob's Bunker and the skill shot will always be rewards with no associated city to minimize the random scoring from this feature.

## External links

* Table walkthrough by ShoryukenTotheChin (PDF)