Souvenirs, souvenirs, souvenirs. These can be the key to big scores. If you’ve visited a city and have the corresponding souvenir, it’s 10M bonus, multipliable, so up to 60M per city/souvenir pair. It’s not unheard of to have a billion points in bonus. If you visit Crazy Bob’s (lock lane, lit via the half-orbit between Ted and Red) and he offers to sell you a souvenir, it’s probably worth buying unless you know for certain it’s a bad one (“bad” meaning “doesn’t correspond to any city at all”). In tournament mode, the souvenirs are given in a fixed pattern, starting from the least expensive to buy, so all the more reason to just buy them all. (Even the “bad” ones can have value in Albuquerque… you often prefer to keep your souvenirs rather than selling them in Albuquerque, but selling might be the right choice in some situations… particularly if it’s the last ball, you have a high bonus X, and you have no valid city+souvenir pairs.)
Generally, southern cities (gold and orange) are more lucrative than northern cities (white). However, you can’t play the same color city back to back, so there is strategy in selecting which cities you want. Hitting a colored pop bumper or standup target selects that color of city if possible. For example, at the start of the game, your first city will be either New York (white) or Miami (gold)… Miami is much more valuable than NY. On ball 1, you may consider forgoing the opening skill shot (and accompanying NY city start) to try to light and start Miami, then pound the bumpers and spinner. Nashville and Kansas City are both multiballs, so playing those is usually a good idea.
You can collect skill shots for souvenirs + increasing points ANY time you plunge the ball into the skill shot hole, including after ball locks and ball savers. Some players choose to “skillfully drain” at the start of their ball to get extra skill shot opportunities. If you try this, be aware that the ball save timer continues to run while a city start animation plays, so you may have less ball save time than you expect (possibly none at all after the animation).
The most powerful shot combo in Road Show is: left ramp, (perhaps left ramp again), right ramp, blast hole. This awards bonus +2X, a Super Blast, a wheel award, and usually starts the next city.
Speaking of Super Blast, here’s a trick that works on most Road Shows: if the ball is coming to the mini-flipper (either via the right ramp or the left U-turn), simply hold the flipper… the ball will come to rest. You can then deliberately shoot the blast hole. Much more reliable than trying to shoot on the fly.
The wheel award “Bad Weather”, which seems to be an unremarkable hurryup, has an interesting undocumented feature: it stops the mode timer of whatever city you’re playing.
Immediately below the upper left flipper is a standup target, sometimes referred to as the Magic Standup, that’s facing “the wrong way” (toward the back of the game). During city modes, if you shoot the lock and then let the ejected ball just fall and hit this standup, something good will happen in the mode: in most cases, it will spot you a shot or two.
During multiballs (regular, Nashville, Kansas City), if you know you have multiple valid city+souvenir pairs, you’re probably better off focusing on collecting bonus X rather than jackpots, until you’ve maximized bonus X (6X).
Hope these help.