South Park: Super-Sweet Pinball (Pinball FX Table Review)

South Park: Super-Sweet Pinball
Platform: Pinball FX
Set: South Park Pinball ($9.99)
Included with Pinball Pass
Designed by Peter “Deep” Grafl
Originally Released October 16 2014
Awarded a Certificate of Excellence by The Pinball Chick Team

Keep in mind that our team’s fandom of South Park as a show is all over the place. Dad (Oscar) and Dash are 100% complete lifetime non-fans. Myself and Jordi are lapsed fans, while Dave is somewhere between the two groups. Only Angela is a modern “never misses an episode” fan of the show and even has viewing parties with friends. Some of us factored in the theme, others focused on the table. One odd note is that Zen is just weeks away from releasing Pinball M, their M-rated Pinball FX spin-off (oh.. hey, I get the name now), but this South Park is rated E 10+ by the ESRB. There’s not even bleeped cussing in here. Weird.

South Park’s tables being returned to Pinball FX after a six year absence is proof positive that all bets are off with Zen Studios. As if getting the World Cup and Indiana Jones licenses didn’t already prove that, now they’re bringing back their long-lost Pinball FX2 pins as well. South Park: Super-Sweet Pinball is probably their most famous pre-PinballFX3 pin (it’s either it or Plants v Zombies). It’s back, and it plays well with the new Pinball FX engine. Super-Sweet pinball is a smooth-flowing finesse table only somewhat held back by a brutal difficulty combined with modes that demand too much perfection in what is an imperfect art form.

The Vices (that would be myself, Angela, and Oscar for those keeping track at home) have put 30+ hours into Super Sweet Pinball. For all the whining you’re about to endure, we all really enjoyed it. However, some of the angles are too impossibly risky. Chef’s door is a whole other level of “WHY DID YOU STICK THAT THERE?” mind-f*ckery. Unlike Dash and Angela, I never considered moving off my GREAT rating. The risk/reward balance is too screwed-up for that.

Super-Sweet isn’t entirely an original table by Zen. Hold a mirror to the layout and it’s a close approximation to Stern’s Simpsons Pinball Party. I don’t know if that was meant to be a “Simpsons Already Did It” joke or not, but given that Ant-Man is a mirrored version of Theatre of Magic, probably not. The similarities are mostly superficial in nature, though South Park does take after Simpsons with multiple highly stackable modes. Unlike Simpsons, you can’t go into the settings to adjust the hurry-up times. The biggest problem with South Park is how damn unforgiving it is. It’s not enough to activate the modes. The modes have to be finished to achieve the S-O-U-T-H-P-A-R-K lights that are the ultimate object. That’s nine modes, with three additional modes (one of which is a grindy multiball). Finishing four of them lights an extra ball, but even on our third day, it wasn’t all that rare for each of us to finish games with only one light (typically it was the Kenny light, which is a lay-up). And, we really don’t suck at pinball. Hell, I’m the reigning Arcade mode world champion on this table at the time I’m writing this, and I finished that game barely halfway there. They’re a LOT of work just to get started, THEN you have to.. you know.. beat them!

The Stan and Kyle scoops are deceptively hard shots. For Kyle, if you have a gentle roll on the right flipper, a backhand is a relatively safe option. Stan? Not so much. If there’s a low risk angle for it, we haven’t found it. Annoyingly, despite being a very high-risk shot, Stan’s hurry-up is too short and very undervalued relative to its difficulty. Really, the only value it has is it gives you the S light. Lighting four of the S-O-U-T-H-P-A-R-K lights will light the extra ball target. My suggested order is Kenny, Sarcastaball (which has an additional extra ball attached to it), School Bus Multiball, and Manbearpig. You can sub Stan’s Hurry-Up (annoying as it is, once it starts, it’s one shot to complete) for any of those. The Vices NEVER successfully completed Kyle’s mode (Mr. Hankey Multiball) or Chef’s mode. Not once.

Let me pick an almost random example: the School Bus Multiball. To get it, you must shoot the school bus ramp NINE times. You must then lock four more balls shooting the same ramp. THEN, you must complete the shots for all four of the boys AND sink the balls back in the bus ramp you had to grind nine shots out of to begin with. I’m fairly sure that you need to only lock one of the balls to get the “R” letter, but either way, this is massive grindy time investment. I can’t stress enough: the most successful pinball tables of all time kept their “doors” lit whether or not you were successful in the mode or not. That’s the kind of pinball that generated the biggest success the medium has ever had BY FAR, so why wouldn’t you do that, Zen? You have 110+ tables on Pinball FX, and you expect HOW BIG a time commitment towards “git’n gud” at them?  Kyle’s requires you to get the K-Y-L-E lights, then 3 locks on the sarcastaball-ramp, THEN you have to get a super jackpot in multiball. AND IT’S ONLY WORTH A MILLION POINTS for that super jackpot.

The super skill shot is quite risky. I had a lot of shots go straight down the drain off it. You should have the ball save lit, but still, it’s a bitch. When this target isn’t standing, it’s replaced by a TV target that requires you to hit it.. I’m not making this up.. 247 times just to light an extra ball. Come on, Zen. Now you’re just straight-up trolling. It’s worth noting the “episodes” you get from hitting this add to your end-of-all bonus as well. If I shoot a target 247 times, I expect the table to gain sentience and eat me. Though actually, at one point, I had an EB light that I couldn’t figure out where it came from. It’s entirely possible it was from this.

Compare the relatively low scores of the other modes to the T-I-M-M-Y mode, which is NOT for one of the letters but yields the highest scores. By far! Timmy’s easy-to-get lights are along the flipper lanes. After lighting them, you have thirty seconds to go nuts on a single shot next to the Kenny loop. Use the left flipper and a cherry-bomb shot, and you’re gold, OR, you can use the bat flipper. Yep, the best target in the game can be shot from both the left primary and the bat flipper, and boy, does it score points. You only need to hit it once and you’ve got a cool million points, and it adds another million every time you repeat it. Do the TIMMY shot twice, and you’re made three million points. Three times? Six million. Four times? Ten million. And so forth. And so forth. You can grind that one shot, 30 seconds at a time, and still score hundreds of millions of points. You can use this as an excuse to light the C-A-R-T-M-A-N lights, since that shot feeds you a softball for the bat flipper to shoot the TIMMY shot. Oh, and if you miss it off the bat flipper? You’re either hitting the Kenny Loop, Randy Ramp, or if you’re way off, you’re hitting the J-I-M-M-Y lights for the kickbacks! It’s so badly balanced. My arcade world record right now is probably 40% to 50% made of that one shot. That’s not balanced. I should note my father disagreed with me all weekend about how low-risk it was, since the Timmy target is a cherry bomb shot straight over the drain. I almost never lost a ball from it. He’s just plain wrong.

Assuming the mini-table doesn’t glitch out on you and ruin your game (and it might), you’ll want to get good at it since the extra ball light is that cow up at the top of it. The biggest pinball mistake Angela will ever make is letting me see how she cracked the super skill shot. Here’s how: let the ball “settle down” on the right (lower) flipper before flicking. It should bounce off the target and roll around the goal post. Grind this up to a 10 million point level and then complete the super skill shot on the main playfield to light an extra ball. Takes practice but I can now do it almost every time. It’s HIGHLY clockable. The balloon part? Not so much. Another tip: don’t shoot the tethered balloon directly. Use the same strategy as I stated above and DO NOT shoot the balloon directly. ANY contact with the balloon will light the S-A-R-C-A-S-T-A-B-A-L-L lights, even if it’s on the return. Now, when the balloon is cut loose from the tether, sorry friend, but you’re on your own. I sucked at it.

Will someone in charge at Zen Studios tell their table designers to tone it the f*ck back, already? Because the tables aren’t better for demanding this much commitment out of them. The tables aren’t ever more fun because of the repetitive grinding. They’re less fun. Nobody is going to devote six months towards one table to get good enough to get the wizard mode. Look at how few people are posting wizard-level scores on Zen Originals versus Williams pins (that don’t require endless grinding with no forgiveness for failure) and ask yourselves which tables people are having more fun with? I know I’ve been whining about this a lot lately, but it’s an issue. People aren’t finishing these tables. GOOD PLAYERS aren’t. That’s not a virtue.

This screenshot alone is PACKED with incredible shots. Dad coined the Kenny loop a “shoelace loop” or “The Ritchie Shoelace” which is a close cousin of “The Ritchie” as seen in tables like Black Knight, High Speed, etc. Oh, and Kenny is probably the easiest letter on the entire table. Or, you can shoot the Randy loop, which is a bit tougher and activates the super-grindy Bat-Dad mode. Or, one shot on the Randy Loop also lowers the blimp to activate Sarcastaball and grant access to the mini-table (where an extra ball can be nabbed). OR, you can get the T-I-M-M-Y lights and then shoot the Timmy vertical target, which is potentially the most valuable shot on the table. Finally, the J-I-M-M-Y lights that activate the valuable kickbacks are just under the Randy shot, though it’s nearly a blind-angle off the bat flipper.

Now, with that whining out of the way, I should probably note that we all loved the layout for South Park. Of all the “super difficult” Zen originals, South Park is probably neck-and-neck with Clone Wars for having the best transitional flow. While South Park is absolutely packed with modes and mini-modes, the transitions from shot-to-shot are smooth regardless of what modes you’re aiming at. And, unlike Whirlwind, we could use post transfers to great effect this time. You’ll need passing for this one, as the key modes are timed. Cartman’s Anal Probe requires thirty spins of the spinner in sixty seconds (approximately four flush shots), and at that point, you’re only halfway there. You then have hit three UFOs in thirty seconds. Manbearpig is ten shots, then a straight-shot up the middle, THEN collect six piles of gold, THEN one final cherry bomb up the center. Bat-Dad is the hardest by far. You have to shoot a high risk cardboard target to “throw a jab” which ticks off a little bit of his health. To “throw a haymaker” and do extra damage, after hitting the cardboard target, you have to very quickly connect on a follow-up flashing light shot. I have no idea how many times you have to do this. We never came close to finishing it. We never finished the Chef’s mode. They were too high risk, and it made more sense to shoot the TIMMY lights for maximum yield.

The Terrance & Phillip themed bumpers are incredibly violent and, when their mode is charged-up, high-yielding. Angela at one point banked nearly ten million points off them in a single shot based solely on pure blind luck of getting the ball jammed between them. There’s also a Lawlor Path between them that acts as Stan’s Hurry-Up shot, as well as additional Canadian Multiball and Manbearpig shots. However, it’s a very high risk shot, and the bumpers, fun and profitable as they can be, may also murder your ball via the right outlane or even a drain plunge. I held my breath every time.. which feels oddly fitting for fart-themed bumpers.

The big question is “can non-fans enjoy South Park?” I actually think it might be true of both non-show fans and non-pinball fans. Don’t mistake my usage of “super difficult” for being “impossibly difficult.” It’s not that bad. Actually, South Park: Super-Sweet Pinball is an incredibly fun table. Strangely generous too. Take the Cheesy Poof bag, for example. It’s the score multiplier and it’s right next to two necessary shots: the left Manbearpig/Canada/Cartman orbit and the school bus ramp. If you brick either of those shots, you get rewarded with the Cheesy Poof bag, which is fairly low-risk to hit. In fact, the entire left side of the table is so tame and workable that it’s practically gentle. You’d never imagine that South Park is a steel ball serial killer. Oh, it is, and it can be maddening in how many different shots can kill you. But, while I still firmly protest how much work Zen expects people to do to earn wizard modes, all credit where it’s due: it never gets boring, at least with this table.

Cathy’s, who took the crown from Angela, who took it from Cathy.

Cathy: GREAT (4/5)
Angela: GREAT (4/5)
Oscar: MASTERPIECE (5/5)
Jordi: GREAT (4/5)
Dash: GREAT (4/5)
Dave: MASTERPIECE (5/5)
CERTIFIED EXCELLENT BY THE PINBALL CHICK TEAM

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