South Park: Super-Sweet Pinball (Pinball FX Table Review)
October 16, 2023 2 Comments
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 14 2014
Awarded a Certificate of Excellence by The Pinball Chick Team
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.
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!
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.
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.
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.
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 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: 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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