South Park

Sega Pinball, 1999 — shot-by-shot rules and strategy guide.

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South Park is a late Sega machine built on a very simple idea and a very generous ruleset. Five characters, five shots, five modes — and three separate multiballs sitting on top of them, any one of which can swing a game by hundreds of millions. It is not a subtle machine: knowing the shots and playing for multiball beats careful flipper work, and a good night can reach a billion.

The five shots

Every mode runs through one character shot, and starting it means hitting that shot four times:

A character's face on the playfield flashes once you have started their mode and glows solid once you have finished it. That distinction matters more than it looks, because the two wizard modes are gated on it. Modes can be replayed whether you won them or not, but each completion raises the number of shots the next attempt costs.

The modes themselves

Stan is a four-ball multiball built around the bumper nest. You need three kisses, spotted either by a run of bumper hits or by another left lane shot, and each lane shot starts at 5M and grows 100K for every bumper hit you have banked. Finishing the objective does not end the scoring — keep shooting the lane until you are down to one ball.

Chef gives you thirty seconds to sweep all five character shots. Each pays 5M plus a million per shot already made, the last is worth 10M, and every shot buys five more seconds. Take the easy ones first and the timer will still be healthy when you get to Stan's lane. Kyle wants four more ramps in roughly twenty seconds for 5M, 10M, 15M and 20M — pure repeat-shot pressure. Cartman gives twenty seconds for three more sinkhole shots, each worth 5M plus a million for every hit you have put on the three targets above the hole, so beat those targets up first. Kenny is a hurry-up: four hits arm it at 10M, one more collects it.

Multiball, and why it decides the game

Five hits to the Mr. Hankey targets lights multiball at the ramp — and every further hit before you start adds 100K to the base jackpot, so there is no rush. Start it at the ramp, the toilet opens and feeds a ball to the right inlane, and you are into a five-ball affair. Hankey targets pay a 1M base jackpot and each one lights a character shot for a double. Five Hankey jackpots lights a super at the ramp worth 5M, then 10M, then another 5M on top each time after.

There is a useful quirk to remember here. While multiball is running the machine will credit you a left lane shot for shooting the Chef lane — which is the easiest Stan progress you will ever collect, given how awkward that lane is under normal conditions.

Mystery, bonus and the outlanes

The three targets above the Cartman hole light the Chef lane for a mystery award. Bonus multipliers are by far the most common result, but 7M turns up, and so does a thirty-second frenzy in which every switch on the machine pays 500K. A charity extra ball is also available if you are under 10M on ball three. End-of-ball bonus is 100K for every shot you made to a character, the ramp or the townsfolk targets, multiplied — so those mystery multipliers are quietly doing real work. Both outlanes can light for special. Lighting both inlanes arms Super Fart Bumpers, which is worth doing before you start Stan's mode since that mode already pays you for bumper hits.

Two endings

Start all five modes but fail to finish at least one, and the Chef lane lights for Spooky Vision — a five-ball multiball where you raise each character's jackpot by hitting their own shot repeatedly. It does not appear at all if you completed all five on the first attempt.

Complete all five and the red arrow in the Chef lane and the volcano insert between the flippers both light. Shooting the Chef lane starts Volcano, the real wizard mode: five balls, fifteen lit character shots at 10M each. Make them all and the flippers go dead, you are handed an extra ball, and the whole thing begins again — a completed run is worth roughly 210 million. Miss the count and it simply ends when you are down to one ball.

One last thing worth knowing for the wait between games: with the machine in attract mode, pressing the flipper buttons left, left, right, right, left, left, right, right brings up the design team credits.

Goals in South Park

Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.

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