South Park
Sega, 1999 • Whitestar • 6 Players • TV comedy license
Loud, weird, and packed with callouts—collect the kids, start multiball, and chase wizard-mode chaos.
Quick Facts
Manufacturer
Sega
Year
1999
System
Sega/Stern Whitestar
Players
6
Production
2,200 units
Display
Dot Matrix (DMD)
Design Team
Design
Joe Balcer & Joe Kaminkow
Artwork
Kevin O’Connor / Sega art team
Software
Neil Falconer / Whitestar team
Sound/Music
Sega sound team (licensed-style callouts)
Notable Features
- Character-driven progression (the kids + show moments)
- Fast scoop/return action with chaotic pop-bumper play
- Mode-style objectives and multiball stacking potential
- Iconic South Park callouts and humor baked into gameplay
How to Play (Quick Start)
- Collect characters: Shoot the lit shots to qualify the main character objectives.
- Start multiball: Lock/qualify balls and begin your primary scoring window.
- Keep it under control: This game can get wild—prioritize shots that return safely to a flipper.
- Finish what you start: Completing a mode is usually better than starting five and finishing none.
Rules & Scoring Highlights
- Character progression: Advancing the main cast objectives opens up bigger features and end goals.
- Multiball management: During multiball, pick your most repeatable jackpot route and loop it.
- Mode completion: Modes are often worth more at completion—avoid “mode grazing.”
- Tilt/nudge awareness: Wide-body chaos moments call for nudges—use them early, not late.
Tournament Tips
- Scoop control is everything: Practice catching on the scoop return so you can repeat key shots.
- Choose safe jackpots: If a jackpot shot is feeding danger on your machine, use the safer value path.
- Stay patient: South Park tempts you to flip at everything—don’t.
Media / Flyers
Rules / Rule Sheets / Manuals
Video Tutorials
Tutorial: South Park (Fargo Pinball)
PAPA HQ gameplay (classic)
Tutorial + gameplay (Spooky Vision / wizard)