Gorgar
Williams, 1979 — shot-by-shot rules and strategy guide.
Open Gorgar in the Pinball Genie app →Gorgar is a Williams System 6 solid-state game (December 1979, design Barry Oursler, 14,000 made) and the first talking pinball machine — a 7-word vocabulary ("Gorgar speaks", "Me got you", "You beat me") over an accelerating heartbeat. It is a single-ball, lamp-ladder game: there is no multiball, no timed modes, no wizard mode, and no lane change (that arrived with Firepower in 1980). Every feature is a persistent ladder that advances as you complete banks and lanes, and much of the progress is remembered ball to ball. The "mode" and "wizard" goals below are this era's closest analogues — its feature ladders and Special/high-score quests — not modern features grafted on.
Bonus is king
- Bonus advances (1,000 each) come from the A/C top lanes, D/E inlanes, each 1-2-3-4 target, and the eject hole; the B lane gives 3 advances. Base bonus caps at 29,000.
- Completing the A-B-C top lanes advances the bonus multiplier: 2X, then 3X (max). Max end-of-ball bonus = 29,000 × 3 = 87,000 — bigger than any single shot on the playfield.
- The spinner (right-side lane, left-flipper shot, feeds the top lanes) is lit for 1,000/spin only while bonus is between 10,000 and 20,000 — rip it inside the window.
The Snake Pit
The signature toy: an under-playfield magnet grabs the ball at the snake's head, scores 1,000 unlit or the flashing value, then releases it. G-O-R bank completions climb the value 20K → 30K → 50K; completing the 1-2-3-4 targets lights it for 50,000 instantly. Values of 20K+ reset to 1,000 when collected; below that it re-collects freely.
Drop banks and the eject hole
- G-O-R (upper left, right-flipper shot): spells GOR, advances the Snake Pit ladder.
- G-A-R (center, either flipper): spells GAR, and its own ladder lights the jet bumpers (100 → 1,000), then GAR 5,000, then the alternating outlane Special.
- Every GOR or GAR completion also advances the eject hole (left kick-out): 5,000 → 10,000 → 15,000 → X-TRA BALL (max one EB per ball). The 15K value doesn't reset on collect — the famous "eject farm."
1-2-3-4, Stars, and Specials
Each number is made by hitting its bullseye standup or by completing both D and E inlanes (which spots one number). Full completions light the 50K Pit and climb Star 1 → Star 2 → the 1-4 Special arrows; a lit-arrow target awards SPECIAL. The inlanes (3,000 + bonus advance each) are the legendary cross-shatz lanes — alley-passing them is the tournament farm: safe points, max bonus, and a spotted path to the 50K Pit.
Strategy and dangers
Multiplier first (B-lane plunge + spinner loops to 3X), then G-O-R/Pit collects and inlane shatzing. Never shoot the lower 1-2-3-4 standups on the fly — rebounds feed the outlanes, the game's main drain path. Control the Snake Pit release and the eject kickout. Factory replay ladder: 300K / 430K / 550K; High Score to Date 500,000 — beat it and the demon admits "You beat GORGAR."
Goals in Gorgar
Every goal below is tracked step-by-step, with shot paths drawn on the playfield map, inside the app.
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B Lane Soft Plunge
There is no programmed skill shot, but the plunge feeds the A-B-C lanes and B is worth triple the bonus advances — a soft plunge into B is the pro pick every ball.
Reward: 1,000 + 3 bonus advances + the B toward your 2X/3X multiplier
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Full Plunge to the Snake Pit
The arch rail terminates at the Snake Pit mouth, so a full-strength plunge can carry the ball all the way around to the magnet at the upper left.
Reward: Snake Pit collect (1,000 or the flashing value) straight off the plunge
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Cross-Shatz to 50,000
The tournament farm: alley-pass the D and E inlanes four pairs in a row to bank 24,000, build base bonus, complete 1-2-3-4 by spotting, and light the Snake Pit for its 50,000 maximum — without ever shooting a dangerous target.
Reward: 24,000 in passes + bonus built toward max + Snake Pit lit for 50,000
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G-O-R Build-and-Collect
The normal-play money loop: hammer the G-O-R bank to climb the magnet ladder, then cash the Snake Pit, rebuild, and cash again.
Reward: Snake Pit collects up the 20,000 / 30,000 / 50,000 ladder
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Lit Spinner Rip
The spinner lights at 10,000 bonus and goes dark again at 20,000 — a limited window each ball. Rip it from the left flipper while it's hot; the lane feeds the top lanes for free multiplier letters.
Reward: 1,000 per spin while lit + A-B-C letters on every rip
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GORGAR 15K Eject Farm
Spell G-O-R-G-A-R twice to park the eject hole at 15,000, then loop the hole: the value doesn't reset on collect, and the kickout is usually safe to catch and reshoot.
Reward: 15,000 per eject collect, repeatable; a third GORGAR lights Extra Ball
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1-2-3 Then the 4
Never hunt the standups early — but once play has spotted 1-2-3, one deliberate shot at the 4 target completes the set and instantly lights the Snake Pit for 50,000.
Reward: 1-2-3-4 complete → Snake Pit lit for 50,000
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Snake Pit Value Ladder
Gorgar has no timed modes — its 'modes' are persistent lamp ladders. The signature one: G-O-R completions walk the magnet value up 20K → 30K → 50K, and completing 1-2-3-4 jumps it straight to 50K.
Reward: Snake Pit flashing at up to 50,000, remembered ball to ball
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Eject Hole Extra Ball
Every G-O-R or G-A-R completion advances the eject-hole lamps: 10,000 → 15,000 → X-TRA BALL. Shoot the lit hole to collect — maximum one extra ball per ball in play.
Reward: Extra ball ('You hurt Gorgar'), max one per ball
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G-A-R Ladder: Jets, 5000s, Special
Repeated G-A-R completions climb their own ladder: light the jet bumpers to 1,000 each, then light GAR 5,000 (each GAR target worth 5,000), then light the alternating outlane Special.
Reward: Lit jets, 5,000-per-target GAR bank, and an outlane Special
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1-2-3-4, Stars & Arrows
Two ways to make each number: hit the bullseye standup, or complete both D and E inlanes to spot one. Each full 1-2-3-4 lights the Snake Pit for 50,000 and climbs Star 1 → Star 2 → the Special arrows.
Reward: 50,000 Snake Pit + star ladder toward the 1-4 Target Special
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Light 2X: Complete A-B-C
Completing the A-B-C top lanes advances your bonus multiplier to 2X. The plunge and the spinner lane are your two ways in — there is no lane change.
Reward: 2X end-of-ball bonus
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Max It: 3X and the 29K Bonus
A second A-B-C completion caps the multiplier at 3X. With base bonus maxed at 29,000, end-of-ball bonus pays 87,000 — bigger than any single shot in the game. Bonus is king on Gorgar.
Reward: Up to 87,000 end-of-ball bonus (29,000 × 3X)
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The 1-4 Target Special
Gorgar has no wizard mode — this is its closest quest. Complete 1-2-3-4 repeatedly to climb Star 1, then Star 2, then light the red arrows on the standups; a lit-arrow target awards SPECIAL ('You beat me').
Reward: SPECIAL — a free game at factory settings
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You Beat Gorgar: The High Score
The machine's ultimate tracked feat: beat the High Score to Date (500,000 at factory) and Gorgar himself concedes — 'You beat GORGAR.' The qualification path is the full scoring plan, every ball.
Reward: 3 credits + 'You beat GORGAR'; replay ladder 300K/430K/550K along the way
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Opener: Multiplier First
The recommended tournament line: multiplier before everything, because 29K × 3X = 87K beats any single shot. B plunge, spinner for A-B-C, then G-O-R and the Pit.
Reward: 3X locked early + Snake Pit value building + bonus climbing
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Beginner: First 30 Seconds
The safety line for a fresh ball: soft plunge, controlled exits, center drops from a trap, free inlane points — and stay away from the lower standups, the death shots of this game.
Reward: A live ball, early bonus, and Snake Pit progress without risk
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The Eject Loop Line
On a machine with a consistent kickout: spell GORGAR twice to park the eject at 15,000, then trap, shoot, transfer the kickout, and repeat — an endless loop that also has Extra Ball waiting whenever you want it.
Reward: Repeatable 15,000 collects with Extra Ball on demand
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