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."
How Gorgar plays
Gorgar is Williams' 1979 talking machine, a fast, bonus-driven early solid-state game with no timed modes. Grow your bonus and its multiplier, work the two lettered drop-target banks, and cash the magnet Snake Pit for the biggest shots on the table.
The loop
- Soft-plunge into the B lane for triple bonus advances and a letter toward your A-B-C multiplier; how hard you pull is your only lane control, since the game carries no lane change.
- Complete the A-B-C top lanes for a second-pass multiplier of two, then three, so every rollover, inlane, and target you strike afterward pays more.
- Work the G-O-R drops from the right flipper to walk the Snake Pit magnet value up its ladder and to step the eject hole toward an extra ball; the G-A-R drops light the jets, the five-thousand targets, and an outlane Special.
- Cash the lit Snake Pit for up to its fifty-thousand top -- take it high, since a big value falls back after you collect it -- and finish 1-2-3-4 the safe way through the D and E inlanes to jump the Pit straight to that maximum.
- Cap your base bonus near its ceiling so the end-of-ball count, once multiplied, outscores any single shot on the playfield.
Reading the lights
- A-B-C Lanes (lanes) — lit: A lit letter over the three top lanes is one you still need for A-B-C, and partial progress is kept from ball to ball. No flipper cycle steers these -- your plunge strength, and looping the spinner lane, are the only ways into a lane, and the middle B is worth triple the bonus of A or C. · then: Complete A-B-C once for a doubled bonus and a second time for a tripled one that caps the multiplier; lock it in early, because it magnifies every rollover, target, and inlane for the rest of the ball.
- G-O-R Bank and Snake Pit (ladder) — lit: Green value inserts on the snake's body -- twenty, thirty, then fifty thousand -- light as you clear the upper-left G-O-R bank, and where the ladder sits is remembered between balls. · flashing: The lit Pit value flashes at whatever rung you have reached. · then: Shoot the Snake Pit and its under-playfield magnet grabs the ball, pays the flashing value with a growl, then drops it down the left channel -- be set to steer that release. A collected value above the low rung falls to a token amount, so cash it whenever it sits high and rebuild through G-O-R.
- G-A-R Bank Ladder (ladder) — lit: Each time you clear the center G-A-R bank you climb its own list of awards: first the jet bumpers light to a thousand a hit, then the G-A-R targets themselves pay five thousand, then a Special lights out in the alleys. · then: Keep completing G-A-R to work down that list; three lit jets turn the nest into real points, and the lit Special hops between the two outlanes as drain insurance rather than a shot to chase.
- Eject Hole (ladder) — lit: The kicker's value lamps climb ten, then fifteen thousand, then Extra Ball as your G-O-R and G-A-R completions add up; two full GORGAR spellings park it at fifteen thousand, and that value does not fall when you collect below the Extra Ball rung. · then: Shoot the lit hole and catch its gentle kickout to farm the fifteen-thousand award on a loop; many hold at exactly two GORGAR spellings so the value never flips, because a third spelling trades it for the Extra Ball -- and you can only bank one of those a ball.
- 1-2-3-4 Targets, Stars and Special (status) — lit: The four bullseye standups make up the 1-2-3-4 set, and you spot a number either by hitting a standup or, far more safely, by completing the D and E return lanes together. The lower standups kick back hard, so lean on the inlane pairs and save the 4 for a clean closing shot. · then: Complete the set and the Snake Pit lights at its fifty-thousand top, while each sweep also climbs a longer quest -- Star one, Star two, then red arrows on the standups -- until a lit arrow on a target hands you the Special, a free game; that star and arrow progress rides across balls until you finally make it.
- Spinner Lane (status) — lit: The lone spinner lights only while your bonus climbs through a narrow band, and it pays ten times its dark value on every spin -- a chance that comes and goes just once each ball. · then: Rip it from the left flipper the instant it lights rather than saving it, and let the lane sweep the ball back up to the A-B-C rollovers at the top, so every rip also builds your multiplier.
Lane change: not verified for this machine yet.
Start scoring
- Ball one — Open every ball by soft-plunging the B lane and looping the spinner to complete A-B-C for your multiplier, keeping the ball alive out of the jets with a dead bounce or a trap. Steer clear of the lower standups -- they are the drain shots of this game. — B Lane Soft Plunge, Light 2X: Complete A-B-C, Beginner: First 30 Seconds
- Building — Pound the G-O-R bank, then the G-A-R bank, from a trap to build the Snake Pit value and step the eject hole, cashing the Pit whenever it sits lit and high. Spot 1-2-3-4 through the safe D and E inlane passes to jump the Pit to its top, and loop the fifteen-thousand eject collect while the kickout stays clean. — G-O-R Build-and-Collect, G-A-R Ladder: Jets, 5000s, Special, Cross-Shatz to 50,000, The Eject Loop Line
- The big one — Gorgar has no wizard mode, so its summit is beating the machine's own high score -- and the road there is the bonus. Lock the tripled multiplier in early, cap your base bonus so the end-of-ball count alone tops any single shot, cash every fifty-thousand Snake Pit, and climb the target quest to the Special; clear the high score and the demon himself concedes. — You Beat Gorgar: The High Score, Max It: 3X and the 29K Bonus, The 1-4 Target Special
Does Gorgar have an action button?
Gorgar is 1979 Williams — two flippers, a plunger, and your hips, with nothing on the cabinet to press but Start. Your one pre-shot decision is the plunge: dropping the ball into the B lane is how you begin building toward the 3X multiplier before you go hunting the Snake Pit.
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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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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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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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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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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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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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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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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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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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, maximum 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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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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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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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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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.
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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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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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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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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