Stargate

Gottlieb, 1995 — shot-by-shot rules and strategy guide.

Open Stargate in the Pinball Genie app →

Stargate is a late Gottlieb with more going on than its reputation suggests. There are six modes, four multiballs, a currency you collect and trade, a drop target ladder worth a hundred and fifty five million, and two separate wizard modes. It also has Gottlieb's catch-all flippers, which hold almost anything that comes back at them — and that fact is what makes several of its modes farmable.

The layout

Start every ball at the Sarcophagus

The skill shot is a plunge that carries past the right ramp return intersection and on to the Sarcophagus, worth ten million plus a Sarcophagus award. Too soft and the ball dribbles down the right ramp return; too hard and it leaves through the top hole to the upper flipper for nothing at all. It is worth the practice, because odd-numbered Sarcophagus visits start multiball outright. If you miss and it comes down the right ramp return, catch it and shoot the left lane instead for ten million and a Horus advance. The only other route in is to knock the right lane drop target down and shoot the lane behind it before the window closes — miss that window and the target stays flat, leaving the lane dead.

Quartz and the Super Jackpot

Quartz arrive from Sarcophagus awards, Transporter awards, White Pyramid and STARGATE completions and the middle target of the three-bank. Trade Quartz offers a prize scaled to how many you are holding: small point awards low down, an extra ball around seven to nine, a double Super Jackpot advance in the low teens, and at twenty and above either all seven Segments at once or the Super Jackpot itself. Trading spends everything you hold, so refusing early offers is usually correct. The Super Jackpot starts at a hundred million and holds all game, and it is fed by Transporter awards, that Quartz double advance, STARGATE completions and the fifth combo shot. Build it to something serious before you trigger the wizard modes, because both of them pay in Super Jackpots and neither is worth much on a small one.

The six modes

The two wizard modes

Complete all seven Segments — Sarcophagus, Trade Quartz, Transporter, spelling STARGATE, a Hurry-Up, a combo and all seven White Pyramids — and you start Stargate Multiball, a three-ball round with every major shot lit for a twenty million jackpot at once. Sweep all seven for the Super Jackpot and they relight. You only get this once per game. Separately, playing all six modes lights the eye at the centre of the mode circle for Eye of Ra, a four-ball multiball in three stages: five Glidercraft hits, then the left lane and Trade Quartz while the Guardians raise and lower on their own, then three Pyramid shots. Each stage pays a Super Jackpot, and clearing all three with balls still alive drops you into multiball at level two.

The trick worth knowing

Three times scoring is a thirty second Transporter award that multiplies everything, super jackpots included — but its timer stops dead during any multiball. Carry it into one and you have triple scoring for the entire thing. So the correct play is to avoid collecting it until you are ready to start something big, using the left Glidercraft target to push the award order around. If it lands at the wrong moment, salvage it by starting Battle, Glidercraft or Rebellion, all of which score heavily under a multiplier.

How Stargate plays

Step through the gate to Ra's desert world and take the fight to him. Bank the seven Segments for Stargate Multiball, run all six modes for Eye of Ra, and grow a Super Jackpot that carries the whole game.

The loop

  1. Feather the plunge so the ball settles in the Sarcophagus for the skill shot -- odd visits fire off a multiball, so your opening shot can start one.
  2. Lean on the Right Ramp to spell STARGATE, and run the fixed five-shot combo string; both feed the Super Jackpot.
  3. Stockpile Quartz from the Sarcophagus, the Transporter and your completions, then cash them at Trade Quartz for a prize that grows with your count.
  4. Finish each of the seven Segments once for Stargate Multiball, and run all six modes to arm Eye of Ra at the Pyramid.

Reading the lights

  • Spell STARGATE (letters) — lit: The Right Ramp spots a STARGATE letter on nearly every shot, and since no insert tracks it, you read your progress off the display alone. · then: Keep leaning on the most reliable repeat shot to finish the word -- the first spelling banks its Segment, and its rewards arrive in a set order of three Quartz, a Super Jackpot bump, then five Quartz.
  • The Combo Sequence (shot arrows) — lit: A five-shot string runs in one fixed order and only the next shot in line is ever live: the two ramps, then the left lane, then Trade Quartz, then the Pyramid. · then: Run it clean for five million rising to thirty; shot two banks the Combo Segment and shot five bumps the Super Jackpot. Any switch out of turn kills the string, so put the right Guardian up beforehand or that fourth shot is not even there.
  • Trade Quartz (status) — lit: The left inlane or the right Guardian standup lifts that Guardian to expose the Trade Quartz kicker, and each visit adds a Quartz and dangles an offer. · then: Wave off the little offers and wait for the fat tiers, where ten to fifteen Quartz bumps the Super Jackpot twice and twenty-plus simply hands you all seven Segments or the jackpot itself. The Sandstorm offer sitting just under those is never worth taking. · control: Either flipper button: your right flipper takes the offered trade and your left waves it off, and taking it cashes every Quartz you hold and drops you back to none (while the kicker is showing you an offer)
  • The Seven Segments (ladder) — lit: The insert ring closest to the flippers tracks the seven Segments, and each lights the first time you finish its feature -- among them the Sarcophagus, Trade Quartz, the Transporter, spelling STARGATE, the Hurry-Up, a combo and the Pyramid. · then: Light every one to kick off Stargate Multiball, the single run you get per game, and each Segment is also worth ten million in the end-of-game bonus you lose completely on a last-ball tilt. One twenty-Quartz trade can gift the whole set at once.
  • Transporter Awards (mode) — lit: Tagging the left Guardian standup arms the Transporter behind the left lane, which you then cash by running the left lane through the raised Guardian. · then: Each tag of the left Glidercraft target spins the award order forward -- Quartz, an extra ball, a Super Jackpot bump, then 3X scoring. Sit on 3X until a multiball begins, because its clock stalls there and can blanket the entire thing.
  • The Drop Targets (multiplier) — lit: With every one of the five drops up, the far-left target on the 3-bank flashes to open the run. · then: Take them dead in order for a hundred and fifty-five million -- five, ten, twenty across the 3-bank, then the 2-bank swept for forty and eighty -- because a single drop out of sequence ends it until they reset. A one-shot sweep of a whole bank also banks Ra's Power, doubled when you drop the right-lane target first.
  • Multiball Jackpots (shot arrows) — lit: Each odd trip into the Sarcophagus opens a two-ball multiball whose first jackpot brings in a third ball, with level one lighting three of the six ten-million jackpots together. · then: Their order never changes, so each jackpot lights the next and you can already be aiming ahead of the display. Clearing all six arms the Pyramid for the Super Jackpot and bumps you to level two.
  • Right Lane Hurry-Up (mode) — lit: Ten jet-bumper hits or ten combos arm the Hurry-Up at the right lane, and outside the skill shot, knocking the right-lane drop down is the only other way to open the Sarcophagus. · then: Fire the right lane inside its brief window -- the drop clears itself once the award is lit -- for a Hurry-Up that steps up across the game through ten, thirty, an extra ball and fifty million, and banks a Segment. Blow the Sarcophagus window and the drop stays down with the lane dead until you shoot it back up.

Lane change: not verified for this machine yet.

Start scoring

  • Ball one — Feather the plunge to settle the ball in the Sarcophagus -- an odd visit can gift a multiball straight off the opener. Then sit on the Right Ramp, your safest repeat, which both spells STARGATE and grows the Super Jackpot, and take ten jet hits to arm the Hurry-Up. — Sarcophagus Skill Shot, Spell STARGATE, Hurry-Up
  • Building — Grow the Super Jackpot tall before spending it, since STARGATE spellings, the combo string and a mid-tier Quartz trade all bump it and it never resets. Bank the seven Segments a feature at a time, and drag 3X scoring into a multiball where its clock freezes. — Build The Super Jackpot, The Seven Segments, Trading Quartz, The 3X Scoring Trick
  • The big one — All seven Segments open Stargate Multiball, a three-ball round with every major shot worth twenty million and a repeating Super Jackpot -- one shot per game, so walk in with a huge jackpot ready. Clear all six modes and Eye of Ra lights at the Pyramid for a three-stage, four-ball closer. — Stargate Multiball, Eye Of Ra

Does Stargate have an action button?

Nothing dedicated on the cabinet, but the right flipper button is two-stage and that is worth learning. Push it fully and both right flippers go up; ease back to the first stage and the upper right flipper drops while the lower one stays raised, so you can clear your own view of the right lane without dumping a cradled ball.

Goals in Stargate

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

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