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.

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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