Gorf is an arcade video game released in 1981 by Midway Manufacturing, whose name was advertised as an acronym for "Galactic Orbiting Robot Force". It is a fixed shooter with five distinct levels, the first of which is based on Space Invaders and another on Galaxian. The game makes use of synthesized speech for the Gorfian robot which taunts the player, powered by the Votrax speech chip.[3]Gorf allows the player to buy two additional lives per quarter before starting the game, for a maximum of seven lives.
The home ports omit the Galaxians stage because the Japanese developer Namco owns the rights to the franchise.
Gorf is a fixed shooter in which the players take control of an unnamed starship from the Interstellar Space Force with a mission to prevent the Gorfian Empire from conquering Earth. The ship is capable of moving freely in all directions around the lower third of the screen under the control of a joystick. This was a departure from older vertically-oriented linear shooters, including Space Invaders and Galaxian, which allowed only horizontal movement of the player's ship controlled by left and right buttons. At the time, the joystick input and two-dimensional movement were still unusual enough that contemporary video game guides noted them as distinctive features of Gorf.[4][5]
Gameplay consists of five distinct missions; every mission presents its own unique playstyle, but the central goal of each is to destroy all enemies. Successfully completing all five missions loops the player back to the first mission and also increases the player's rank, which represents the current difficulty level of the game. Gameplay continues until the player loses all of their lives.
Before starting a new game, players can buy up to seven additional lives by purchasing more credits; an extra life is also granted after clearing the first five missions. Unlike similar games where the player can only shoot their weapon after an existing shot has disappeared from the screen, the ship is equipped with a laser cannon capable of firing a single vertical shot (called a "quark laser") at any time, although doing so causes the previous shot to disappear.
Players can advance through the ranks of Space Cadet, Space Captain, Space Colonel, Space General, Space Warrior and Space Avenger, which increases the speed and difficulty of the game and introduces more enemy patterns. Depending on the version, the player's current rank is displayed via a series of integrated lit panels on the cabinet.
Along the way, a robotic voice heckles and threatens the player, often calling and mocking the player by their current rank. Examples:
Astro Battles: A clone of Space Invaders; it is the only mission that takes place on Earth instead of space. 24 enemies attack in the classic pattern set by the original game; however, the player is protected by a parabolic force field that switches off temporarily when the player's shots pass through it and is gradually worn away by enemy fire.
Laser Attack: The first mission set in space, where the player must battle two formations of five enemies. Each formation contains three yellow enemies that attempt to dive-bomb the player, a white gunner that fires a single laser beam, and a red miniature version of the Gorf robot.
Galaxians: As the name implies, this mission is a clone of Galaxian, with the key differences being the number of enemies and the way they fire at the player. Gameplay is otherwise similar to the original game.
Space Warp: This mission places the player in a sort of wormhole, where enemies fly outward from the center of the screen and attempt to either shoot down or collide with the player's ship. It is possible to destroy enemy shots in this level.
Flag Ship: The Flag Ship is protected by its own force field, similar to the one protecting the player in Mission 1, and it flies back and forth firing at the player. To defeat it, the player must break through the force field and destroy the ship's core. As with the alien ship in Phoenix, the bottom of the flag ship must be blasted away to expose the vulnerable core. If a different part of the ship is hit, the player receives bonus points, and the part breaks off and flies in a random direction, potentially posing a risk to the player's ship. When the player successfully hits the core, the Flag Ship explodes in a dramatic display, the player advances to the next rank, and play continues on Mission One, with the difficulty increased. Later encounters with the Flag Ship on higher ranks include additional enemies during the mission.
Gorf was originally intended to be a tie-in with Star Trek: The Motion Picture, but after reading the film's script, the game designers realized that the concept would not work as a video game;[3][7] however, the player's ship still resembles the Starship Enterprise.[1] The underlying hardware platform for Gorf allowed arcade operators to easily swap the pattern, CPU and RAM boards with other similar games such as Wizard of Wor, since only the game logic and ROM boards are specific to each game.[1][8] The name of the game is also Frog spelled backwards; "Frog" was the nickname of designer Jamie Fenton during college.[1][8][9]
Gorf was released in North America in February 1981 and, notably, became one of the first titles to use synthesised speech (powered by the Votrax speech chip) as well as one of the first games to feature multiple screens.[1][3]
The arcade version reached the top of the US Play Meter arcade charts in September 1981.[27] The Atari 2600 version of the game received a Certificate of Merit in the category of "Best Solitaire Video Game" at the 4th annual Arkie Awards,[24][28] and received the "1984 Best Computer Game Audio-Visual Effects" award at the 5th Arkies the following year. At the 5th Arkies, the judges indicated that the Atari versions had out-polled both the ColecoVision and Commodore 64 versions of the game, and they suggested it is the game's "varied action" which "keeps players coming back again and again".[25]
Regarding the VIC-20 version, Electronic Games wrote that "this fast-moving colorful entry is a must ... one of the best games available for the VIC-20",[29] and Ahoy! stated that the VIC-20 version "still has my vote for the best of the bunch ... The graphics are excellent".[30]
A planned sequel, Ms. Gorf, was never released. It was programmed in the programming languageForth. The source code for the prototype is owned by Jamie Fenton. The game exists only as source code stored on a set of 8-inch floppy disks, and would require access to a development environment that no longer exists in order to compile it into executable machine code.[7][32]
In 2006, an unlicensed port of Gorf was released for the Atari Jaguar CD by hobbyist developer 3D Stooges Software Studios.[33][34][35] Another hobbyist clone for the Game Boy Advance was made available in 2010.[36][37] Other independent developers have also created titles influenced by Gorf on other platforms.[38][39][40]
On July 8, 2019, Matthew Garrett set a new world record score in Gorf of 1,543,160 points, recognized by Twin Galaxies. His game spanned 953 missions across 6 hours 41 minutes. Garrett holds the world record for both the arcade 3 & 6 life settings and is the first person recorded to reach mission 500 (having beaten each of the 5 individual levels 100 times) without losing a life. The previous world record was set by Keith Swanson in 2011 with a score of 1,129,660.[41]
^Blanchet, Michael (1982). How to Beat the Video Games. New York: Simon and Schuster. pp. 101–4. ISBN0671453750. p. 101: To further complement this game, Midway added a new change to mobility and firepower capabilities. Instead of the standard laser base controls (right and left), Gorf uses a multidimensional joystick which allows free movement up, down, left or right in a set zone.
^Hirschfeld, Tom (1981). How to Master the Video Games. Toronto, New York, London, Sydney: Bantam Books. pp. 29–36. ISBN0553201646. p. 30: Also different is the multidirectional joystick with its trigger. The player's ship can move anywhere within a block of space at the bottom of the screen; although it can move in an infinite number of directions and curves, it always points upward. The player can control all of this motion, and fire, with just one hand.