The following information is taken from the January 1975 Gottlieb Out of
Sight manual. This may be helpful when debugging a startup problem with
this or other Gottlieb 2-player games from the same period.
1. Inserting a coin or pushing the replay button actuates 'S' relay
(Start relay).
2. This relay will lock-in through its own switch and a motor 2B switch.
3. 'S' relay starts the motor running.
4. 'SB2' and the total play meter are actuated by a switch on motor
2C through a switch that has been closed on 'S' relay.
5. When 'SB2' relay is tripped, the score units and player unit
reset sequence starts. The 1st player score units reset to zero through the
P3 switch stack on the player unit by motor switch 1A. When these units
reach zero the player unit steps once, the 2nd player score units reset to
zero through the P4 switch stack on the player unit by motor switch 1A.
When these units reach zero the player unit steps until P5A opens. The
score units and player unit are now reset.
6. The control bank is reset by a switch on motor 1B through a switch on
'U' relay.
7. Inserting additional coins or pushing the replay button will actuate the
2nd player relay (PB) through motor 2C switch.
8. Place the ball in the out hole. The ball return switch closes and
completes the circuit to 'O' relay through the zero position switch
on the bonus unit and 'QB'. 'O' relay locks-in through its
own switch and a switch on motor 2B. When 'O' relay is energized,
motor 4C actuates the ball return coil (which kicks the ball onto the
runway) through a switch on 'O' and normally closed switches on
'P' and 'XB' relays. The ball is now on the runway and is
ready to be put into play.
9. The remaining balls that enter the outhole are kicked across the trough
switch which pulls in 'P' relay. 'P' relay pulls in
'O' relay which runs the motor. Switches on 'XB',
'ZB', motor 2C, 'P', and motor 1A advances the 'Player' unit
the required number of steps determined by the 'Player' unit switches and
the player relay. (PB)
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