The following information is taken from the August 1973 Gottlieb
Jack in the Box manual. This may be helpful when debugging a startup
problem with this or other Gottlieb 4-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. 'SB' relay and the total play meter are actuated by switches on
motor 1A and motor 4B through a switch that has been closed on 'S'
relay.
5. When 'SB' relay is tripped, the reset relays 'Z1',
'Z2', and 'Z3' are energized in sequence to reset the score
units and the 'player' unit. 'Z3' opens the circuit to 'Z2'
and 'Z1' until all the 4th player score units and the 1,000's and
10,000's score units of the 3rd player are reset through motor switches.
When these units are at zero 'Z3' falls out and through a normally
closed switch on 'Z3' reset relay 'Z2' is energized.
'Z2' opens the circuit to 'Z1' until all the 2nd player score
units and the 10's and 100's score units of the 3rd player are reset through
motor switches. When these units are at zero 'Z2' falls out and
through a normally closed switch on 'Z2' reset relay 'Z1>' is
energized. 'Z1' stays energized until all the 1st player score units
are reset through motor switches. At the same time the player unit steps up
to its zero position through a motor 1A switch in series with a switch on
'SB' and a run-off switch on the 'player' unit (P5B).
6. The control bank is reset by a switch on motor 3C through a switch on
'U' relay.
7. Inserting additional coins or pushing the replay button will actuate the
2nd player relay (PB2) through motor 4B switch; the 3rd player relay
(PB3) through motor 2C and PB2 switches; and the 4th player relay
(PB4) through motor 1D and PB3 switches; in that order.
8. Place the ball in the outhole. The outhole switch completes a circuit
to 'E' relay. A witch on 'E' relay completes a circuit to
'F' relay through motor 3C. When 'F' relay energizes it
closes a switch that completes the circuit to 'O' relay if the bonus
unit is at zero position.
9. 'O' relay locks in through its own switch and a switch on motor
2B.
10. When 'O' relay is energized the motor starts running.
11. Motor 4C actuates the ball return coil (which kicks the ball onto the
runway) through a switch on 'O'.
12. The ball is now on the runway and is ready to be put into play.
13. The remaining balls that enter the outhole are kicked across the trough
switch which pulls in 'P' relay. 'P' relay 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 relays (PB2, PB3,
PB4).
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