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Gottlieb Super Soccer startup sequence, expanded

This machine’s score motor makes one cycle every 120 degrees, or 1/3 revolution. Thus, one complete
revolution of the score motor covers three score motor cycles.

For this description, I am omitting the method that the startup is initiated. I am omitting this because the
machine was originally outfitted with more than one coin start sequence relay set. Additionally, many users
will have implemented other methods of initiating the start sequence, such as alterations to the credit unit,
modifications to the coin mechanism switches, and other various other switch methods.

In all cases, the S relay coil is initially powered.

It is not important what position the player unit is indexed to, nor whether the bank is reset or not.

1. The S coil is energized, or the S relay activator plate is manually activated.


2. Operating the S relay activator opposite the relaxed position closes a pair of S contacts (G17). These
contacts apply power to the score motor, causing its rotation.
3. Another pair of S contacts (E20.2) lock in the S relay coil power through normally closed contacts on
Motor 2B (inside switch, H20), the Anti-Cheat switch (I20) on the coin door, and the main board bounce
switch (H21) The S coil remains powered until Motor 2B (inside switch, H20) opens.
4. Another pair of S contacts (H15.5) and a pulse through simultaneous switch closures of Motor 1A
(inside switch, H-I 16.4) and Motor 3B (3rd switch, G-H 15.6) power the SB1 relay coil, releasing its
latched state. Notice from the score motor timing diagram that this simultaneous closure of Motor 1A
(H-I 16.4) and Motor 3B (G-H 15.6) happens at 60 degrees into the cycle. SB1 coil releases both SB1
and SB2, as these are ‘series’ relays (in Gottlieb reset bank relay nomenclature).
5. SB2 contacts (I18) are now closed, providing power to both S contacts (H-I 18.1) and P5A common leaf
of a Make/Break contact set, the solo switch on the player unit black cam stack. (Note: If the player unit
is not currently sitting on Player 1 Ball 1 position (the stack lifted by the single tooth on the black cam),
then power will circumvent the S contacts if they happen to be open.)
6. Power arriving at the Motor 1A (2nd switch, E18.2) contacts is interrupted repeatedly by the motor 1A
cam. This cam, as shown on the score motor timing diagram, is interrupting the power, creating a pulse
train of 5 pulses each score motor cycle.
7. Relays Z1 and Z2 are weakly powered but not activated. Both of these relays have 8 normally open
switches, and one normally closed switch. When the relay is not activated, that is the “play” mode.
When the relay is activated, that is the “reset” mode. In Play mode, the 8 switches are open, and the one
NC switch is closed. In reset mode, the 8 switches are closed, and the one NC switch is open.
8. The pulse train from Motor 1A (2nd switch, E18.2) contacts passes through both Z1 and Z2 NC contacts
(G-H 18.4 and G-H 18.6) to the Add Player Unit coil.
9. The player unit steps repeatedly, until Rivet position 20 is reached. In this position, the disc wiper
(H17.2) connects power from SB2 contacts to the Z1 coil, switching its state to ‘reset’ mode.
10. Z1 powers on, opening the pulse train from Motor 1A (2nd switch, E18.2) to Add Player Unit coil when
contacts G-H 18.4 open. The player unit is no longer stepping, but is stopped at Rivet 20 position.
11. All score reels have ‘Runout’ switch contacts. When numbers 1 through 9, viewed through the window
are shown, these switch contacts are Closed. When number 0 is shown through the window, these
runout switches are Open.
12. All score reels have ‘Reset’ switch contacts. When numbers 1 through 9 are viewed though the window,
these switches are Open. When number 0 is viewed through the window, these switches are Closed.
13. The 8 Z1 Normally Open contacts now close: G-H 12.5 closes to the Player 1 10s Runout switch, G-H
12.6 closes to the Player 2 10s Runout switch. G-H 13.2 closes both to Player 1 100s Runout switch,
and to the F-coil end of game match randomizer. G-H 13.4 closes to Player 2 100s Runout switch. G-H
14 closes to Player 1 1000s Runout switch. G-H 14.2 closes to Player 2 1000s Runout switch. G-H 14.8
closes to Player 1 10,000s Runout switch. G-H 15 closes to Player 2 10,000s switch.
14. Player 1 and Player 2 10s and 100s score reels repeatedly step with the pulse train supplied by Motor 1A
(inside switch, H-I 16.4) until their Runout switches Open. Player 1 and Player 2 1000s and 10,000s
score reels repeatedly step with the pulse train supplied by Motor 4A (H-I 15.2). Once their Runout
switches open, the individual score reels cease stepping.
15. Player 1 and Player 2 “Reset” switches are all wired in series. Once all Player 1 and Player 2 score reels
reach the 0 position, a circuit is established across the set of 8 score reel Reset switches. Once this path
is established, the pulse train connects to the Z2 contacts G-H 18.6 to the Add Player Unit.
16. The Add Player Unit steps to the Rivet 21 position. When leaving the Rivet 20 position, the Z1 coil is
de-energized, returning the 8 Normally Open switches to the Open state, and the one Normally Closed
switch to the Closed state.
17. Z2 powers on, opening the pulse train from Motor 1A (2nd switch, E18.2) to Add Player Unit coil when
contacts G-H 18.6 open. The player unit can no longer step, but is stopped at Rivet 21 position.
18. The 8 Z2 Normally Open contacts now close: G-H 12.8 closes to the Player 3 10s Runout switch, G-H
13.1 closes to the Player 4 10s Runout switch. G-H 13.5 closes to Player 3 100s Runout switch. G-H
13.8 closes to Player 4 100s Runout switch. G-H 14.4 closes to Player 3 1000s Runout switch. G-H
14.6 closes to Player 4 1000s Runout switch. G-H 15.2 closes to Player 3 10,000s Runout switch. G-H
15.4 closes to Player 4 10,000s switch.
19. Player 3 and Player 4 10s and 100s score reels repeatedly step with the pulse train supplied by Motor 1A
(inside switch, H-I 16.4) until their Runout switches Open. Player 3 and Player 4 1000s and 10,000s
score reels repeatedly step with the pulse train supplied by Motor 4A (H-I 15.2). Once their Runout
switches open, the individual score reels cease stepping.
20. Player 3 and Player 4 “Reset” switches are all wired in series. Once all Player 3 and Player 4 score reels
reach the 0 position, a circuit is established across the set of 8 score reel Reset switches. Once this path
is established, then the pulse train connects through the Z1 contacts G-H 18.4, now closed, since Z1 coil
is not powered, through the Player 3 and Player 4 “Reset” switches, to the Add Player Unit.
21. The Player Unit steps to the Rivet 0 position. When leaving Rivet 21 position, relay Z2 de-energized,
returning the 8 Normally Open switches to the Open state, and the one Normally Closed switch to the
Closed state. At the same time, P5A switch on the black cam lifts.
22. P5A contacts (H-I 18.4) now direct power through the relay Q contacts (G-H 18.7) Bonus Score (closed
when animation unit is empty in view window) to the Motor 2C (4th switch, E16.7) contacts. These
contacts pulse, powering the U relay, Control Bank Reset. U locks in until Motor 2B (inside switch,
H20) opens.
23. When the Motor 3B contacts (G20.8) close, and since U is locked on, then the two Control Bank Reset
coils are momentarily energized, resetting the bank relays to their latched states.
24. The ball return switch activates the relay O Outhole relay, and the remainder of the manual’s startup
sequence may be followed there at that Step 8.

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