Quoted from frenchmarky:Eyeball the coin unit in the cabinet also, it is sort of the first 'decider' as to how many times the player unit is pulsed. Make sure that the wipers are correctly aligned with the rivets. A dirty connection there would normally cause it to *miss* player unit steps - not add extraneous ones as you are seeing - however if the alignment was way off and the fingers were stopping in between rivets then things could get wonky.
I don't think super soccer has a coin unit ... just the PB2-4 trip relays for enabling player 2-4.
if the wipers on the player unit are misaligned and bridging rivets tho, that'd be a problem. Usually that would be caused by a cruddy unit not stepping easily.
try playing a 4 player game and sticking paper between the PB2-4 relay contacts in the three circuits above howards red arrow. If you still get player skipping, the most likely thing is the player unit wipers.
tmi alert:
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the circuit works by motor 1A generating pulses to step up the player unit.
motor 1A goes over 5 cam lobes, so it closes/opens 5 times per score motor cycle (120 degrees of rotation). The first closure nothing happens because the P relay switch is open. The remaining 4 are the ones that step up the player unit ... maybe.
motor 2C is only closed at the same time as motor 1A for the first of the 4 remaining pulses, and guarantees the player unit will step once to the next player.
if that player is enabled, it's PB relay switch is open so nothing happens when the remaining motor 1A switch closures happen. If the PB relay switch is closed, a pulse is generated to step up the player unit again and the logic repeats.
if a one player game always works reliably (the player unit steps 4 times after every ball drain), then score motor 1A and 2C must be ok - if either are flaky, you'd likely wind up on a non-enabled player.