III. GAME OPERATION
A. GENERAL
Plug in line cord. Move power On-Off master switch to "On" position. The general illumination
panel and back glass lamps will light. After several seconds the electronic replay display will light. The
display will show all zeros. If there is a value other than zero on the display it will change to zero after
a few seconds. The game is ready for play.
'
One card or feature is granted for each coin or credit that is played. The credits are reduced by
one each time the credit button is depressed until the credits are reduced to zero or the maximum
credits per game is reached.
Upon buying the first card or feature (either by coin or 9redit) any balls remaining on the play
field from the previous game will be dumped. When all balls have reached the ball trough the first ball
will lift to the ball shooter. The game
is
now ready to play. In the case where a ball was left at the ball
shooter, from the previous game, if the remaining four balls are allowed to settle to the ball trough,
the ball at the shooter will be the first ball of the game.
Shooting the ball initiates game play. Attaining three, four or five lights in a row or at corners
when the feature is lit, awards credits according to the replay schedule.
Closing any of the tilt switches, results in ending the game. The hole lights and all feature lights
go out and the tilt light turns on. Any winning combinations attained but not credited are void.
The multiplication factor for a game being played is shown on the Score Multiplier Display,
located at the lower left corner of the playfield.
When scores are increased up to X10 using the Score MUltiplier, the number of credits awarded
may exceed 9999. If this should occur, the replay display will return to zero and resume counting. At
the same time the "L" in "CONTINENTAL" lites up on the back glass to indicate overflow. Maximum
capacity of the credit (replay) memory is 19,999, after which the game tilts out.
(Continued)
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