As in other 11 coin games, the initial six coins put all cards in play, the
seventh and eighth coins make diagonal winners possible.
MAGIC NUMBE RS
After the ninth coin is inserted and the first ball shot, the magic numbers
flash and one or two remain lit on a random basis. If a player gets a ball into
a hole corresponding to a lit magic number, all scores in cards 1-2-3 are
doubled, the tenth coin extends this feature for cards
4-5-6.
DOUBLE DOUBLE SCORE S
When the eleventh coin or credit (replay) is played, upon shooting the
first ball, in addition to magic numbers, double-double selection lights are
activated under two cards, chosen at random.
Winners on these cards receive double-double scores when a ball is in
the hole corresponding with a lit magic number. With subsequent use of the
Double or Nothing feature button, even double-double-double scores become
possible. Other favorite scoring highlights continued in the Continental are:
(when lit) corners score as
5-in-line,
Superlines ,in which 3-in-line scores as
4-in-line and 4-in-line as
5-in=line.
SCORE MULTIPLIER
Winning scores may
be
multiplied up to X1Q when additional credits
are played
after
the first eleven. Each additign eleven credits played increases
the
m
ult
i
pl
ier
to
the next whole nl,lmber. r-pr example, playing 22 credits
makes
possible a
X2 score
€Ind
whe[1 the mClximum 110 credits are played,
the
X10 multiplier clrCl,lits
(:If@
activated. Tllis feature rllay be turned off or
limited to
9
X6factor (see
!lflction
V).
REMOTE CONTROL UNIT
This
device
can be
u�@d to
register any number of credits or reset the
game to
zero
from a remot�
loc?:ltion.
Sohematir; diagrams ar�
in
the final section of the manui'll. Appearance
items,
cabifH�t
parts and mechanical assemblies are listed at the end of
Section
V II.
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