| The cabinet is tan with brown and
light green graphics. The playfield and backglass are use
the same basic colors with reds, white and blues. The
graphics are a 60's style with tall thin stick like
figures. It may not be the prettiest EM machine around
but it has some interesting playfield features. There are lots of rollover buttons scattered around the playfield, 4 pop bumpers, two kick-outs, 3 targets and 2 drop posts. A pair of button rollovers at the top of the playfield turn on the "A" or "B" pop bumpers, which then score 10 points rather than 1. Most of the other rollover buttons control the two drop post. A button below the top center target drops the post blocking the shooter lane (this lets you start the ball over again). Three other buttons between the slingshot bumpers raise one of the two posts (the second post is between the flippers) or lower the post between the flippers. A narrow lane in the top left corner feeds the ball back above the top rollover lanes. When lit, it awards 300 points and an extra ball. One of the three targets sits between the extra ball lane and the pop bumpers. The 4 pop bumpers are centered on the playfield in a "T" shape with the "A" bumpers across the top and the "B" bumpers aligned vertically. The upper right corner of the playfield contains one of the kickouts. This one awards 50 points or 500 if the ten times light is lit (the 10x light, lights on every fifth 1 point target). The second kick out is midway down on the left. It scores 100 to 500 depending on which lights are lit. The 3 targets advance this scoring feature. As
I said, this was my first EM machine and I was surprised
at how many different features it had, especially the
extra ball and the chance to start a ball over again. Game Play The game is a lot of fun to play. Scoring is evenly split around the playfield with no one feature awarding a too many points. It's seems a little weird to have targets award just one point, but it's all relative, you just reach a smaller total. The game has two bells for sound affects, no chimes. As far as sound goes though, the sounds of all of the mechanical parts are classic and pure pinball. Unlike electronic pins, features do not stay lit once a set of targets is hit. Instead, for example, the extra ball light comes on after a random number of 1 point targets are hit and only stays on till the next target is hit. Therefore you really have to keep your head up and have the skill to take a shot during the brief time that it's offered to you. That's a different strategy than hitting timed targets, something that I will hopefully learn to do. |
| Camelot Flyer | Specifications
from the Pinball Database are at Pinball Database - Camelot |
Instruction Card |
| Camelot Manual 7 pages - gif files |
It's
sister, 2-player machine, Galahad, Specifications from the Pinball Database are at Pinball Database - Galahad |
Game Features "Rules" |
| Camelot Pictures - |
| Camelot inside backbox | Camelot under playfield | Camelot playfield | Camelot backglass |
| Camelot inside cabinet | Camelot lower playfield | Camelot mid playfield | Camelot upper playfield |
| Camelot Pictures (high res.) - |
| Camelot inside backbox | Camelot under playfield | Camelot playfield | Camelot backglass |
| Camelot inside cabinet | Camelot lower playfield | Camelot mid playfield | Camelot upper playfield |
| Camelot (before and after restoration) - |