Released in 1983 by Gottlieb, Krull arrived during one of the most competitive periods in arcade history, when cabinets from Atari, Namco, and Williams were battling for floor space in arcades worldwide. Gottlieb, a company with deep roots in pinball manufacturing, had been expanding its video arcade lineup throughout the early 1980s, and Krull was developed as a licensed tie-in to the Columbia Pictures fantasy film of the same name released that same year. The game sought to capitalize on the post-Star Wars appetite for science-fantasy spectacle at a moment when movie-licensed arcade games were becoming a proven commercial strategy.
The gameplay in Krull is a multi-stage action experience that draws directly from key sequences in the film. Players take on the role of Prince Colwyn, the film's hero, and must navigate a series of distinct challenge screens rather than a single continuous scrolling world. This stage-based structure was a common design approach in early 1980s arcade games, giving each screen its own visual identity and mechanical focus, which helped mask hardware limitations while providing variety. One of the central mechanics involves the Glaive, the iconic five-pointed throwing weapon from the film. Players must aim and hurl the Glaive at enemies, and the weapon's distinctive flight path — arcing outward and returning like a boomerang — requires players to anticipate enemy movement and lead their throws rather than simply pointing and firing. This projectile mechanic distinguished Krull from straightforward fixed shooters of the era.
The control scheme uses a joystick for movement and directional aiming, with a button to launch the Glaive. Mastering the weapon's arc is the central skill challenge of the game. Enemy soldiers, drawn from the film's alien invaders known as the Slayers, advance on the player in formations and patterns that escalate in speed and aggression as the game progresses. The game also features a spider-web stage and other set pieces that reference the film's locations, giving players who had seen the movie a sense of recognition and reward.
Gottlieb built the cabinet with colorful artwork closely mirroring the film's promotional materials, and the attract mode was designed to pull in passersby with flashing visuals. The hardware was based on Gottlieb's established arcade platform of the period, which kept production costs manageable while delivering smooth sprite movement. In its era, Krull occupied a niche as a competent licensed action game that rewarded practice and offered more mechanical depth than a casual glance suggested. It was not among the landmark titles of 1983 — a year that also saw Dragon's Lair, Mario Bros., and Star Wars — but it held its own as a solid mid-tier arcade release that gave fans of the film an interactive extension of the story they had seen on screen.