KRULL


Original prototype table by Gottlieb, February 1983. 
Visual Pinball adaptation by Dave Sanders, March 2003.

Thanks to Randy and Black for creating and maintaining Visual Pinball. Much gratitude to Luvthatapex for images, sounds and information from the owners, without which this project would not have been possible.

Bug reports should be sent to me at ealadubh@btopenworld.com .

Install the enclosed fonts in the correct fonts folder of your Windows directory.



TABLE CONTROLS


During play:	LEFT and RIGHT SHIFT- flipper buttons
		Z - nudge table left
		/ - nudge table right 
		SPACE- nudge table up

In standby:	5 - Insert credit	
		1-4 - One to four players start



RULES


BONUS: Targets and lanes in the middle playfield advance the left bonus, targets and lanes in the upper and lower playfields advance the right bonus. Total bonus for the ball in play is both scores multiplied together. Each starts at 20 points and advances in steps of 20 to 980, then a maximum of 990 for each, for a possible total bonus of 980,100 points.

GLAIVE: Spot targets on middle playfield light glaive spokes when hit twice. Lighting all spokes activates moving flashing target. Hitting the correct target scores current bonus, and resets glaive spokes.

TRANSFER: The game moves to the lower playfield when the ball is shot into one of four lit areas. Each is governed by a particular Slayer drop target worth 50,000 points, which must be raised first by a particular shot. The sequence for each transfer point is as follows:

	- Left ramp loop raises upper playfield Slayer target to light rollover loop shot into upper hole.
	- Upper Slayer target lane raises upper Slayer target to light right Extra Ball lane on middle playfield.
	- Left Transfer channel on middle playfield raises right Slayer target to light Transfer channel behind it.
	- As above, with right Transfer channel and left Slayer target.

	When ball drains on lower playfield and Lower Level Extra Ball is not lit, play resumes from the Transfer point and all sequences are reset. Current ball in play does not end until ball drains from middle playfield.

EXTRA BALL: Upper playfield drop targets when hit in black-black-white-white or white-white-black-black order lights Lower Level Extra Ball lanes on middle playfield alternately, then together. Hitting all lower playfield spot targets twice to make them light, then flash lights lower playfield rollunder to award Main Level Extra Ball.

SPECIAL: Two left loop shots on the lower playfield will light moving outlane or return lane to award Special for one replay. Two Beast loop shots on lower playfield will spot one B-E-A-S-T letter on backglass, held over between all balls, players and games. Completing BEAST awards Beast Special for two replays.



AWARDS


Specials awarded as above.

One replay awarded for a score of 1,100,000 points.
One further replay awarded for a score of 1,900,000 points.

Beating the highest score to date awards three replays.

Matching the last two score digits against the displayed number at the end of the game awards one replay.

Tilt penalty: ball in play.

Three balls per game.