Dragon Skulle (1986) – Game Page

Dragon Skulle (1986)

Dragon Skulle is Ultimate’s 1986 “arcade adventure” for the Commodore 64: explore a hostile island and cavern system, survive traps and enemies, solve item-based puzzles, and ultimately destroy the Skull of Souls before it overwhelms the land. It’s the final entry in Ultimate’s Sir Arthur Pendragon line of C64 adventures.

Game Data

Release Year1986
DeveloperUltimate Play the Game
PublisherUltimate Play the Game
PlatformCommodore 64
GenreAction-Adventure / “Arcade Adventure”
Players1
Original MediaCassette Tape

Gameplay:
You move between exterior areas and cavern rooms, collecting objects, using them at the right spots, and learning enemy patterns. The pace blends exploration with sudden danger—mistimed movement and contact damage can drain your life fast, so cautious routing matters.

Story:
Sir Arthur Pendragon arrives on an island where an evil artifact—the Skull of Souls—has raised minions and corrupted the land. Your goal is to push inward, survive the cave’s horrors, and destroy the skull.

Trivia:
Dragon Skulle is commonly cited as the final C64 Pendragon-style Ultimate adventure, following The Staff of Karnath, Entombed, and Blackwyche.

Dragon Skulle is a pure mid-80s “learn-by-dying” adventure: part action, part puzzle, part memory test. If you like mapping routes, experimenting with items, and mastering tough movement, it’s a strong snapshot of Ultimate’s C64 era.

Dragon Skulle title screen Dragon Skulle cover art

Screenshots / Media

Timeline / Versions

1984
The formula begins on C64 with The Staff of Karnath (same core “arcade adventure” DNA)
1985
Entombed expands the exploration/puzzle loop with a new setting and hazards
1985
Blackwyche shifts to a haunted ship theme while keeping the same style of play
1986
Dragon Skulle releases on Commodore 64
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Why Dragon Skulle Was Historically Important

Dragon Skulle is a late-80s example of the “arcade adventure” crossover—action-first controls fused with puzzle gating and exploration. It also represents the closing stretch of Ultimate’s C64 Pendragon-style run, preserving a distinct design approach: chunky readable sprites, room-to-room route learning, and high-stakes experimentation.

Gameplay Video

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