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{{about|the video game series|the phreaking device|Gold box (phreaking)}}
{{about|the video game series|the phreaking device|Gold box (phreaking)}}
{{Refimprove|date=January 2008}}
{{Infobox software
{{Infobox software
| name = ''Gold Box''
| name = ''Gold Box''
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==History==
==History==
===Licensing and development===
===Licensing and development===
In the mid-1980s TSR, after seeing the success of the ''[[Ultima (series)|Ultima]]'' series and other [[computer role-playing game]]s (CRPGs), offered its popular ''[[Advanced Dungeons & Dragons]]'' (AD&D) property to video game companies. Ten companies, including [[Electronic Arts]], ''Ultima'' creator [[Origin Systems]], and [[Sierra Entertainment]] applied for the license.<ref name="allen">{{cite web | first=Allen | last=Rausch
In the mid-1980s TSR, after seeing the success of the ''[[Ultima (series)|Ultima]]'' series and other [[computer role-playing game]]s (CRPGs), offered its popular ''[[Advanced Dungeons & Dragons]]'' (''AD&D'') property to video game companies. Ten companies, including [[Electronic Arts]], ''Ultima'' creator [[Origin Systems]], and [[Sierra Entertainment]] applied for the license.<ref name="allen">{{cite web | first=Allen | last=Rausch
| date=2004-08-16 | title=SSI's "Gold Box" Series
| date=2004-08-16 | title=SSI's "Gold Box" Series
| url=http://au.gamespy.com/articles/539/539214p1.html
| url=http://au.gamespy.com/articles/539/539214p1.html
| accessdate=2009-01-02}}</ref><ref name="maher20160318">{{cite web | url=http://www.filfre.net/2016/03/opening-the-gold-box-part-3-from-tabletop-to-desktop/ | title=Opening the Gold Box, Part 3: From Tabletop to Desktop | publisher=The Digital Antiquarian | date=2016-03-18 | accessdate=19 March 2016 | author=Maher, Jimmy}}</ref> [[Strategic Simulations, Inc.]] (SSI) president [[Joel Billings]] had, along with many other companies, earlier contacted TSR about licensing AD&D, but TSR was not interested at that time. Although smaller and less technically advanced than other bidders, SSI unexpectedly won the license in 1987 because of its computerized wargaming experience, and instead of releasing a single AD&D game as soon as possible, the company proposed a broad vision of multiple series of games and spinoffs that might become as sophisticated as TSR's tabletop original.<ref name="allen"/>{{r|maher20160318}}
| accessdate=2009-01-02}}</ref><ref name="maher20160318">{{cite web | url=http://www.filfre.net/2016/03/opening-the-gold-box-part-3-from-tabletop-to-desktop/ | title=Opening the Gold Box, Part 3: From Tabletop to Desktop | publisher=The Digital Antiquarian | date=2016-03-18 | accessdate=19 March 2016 | author=Maher, Jimmy}}</ref> [[Strategic Simulations, Inc.]] (SSI) president [[Joel Billings]] had, along with many other companies, earlier contacted TSR about licensing ''AD&D'', but TSR was not interested at that time. Although smaller and less technically advanced than other bidders, SSI unexpectedly won the license in 1987 because of its computerized wargaming experience, and instead of releasing a single ''AD&D'' game as soon as possible, the company proposed a broad vision of multiple series of games and spinoffs that might become as sophisticated as TSR's tabletop original.<ref name="allen"/>{{r|maher20160318}}


After winning the AD&D license, the number of SSI's in-house developers increased from seven to 25, including the company's first full-time computer-graphic artists. TSR significantly participated in the games' development, including designing [[Ruins of Adventure|a tabletop module]] that the first SSI game would be based on. Using ''Wizard's Crown''{{'}}s detailed combat system as a base for their work,{{r|maher20160318}} the development of the Gold Box engine and the original games was managed by SSI's [[Chuck Kroegel]]<ref>{{cite magazine|magazine=G.M. The Independent Fantasy Roleplaying Magazine| publisher=Croftward| issue=1| volume=1|date=September 1988| page=20| title=Advanced Dungeons & Dragons}}</ref> and [[George MacDonald (game designer)|George MacDonald]]. Later versions were led by Victor Penman and Ken Humphries.
After winning the ''AD&D'' license, the number of SSI's in-house developers increased from seven to 25, including the company's first full-time computer-graphic artists. TSR significantly participated in the games' development, including designing [[Ruins of Adventure|a tabletop module]] that the first SSI game would be based on. Using ''[[Wizard's Crown]]{{'}}s'' detailed combat system as a base for their work,{{r|maher20160318}} the development of the Gold Box engine and the original games was managed by SSI's [[Chuck Kroegel]]<ref>{{cite magazine|magazine=G.M. The Independent Fantasy Roleplaying Magazine| publisher=Croftward| issue=1| volume=1|date=September 1988| page=20| title=Advanced Dungeons & Dragons}}</ref> and [[George MacDonald (game designer)|George MacDonald]].<ref>{{cite book |title=Pool of Radiance Rule Book |publisher=A&a Printers and Lithographers |location=US |year=1988 |pages=29}}</ref> Later versions were led by Victor Penman<ref>{{cite book |title=Pools of Darkness Adventurer's Journal |publisher=American Lithographers |location=US |year=1991 |pages=1}}</ref> and Ken Humphries.<ref>{{cite book |title=Buck Rogers: Matrix Cubed Log Book |publisher=American Lithographers |location=US |year=1992 |pages=1}}</ref>


===The series===
===The series===
[[File:Cover_art_for_the_SSI_1991_catalog.jpg|thumb|left|SSI's 1991 catalog cover, showing some of the Gold Box titles]]
[[File:Cover_art_for_the_SSI_1991_catalog.jpg|thumb|left|SSI's 1991 catalog cover, showing some of the Gold Box titles]]
The first game produced in the series was ''[[Pool of Radiance]]'', released in 1988. This was followed by ''[[Curse of the Azure Bonds]]'' (1989), ''[[Secret of the Silver Blades]]'' (1990), and ''[[Pools of Darkness]] (1991)'',<ref name="Gamasutra" /> the games forming one continuous story rooted in the once-glorious city of [[Phlan]] and later encompassing the entire [[Moonsea|Moonsea Reaches]] and four outer planes. A series of TSR novels paralleled the stories in the games.<ref>{{Cite web |url=https://www.goodreads.com/series/40865-forgotten-realms-pools|title=Forgotten Realms: Pools Series|website=Goodreads}}</ref> The original four titles were developed in-house at SSI, and were the best selling Gold Box games. Their success spurred an era of rapid growth at the company.
The first game produced in the series was ''[[Pool of Radiance]]'', released in 1988. This was followed by ''[[Curse of the Azure Bonds]]'' (1989), ''[[Secret of the Silver Blades]]'' (1990), and ''[[Pools of Darkness]] (1991)'',<ref name="Gamasutra" /> the games forming one continuous story rooted in the once-glorious city of [[Phlan]], later encompassing the entire [[Moonsea|Moonsea Reaches]]<ref name="gog">[http://www.gog.com/game/forgotten_realms_the_archives_collection_two Forgotten Realms: The Archives - Collection Two] on GOG.com</ref> and four outer planes: [[List of regions in Faerûn#Dalelands|Dalelands]], [[Cormyr]], [[Cormanthyr]] (where [[Myth Drannor]] is located),<ref>{{cite book |title=Curse of the Azure Bonds Adventurers Journal |year=1989}}</ref> and [[Thar (Forgotten Realms)#Thar|Thar]].<ref name="cotab">{{cite book |title=Pools of Darkness Adventurer's Journal |year=1991}}</ref> The original four titles were developed in-house at SSI, and the first three titles were the best selling Gold Box games.{{r|maher20170331}} A series of TSR novels paralleled the stories in the games.<ref>{{Cite web |url=https://www.goodreads.com/series/40865-forgotten-realms-pools|title=Forgotten Realms: Pools Series|website=Goodreads}}</ref><ref>{{Cite web |url=https://www.goodreads.com/book/show/291735.Azure_Bonds|title=Azure Bonds|website=Goodreads}}</ref>


When SSI began working on the ''[[Dark Sun: Shattered Lands|Dark Sun]]'' in 1989, all the programmers in-house had to stop the development of Gold Box games and start working on the Dark Sun engine. After ''Secret of the Silver Blades'' came out, Chuck Kroegel passed the Gold Box engine and the ''[[Forgotten Realms]]'' location to Beyond Software (later [[Stormfront Studios]]).<ref name="gamebanshee">{{cite web|first=Jon |last=Birnbaum |title=Stormfront Studios Interview |publisher=GameBanshee |date=2005-04-16 |url=http://www.gamebanshee.com/interviews/28317-stormfront-studios-interview/all-pages.html |accessdate=2018-08-05}}</ref><ref>{{cite book | first=Morgan | last=Ramsay | title=Gamers at Work: Stories Behind the Games People Play | edition=1nd | publisher=Apress | date=2012-01-08 | isbn=1430233516| page=144 }}</ref> They set their first ''Forgotten Realms'' Gold Box title, ''[[Gateway to the Savage Frontier]]'' (1991), in the [[Savage Frontier]], an area to the extreme west of the previous games location.<ref name="d&d">{{cite book | first=Barton | last=Matt | title=Dungeons and Desktops: The History of Computer Role-Playing Games | edition=1nd | publisher=AK Peters | date=2008-02-22 | isbn=1568814119 | page=139-159}}</ref>
When SSI began work on the ''[[Dark Sun]]'' engine in 1990, development of the ''[[Savage Frontier]]'' series was passed to developer [[Stormfront Studios]]. Stormfront set their first ''Forgotten Realms'' Gold Box title, ''[[Gateway to the Savage Frontier]]'' (1991), in [[Neverwinter]], far from the locale of the prior games in [[Myth Drannor]].


Sales declined over time, as the engine — originally designed for the Commodore 64 — aged, and SSI released too many games (11 Gold Box games over four years). When SSI and TSR extended the original contract expiring in January 1993 for 18 months, SSI was required to discontinue the engine.{{r|maher20170331}} ''Dark Sun'' was supposed to use a new engine in its first game, ''[[Dark Sun: Shattered Lands]]'', in 1992. Unfortunately, the new engine was still shaky when ''Shattered Lands'' appeared in 1994. With the Gold Box engine's sales finally fading after a six-year run, the losses SSI absorbed during those two years of delays played a critical role in the sale of SSI to [[Mindscape (software publisher)|Mindscape]] in 1994.
Sales declined over time, as the engine — originally designed for the [[Commodore 64]] — aged, and SSI released too many games (11 Gold Box games over four years). When SSI and TSR extended the original contract expiring in January 1993 for 18 months, SSI was required to discontinue the engine, moving to new developing technologies.{{r|maher20170331}} With the Gold Box engine's sales finally fading after a six-year run, the losses SSI absorbed during those two years of delays played a critical role in the sale of SSI to [[Mindscape (software publisher)|Mindscape]] in 1994.<ref>{{cite book | first=Barton | last=Matt | title=Dungeons and Desktops: The History of Computer Role-Playing Games | edition=1nd | publisher=AK Peters | date=2008-02-22 | isbn=1568814119 | pages=271-279}}</ref><ref>{{cite web |first=Joel |last=Billings |title=Joel Billings’ Strategic Simulations, Inc. (SSI) papers |page=2 |publisher=The National Museum of Play |date=January 2014 |url=http://www.museumofplay.org/sites/default/files/uploads/Finding%20Aid%20to%20Joel%20Billings%27%20Strategic%20Simulations%2C%20Inc.%20%28SSI%29%20papers_052115.pdf |accessdate=2018-08-11}}</ref>


When SSI and TSR announced in 1994 that the latter would not renew the former's AD&D license, the two companies described the end of the relationship as amicable. A SSI spokeswoman said that the company disliked the license's restrictions.<ref name="cgw199404">{{Cite magazine
When SSI and TSR announced in 1994 that the latter would not renew the former's ''AD&D'' license, the two companies described the end of the relationship as amicable. A SSI spokeswoman said that the company disliked the license's restrictions.<ref name="cgw199404">{{Cite magazine
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|pages=12}}</ref> ''[[Forgotten Realms Unlimited Adventures]]'', released in 1993, is an editor that allows players to create their own stories using a version of the Gold Box engine. An active community grew up around this game, including [[Hack (technology slang)|hacks]] that expanded its powers and its graphics abilities.<ref>[http://ua.reonis.com/ FRUA & Dungeon Craft Community Forums] on {{cite web | title=UA File Archive | url=http://frua.rosedragon.org}}</ref>
|pages=12}}</ref> ''[[Forgotten Realms Unlimited Adventures]]'', released in 1993, is an editor that allows players to create their own stories using a version of the Gold Box engine. An active community grew up around this game, including [[Hack (technology slang)|hacks]] that expanded its powers and its graphics abilities.<ref>[http://ua.reonis.com/ FRUA & Dungeon Craft Community Forums] on {{cite web | title=UA File Archive | url=http://frua.rosedragon.org}}</ref>


However, interest in the series eventually waned, although the mantle of this [[genre]] was later assumed by more recent role-playing games such as ''[[Baldur's Gate series|Baldur's Gate]]'', ''[[Planescape: Torment]]'' and ''[[Neverwinter Nights]]''.<ref name="GameSpy">{{cite web | first=Allen | last=Rausch | date=August 16, 2004 | title=SSI's "Gold Box" Series | publisher=GameSpy | url=http://www.gamespy.com/articles/539/539214p1.html | accessdate=2018-07-20 }}</ref>
However, interest in the series eventually waned, although the mantle of this [[genre]] was later assumed by more recent role-playing games such as ''[[Baldur's Gate series|Baldur's Gate]]'', ''[[Planescape: Torment]]'' and ''[[Neverwinter Nights]]''{{r|allen}}


The series went through the platforms [[Amiga]], [[Apple II]], [[Apple Macintosh]], [[Atari ST]], [[Commodore 64]], [[DOS]], [[NEC PC-9800]], [[Nintendo Entertainment System|NES]] and [[Sega Genesis]].
The series went through the platforms [[Amiga]], [[Apple II]], [[Apple Macintosh]], [[Atari ST]], [[Commodore 64]], [[DOS]], [[NEC PC-9800]], [[Nintendo Entertainment System|NES]]<ref>{{cite web|first=Stew |last=Shearer |title=The History of Dungeons & Dragons in Video Games |pages=3-7 |publisher=Gamasutra |date=2014-09-13 |url=http://www.escapistmagazine.com/articles/view/video-games/goodoldreviews/12248-The-History-of-Dungeons-Dragons-in-Video-Game-Pt-1 |accessdate=2018-08-11}}</ref> and [[Sega Genesis]].<ref name="gamespot">{{cite web |title=Buck Rogers: Countdown to Doomsday |publisher=GameSpot|date=2014-09-13 |url=https://www.gamespot.com/buck-rogers-countdown-to-doomsday |accessdate=2018-08-11}}</ref>


===Spin-off to MMO===
===Spin-off to MMO===
All of the online RPGs of the 1980s were text-based [[MUD]]s, describing the action in the style of ''[[Rogue (computer game)|Rogue]]'' or [[Will Crowther]]'s original ''[[Colossal Cave Adventure|Adventure]]'' game. Stormfront's [[Don Daglow]] had been designing games for [[AOL]] for several years, and the new alliance of SSI, TSR, America On-Line, and Stormfront led to the development of ''[[Neverwinter Nights (AOL game)|Neverwinter Nights]]'', the first graphical [[MMORPG]], which ran on AOL from 1991 to 1997. ''NWN'' was a multi-player implementation of the Gold Box engine,<ref>{{cite book |author1=Mulligan, Jessica |author2=Patrovsky, Bridgette | title=Developing Online Games: An Insider's Guide | page=455
All of the online RPGs of the 1980s were text-based [[MUD]]s, describing the action in the style of ''[[Rogue (computer game)|Rogue]]'' or [[Will Crowther]]'s original ''[[Colossal Cave Adventure|Adventure]]'' game. Stormfront's [[Don Daglow]] had been designing games for [[AOL]] for several years, and the new alliance of SSI, TSR, America On-Line, and Stormfront led to the development of ''[[Neverwinter Nights (AOL game)|Neverwinter Nights]]'', the first graphical [[MMORPG]], which ran on AOL from 1991 to 1997. ''NWN'' was a multi-player implementation of the Gold Box engine,<ref>{{cite book |author1=Mulligan, Jessica |author2=Patrovsky, Bridgette | title=Developing Online Games: An Insider's Guide | page=455
| publisher=New Riders | isbn=1-59273-000-0 }}</ref> and was the most popular features on AOL’s service,<ref>{{cite web|first=Justin|last=Olivetti|title=The Game Archaeologist and the Nights of Old Winter|work=The Game Archaeologist: The complete history of classic MMOs|publisher=Engadget|date=2007-02-23|url=http://www.engadget.com:80/2010/11/23/the-game-archaeologist-and-the-nights-of-old-winter/|accessdate=2018-08-12|deadurl=yes|archiveurl=https://web.archive.org/web/20151012215738/http://www.engadget.com:80/2010/11/23/the-game-archaeologist-and-the-nights-of-old-winter/|archivedate=2015-10-12}}</ref> raising between US$5 million and US$7 million annually to the company from 1992 to 1997.<ref>{{cite book |author1=Mulligan, Jessica |author2=Patrovsky, Bridgette |title=Developing Online Games: An Insider's Guide |page=12 |publisher=New Riders |isbn=1-59273-000-0 }}</ref> It paved the way for later hits such as ''[[Ultima Online]]'' (1997) and ''[[EverQuest]]'' (1999).{{r|gamebanshee}}
| publisher=New Riders | isbn=1-59273-000-0 }}</ref> and was the most popular game on AOL for over five years. It paved the way for later hits such as ''[[Ultima Online]]'' (1997) and ''[[EverQuest]]'' (1999).


==Features==
==Features==
The "Gold Box Engine" had two main game play modes. Outside of character creation, game play took place in a screen that displayed text interactions, the names and current status of your party of characters, and a window which displayed images of geography, and large or small pictures of characters or events. When combat occurred, which was often in these games, you switched to a full screen combat mode, in which player character icons could move about to cast spells or attack icons representing the enemies. All the games typically involved long [[dungeon crawl]]s, and were heavier on combat than on role-playing.
The "Gold Box Engine" had two main game play modes. Outside of character creation, game play took place in a screen that displayed text interactions, the names and current status of your party of characters, and a window which displayed images of geography, pictures of characters or events.<ref>{{cite web |first=Thomas |last=Henshell |title=What 90s SSI Goldbox RPGs Can Teach Us about the Modern RPG (Part 2 of 2) |publisher=Gamasutra |date=2014-08-21 |url=https://www.gamasutra.com/blogs/ThomasHenshell/20140821/223923/What_90s_SSI_Goldbox_RPGs_Can_Teach_Us_about_the_Modern_RPG_Part_2_of_2.php |accessdate=2018-08-11}}</ref> When combat occurred, the screen changes to a top-down mode that resembles the one found in the ''Wizard's Crown'', in which player character icons could move about to cast spells or attack icons representing the enemies.<ref>{{cite book | first=Barton | last=Matt | title=Dungeons and Desktops: The History of Computer Role-Playing Games | edition=1nd | publisher=AK Peters | date=2008-02-22 | isbn=1568814119 | page=143-144}}</ref> All the games typically involved long [[dungeon crawl]]s, and were heavier on combat than on role-playing.<ref>{{cite web | url=https://www.engadget.com/2012/08/24/gold-boxes-for-a-golden-age-of-rpgs/ | title=Gold Boxes for a Golden Age of RPGs | publisher=Engadget | date=2012-08-24 | accessdate=16 August 2018 | author=Rowan, Kaiser}}</ref>


The Gold Box games formed a number of series in which you could move characters who had finished one game to the next one in the series. In addition, characters from ''Pool of Radiance'' could be imported into ''[[Advanced Dungeons and Dragons: Hillsfar|Hillsfar]]'', a game based on an entirely different engine, and then exported into ''Curse of the Azure Bonds''. The system was improved over time, adding better colors, graphics, more player-class levels, and new story lines.
The Gold Box games formed a number of series in which you could move characters who had finished one game to the next one in the series.<ref>{{cite web | url=http://www.armchairarcade.com/neo/node/739 | title=Remembered Realms: Revisiting SSI's Legendary Gold Box Games | publisher=Armchair Arcade | date=2006-08-12 | accessdate=16 August 2018 | author=Barton, Matt}}</ref> In addition, characters from ''Pool of Radiance'' could be imported into ''[[Advanced Dungeons and Dragons: Hillsfar|Hillsfar]]'', a game based on an entirely different engine, and then exported into ''Curse of the Azure Bonds''.<ref>{{cite book | first=Barton | last=Matt | title=Dungeons and Desktops: The History of Computer Role-Playing Games | edition=1nd | publisher=AK Peters | date=2008-02-22 | isbn=1568814119 | page=168-169}}</ref> The system was improved over time, adding better colors, graphics, more player-class levels, new story lines, and real-time multiplayer gameplay.{{r|d&d}}


==Releases==
==Releases==
Although the engine creation and most of the games were initially developed by SSI, there were many official ports and titles from other companies. [[Westwood Associates]] was in charge of some ports for the Amiga, which added mouse support and improved the graphics well before SSI’s own MS-DOS versions going to [[Video Graphics Array|VGA]] display mode.{{r|maher20170331}} MicroMagic made the only port of the series for the Atari ST home computer, ''Curse of the Azure Bonds''; following this, they developed [[The Dark Queen of Krynn]] and the ''Unlimited Adventures'' for SSI. Stormfront Studios did all the development for the Savage Frontier series and also the remarkable ''Neverwinter Nights''. Also mentionable, Cybertech was responsible for the development of [[Spelljammer: Pirates of Realmspace]]. For video game consoles, there was only two ports: [[Countdown to Doomsday|Buck Rogers: Countdown to Doomsday]] for the Sega Genesis and ''Pool of Radiance'' for the Famicom/NES (from the [[Japan]]ese company Marionette), but they differ substantially from the computer versions.
Although the engine creation and most of the games were initially developed by SSI, there were many official ports and titles from other companies. [[Westwood Associates]] was in charge of some ports for the Amiga, which added mouse support and improved the graphics well before SSI’s own [[MS-DOS]] versions going to [[Video Graphics Array|VGA]] display mode.{{r|maher20170331}} MicroMagic made the only port of the series for the Atari ST home computer, ''Curse of the Azure Bonds'';<ref>{{cite web | date=2008-08-18 | title=Curse of the Azure Bonds (Atari ST Screenshots) | publisher=Giant Bomb | url=https://www.giantbomb.com/curse-of-the-azure-bonds/3030-18905/images/?tag=AST%20Screenshots | accessdate=2018-07-20 }}</ref> following this, they developed ''[[The Dark Queen of Krynn]]'' and the ''Unlimited Adventures'' for SSI.{{r|d&d}} Stormfront Studios did all the development for the [[Savage Frontier (series)|''Savage Frontier'' series]] and also the remarkable ''Neverwinter Nights''.{{r|gamebanshee}} Also mentionable, Cybertech was responsible for the development of ''[[Spelljammer: Pirates of Realmspace]]''.<ref name=cgw104>{{cite magazine | first1=Jeff | last1=James | title=SSI's ''Spelljammer: Pirates of Realmspace'' | volume=104 | pages=62–64 | journal=Computer Gaming World |date=March 1993 | url=http://www.cgwmuseum.org/galleries/index.php?year=1993&pub=2&id=104 | publisher=Golden Empire Publications, Inc. }}</ref> For video game consoles, there was only two ports: [[Countdown to Doomsday|''Buck Rogers: Countdown to Doomsday'']] for the Sega Genesis{{r|gamespot}} and ''Pool of Radiance'' for the Famicom/NES (from the [[Japan]]ese company Marionette).<ref>{{cite web|url=http://uk.gamespot.com/nes/rpg/advanceddungeonsdpor/index.html|title=Advanced Dungeons & Dragons: Pool of Radiance|work=gamespot UK|deadurl=yes|archiveurl=https://web.archive.org/web/20081013094240/http://uk.gamespot.com/nes/rpg/advanceddungeonsdpor/index.html|archivedate=2008-10-13|df=}}</ref>


The C64 and Apple II versions were written completely in [[MOS Technology 6502|6502]] [[Assembly language|assembly]], and were extremely advanced for the time, since those computers had around 48 KB of [[RAM]].<ref>[https://www.pcgamer.com/how-gog-rescued-13-forgotten-realms-games-from-licensing-hell/ How GOG rescued 13 Forgotten Realms games from licensing hell] on [[PC Gamer]] [[Dan Griliopoulos]] (Aug 26, 2015)</ref> Most of the later ports and releases were written in [[Pascal (programming language)|Pascal]]. The latest official releases, ''Pirates of Realmspace'' and ''Unlimited Adventures'' were [[C (programming language)|C]]/[[C++]] based.<ref>{{Cite web |url=http://simeonpilgrim.com/blog/2010/07/21/gold-box-games-cheat-codes/ |title=Gold Box games Cheat Codes |last=Pilgrim |first=Simeon |date=2010-07-21 |website=Simeon Pilgrim}}</ref>
The C64 and Apple II versions were written completely in [[MOS Technology 6502|6502]] [[Assembly language|assembly]], and were extremely advanced for the time, since those computers had around 48 KB of [[RAM]].<ref>[https://www.pcgamer.com/how-gog-rescued-13-forgotten-realms-games-from-licensing-hell/ How GOG rescued 13 Forgotten Realms games from licensing hell] on [[PC Gamer]] Dan Griliopoulos (Aug 26, 2015)</ref> Most of the later ports and releases were written in [[Pascal (programming language)|Pascal]]. The latest official releases, ''Pirates of Realmspace'' and ''Unlimited Adventures'' were [[C (programming language)|C]]/[[C++]] based.<ref>{{Cite web |url=http://simeonpilgrim.com/blog/2010/07/21/gold-box-games-cheat-codes/ |title=Gold Box games Cheat Codes |last=Pilgrim |first=Simeon |date=2010-07-21 |website=Simeon Pilgrim}}</ref>


==Titles==
==Titles==
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** ''[[Death Knights of Krynn]]'' (1991)
** ''[[Death Knights of Krynn]]'' (1991)
** ''[[The Dark Queen of Krynn]]'' (1992)
** ''[[The Dark Queen of Krynn]]'' (1992)
*The ''[[Buck Rogers]]'' games:
*The ''[[Buck Rogers]]'' games (developed by SSI):
** ''[[Countdown to Doomsday]]'' (1990)
** ''[[Countdown to Doomsday]]'' (1990)
** ''[[Matrix Cubed]]'' (1992)
** ''[[Matrix Cubed]]'' (1992)


Additionally, ''[[Spelljammer: Pirates of Realmspace]]'' (1992) uses the Gold Box combat engine, and ''[[Forgotten Realms Unlimited Adventures]]'' (1993) is an editing tool for creating adventures in the same style as the games.
Additionally, ''[[Spelljammer: Pirates of Realmspace]]'' (1992) uses the Gold Box combat engine, and ''[[Forgotten Realms: Unlimited Adventures]]'' (1993) is an editing tool for creating adventures in the same style as the games.


===Collections===
===Collections===
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*''Fantasy Fest!'' (1994, DOS, SSI) - a compilation of several ''AD&D'' games, including ''FRUA''.
*''Fantasy Fest!'' (1994, DOS, SSI) - a compilation of several ''AD&D'' games, including ''FRUA''.
*''Dungeons & Dragons Ultimate Fantasy'' (1995, DOS, [[Slash Corporation|Slash]]) - a compilation of several ''AD&D'' games, including ''FRUA''.
*''Dungeons & Dragons Ultimate Fantasy'' (1995, DOS, [[Slash Corporation|Slash]]) - a compilation of several ''AD&D'' games, including ''FRUA''.
*''[[The Forgotten Realms Archives]]'' (1997, DOS/WIN, Interplay) - a compilation of SSI's ''Forgotten Realms'' video games, including the Gold Box series'.
*''[[The Forgotten Realms Archives]]'' (1997, DOS/WIN, [[Interplay Entertainment|Interplay]]) - a compilation of SSI's ''Forgotten Realms'' video games, including the Gold Box series'.
*''Gamefest: Forgotten Realms Classics'' (2001, DOS/WIN, Interplay) - a compilation of SSI's ''Forgotten Realms'' video games, including the Gold Box series'.
*''Gamefest: Forgotten Realms Classics'' (2001, DOS/WIN, Interplay) - a compilation of SSI's ''Forgotten Realms'' video games, including the Gold Box series'.


==Reception==
==Reception==
With 264,536 copies sold for computers in North America, ''Pool of Radiance'' became by far the most-successful game in SSI's history,{{r|maher20160318}} outselling ''[[Ultima V]]'' and ''[[Bard's Tale III]]''.<ref name="maher20170331">{{Cite web |url=http://www.filfre.net/2017/03/opening-the-gold-box-part-5-all-that-glitters-is-not-gold/ |title=Opening the Gold Box, Part 5: All That Glitters is Not Gold |last=Maher |first=Jimmy |date=2017-03-31 |website=The Digital Antiquarian}}</ref> It was given a score of 90% by Commodore User. The reviewer Tony Dillon was impressed with the features.<ref>Dillon,Tony; Pool of Radiance review in Commodore User (Oct 1988) p: 34, 35</ref>
With 264,536 copies sold for computers in North America, ''Pool of Radiance'' became by far the most-successful game in SSI's history,{{r|maher20160318}} outselling ''[[Ultima V]]'' and ''[[Bard's Tale III]]''.<ref name="maher20170331">{{Cite web |url=http://www.filfre.net/2017/03/opening-the-gold-box-part-5-all-that-glitters-is-not-gold/ |title=Opening the Gold Box, Part 5: All That Glitters is Not Gold |last=Maher |first=Jimmy |date=2017-03-31 |website=The Digital Antiquarian}}</ref> It was given a score of 90% by ''[[Commodore User]]''. The reviewer Tony Dillon was impressed with the features.<ref>Dillon,Tony; Pool of Radiance review in Commodore User (Oct 1988) p: 34, 35</ref>


The next game in the series, ''Curse of the Azure Bonds'', was also well received. It was given a score of 90% by magazine "The Games Machine",<ref>The Games Machine 22 (Sep 1989), Paul Rigby p:80</ref> and 89% on CU Amiga-64.<ref>CU Amiga-64 (Aug 1989), Tony Dillon p:33</ref> [[Dave Arneson]], a creator of D&D, expressed his disappointment that the Gold Box games did not innovate enough from previous CRPGs, comparing them to "a cross ... between ''[[Questron]]'' and ''[[Wizard's Crown]]'' presented in a new setting".<ref name="arneson198805">{{cite magazine | title=The Future of Computer Role-Playing | magazine=[[Computer Gaming World]] | issue=47 | date=May 1988 | url=http://www.cgwmuseum.org/galleries/issues/cgw_47.pdf | accessdate=23 April 2016 | last=Arneson | first=David L. |pages=24–25}}</ref> The final Gold Box game, ''[[The Dark Queen of Krynn]]'' (1992), sold 40,640 copies.{{r|maher20170331}} SSI had sold more than two million AD&D-licensed games when it announced the end of the TSR license.{{r|cgw199404}}
The next game in the series, ''Curse of the Azure Bonds'', was also well received. It was given a score of 90% by magazine ''[[The Games Machine]]'',<ref>The Games Machine 22 (Sep 1989), Paul Rigby p:80</ref> and 89% on ''[[Commodore User|CU Amiga-64]]''.<ref>CU Amiga-64 (Aug 1989), Tony Dillon p:33</ref> [[Dave Arneson]], one of the creators of ''[[Dungeons & Dragons]]'', expressed his disappointment that the Gold Box games did not innovate enough from previous CRPGs, comparing them to "a cross ... between ''[[Questron]]'' and ''Wizard's Crown'' presented in a new setting".<ref name="arneson198805">{{cite magazine | title=The Future of Computer Role-Playing | magazine=[[Computer Gaming World]] | issue=47 | date=May 1988 | url=http://www.cgwmuseum.org/galleries/issues/cgw_47.pdf | accessdate=23 April 2016 | last=Arneson | first=David L. |pages=24–25}}</ref> The final Gold Box game, ''The Dark Queen of Krynn'' (1992), sold 40,640 copies.{{r|maher20170331}} SSI had sold more than two million ''AD&D''-licensed games when it announced the end of the TSR license.{{r|cgw199404}}


==On modern systems==
==On modern systems==
The games run well in [[DOSBox]] on modern operating systems. Also the Gold Box Companion has been developed to smooth out some of the rough edges in the programming of some of the games. Some of the early games, for instance, do not allow turning off Quick Fight, which sets characters to automatic in combat.
The games run well in [[DOSBox]] on modern operating systems.<ref>{{cite web | url=https://www.dosbox.com/comp_list.php | title=DOSBox - Compatibility list | publisher=DOSBox}}</ref> Also the Gold Box Companion has been developed to smooth out some of the rough edges in the programming of some of the games. Some of the early games, for instance, do not allow turning off Quick Fight, which sets characters to automatic in combat.<ref>{{cite web|first=Jon |last=Birnbaum |title=Gold Box Companion and The All-Seeing Eye Tools for SSI Enthusiasts |publisher=GameBanshee |date=2017-01-16 |url=http://www.gamebanshee.com/news/118369-gold-box-companion-and-the-all-seeing-eye-tools-for-ssi-enthusiasts.html |accessdate=2018-08-18}}</ref>


[[GOG.com]] released the Pool of Radiance and Savage Frontier Gold Box series [[Digital Distribution|digitally]] on August 20, 2015, as a part of ''"Forgotten Realms: The Archives - Collection Two"''.<ref>[http://www.pcgamer.com/forgotten-realms-the-archives-brings-13-dd-classics-to-gog/ Forgotten Realms: The Archives brings 13 D&D classics to GOG] on [[PC Gamer]] [[Jordan Erica Webber]] (Aug 20, 2015)</ref><ref>[http://www.gog.com/game/forgotten_realms_the_archives_collection_two Forgotten Realms: The Archives - Collection Two] on gog.com</ref>. Later on October 27, 2015, they released the Dragonlance series as part of ''"Dungeons & Dragons: Krynn Series"'' <ref>[https://www.pcgamer.com/gog-adds-dd-ravenloft-dark-sun-and-krynn/ GOG adds D&D: Ravenloft, Dark Sun and Krynn] on [[PC Gamer]] Tom Sykes (Oct 27, 2015)</ref><ref>[https://www.gog.com/game/dungeons_dragons_krynn_series Dungeons & Dragons: Krynn Series] on gog.com</ref>.
[[GOG.com]] released the ''Pool of Radiance'' and ''Savage Frontier'' Gold Box series [[Digital Distribution|digitally]] on August 20, 2015, as a part of ''"Forgotten Realms: The Archives - Collection Two"''.<ref>[http://www.pcgamer.com/forgotten-realms-the-archives-brings-13-dd-classics-to-gog/ Forgotten Realms: The Archives brings 13 D&D classics to GOG] on [[PC Gamer]] Jordan Erica Webber (Aug 20, 2015)</ref>{{r|gog}}. Later on October 27, 2015, they released the ''Dragonlance'' series as part of ''"Dungeons & Dragons: Krynn Series"'' <ref>[https://www.pcgamer.com/gog-adds-dd-ravenloft-dark-sun-and-krynn/ GOG adds D&D: Ravenloft, Dark Sun and Krynn] on [[PC Gamer]] Tom Sykes (Oct 27, 2015)</ref><ref>[https://www.gog.com/game/dungeons_dragons_krynn_series Dungeons & Dragons: Krynn Series] on GOG.com</ref>.


==See also==
==See also==

Revision as of 06:13, 18 August 2018

Gold Box
Original author(s)SSI (Keith Brors, Brad Myers)
Developer(s)SSI, Westwood Associates, Stormfront Studios, MicroMagic, Cybertech, Marionette
Initial releaseJune 1988; 36 years ago (1988-06)
Written in
Operating systemAmigaOS, Atari TOS, BASIC, DOS, Macintosh System Software
PlatformAmiga, Apple II, Apple Macintosh, Atari ST, Commodore 64, DOS, NEC PC-9800, NES, Sega Genesis
TypeGame engine
LicenseProprietary software

Gold Box is a series of role-playing video games produced by SSI from 1988 to 1992. The company acquired a license to produce games based on the Advanced Dungeons & Dragons role-playing game from TSR, Inc.[1] These games shared a common engine that came to be known as the "Gold Box Engine" after the gold-colored boxes in which most games of the series were sold.[2]

History

Licensing and development

In the mid-1980s TSR, after seeing the success of the Ultima series and other computer role-playing games (CRPGs), offered its popular Advanced Dungeons & Dragons (AD&D) property to video game companies. Ten companies, including Electronic Arts, Ultima creator Origin Systems, and Sierra Entertainment applied for the license.[3][4] Strategic Simulations, Inc. (SSI) president Joel Billings had, along with many other companies, earlier contacted TSR about licensing AD&D, but TSR was not interested at that time. Although smaller and less technically advanced than other bidders, SSI unexpectedly won the license in 1987 because of its computerized wargaming experience, and instead of releasing a single AD&D game as soon as possible, the company proposed a broad vision of multiple series of games and spinoffs that might become as sophisticated as TSR's tabletop original.[3][4]

After winning the AD&D license, the number of SSI's in-house developers increased from seven to 25, including the company's first full-time computer-graphic artists. TSR significantly participated in the games' development, including designing a tabletop module that the first SSI game would be based on. Using Wizard's Crown's detailed combat system as a base for their work,[4] the development of the Gold Box engine and the original games was managed by SSI's Chuck Kroegel[5] and George MacDonald.[6] Later versions were led by Victor Penman[7] and Ken Humphries.[8]

The series

SSI's 1991 catalog cover, showing some of the Gold Box titles

The first game produced in the series was Pool of Radiance, released in 1988. This was followed by Curse of the Azure Bonds (1989), Secret of the Silver Blades (1990), and Pools of Darkness (1991),[2] the games forming one continuous story rooted in the once-glorious city of Phlan, later encompassing the entire Moonsea Reaches[9] and four outer planes: Dalelands, Cormyr, Cormanthyr (where Myth Drannor is located),[10] and Thar.[11] The original four titles were developed in-house at SSI, and the first three titles were the best selling Gold Box games.[12] A series of TSR novels paralleled the stories in the games.[13][14]

When SSI began working on the Dark Sun in 1989, all the programmers in-house had to stop the development of Gold Box games and start working on the Dark Sun engine. After Secret of the Silver Blades came out, Chuck Kroegel passed the Gold Box engine and the Forgotten Realms location to Beyond Software (later Stormfront Studios).[15][16] They set their first Forgotten Realms Gold Box title, Gateway to the Savage Frontier (1991), in the Savage Frontier, an area to the extreme west of the previous games location.[17]

Sales declined over time, as the engine — originally designed for the Commodore 64 — aged, and SSI released too many games (11 Gold Box games over four years). When SSI and TSR extended the original contract expiring in January 1993 for 18 months, SSI was required to discontinue the engine, moving to new developing technologies.[12] With the Gold Box engine's sales finally fading after a six-year run, the losses SSI absorbed during those two years of delays played a critical role in the sale of SSI to Mindscape in 1994.[18][19]

When SSI and TSR announced in 1994 that the latter would not renew the former's AD&D license, the two companies described the end of the relationship as amicable. A SSI spokeswoman said that the company disliked the license's restrictions.[20] Forgotten Realms Unlimited Adventures, released in 1993, is an editor that allows players to create their own stories using a version of the Gold Box engine. An active community grew up around this game, including hacks that expanded its powers and its graphics abilities.[21]

However, interest in the series eventually waned, although the mantle of this genre was later assumed by more recent role-playing games such as Baldur's Gate, Planescape: Torment and Neverwinter Nights[3]

The series went through the platforms Amiga, Apple II, Apple Macintosh, Atari ST, Commodore 64, DOS, NEC PC-9800, NES[22] and Sega Genesis.[23]

Spin-off to MMO

All of the online RPGs of the 1980s were text-based MUDs, describing the action in the style of Rogue or Will Crowther's original Adventure game. Stormfront's Don Daglow had been designing games for AOL for several years, and the new alliance of SSI, TSR, America On-Line, and Stormfront led to the development of Neverwinter Nights, the first graphical MMORPG, which ran on AOL from 1991 to 1997. NWN was a multi-player implementation of the Gold Box engine,[24] and was the most popular features on AOL’s service,[25] raising between US$5 million and US$7 million annually to the company from 1992 to 1997.[26] It paved the way for later hits such as Ultima Online (1997) and EverQuest (1999).[15]

Features

The "Gold Box Engine" had two main game play modes. Outside of character creation, game play took place in a screen that displayed text interactions, the names and current status of your party of characters, and a window which displayed images of geography, pictures of characters or events.[27] When combat occurred, the screen changes to a top-down mode that resembles the one found in the Wizard's Crown, in which player character icons could move about to cast spells or attack icons representing the enemies.[28] All the games typically involved long dungeon crawls, and were heavier on combat than on role-playing.[29]

The Gold Box games formed a number of series in which you could move characters who had finished one game to the next one in the series.[30] In addition, characters from Pool of Radiance could be imported into Hillsfar, a game based on an entirely different engine, and then exported into Curse of the Azure Bonds.[31] The system was improved over time, adding better colors, graphics, more player-class levels, new story lines, and real-time multiplayer gameplay.[17]

Releases

Although the engine creation and most of the games were initially developed by SSI, there were many official ports and titles from other companies. Westwood Associates was in charge of some ports for the Amiga, which added mouse support and improved the graphics well before SSI’s own MS-DOS versions going to VGA display mode.[12] MicroMagic made the only port of the series for the Atari ST home computer, Curse of the Azure Bonds;[32] following this, they developed The Dark Queen of Krynn and the Unlimited Adventures for SSI.[17] Stormfront Studios did all the development for the Savage Frontier series and also the remarkable Neverwinter Nights.[15] Also mentionable, Cybertech was responsible for the development of Spelljammer: Pirates of Realmspace.[33] For video game consoles, there was only two ports: Buck Rogers: Countdown to Doomsday for the Sega Genesis[23] and Pool of Radiance for the Famicom/NES (from the Japanese company Marionette).[34]

The C64 and Apple II versions were written completely in 6502 assembly, and were extremely advanced for the time, since those computers had around 48 KB of RAM.[35] Most of the later ports and releases were written in Pascal. The latest official releases, Pirates of Realmspace and Unlimited Adventures were C/C++ based.[36]

Titles

Original

Additionally, Spelljammer: Pirates of Realmspace (1992) uses the Gold Box combat engine, and Forgotten Realms: Unlimited Adventures (1993) is an editing tool for creating adventures in the same style as the games.

Collections

  • Advanced Dungeons & Dragons: Limited Edition Collector's Set (1990, DOS, C64, Amiga, SSI) - a compilation of many early AD&D titles, including several Gold Box games.
  • Advanced Dungeons & Dragons: Starter Kit (1992, DOS, SSI) - a compilation of the first games from the three Gold Box main series: Pool of Radiance, Gateway to the Savage Frontier and Champions of Krynn.
  • Advanced Dungeons & Dragons: Dragonlance Limited Collector's Edition (1992, DOS, SSI) - a compilation of all of the Dragonlance Gold Box titles.
  • Advanced Dungeons & Dragons: Collectors Edition (1994, DOS, WizardWorks) - a compilation of all of the Gold Box games, minus FRUA and the Buck Rogers series.
  • Fantasy Fest! (1994, DOS, SSI) - a compilation of several AD&D games, including FRUA.
  • Dungeons & Dragons Ultimate Fantasy (1995, DOS, Slash) - a compilation of several AD&D games, including FRUA.
  • The Forgotten Realms Archives (1997, DOS/WIN, Interplay) - a compilation of SSI's Forgotten Realms video games, including the Gold Box series'.
  • Gamefest: Forgotten Realms Classics (2001, DOS/WIN, Interplay) - a compilation of SSI's Forgotten Realms video games, including the Gold Box series'.

Reception

With 264,536 copies sold for computers in North America, Pool of Radiance became by far the most-successful game in SSI's history,[4] outselling Ultima V and Bard's Tale III.[12] It was given a score of 90% by Commodore User. The reviewer Tony Dillon was impressed with the features.[37]

The next game in the series, Curse of the Azure Bonds, was also well received. It was given a score of 90% by magazine The Games Machine,[38] and 89% on CU Amiga-64.[39] Dave Arneson, one of the creators of Dungeons & Dragons, expressed his disappointment that the Gold Box games did not innovate enough from previous CRPGs, comparing them to "a cross ... between Questron and Wizard's Crown presented in a new setting".[40] The final Gold Box game, The Dark Queen of Krynn (1992), sold 40,640 copies.[12] SSI had sold more than two million AD&D-licensed games when it announced the end of the TSR license.[20]

On modern systems

The games run well in DOSBox on modern operating systems.[41] Also the Gold Box Companion has been developed to smooth out some of the rough edges in the programming of some of the games. Some of the early games, for instance, do not allow turning off Quick Fight, which sets characters to automatic in combat.[42]

GOG.com released the Pool of Radiance and Savage Frontier Gold Box series digitally on August 20, 2015, as a part of "Forgotten Realms: The Archives - Collection Two".[43][9]. Later on October 27, 2015, they released the Dragonlance series as part of "Dungeons & Dragons: Krynn Series" [44][45].

See also

References

  1. ^ DeMaria, Rusel; Wilson, Johnny L. (2003-12-18). High Score!: The Illustrated History of Electronic Games (2nd ed.). McGraw-Hill Osborne Media. p. 169. ISBN 0-07-223172-6.
  2. ^ a b Barton, Matt (2007-02-23). "Unforgettable Realms: SSI's "Gold Box" Games". The History of Computer Role-Playing Games Part 2: The Golden Age (1985-1993). Gamasutra. p. 4. Archived from the original on 2009-02-27. Retrieved 2009-01-02. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  3. ^ a b c Rausch, Allen (2004-08-16). "SSI's "Gold Box" Series". Retrieved 2009-01-02.
  4. ^ a b c d Maher, Jimmy (2016-03-18). "Opening the Gold Box, Part 3: From Tabletop to Desktop". The Digital Antiquarian. Retrieved 19 March 2016.
  5. ^ "Advanced Dungeons & Dragons". G.M. The Independent Fantasy Roleplaying Magazine. Vol. 1, no. 1. Croftward. September 1988. p. 20.
  6. ^ Pool of Radiance Rule Book. US: A&a Printers and Lithographers. 1988. p. 29.
  7. ^ Pools of Darkness Adventurer's Journal. US: American Lithographers. 1991. p. 1.
  8. ^ Buck Rogers: Matrix Cubed Log Book. US: American Lithographers. 1992. p. 1.
  9. ^ a b Forgotten Realms: The Archives - Collection Two on GOG.com
  10. ^ Curse of the Azure Bonds Adventurers Journal. 1989.
  11. ^ Pools of Darkness Adventurer's Journal. 1991.
  12. ^ a b c d e Maher, Jimmy (2017-03-31). "Opening the Gold Box, Part 5: All That Glitters is Not Gold". The Digital Antiquarian.
  13. ^ "Forgotten Realms: Pools Series". Goodreads.
  14. ^ "Azure Bonds". Goodreads.
  15. ^ a b c Birnbaum, Jon (2005-04-16). "Stormfront Studios Interview". GameBanshee. Retrieved 2018-08-05.
  16. ^ Ramsay, Morgan (2012-01-08). Gamers at Work: Stories Behind the Games People Play (1nd ed.). Apress. p. 144. ISBN 1430233516.
  17. ^ a b c Matt, Barton (2008-02-22). Dungeons and Desktops: The History of Computer Role-Playing Games (1nd ed.). AK Peters. p. 139-159. ISBN 1568814119.
  18. ^ Matt, Barton (2008-02-22). Dungeons and Desktops: The History of Computer Role-Playing Games (1nd ed.). AK Peters. pp. 271–279. ISBN 1568814119.
  19. ^ Billings, Joel (January 2014). "Joel Billings' Strategic Simulations, Inc. (SSI) papers" (PDF). The National Museum of Play. p. 2. Retrieved 2018-08-11.
  20. ^ a b "SSI Advances Beyond AD&D With Divorce From TSR". Read.Me. Computer Gaming World. April 1994. p. 12.
  21. ^ FRUA & Dungeon Craft Community Forums on "UA File Archive".
  22. ^ Shearer, Stew (2014-09-13). "The History of Dungeons & Dragons in Video Games". Gamasutra. pp. 3–7. Retrieved 2018-08-11.
  23. ^ a b "Buck Rogers: Countdown to Doomsday". GameSpot. 2014-09-13. Retrieved 2018-08-11.
  24. ^ Mulligan, Jessica; Patrovsky, Bridgette. Developing Online Games: An Insider's Guide. New Riders. p. 455. ISBN 1-59273-000-0.
  25. ^ Olivetti, Justin (2007-02-23). "The Game Archaeologist and the Nights of Old Winter". The Game Archaeologist: The complete history of classic MMOs. Engadget. Archived from the original on 2015-10-12. Retrieved 2018-08-12. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  26. ^ Mulligan, Jessica; Patrovsky, Bridgette. Developing Online Games: An Insider's Guide. New Riders. p. 12. ISBN 1-59273-000-0.
  27. ^ Henshell, Thomas (2014-08-21). "What 90s SSI Goldbox RPGs Can Teach Us about the Modern RPG (Part 2 of 2)". Gamasutra. Retrieved 2018-08-11.
  28. ^ Matt, Barton (2008-02-22). Dungeons and Desktops: The History of Computer Role-Playing Games (1nd ed.). AK Peters. p. 143-144. ISBN 1568814119.
  29. ^ Rowan, Kaiser (2012-08-24). "Gold Boxes for a Golden Age of RPGs". Engadget. Retrieved 16 August 2018.
  30. ^ Barton, Matt (2006-08-12). "Remembered Realms: Revisiting SSI's Legendary Gold Box Games". Armchair Arcade. Retrieved 16 August 2018.
  31. ^ Matt, Barton (2008-02-22). Dungeons and Desktops: The History of Computer Role-Playing Games (1nd ed.). AK Peters. p. 168-169. ISBN 1568814119.
  32. ^ "Curse of the Azure Bonds (Atari ST Screenshots)". Giant Bomb. 2008-08-18. Retrieved 2018-07-20.
  33. ^ James, Jeff (March 1993). "SSI's Spelljammer: Pirates of Realmspace". Computer Gaming World. Vol. 104. Golden Empire Publications, Inc. pp. 62–64.
  34. ^ "Advanced Dungeons & Dragons: Pool of Radiance". gamespot UK. Archived from the original on 2008-10-13. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  35. ^ How GOG rescued 13 Forgotten Realms games from licensing hell on PC Gamer Dan Griliopoulos (Aug 26, 2015)
  36. ^ Pilgrim, Simeon (2010-07-21). "Gold Box games Cheat Codes". Simeon Pilgrim.
  37. ^ Dillon,Tony; Pool of Radiance review in Commodore User (Oct 1988) p: 34, 35
  38. ^ The Games Machine 22 (Sep 1989), Paul Rigby p:80
  39. ^ CU Amiga-64 (Aug 1989), Tony Dillon p:33
  40. ^ Arneson, David L. (May 1988). "The Future of Computer Role-Playing" (PDF). Computer Gaming World. No. 47. pp. 24–25. Retrieved 23 April 2016.
  41. ^ "DOSBox - Compatibility list". DOSBox.
  42. ^ Birnbaum, Jon (2017-01-16). "Gold Box Companion and The All-Seeing Eye Tools for SSI Enthusiasts". GameBanshee. Retrieved 2018-08-18.
  43. ^ Forgotten Realms: The Archives brings 13 D&D classics to GOG on PC Gamer Jordan Erica Webber (Aug 20, 2015)
  44. ^ GOG adds D&D: Ravenloft, Dark Sun and Krynn on PC Gamer Tom Sykes (Oct 27, 2015)
  45. ^ Dungeons & Dragons: Krynn Series on GOG.com