Pool of Radiance

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Pool of Radiance
Pool of Radiance Coverart.png
Commodore version of the box cover for the game
Developer(s) Strategic Simulations, Inc.
Marionette (NES)
Publisher(s) Strategic Simulations, Inc.
Pony Canyon (Japan)
FCI, Inc. (U.S.A.)
Director(s) Chuck Kroegel
Designer(s) George MacDonald
Programmer(s) Keith Brors
Brad Myers
Artist(s) Tom Wahl
Fred Butts
Darla Marasco
Susan Halbleib
Composer(s) Wally Beben (Amiga)
David Warhol (C64)
Seiji Toda (NES/PC-9800)
Masayuki Kurinaga (PC98)
Engine Gold Box
Platform(s) Amiga, Apple II, C64, MS-DOS, Apple Macintosh, NES, PC-9800
ReleaseJune 1988
1989 (Mac)
April 1992 (NES)
Genre(s) Role-playing video game, Tactical RPG
Mode(s) Single player

Pool of Radiance is a role-playing video game developed and published by Strategic Simulations, Inc (SSI) in 1988. It was the first adaptation of TSR's Advanced Dungeons & Dragons (AD&D) fantasy role-playing game for home computers, becoming the first episode in a four-part series of D&D computer adventure games. The other games in the "Gold Box" series used the game engine pioneered in Pool of Radiance, as did later D&D titles such as the Neverwinter Nights online game. Pool of Radiance takes place in the Forgotten Realms fantasy setting, with the action centered in and around the port city of Phlan.

A role-playing video game is a video game genre where the player controls the actions of a character immersed in some well-defined world. Many role-playing video games have origins in tabletop role-playing games and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replayability and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences.

Fantasy Genre of literature, film, television and other artforms

Fantasy is a genre of speculative fiction set in a fictional universe, often inspired by real world myth and folklore. Its roots are in oral traditions, which then became literature and drama. From the twentieth century it has expanded further into various media, including film, television, graphic novels and video games.

Role-playing game Game in which players assume the roles of characters in a fictional setting

A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.

Contents

Just as in traditional D&D games, the player starts by building a party of up to six characters, deciding the race, sex, class and ability scores for each. The player's party is enlisted to help the settled part of the city by clearing out the marauding inhabitants that have taken over the surroundings. The characters move on from one area to another, battling bands of enemies as they go and ultimately confronting the powerful leader of the evil forces. During play the player characters gain experience points, which allow them to increase their capabilities. The game primarily uses a first-person perspective, with the screen divided into sections to display pertinent textual information. During combat sequences, the display switches to a top-down "video game isometric" view. [1]

Player character fictional character in a role-playing or video game that can be played or controlled by a real-world person

A player character is a fictional character in a role-playing game or video game whose actions are directly controlled by a player of the game rather than the rules of the game. The characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character.

Statistic (role-playing games) piece of data representing a particular aspect of a fictional character

A statistic in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice.

An experience point is a unit of measurement used in tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's progression through the game. Experience points are generally awarded for the completion of missions, overcoming obstacles and opponents, and for successful role-playing.

Generally well received by the gaming press, Pool of Radiance won the Origins Award for "Best Fantasy or Science Fiction Computer Game of 1988". Some reviewers criticized the game's similarities to other contemporary games and its slowness in places, but praised the game's graphics and its role-playing adventure and combat aspects. Also well-regarded was the ability to export player characters from Pool of Radiance to subsequent SSI games in the series.

The Origins Awards are American awards for outstanding work in the game industry. They are presented by the Academy of Adventure Gaming Arts and Design at the Origins Game Fair on an annual basis for the previous year, so the 1979 awards were given at the 1980 Origins.

Gameplay

Pool of Radiance is based on the same game mechanics as the Advanced Dungeons & Dragons rule set. [2] As in many role-playing games (RPGs), each player character in Pool of Radiance has a character race and a character class, determined at the beginning of the game. Six races are offered, including elves and halflings, as well as four classes (fighter, cleric, wizard, and thief). [2] Non-human characters have the option to become multi-classed, which means they gain the capabilities of more than one class, [3] but advance in levels more slowly.[ citation needed ] During character creation, the computer randomly generates statistics for each character, although the player can alter these attributes. [4] The player also chooses each character's alignment, or moral philosophy; while the player controls each character's actions, alignment can affect how NPCs view their actions. [3] The player can then customize the appearance and colors of each character's combat icon. [2] Alternatively, the player can load a pre-generated party to be used for introductory play. [5] These characters are combined into a party of six or less, with two slots open for NPCs. [6] Players create their own save-game files, assuring character continuation regardless of events in the game. On an MS-DOS computer, the game can be copied to the hard-disk drive. Other computer systems, such as the Commodore 64, require a separate save-game disk. [7]

A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game. A character's capabilities, strengths, and weaknesses are largely defined by its class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character. A character's class affects a character's available skills and abilities. A well-rounded party of characters requires a variety of abilities offered by the classes found within the game.

Elf (<i>Dungeons & Dragons</i>) fictional humanoid race from Dungeons & Dragons

An elf, in the Dungeons & Dragons fantasy role-playing game, is a humanoid race, one of the primary races available for player character. Elves are renowned for their grace and mastery of magic and weapons such as the sword and bow. Becoming physically mature by the age of 25 and emotionally mature at around 125, they are also famously long-lived, capable of living more than half a millennium and remaining physically youthful. Possessed of innate beauty and easy gracefulness, they are viewed as both wondrous and haughty by other races; however, their natural detachment is seen by some as introversion or xenophobia.

Halfling is another name for J. R. R. Tolkien's hobbit, a fictional race found in some fantasy novels and games. They are often depicted as similar to humans except about half as tall. Dungeons & Dragons began using the name halfling as an alternative to hobbit for legal reasons. Halfling characters have appeared in various tabletop and video games. Halflings have long been one of the playable humanoid races in Dungeons & Dragons.

The game interface. Clockwise from upper left: conversation with a dragon; the party in combat; exploring the graveyard; sample character view Pool of radiance panels.png
The game interface. Clockwise from upper left: conversation with a dragon; the party in combat; exploring the graveyard; sample character view

The game's "exploration" mode uses a three-dimensional first-person perspective, with a rectangle in the top left of the screen displaying the party's current view; the rest of the screen displays text information about the party and the area. [8] During gameplay, the player accesses menus to allow characters to use objects; trade items with other characters; parley with enemies; buy, sell, and pool the characters' money; cast spells, and learn new magic skills. Players can view characters' movement from different angles, including an aerial view. [9] The game uses three different versions of each sprite to indicate differences between short-, medium-, and long-range encounters. [10]

Magic of <i>Dungeons & Dragons</i>

The magic of Dungeons & Dragons consists of the spells and magic systems used in the settings of the role-playing game Dungeons & Dragons (D&D). D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. Many of the original concepts have become widely used in the role-playing community across many different fictional worlds, as well as across all manner of popular media including books, board games, video games, and movies.

Sprite is a computer graphics term for a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game.

In combat mode, the screen changes to a top-down mode with dimetric projection, where the player decides what actions the characters will take in each round. These actions are taken immediately, rather than after all commands have been issued as is standard in some RPGs. [8] Optionally, the player can let the computer choose character moves for each round. [9] Characters and monsters may make an extra attack on a retreating enemy that moves next to them. If a character's hit points (HP) fall below zero, he or she must be bandaged by another character or the character will die. [8] The game contains random encounters, and game reviewers for Dragon magazine observed that random encounters seem to follow standard patterns of encounter tables in pen and paper AD&D game manuals. They also observed that the depictions of monsters confronting the party "looked as though they had jumped from the pages of the Monster Manual." [7]

A random encounter is a feature commonly used in various role-playing games whereby combat encounters with non-player character (NPC) enemies or other dangers occur sporadically and at random, usually without the enemy being physically detected beforehand. In general, random encounters are used to simulate the challenges associated with being in a hazardous environment—such as a monster-infested wilderness or dungeon—with uncertain frequency of occurrence and makeup. Frequent random encounters are common in Japanese role-playing games like Dragon Quest,, Pokémon, and the Final Fantasy series.

<i>Dragon</i> (magazine) magazine

Dragon was one of the two official magazines for source material for the Dungeons & Dragons role-playing game and associated products; Dungeon was the other.

Different combat options are available to characters based on class. For example, fighters can wield melee or ranged weapons; magic-users can cast spells; thieves have the option to "back-stab" an opponent by strategically positioning themselves. [8] As fighters progress in level, they can attack more than once in a round. Fighters also gain the ability to "sweep" enemies, effectively attacking each nearby low-level creature in the same turn. [11] Magic-users and clerics are allowed to memorize and cast a set number of spells each day. Once cast, a spell must be memorized again before reuse. The process requires hours of inactivity for all characters, during which they rest in a camp; this also restores lost hit points to damaged characters. [8] This chore of memorizing spells each night significantly added to the amount of game management required by the player. [12]

As characters defeat enemies, they gain experience points (XP). After gaining enough XP, the characters "train up a level" to become more powerful. [2] This training is purchased in special areas within the city walls. [3] In addition to training, mages can learn new spells by transcribing them from scrolls found in the unsettled areas. [8] Defeated enemies in these areas also contain items such as weapons and armor, which characters can sell to city stores. [7]

Plot

Setting

Once the party reaches the outer confines of Phlan, they can enter the external environment and move about this map. Phlan is located at the outlet of the river near lower center. Pool of radiance area map.png
Once the party reaches the outer confines of Phlan, they can enter the external environment and move about this map. Phlan is located at the outlet of the river near lower center.

Pool of Radiance takes place in the Forgotten Realms fantasy world, in and about the city of Phlan. This is located on the northern shore of the Moonsea along the Barren River, between Zhentil Keep and Melvaunt. [10] The party begins in the civilized section of "New Phlan" that is governed by a council. This portion of the city hosts businesses, including shopkeepers who sell holy items for each temple's worshipers, a jewelry shop, and retailers who provide arms and armor. A party can also contract with the clerk of the city council for various commissions; proclamations fastened to the halls within City Hall offer bits of information to aid the party. These coded clues can be deciphered by using the Adventurer's Journal, included with the game. [7]

There are three temples within Phlan, each dedicated to different gods. Each temple can heal those who are wounded, poisoned, or afflicted, and can fully restore deceased comrades for a high price. The party can also visit the hiring hall and hire an experienced NPC adventurer to accompany the party. [7] Encounters with NPCs in shops and taverns offer valuable information. [13] Listening to gossip in taverns can be helpful to characters, although some tavern tales are false and lead characters into great danger. [3]

Plot summary

The ancient trade city of Phlan has fallen into impoverished ruin. Now only a small portion of the city remains inhabited by humans, who are surrounded by evil creatures. To rebuild the city and clean up the Barren River, the city council of New Phlan has decided to recruit adventurers to drive the monsters from the neighboring ruins. Using bards and publications, they spread tales of the riches waiting to be recovered in Phlan, which draws the player's party to these shores by ship. [14] [15]

At the start of the game, the adventurers' ship lands in New Phlan, and they receive a brief but informative tour of the civilized area. [11] They learn that the city is plagued with a history of invasions and wars and has been overtaken by a huge band of humanoids and other creatures. Characters hear rumors that a single controlling element is in charge of these forces. [13] The characters begin a block-by-block quest to rid the ruins of monsters and evil spirits. [6]

Beyond the ruins of old Phlan, the party enters the slum area—one of two quests immediately available to new parties. This quest requires the clearing of the slum block and allows a new party to quickly gain experience. The second quest is to clear out Sokol Keep, located on Thorn Island. [7] This fortified area is inhabited by the undead, which can only be defeated with silver weapons and magic. [7] The characters' adventure is later expanded to encompass the outlying areas of the Moonsea region. [6] Eventually, the player learns that an evil spirit named Tyranthraxus, who has possessed an ancient dragon, is at the root of Phlan's problems. [8] The characters fight Tyranthraxus the Flamed One in a climactic final battle. [6]

History

Development

Pool of Radiance was the first official game based on the Advanced Dungeons & Dragons rules. [2] The scenario was created by TSR designers Jim Ward, David Cook, Steve Winter, and Mike Breault, and coded by programmers from Strategic Simulations, Inc's Special Projects team. [16] The section of the Forgotten Realms world in which Pool of Radiance takes place was intended to be developed only by SSI. [15] The game was created on Apple II and Commodore 64 computers, taking one year with a team of thirty-five people. [2] This game was the first to use the game engine later used in other SSI D&D games known as the "Gold Box" series. [10] [17] [18] The SSI team developing the game was led by Chuck Kroegel. [3] Kroegel stated that the main challenge with the development was interpreting the AD&D rules to an exact format. Developers also worked to balance the graphics with gameplay to provide a faithful AD&D feel, given the restrictions of a home computer. In addition to the core AD&D manuals, the books Unearthed Arcana and Monster Manual II were also used during development. [2] The images of monsters were adapted directly from the Monster Manual book. [19] The game was originally programmed by Keith Brors and Brad Myers, and it was developed by George MacDonald. [20] The game's graphic arts were by Tom Wahl, Fred Butts, Darla Marasco, and Susan Halbleib. [20]

Pool of Radiance was released in June 1988; [15] it was initially available on the Commodore 64, Apple II series and IBM PC compatible computers. [17] A version for the Atari ST was also announced. [5] The Macintosh version was released in 1989. [17] The Macintosh version featured a slightly different interface and was intended to work on black-and-white Macs like the Mac Plus and the Mac Classic. The screen was tiled into separate windows including the game screen, text console, and compass. Graphics were monochrome and the display window was relatively small compared to other versions. The Macintosh version featured sound, but no music. The game's Amiga version was released two years later. [4] The PC 9800 version プール・オブ・レイディアンス in Japan was fully translated (like the Japanese Famicom version) and featured full-color graphics. The game was ported to the Nintendo Entertainment System under the title Advanced Dungeons & Dragons: Pool of Radiance, released in April 1992. [21] The NES version was the only version of the game to feature a complete soundtrack, which was composed by Seiji Toda, as he was signed to the publisher, Pony Canyon's record label at the time.[ citation needed ] The same soundtrack can be found on the PC-9801 version.[ citation needed ] The Amiga version also features some extra music, while most other ports contain only one song that plays at the title screen.[ citation needed ]

The original Pool of Radiance game shipped with a 28-page introductory booklet, which describes secrets relating to the game and the concepts behind it. The booklet guides players through the character creation process, explaining how to create a party. The game also included the 38-page Adventurer's Journal, which provides the game's background. The booklet features depictions of fliers, maps, and information that characters see in the game. [3] The package also included a translation decoder wheel. [3] After the title screen, a copy protection screen was displayed consisting of two pictures and a line.[ citation needed ] The player was required to use the decoder wheel to line up the pictures, then enter the word revealed on the decoder wheel. After three unsuccessful attempts, the game automatically shut down.[ citation needed ]

Cover of the Pool of Radiance novel Pool of Radiance (D&D novel).jpg
Cover of the Pool of Radiance novel

Pool of Radiance was the first in a four-part series of computer D&D adventures set in the Forgotten Realms campaign setting. The others were released by SSI one year apart: Curse of the Azure Bonds (1989), Secret of the Silver Blades (1990), and Pools of Darkness (1991). [8] The 1989 game Hillsfar was also created by SSI but was not a sequel to Pool of Radiance. Hillsfar is described instead, by the reviewers of Dragon , as "a value-added adventure for those who would like to take a side trip while awaiting the sequel". [22] A player can import characters from Pool of Radiance into Hillsfar, although the characters are reduced to their basic levels and do not retain weapons or magical items. Original Hillsfar characters cannot be exported to Pool of Radiance, but they can be exported to Curse of the Azure Bonds. [22] A review for Curse of the Azure Bonds in Computer Gaming World noted that "you can transfer your characters from Pool of Radiance and it's a good idea to do so. It will give you a headstart in the game." [23]

GameSpot declared that Pool of Radiance, with its detailed art, wide variety of quests and treasure, and tactical combat system, and despite the availability of only four character classes and the low character level cap, "ultimately succeeded in its goal of bringing a standardized form of AD&D to the home computer, and laid the foundation for other future gold box AD&D role-playing games". [6] Scott Battaglia of GameSpy said Pool of Radiance is "what many gamers consider to be the epitome of Advanced Dungeons & Dragons RPGs. These games were so great that people today are using MoSlo in droves to slow down their Pentium III-1000 MHz enough to play these gems." [11] In March 2008, Dvice.com listed Pool of Radiance among its 13 best electronic versions of Dungeons & Dragons. The contributor felt that "The Pool of Radiance series set the stage for Dungeons & Dragons to make a major splash in the video game world." [24]

The 1988 Dungeons & Dragons role-playing game module Ruins of Adventure was produced using the same adventure scenario as Pool of Radiance, using the same plot, background, setting, and many of the same characters as the computer game. The module thus contains useful clues to the successful completion of the computer missions. [25] Ruins of Adventure contains four linked miniscenarios, which form the core of Pool of Radiance. [26] According to the editors of Dragon magazine, Pool of Radiance was based on Ruins of Adventure, and not vice versa. [27]

Novelization

In November 1989 a novelization of Pool of Radiance the video game, also called Pool of Radiance, was written by James Ward and Jane Cooper Hong, published by TSR. The novel is set in the Forgotten Realms setting based on the Dungeons & Dragons fantasy role-playing game. Dragon described the novel's plot: "Five companions find themselves in the unenviable position of defending the soon-to-be ghost town against a rival possessing incredible power." [28] This book was the first in a trilogy, followed by Pools of Darkness and Pool of Twilight .

Re-release

GOG.com released Pool of Radiance and many Gold Box series games digitally on August 20, 2015, as a part of "Forgotten Realms: The Archives - Collection Two". [29] [30]

Reception

Reception
Review scores
PublicationScore
Dragon Star full.svgStar full.svgStar full.svgStar full.svgStar half.svg [7]
Amiga Action 79% [4]
Commodore User 9/10 [13]
G.M. n/a [2]
The Games Machine 89% [5]
Zzap!64 80% [9]

SSI sold 264,536 copies of Pool of Radiance for computers in North America, three times that of Heroes of the Lance , an AD&D-licensed action game SSI also released that year. It became by far the most successful game in the company's history; even the hint book outsold any earlier SSI game. [31] Pool of Radiance also outsold competitors Ultima V and Bard's Tale III

In Computer Gaming World 's preview of Pool of Radiance in July 1988, the writer noted a sense of deja vu. He described the similarity of the game's screen to earlier computer RPGs. For example, the three-dimensional maze view in the upper-left window was similar to Might & Magic or Bard's Tale , both released in the mid-1980s. The window with a listing of characters was featured in 1988's Wasteland ; and the use of an active character to represent the party was part of Ultima V. The reviewer also noted that the design approach for game play was closer to SSI's own Wizard's Crown than to the other games in the genre. [32]

Pool of Radiance received positive reviews. G.M. called the game's graphics "good" and praised its role-playing and combat aspects. They felt that "roleplayers will find Pools is an essential purchase, but people who are solely computer games oriented may hesitate before buying it [...] it will be their loss". [2] Tony Dillon from Commodore User giving it a score of 9 out of 10. The only complaint was a slightly slow disk access, but the reviewer was impressed with the game's features, awarding it a Commodore User superstar and proclaiming it "the best RPG ever to grace the C64, or indeed any other computer". [13] Issue #84 of the British magazine Computer + Video Games rated the game highly, saying that "Pools is a game which no role player or adventurer should be without and people new to role playing should seriously consider buying as an introductory guide". [3] Another UK publication, The Games Machine , gave the game an 89% rating. The reviewer noted that the third-person arcade style combat view is a great improvement for SSI, as they had traditionally incorporated simplistic graphics in their role-playing games. The reviewer was critical that Pool of Radiance was not original in its presentation and that the colors were a little drab, but concluded that the game is "classic Dungeons & Dragons which SSI have recreated excellently". [5] A review from Zzap was less positive, giving the game a score of 80%. The reviewer felt that the game required too much "hacking, slicing and chopping" without enough emphasis on puzzle solving. The game was awarded 49% for its puzzle factor. [9]

Three reviewers for Computer Gaming World had conflicting reactions. Ken St. Andre—designer of the Tunnels & Trolls RPG—approved of the game despite his dislike of the D&D system, praising the art, the mixture of combat and puzzles, and surprises. He concluded, "take it from a 'rival' designer, Pool of Radiance has my recommendation for every computer fantasy role-playing gamer". Tracie Forman Hicks, however, stated that over-faithful use of the D&D system left it behind others like Ultima and Wizardry . She also disliked the game's puzzles and lengthy combat sequences. [33] Scorpia also disliked the amount of fighting in a game she otherwise described as a "well-designed slicer/dicer", concluding that "patience (possibly of Job) [is] required to get through this one". [34] [35] Shay Addams from Compute! stated that experienced role-playing gamers "won't find anything new here", but recommended it to those who "love dungeons, dragons, and drama". [36] In their March 1989 "The Role of Computers" column in Dragon magazine #143, Hartley, Patricia, and Kirk Lesser (often called "The Lessers") gave Pool of Radiance a three-page review. The reviewers praised Pool of Radiance as "the first offering that truly follows AD&D game rules", calling it a "great fantasy role-playing game" that "falls into the must-buy category for avid AD&D game players". The reviewers advised readers to "rush out to your local dealer and buy Pool Of Radiance". They considered it SSI's flagship product, speculating that it would "undoubtedly bring thousands of computer enthusiasts into the adventure-filled worlds of TSR". The Dragon reviewers criticized the "notoriously slow" technology of the C64/128 system but added that the C64/128 version would become nearly unplayable without a software-based fastloader utility which Strategic Simulations integrated into the game. Conversely, the reviewers felt that the MS-DOS version was extremely fast, so much so that they had to slow the game operation down in order to read all the on-screen messages. They found that the MS-DOS version played at twice the speed of the C64/128 version when using the Enhanced Graphics Adapter (EGA) graphics mode. [7]

Alex Simmons, Doug Johns, and Andy Mitchell reviewed the Amiga version of Pool of Radiance for Amiga Action magazine in 1990, giving it a 79% overall rating. Mitchell preferred the game Champions of Krynn , which had been released by the time the Amiga version of Pool of Radiance became available; he felt that Pool of Radiance was "more of the same" when compared to Champions, but was less playable and with more limited actions for players. Simmons felt that Pool of Radiance looked primitive and seemed less polished when compared with Champions of Krynn; he felt that although Pool was not up to the standard of Champions, he said it was still "a fine little game". Johns, on the other hand, felt that Pool of Radiance was well worth the wait, considering it very user-friendly despite being less polished than Champions of Krynn. [4]

Pool of Radiance was well received by the gaming press and won the Origins Award for Best Fantasy or Science Fiction Computer Game of 1988. [37] For the second annual "Beastie Awards" in 1989, Dragon's readers voted Pool of Radiance the most popular fantasy role-playing game of the year, with Ultima V as the runner-up. The Apple II version was the most popular format, the PC DOS/MS-DOS came in a close second, and the Commodore 64/128 got the fewest votes. The primary factor given for votes was the game's faithfulness to the AD&D system as well as the game's graphics and easy-to-use user interface to activate commands. [38] Pool of Radiance was also selected for the RPGA-sponsored Gamers' Choice Awards for the Best Computer Game of 1989. [39] In 1990 the game received the fifth-highest number of votes in a survey of Computer Gaming World readers' "All-Time Favorites". [40]

Allen Rausch, writing for GameSpy's 2004 retrospective "A History of D&D Video Games", concluded that although the game "certainly had its flaws (horrendous load times, interface weirdness, and a low-level cap among others), it was a huge, expansive adventure that laid a good foundation for every Gold Box game that followed". [41] In 1994, PC Gamer US named Pool of Radiance the 43rd best computer game ever. [42]

IGN ranked Pool of Radiance No. 3 on their list of "The Top 11 Dungeons & Dragons Games of All Time" in 2014. [43] Ian Williams of Paste rated the game #5 on his list of "The 10 Greatest Dungeons and Dragons Videogames" in 2015. [44]

See also

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Secret of the Silver Blades is the third in a four-part series of Forgotten Realms Dungeons & Dragons "Gold Box" adventure role-playing video games. The game was released in 1990.

<i>Hillsfar</i> 1993 video game

Hillsfar is a role-playing video game released for MS-DOS, Amiga, Atari ST, Commodore 64 in 1989. It features a combination of real-time action and randomly generated quests. It also includes standard gameplay elements of the Advanced Dungeons & Dragons fantasy role-playing game, upon which the game is based. Hillsfar was later released for the Nintendo Entertainment System (NES) in 1993.

Phlan is a fictional city in the Forgotten Realms fantasy world campaign setting for the tabletop role-playing game Dungeons & Dragons. The city was first described in adventure module Ruins of Adventure and the Pool of Radiance video game. It also appeared in the video games Curse of the Azure Bonds, Pools of Darkness, and Pool of Radiance: Ruins of Myth Drannor.

<i>Neverwinter Nights</i> (1991 video game) 1991 role-playing video game

Neverwinter Nights was the first multiplayer online role-playing game to display graphics, and ran from 1991 to 1997 on AOL.

<i>Champions of Krynn</i> 1990 video game

Champions of Krynn is role-playing video game, the first in a three-part series of Dragonlance Advanced Dungeons & Dragons "Gold Box" games. The game was released in 1990. The highest graphics setting supported in the MS-DOS version was EGA graphics. It also supported the Adlib sound card and either a mouse or joystick.

<i>The Dark Queen of Krynn</i> 1992 video game

The Dark Queen of Krynn is the third in a three-part series of Dragonlance Advanced Dungeons & Dragons "Gold Box" role-playing video games. The game was released in 1992.

James M. Ward, is an American game designer and fantasy author. He is most well known for his game development and writing work for TSR, Inc., where he worked for more than 20 years.

<i>Menzoberranzan</i> (video game) video game

Menzoberranzan is a 1994 role-playing video game created by Strategic Simulations (SSI) and DreamForge Intertainment. Menzoberranzan uses the same game engine as SSI's previous game, Ravenloft: Strahd's Possession (1994), and is set in the Advanced Dungeons & Dragons Forgotten Realms campaign setting.

<i>Alternate Reality: The City</i>

Alternate Reality: The City is a video game published by Datasoft, the first game in the Alternate Reality series. It was created by Philip Price, and was released in 1985. Gary Gilbertson created the music.

Pool of Radiance is a series of role-playing video games set in the Forgotten Realms campaign settings of Dungeons & Dragons; it was the first Dungeons & Dragons video game series to be based on the Advanced Dungeons & Dragons rules.

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