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A revised version of an essential companion app makes these retro RPGs better than ever.
The Stinking Cloud spell sees a lot more use in the Gold Box games than it ever does in a typical Dungeons & Dragons session. When you’re sitting around a table pretending to be an impressive wizard, summoning a sphere of what is basically toxic fart gas isn’t your usual go-to. In 1988’s Pool of Radiance, the first game SSI published in an iconic golden package, enemies wouldn’t walk into a Stinking Cloud, making it a powerful tool for area-denial available to your otherwise kind of useless level 2 magic-user—so long as you didn’t accidentally catch the front-row fighters in it.
Though the monsters were a little smarter in Pool’s 1989 sequel Curse of the Azure Bonds, and would risk charging through a Stinking Cloud rather than let your party stand on the other side shooting arrows +1 all day long, the spell was still likely to leave them nauseated and helpless, able to be slain «with one cruel blow» as the memorable description put it, by anyone who walked over to stab them. Even a level 2 magic-user.
The other reason they were essential was that so many of the other spells were useless. The Knock spell let you open locked doors, which any fighter could do with a bash, Protection From Good was pointless because most of the enemies were evil, Detect Invisibility and Reduce were so situational that memorizing them was a waste of time, and Burning Hands only did one point of damage per level and had a range of «basically fucking».
Those spells were included because the early Gold Box games were as true to the then-current Advanced Dungeons & Dragons 1st Edition rules as they could be. It’s the same reason they had harsh level caps for non-human characters, constant resting to memorize spells, having to pay a trainer every time you wanted to level up—all authentic elements of AD&D back in the day, all a total drag.
The name Gold Box refers both to the boxes some of SSI’s games were released in, and the name of the engine they were made in. Confusingly, not every game made with the Gold Box engine was released in a gold box, and which games should be counted depends who you ask. The bundle of Gold Box Classics SNEG released on Steam doesn’t include the 1991 online game for obvious reasons, or Spelljammer or the two Buck Rogers games made in the engine but not published with gold boxes, yet does include the Dark Sun, Ravenloft, and Eye of the Beholder series, as well as Menzoberranzan and Dungeon Hack, none of which were given gold boxes or made with the engine. SNEG also rereleased Al-Qadim: The Genie’s Curse and Stronghold, which use the same launcher, but didn’t include them in the bundle. It’s a muddle.
When we played these games in the late ’80s and early ’90s, we had to put up with that stuff. Thanks to the Gold Box Companion, modern players don’t. The work of Joonas Hirvonen, who also created the All Seeing Eye companion apps for the Eye of the Beholder series, the Gold Box Companion snaps a menu to the top of the game window that shows summaries of your characters, complete with HP and XP bars, and gives access to a suite of options that include leveling up away from the training hall (while also ignoring race-based level caps), storing the spells you’ve currently got memorized then restoring them with one click, automatically identifying magic items, restoring lost levels to characters who’ve been drained, and so on.
Where the original games were strict interpretations of the rules as written, having the Companion is like playing D&D with a Dungeon Master who skips the boring stuff and ignores the more unfair rules, which actually brings it closer to the real experience of playing D&D. Even the annotatable automatic map snapped to the window’s right is like having the kind of DM who just uncovers the dungeon on the table as you explore. That’s how I do it, because the thought of forcing my friends to draw on graph paper while I recite the exact dimensions of every room makes me want to eat a bullet.
While the Gold Box Companion has been around for years, SNEG’s Steam release of the Gold Box Classics, which also throws in the Eye of the Beholder series and a few other games, comes with updated versions of the Companion and the All-Seeing Eye preinstalled. These versions of the apps are paired with a launcher, which means they open automatically rather than needing to search for your savegame every time. The Companion also has a new option to change the games’ font, and the launcher lets you easily reconfigure the window size to make room for the add-ons. On my 1440p monitor, running them at 1080p is a snug fit, with a little room at the top for my wallpaper to peep over.
The standalone Companion was a more powerful toolset, but I eventually ended up with corrupted saves both times I used it, so I can see why the Steam version has been streamlined to prevent you monkeying around as thoroughly with your files.
A sizeable fan community has been making modules for Unlimited Adventures over the years, so there are plenty to choose from, including adaptations of classic D&D scenarios like The Keep on the Borderlands as well as remakes of the earlier Gold Box games. If you can’t bear to play Pool of Radiance without mouse controls and more than 16 colors, playing it inside Unlimited Adventures is another option. The fan versions also restore the theme music to it and Curse of the Azure Bonds, a banging tune that’s sadly been removed from both the Steam and GOG releases.
So what made them classics, and why would anyone want to play them today? The turn-based tactical combat I rhapsodized about above is a huge part of it, and combat makes up the majority of what you’ll be doing. Some of the spin-offs went real-time though, with Al-Qadim: The Genie’s Curse closer to a Legend of Zelda game, and others were first-person blobbers like Eye of the Beholder. On that subject I bow to the expertise of my esteemed colleague Andy Chalk, who says everyone should play Eye of the Beholder 2: The Legend of Darkmoon.
Compared to the terseness of most in-game writing at the time, all-caps and brutally edited to fit text boxes, the journal entries were verbose and characterful, whether evoking a haughty villain’s speech or a spy’s summary of nearby threats. The writers clearly had fun with them, even adding entries that weren’t pointed to from anywhere in the games, written to lead astray anyone who tried to cheat by reading paragraphs they hadn’t been told to.
The in-game writing was more basic, though you could parley with monsters, which meant guessing which attitude from choices like haughty, meek, nice, or abusive would be best for dealing with hobgoblins. One major villain turned it around and parleyed with you, delivering a «You should join me!» speech that let you respond separately for every character in your party. (Anyone who said yes became an NPC in the final fight.)
The final, vital aspect of the Gold Box vibe was that the best of them gave you freedom to plot your own path. After a linear opening in which you’re cursed with a bunch of magic tattoos, Curse of the Azure Bonds set you loose on an overworld map to remove them in whatever order you chose. Pool of Radiance was all about taking back the town of Phlan—a name I could never take seriously—and its surroundings from monsters who had driven the inhabitants out. It was a stack of missions that could be tackled however you chose.
That said, going anywhere undead had made their home before you were ready was a bad time, and trying to clear out the trolls in Phlan’s Rope Guild when you were only level 1 or 2 was an exercise in futility, no matter how many Stinking Clouds you were packing. And the «find the plot yourself» nature of Heirs to Skull Crag (the default module included in Unlimited Adventures) and some of the Krynn games made them harder to get into.
In 1993, SSI released Dark Sun: Shattered Lands, which made dialogue choices frequent and important—sometimes offering different ones based on what kind of characters you’d made. Problems could be solved in multiple ways, with alternatives presented naturally. After being captured and forced to fight in a gladiator pit, you could win battles to impress one of the prison gangs until they let you in on their escape plan, or find a jewel to bribe a guard, or heal an amnesiac who’d escaped once before but had the memory removed. Not every option was equally good, but you were free to pursue whichever appealed, or even combine a couple of them.
And as well as pioneering the branching dialogue trees and avenues of choice that would become standard in the better flavor of modern RPG, Dark Sun: Shattered Lands added a clearly readable spell effect marker so you always knew who’d be hit by a Stinking Cloud.
Jody’s first computer was a Commodore 64, so he remembers having to use a code wheel to play Pool of Radiance. A former music journalist who interviewed everyone from Giorgio Moroder to Trent Reznor, Jody also co-hosted Australia’s first radio show about videogames, Zed Games. He’s written for Rock Paper Shotgun, The Big Issue, GamesRadar, Zam, Glixel, and Playboy.com, whose cheques with the bunny logo made for fun conversations at the bank. Jody’s first article for PC Gamer was published in 2015, he edited PC Gamer Indie from 2017 to 2018, and actually did play every Warhammer videogame.
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