![]() Secret of the Silver Blades directly continues the story of Curse of the Azure Bonds. Main article: Secret of the Silver Blades He noted that the game's first-person perspective is similar to that of Bard's Tale, and also features an overhead view similar to that of Gauntlet. He commented on the game: "The graphics are more or less the same as PoR, which is no bad thing, and thankfully the game is still as entertaining and involving as the original". Tony Dillon reviewed the game for CU Amiga-64, scoring it with an overall score of 89%. Curse of the Azure Bonds was released on the Apple II, Commodore 64, and DOS in 1989, the Amiga and Macintosh in 1990, and the Atari ST in 1991. The adventure module Curse of the Azure Bonds is based on the computer game. This game is closely tied to an AD&D game module and a Forgotten Realms novel by the same name. New adventures for Secret of the Silver Blades may be started by using characters generated in Curse of the Azure Bonds. Ĭurse of the Azure Bonds (1989) was the first of three sequels to Pool of Radiance (1988), and was followed by Secret of the Silver Blades (1990) and Pools of Darkness (1991). The game was distributed in the UK by U.S. ![]() The game also includes a rune code-wheel for piracy protection from time to time during play, the player will be asked to enter a letter from the wheel before the characters can journey on. The game comes with a manual explaining game play, and an Adventurer's Journal which contains little paragraphs to read at designated points in the game. Also well-regarded was the ability to export player characters from Pool of Radiance to subsequent SSI games in the series. ![]() 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. Generally well received by the gaming press, Pool of Radiance won the Origins Award for "Best Fantasy or Science Fiction Computer Game of 1988". ![]() After three unsuccessful attempts, the game automatically shut down. The player was required to use the decoder wheel to line up the pictures, then enter the word revealed on the decoder wheel. After the title screen, a copy protection screen was displayed consisting of two pictures and a line. The package also included a translation decoder wheel. The booklet features depictions of fliers, maps, and information that characters see in the game. The game also included the 38-page Adventurer's Journal, which provides the game's background. The booklet guides players through the character creation process, explaining how to create a party. 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 game was ported to the Nintendo Entertainment System under the title Advanced Dungeons & Dragons: Pool of Radiance, released in April 1992. 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's Amiga version was released two years later. The Macintosh version featured sound, but no music. Graphics were monochrome and the display window was relatively small compared to other versions. The screen was tiled into separate windows including the game screen, text console, and compass. 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 Macintosh version was released in 1989. A version for the Atari ST was also announced. Pool of Radiance was released in June 1988 it was initially available on the Commodore 64, Apple II series and IBM PC compatible computers. The game's graphic arts were by Tom Wahl, Fred Butts, Darla Marasco, and Susan Halbleib. The game was originally programmed by Keith Brors and Brad Myers, and was developed by George MacDonald. In addition to the core AD&D manuals, the books Unearthed Arcana and Monster Manual II were also used during development. Developers also worked to balance the graphics with gameplay to provide a faithful AD&D feel, given the restrictions of a home computer. Kroegel said that the main challenge with the development was interpreting the AD&D rules to an exact format. The SSI team developing the game was led by Chuck Kroegel. This game was the first to use the game engine later used in other SSI D&D games known as the " Gold Box" series. The game was created on Apple II and Commodore 64 computers, taking one year with a team of thirty-five people. The section of the Forgotten Realms world in which Pool of Radiance takes place was intended to be developed only by SSI. Main article: Pool of Radiance Development
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