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Treasures of the Savage Frontier (1992) is a Gold Box Dungeons and Dragons computer game developed by Stormfront Studios and published by SSI for the PC and Amiga personal computers. When SSI began work on the Dark Sun game engine in 1989 after the completion of The Secret of the Silver Blades, they passed responsibility for continuing the Forgotten Realms Gold Box games to Stormfront. SSI had planned to do only one more Gold Box game (Gateway to the Savage Frontier) before retiring the series in favor of the Dark Sun engine, but when Dark Sun was delayed and Gateway went to #1 on the charts they asked Stormfront for a sequel.

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  • Treasures of the Savage Frontier
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  • Treasures of the Savage Frontier (1992) is a Gold Box Dungeons and Dragons computer game developed by Stormfront Studios and published by SSI for the PC and Amiga personal computers. When SSI began work on the Dark Sun game engine in 1989 after the completion of The Secret of the Silver Blades, they passed responsibility for continuing the Forgotten Realms Gold Box games to Stormfront. SSI had planned to do only one more Gold Box game (Gateway to the Savage Frontier) before retiring the series in favor of the Dark Sun engine, but when Dark Sun was delayed and Gateway went to #1 on the charts they asked Stormfront for a sequel.
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  • Treasures of the Savage Frontier
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  • Treasures of the Savage Frontier (1992) is a Gold Box Dungeons and Dragons computer game developed by Stormfront Studios and published by SSI for the PC and Amiga personal computers. When SSI began work on the Dark Sun game engine in 1989 after the completion of The Secret of the Silver Blades, they passed responsibility for continuing the Forgotten Realms Gold Box games to Stormfront. SSI had planned to do only one more Gold Box game (Gateway to the Savage Frontier) before retiring the series in favor of the Dark Sun engine, but when Dark Sun was delayed and Gateway went to #1 on the charts they asked Stormfront for a sequel. Designers Don Daglow, Mark Buchignani, Mark Manyen and David Bunnett recognized that the Gold Box engine was past its prime and needed some kind of story or character enhancements to feel like a new game and not a tired sequel. Although they added many small enhancements to the game in addition to its all-new story, the largest feature was the first-ever option for either of two NPCs to fall in love with a player character. The sophisticated AI (for its time) tracked the player's actions in the game, much as the modern game Fable charts the player's actions as good or evil. If the player's actions matched the values of the NPC there was a chance they could fall in love.
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