GATEWAY TO THE SAVAGE FRONTIER GATEWAY TO THE SAVAGE FRONTIER was programmed by Beyond Software for Strategic Simulations, Inc. However, GATEWAY has the same look and feel of the earlier SSI "gold box" games. (This review is based on the IBM version.) GATEWAY is Volume I in a new series set in TSR's AD&D "Forgotten Realms" world. The locale is the northern Sword Coast far to the west of the first series. Your characters start out with 3,000 experience points, which makes them level 2 characters for most classes. The maximum levels are 6 to 8, depending on the character class. The loot in this game is limited and of low-level (unlike in POOL OF RADIANCE). Hopefully, this means the characters can carry their loot over to the next game. As the game begins, your characters have been robbed of all but one small purse of gold while celebrating a successful job of guarding a caravan. They swear to find the thief and avenge themselves. After re-equipping as best they can, the party meets Krevish, who gets them a new commission. In the course of fulfilling this commission, they discover a threat to the Sword Coast from the Zhentarim. It is up to the party to foil this threat. The storyline is very typical of real AD&D adventures. There is no demi-god to defeat as in a typical computer role-playing game. GATEWAY offers more interaction between the player characters, who exchange humorous banter. While the descriptions and NPC dialogue are among the best I've seen, the NPC interaction is rather simple. There is none of the complexity found in Cadorna's shifting relationship with the party in POOL; there are none of the moral choices found with Ohlo. Magic shops sell weapons now. Your characters also have a chance to commission a +3 long sword. GATEWAY answers a major question, namely: Where do all the magic arms and armor your character finds as loot come from? You learn a little about how magic arms and armor are made. GATEWAY presents side missions to the player, but gives no indication when a mission is complete. One example is the Neverwinter gardens. There are hints of missions that do not seem to be possible to complete (as in Llorkh). This is a major disappointment in an otherwise fine game. Initially the battles are challenging, but once your characters get above level 3, combat becomes easy until the final confrontation. However, the mazes are tough. You have to go back to POOL OF RADIANCE to find mazes as tough as GATEWAY's, and the puzzles are equal to those in SECRET OF THE SILVER BLADES (except there is no Well of Knowledge to give you the answers). Nevertheless, neither the puzzles nor the mazes are insanely difficult. They take a few minutes, not a few days, for the experienced player to solve. The ending is problematic. It is possible to kill the main villain, but the end-game sequence ignores the fact that the party killed him. The final battle is based on an original idea that makes it interesting and challenging. However, there is a very legitimate trick that permits an easy win. You can continue to play after end-game, but the overall situation doesn't change in any way. The side effects of the Zhentarim plot continue. This may be deliberate, as the overall plot of the series seems to be to foil a Zhentarim master plan. This quest makes only a small dent in the plan. Still, showing some effect of the defeat would have been more satisfying. (E.g., the party could see increased commercial activity as they re-visit the scenes of their adventure.) As with the previous gold box games, the user interface is a mixture of improvements and unimprovements. The Fix command now also memorizes spells, but the automatic joining of items from DEATH KNIGHTS OF KRYNN and the scroll bundles from SECRET OF THE SILVER BLADES is not available. The automatic spell memorizing does _not_ allow you to memorize additional spells your characters get when they advance a level. A separate Memorize is still needed for that. GATEWAY is supplied on high density (1.2MB) 5.25" floppies, or 3.5" 720KB floppies. Players who need 360KB floppies have to send in for them. The program runs on PC, XT, AT, PS2, and Tandy 1000 machines. GATEWAY is the first gold box game to support 256-color VGA/MCGA (as well as CGA, EGA, and TGA). The video is notable for its speed. With a speed setting of 3, when the battles are handled automatically, the screen changes happened so fast I couldn't follow them. The artwork is the most beautiful yet in the gold box series. The giants, trolls, and ogres are not only more realistically sized, but are much more menacing looking. There is one exception: The lizardmen look like pot-bellied lounge lizards rather than horrible monsters. The program uses a sound card for sound effects for the first time; it supports AdLib, Sound Blaster, and Tandy. Unfortunately, that's made little difference. The sound effects are limited, so they can be easily reproduced on a PC speaker, and are crude compared to what's available in many other games today. Copy protection is manual look-up. For the first time, the look-up information is presented in the right order (page number, then line number, with word number last). One major improvement in the copy protection is that you're no longer randomly asked for the password during the game or when saving the game. The password is needed only the first time you start. I found GATEWAY TO THE SAVAGE FRONTIER to be a fine game. However, several significant flaws prevent it from being as good as the original two gold box games (POOL OF RADIANCE and CURSE OF THE AZURE BONDS). GATEWAY TO THE SAVAGE FRONTIER is published by Strategic Simulations, Inc. and distributed by Electronic Arts.