The Missing Ring
United States
Datamost (developer and publisher)
Released in 1982 for Apple II
Re-released in 1988 for Apple II by SoftDisk
The 1980-1983 period was a crazy time for RPGs on the Apple II. The predominance of the models set by Wizardry and Ultima had not yet taken hold, and developers were still trying all kinds of wacky things like Crown of Arthain's hex-based movement, The Dragon's Eye's side-view action combat, and the way that monsters could gain experience and level up in Stuart Smith's Fracas. There was the weirdness of the entire Empire series and the modular text adventure approach of Eamon. Most of the features of these games were evolutionary dead ends--mutations that offered no reproductive advantage, if you will. The Missing Ring fits neatly into this time period.
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The SoftDisk version has introductory text lacking in the original.
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The game concerns the attempt of the hero to find a missing ring of power in an Enchanted Palace. I don't know what the original backstory said, as I haven't found any documentation that accompanied it. The 1988 SoftDisk rerelease calls the hero the "Ambassador of Llahmot" and the creators of the ring the "Council of Reliew." These names are clearly taken from SoftDisk employees Tom Hall and James Weiler and thus almost certainly were not mentioned in the original, written by a Terry Romine (who has no other credits).
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The diskmag really hyped things up for the re-release.
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With up to four other characters, the hero enters a maze of numbered rooms full of monsters and treasure, including the titular ring. You don't create a party so much as just choose from a list of archetypes, including "fighter with sword" or "elf with bow." The characters otherwise have no equipment, no attributes, and no names. The maze, including placement of monsters and treasures, is randomized for each new game.
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The various character options.
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The control scheme is the first oddity. There are two sets of controls, ostensibly one for left-handed players and one for right-handed players. Some sites report that the scheme allows for two players to play at once. I guess that would work, but you'd have to have agreement over which player controlled which characters.
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Entering the dungeon.
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Movement keys are RDEF on the left and OLKP on the right, with those keys respectively corresponding with forward, back, left, and right. The clusters make sense if you angle your hand slightly towards the center of the keyboard. Similarly, both "T" and "U" get treasure, and both "B" and "M" use magic. A couple of commands are shared.
You control each character individually. Each gets 5 or 6 moves per turn, with the game passing for you if you haven't done anything in about a second. You can keep the characters together or fan out throughout the dungeon, which is a pretty cool feature for the year, although it's better in theory than in practice. Guiding every character across the room and through the door gets old fast, and if the game was working for me, I suspect I'd try to get through it with a single character.
Enemies include goblins, orcs, and hell hounds. When you fight them (with the SPACE bar), you get a crosshair that you can put over the enemy you want to attack. At least, that's the theory. One of the reasons this is a BRIEF is that the game crashes for me every time I encounter an enemy.
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The game crashes before the hell hound appears.
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My sense is that the purpose of the game is simply to explore, fight, and grab treasure until you finally find the ring. You can exit to the lobby at any time and visit a merchant for healing potions (the only inventory item you have) or to convert gold to experience. I'm not sure what experience does. There are no designated levels. I assume that your prowess is somehow enhanced as your experience grows.
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Finding treasures, which I can convert to healing potions or gold.
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I've tried six versions of this game and I can't get any of them to work right. I've tried both the original version and the SoftDisk re-release, which has an introductory menu with the instructions and backstory. The ones on Virtual Apple and Asimov have unreadable text. A commenter sent me two copies back in 2016; one of them hangs after party creation, the other one crashes every time I encounter a monster. I know that playing is possible because there are screen shots on MobyGames and a video on YouTube, but I'll be damned if I can get it. I've tried every possible configuration in AppleWin.
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I could fight in this version; I just couldn't read it.
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If someone gets it working for their own purposes or already has it working without these problems, then feel free to send me your configuration and version, and maybe I'll try again. (I do not want anyone to try to get the game working specifically for me, and I'll go so far as to refuse to play it or even acknowledge your message if it's clear that's what you've done.) Lacking inventory, and possibly lacking attribute-based combat, it's not really an RPG by my definitions anyway, and I'm happy to leave this as a BRIEF.
[Ed. The parenthetical in the above paragraph was a bad idea. Certain readers and I have a long, I hope friendly history in which they take any obstacle I face as a personal challenge and "help" me even when I've suggested based on the quality of the game that I don't really want any help. In the end, they always come through anyway, as they did here, and I always play the game, as I did below. And in the end, I always appreciate their efforts in holding me true to the mission I have laid out, even if I act grouchy about it. I was making a commentary on this dynamic, but it comes across as harsh and ungrateful if you don't know the rest of the context. Perhaps it comes across as harsh as ungrateful even if you do. I apologize either way. I realize this is a dangerous thing to be joking around with if I honestly want readers to come forward and help, so I won't be doing it anymore.]
*****
All right, a reader helped me with yet another version of the 1982 original. This one sometimes froze when opening chests, but otherwise it worked.
Now that I've experienced more, it's clear to me that the author was influenced heavily by Dunjonquest, albeit with a party instead of a single character. The similarities are less in the specific mechanics of gameplay and more in the basic structure. Both games have numbered rooms, for instance. In both, the character converts his accumulated treasure to gold when he exits the dungeon, and can then visit a merchant for upgrades. Both have one-time-use potions that can be purchased before your next expedition to offer an advantage.
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You can purchase a variety of potions to aid you in the next foray.
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The Missing Ring has more randomization than Dunjonquest. The general layout--an 8 x 10 grid of rooms--remains the same between games, but a lot is randomized, including which doors become secret doors, which doors are locked, which doors are one-way, which room in the top row serves as the entry room, and the placement of monsters and treasures, including the titular ring. The dungeon wraps horizontally and I assume vertically; I only once found a southern wall with a door in it, and it was locked. The wrapping is a bit odd, though, as the game finds a way to nudge you one row south as you wrap to the east. Thus, Room 7 takes you to Room 8, and Room 47 takes you to Room 48. If there were no walls, you could explore all the rooms by just heading east.
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The dungeon layout. Some elements may vary.
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There are a few treasures in addition to gold and gems. You find goblets that may poison or heal you, a magic mirror that tells you what the goblets do, keys to open locked doors, and a statue that for me always crumbled into living enemies. Rings are also there; more on that below.
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Sure, if I can take it out of the dungeon and run it through the washer first.
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There are several types of combat. Melee characters have to get close to enemies and wave their weapons by hitting the SPACE bar. Missile characters can shoot from anywhere in the room, targeting enemies with a crosshair. Spellcasters can fire spells like "Magic Missile" using the same sort of targeting cursor. Although I "won" with a fighter with a bow, I eventually found the extra step associated with missile combat annoying. I ended up cranking the emulator, moving my character so that the monster was in the default location where the targeting cursor appeared, and just leaned on the SPACE bar.
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Aiming a bow at a huge spider.
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Enemies include dogs of war, hellhounds, orcs, goblins, zombies, gargoyles, skeletons, huge spiders, giant rats, and something called a "wraight," which I assume is a cross between a wight and a wraith. Some of them have missile or magic attacks and can thus target you from a distance. I found that they were universally awful with their aim, however, and I thus rarely had to worry about death with any character. Take that with a grain of salt because I think that futzing with the emulator speed might have had something to do with their ineptitude. I also bought Potions of Speed before most of my sessions, so perhaps those are just way overpowered. I was just trying to document the game, so I didn't question it much.
You only get one or two points per defeated monster, no matter how tough they are. I was wrong about the game not having attributes or explicit levels. It's a bit complicated. Once you leave the dungeon the first time, you can save your characters. Only then can you give them names. After saving them, you can see their statistics, and they do have strength, wisdom, constitution, intellect, dexterity, an armor class, and levels. Attributes seem to increase in levels. Leaving the dungeon and saving the character ends the current session, and you thus re-enter a newly randomized dungeon.
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Stats are only visible once you've saved the character after at least one exploration session.
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There's some semi-sophisticated stuff going on with spells. I didn't play a wizard very long, but the program suggests that as he gains levels, he can acquire some fairly sophisticated spells, including "Charm Person," "Sleep," "Dancing Lights," and a spell called "Locate Ring."
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Casting a "Magic Missile" at a large spider.
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I still don't understand what's going on with the rings. I managed to map the entire dungeon and find at least one ring, in the hands of an evil mage. Once I killed the mage, I opened the treasure chest in the room, and I was told I'd found a "Golden Ring." I assumed this was the ring and started to write this addendum as if I'd won the game. I got no acknowledgement when I left the dungeon, but I assumed that the game was like the Dunjonquest sequels where the only acknowledgement you get is the screen in which you find the treasure.
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For a while, I thought I had won.
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But I searched the programming code and I found a place where someone says, "Ah, I see you have a golden ring! I can summon a wizard to cast a spell on it if you desire." This seems to come from the merchant, although I never got such an option when I spoke to him. Presumably this spell either identifies or enchants the ring, because later in the code are different types of rings: Ring of the Djinn, Ring of Regeneration, Ring of Storing, Ring of Weakness, and Ring of Teleport. (There's also an Amulet of Secrecy, apparently.) Finally, there's a bit of code that says, "[Hero's Name] has collected all of the rings. He will be added to the winner's circle!"
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The evil mage guards the golden ring.
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I don't know for sure, but this suggests that a winning character will have to make multiple trips into the dungeon, each time finding a new ring within the one room that has a special treasure, until he has all of them. Even if I was willing to spend the time to do this, it's not going to work if the game won't acknowledge that I have a ring in the first place.