Games of Christmas Past : Quest for the Rings
Philips (Magnavox) / 1982 / G7000 (Odyssey²) / Originally £19.95
Yes, the Christmas spirit has even managed to permeate AfG towers and in the last editorial meeting those memories of games from Christmas past came flooding back. The good, the bad, the ugly, the over-priced, the cheap and the ones purchased by Grandma because the nice man in the shop said it was the one that all the kids were playing. So naturally, the team were asked to find one game each to write about.
When we were asked to write a piece about a game which held strong Christmas memories it took me a while to decide on a single title to tackle. There are so many to choose from! As a kid, Christmas was often the best (sometimes only) chance to get something to play on our gaming machines, and even when I was earning a paycheck I still enjoyed the ritual of making my purchase of a newly released games console or computer during the festive season.
As a terminal man-baby I still enjoy that ritual; when I finally cracked and bought a Nintendo Switch I needlessly made sure I was unwrapping it as a Christmas gift to myself.
There are a few standouts amongst the many. The year I got a SNES with Street Fighter 2, Pilotwings and the distilled awesomeness that was Zelda 3. The Christmas after I started my first job when I was happily unwrapping an N64 with Goldeneye and celebrating the peace on earth and goodwill to all men with festive long distance sniper head-shots on unfortunate guards.
I honestly wasn’t intending to review this, the last significant G7000 game of my childhood on AFG. That’s certainly not because it isn’t worth remembering; I just have a preference for writing about games that I can actually do justice to by playing them in something like their original form ...if not always on the original hardware. My G7000 is long gone, but I felt the reviews of system classics Satellite Attack and Pick Axe Pete were justifiable because they are simple enough games to get the measure of when played via emulation. Quest for the Rings is a very different story for reasons that will become apparent.
“ You are about to become a legend in your own time and enter an alternate world where dreams (and nightmares) come true with fire-breathing reality. Special microcomputer circuitry will generate the alternate time frequencies and dimension warps necessary for finite control and monitoring of your alter-presence via television - while you remain physically secure in the relative safety of your home dimension. ”
Billed as a part of the Phillips ‘Master Strategy’ series, Quest for the Rings is a very basic game by today’s standards. You and another player travel across the kingdom to try and gather up the 10 rings of power before time runs out and the evil ringmaster plunges the world into darkness (or some Tolkien inspired guff to that effect!).
There was obviously no way the primitive G7000 was going to produce a credible role playing experience, so most of the richness of the game is generated with a printed game board, counters and a set of written rules.
That’s right... this is basically one great big board / video game hybrid. That may sound awesomely crummy to you, the sophisticated gamer of 2019, but back in the early 80’s this was very clever stuff. It allowed the designers to deliver scale, complexity, tension and surprise, all while working within the restrictions of a machine that could draw you a few lines and stick people, and sound out with some tuneless beeps and burps.
This was a game that required collaboration (2 to 5 players!), communication (working together to outwit the enemies!) and imagination (shite graphics!) to get you over the line. That, my friends, is why it’s one of my most fond Christmas retrogaming memories.
Ideally played with 3 people, one takes the part of the nefarious Ringmaster, while the other players choose one of the 4 hero classes:
Warrior: a stick man with a sword! The sword is useful, in that it can actually kill some of the enemies! It’s really short range though, and can only be slashed horizontally.
Wizard: a stick man that can fire asterisks! Not just any asterisks, these are magic asterisks! These confuse some of the enemies, making them spin for a while, and they travel horizontally across the screen for as long as the action button is held. The effect is only temporary.
Phantom: a stick man that can walk though most walls! But not walls of fire! When you’re in the wall enemies can't get you, but they’ll stand around waiting for you to come out, and when you do you’re toast…
Changeling: a stick man that can turn invisible! Invisible stick man cannot be seen by enemies, though he can still be killed by touching enemies. He’s invisible to you too, dear player, which is a pain.
Our bitter experience was that while all the hero classes had their moments you really needed at least 1 warrior on the crew to avoid getting mobbed by the smaller enemies.
The green warrior has a quick slash against the dungeon wall.
The Ringmaster has the important task of setting up the game board. This is done by hiding monster tokens and the 10 ring tokens under location pieces and placing them around the map.
Once this is complete, the players have a limited number of turns to move around the map, entering the locations to gather the rings. The contents of each location is hidden until turned over; the combination of dungeon type and monster type are entered using the G7000 keyboard (keyboard overlay included!). This is one of the few games on the machine that makes real use of that keyboard. Finally the 2 heroes attempting the dungeon are chosen and the next bit is played out in living colour on your TV screen.
There are 4 types of single screen locations the heroes will be met with;
Dungeons: some black blocks randomly spread around the screen! You can’t go through them unless you’re the Phantom. These places are a breeze compared to the rest.
Infernos: some red blocks randomly spread around the screen! Touch ‘em and you die! The phantom is almost entirely useless here.
Crystal Caverns: some invisible blocks randomly spread around the screen! Like dungeons, but you can’t see the walls until you touch them. A real pain in the ass.
Shifting halls: some black blocks randomly spread around the screen! They shift to the right at regular intervals. You and the monsters can get trapped inside the walls until they move again. A REAL pain in the ass.
The locations are usually populated by the standard bad guys - orcs and firewraths; basically just white and red stick men that shuffle slowly toward you and will kill on touch. However… the crafty Ringmaster can protect his rings with one of two extra perils!
A location with spydroths and doomwinged bloodthirsts will come with a few spider and winged elephant things scattered about. These cannot be killed, can jump at you when in range and are all in all pretty deadly.
A location with a dragon will have a clear band running right across the middle of the screen where a nicely drawn (for the ‘7000 that is) dragon patrols from left to right. If you enter this band he will rush you, shooting deadly fireballs, and will gobble you up upon reaching your burning corpse. The dragon is a real headache; the further away he is when you start crossing open ground the better, and another player running distraction helps too.
The dragon will mess you up... again and again...
Your goal in any location is to reach a ring or an exit. Both players have 1 life per dungeon, and failure means you have to try the location again on the next turn.
There’s one extra twist if you’re playing the game with a third person as Ringmaster; they have a small number of possession tokens that can be played on any location. When that happens the Ringmaster takes over one of the players and can annoy the other player by blocking or attacking them. A simple idea, but great fun!
Having fairly slated the crummy graphics, I’ll just take a paragraph or two to wax lyrical about how good the rest of the presentation was for this game. It came in a sturdy cardboard case that opened out like a jewelry box. Inside sat a beautifully illustrated board and manual, and a plastic tray full of nice solid counters and tokens.
The artwork was top-notch throughout, and really helped our imaginations fill in the massive gaps left behind by the pitiful graphics.
...also, the cartridge had a GOLDEN LABEL! It was beautiful, and I will never forgive myself for selling off my pristine copy a few years back…
Excluding the board-game aspect to Quest for the Rings, I can’t honestly find enough to recommend playing it today. It’s slow paced, and can be in turn frustrating and confusing. What I can’t deny is that it brings back pure waves of nostalgia - much more so than the other games we owned for the G7000. I think this is due to the social nature of the gameplay; though you could mess about in a dungeon by yourself, it really came alive with the full complement of players. Having enough people to play properly was a special occasion in its own right.
So picture the scene: the tree is lit, you’re all stuffed with the first of many turkey dinners. Your cousins are visiting, and you’ve spent the day in a state of hyper-active near meltdown. 007 Moonraker has just finished on the television, and you’re still chuckling about that awesome bit where a pigeon does a double take when Bond takes to the Venetian streets in a hovercraft-gondola. What better way to end an 80’s Christmas evening than to set up a monster 5 player game of Quest for the Rings?
The game itself has as much detail as you could ever expect to find in a game for the Philips G7000. Where this really scores is in the packaging, manual and board-game elements, all of which are of the highest quality. As far as I’m concerned, there are few games of any era that were better presented.
The machine was packed with games inspired by arcade hits of the day, but this is a wholly original effort. The bit you actually play on the console is really quite basic, but the way it’s blended with simple board game mechanics made it fairly unique for the time.
It’s a G7000 game, so stick men and blocks abound. The generous 4 is all down to the the dragon, which is pretty spectacular given the general standard on the machine.
This isn’t a ‘hooky’ game. You have to read the manual and have enough players for a start! Once you had the hang of it the game became a very engrossing challenge, but still some way off a pick-up-and-play title.
Very sparse, with some some grating high pitched tones thrown in for things like the Wizards’ spell. No music, unless you count the atonal ear-bleeding loop that plays after you’ve selected your characters that is.
Pretty damn deep for a game from 1982, especially because the unpredictable human factor is built in. If you had at least 3 willing participants this could very well be dusted off regularly for years.
More expensive than a standard G7000 game, but you could really see where that money went.
This score is doubtless tainted by nostalgia, and since I can’t actually play the game any more you should take it with a pinch of salt. One thing I can say for sure is that playing games with other people in the same room as you, either on a board or on a TV screen will never cease to be fun. That remains true no matter how good technology gets at allowing us to physically avoid each other.
Merry Christmas everyone! Stay in school! Try your best not to do drugs!