<!--
	Title: Infocom Scoreboard
	Source: The New Zork Times, v3(2)
	Date: Spring 1984
	Transcription by Steve Derby
-->

<img class="float-right-wide" src="/public/img/articles/nzt-infocom-scoreboard/games-table.jpg" alt="Table of game statistics">

Did you know that *Zork I* has more rooms and takeable objects than any
other Infocom game, yet is one of the smallest in size? Were you aware
that *Sorcerer* is not only the largest game, but also the most dangerous?

The following chart shows some interesting statistics about the first
eleven Infocom games. The first column shows the number of rooms
in each game as far as the game's own internal programming is
concerned. This sometimes differs with the apparent number of rooms
(second column). For example, the Royal Puzzle in *Zork III* seems like
31 rooms, but internally it's actually just one room. The Desert in *Infidel™*
seems infinite, but it's actually just 10 rooms. And in several games, for
various arcane reasons, there are rooms that can never be entered.

The third column lists the number of different ways to die in each
game. For *Suspended™*, this refers to the number of different ways that
you (the person in the cylinder) can be killed, not the individual robots.
The fourth column tells the number of words in each game's vocabulary -—
that is, the words that the game will understand in your inputs
without saying "I don't know that word." The fifth column shows the
size of each game (most recent release) in bytes.

The last column shows the number of takeable objects in each game.
This figure is occasionally misleading: for example, the raft in *Zork I* is
actually three different takeable objects (inflated, uninflated, and
punctured).