| Statistics for the Phoenix text adventure games | |
| The Phoenix games are often accused of having an unconscionable amount of | |
| maze, and not without justification. To determine just how much justification, | |
| this document lists various statistics for each of these games, plus, for | |
| comparison, the three Doom games. Some other statistics have been added to | |
| satisfy curiosity into the internals of the games, and how they differ: some | |
| games have many rooms and few objects, others are the other way around; and | |
| some games are long on messages but short on vocabulary, others the reverse. | |
| The statistics are: | |
| - Year: the year the game was published | |
| - Room: the total number of rooms, as read from the source code. Note that | |
| some games have rooms such as "the contents of your stomach"; these | |
| are not counted here. | |
| - Maze: the number of these rooms which are part of a maze. As a maze I have | |
| counted any area which is confusing, but not areas which are merely | |
| large and complex, but regular; for example, in Acheton, the inside of | |
| the pillar counts, the big room around it does not. At times this was | |
| a judgement call; I counted Birnham Wood in Avon, but this is up for | |
| discussion. | |
| - %: the percentage of Maze rooms in the total number. | |
| - Ob: the number of portable objects. | |
| - St: the number of static, non-portable objects. This does not include the | |
| "player" object, nor any other pseudo-objects, such as markers, which | |
| are never seen or referable to by the player. Where there are more | |
| than one or two of those, I've added a note. | |
| - Word: the number of words in the vocabulary, including synonyms and words | |
| which have no meaning, but are still usable. | |
| - Mess: the number of messages, including ones which are only ever used as | |
| part of another message, and ones which only call other messages. | |
| - Code: the size of the source code, in kilobytes. | |
| Game | Year | Room | Maze : % | Ob | St | Word | Mess | Code | Note | |
| ------------------------------------------------------------------------------ | |
| Acheton | 1978 | 387 | 146 : 38 | 84 | 54 | 576 | 1747 | 342 | 1 | |
| Avon | 1982 | 98 | 52 : 53 | 48 | 32 | 238 | 679 | 129 | | |
| Brand X | 1983 | 101 | 34 : 34 | 38 | 10 | 172 | 710 | 139 | 2 | |
| Crobe | 1986 | 115 | 50 : 43 | 36 | 26 | 208 | 537 | 109 | | |
| Fyleet | 1985 | 149 | 27 : 18 | 63 | 66 | 355 | 893 | 182 | 3 | |
| Hamil | 1982 | 124 | 55 : 44 | 36 | 19 | 197 | 493 | 95 | | |
| Murdac | 1982 | 74 | 12 : 16 | 30 | 15 | 168 | 448 | 88 | | |
| Nidus | 1986 | 54 | 11 : 20 | 31 | 25 | 196 | 591 | 141 | 4 | |
| Parc | 1983 | 87 | 16 : 18 | 50 | 40 | 239 | 626 | 127 | | |
| Sangraal | 1987 | 167 | 45 : 27 | 43 | 47 | 312 | 966 | 191 | 5 | |
| Spycatcher | 1989 | 46 | 1 : 2 | 31 | 18 | 272 | 658 | 165 | | |
| Xenophobia | 1989 | 32 | 1 : 3 | 25 | 5 | 255 | 716 | 165 | | |
| | | | : | | | | | | | |
| Hezarin | 1990 | >305 | 24 : 8 | 80 | 46 | | | | a | |
| Countdown/Doom | 1987 | 145 | 47 : 32 | 33 | 67 | 482 | 665 | | b | |
| Return/Doom | 1988 | 189 | 45 : 24 | 33 | 98 | 550 | 978 | | b | |
| Last Days/Doom | 1990 | 218 | 72 : 33 | 37 | 94 | 574 | 1078 | | b | |
| 1. Acheton also has pseudo-objects for ten opponents in the end game, as well | |
| as ten weapons, one pseudo-object for "no weapon", and the rack that holds | |
| them. In the Topologika version, the weapons are normal, takeable objects. | |
| 2. Brand X also has ten pseudo-objects for its riddles. | |
| 3. Fyleet has 26 pseudo-objects for the letters of the alphabet. | |
| 4. Nidus has 12 pseudo-objects for handling its spells. | |
| 5. Sangraal has 6 pseudo-objects for handling mazes. | |
| a. Of Hezarin, only the Topologika version is available. The numbers here are | |
| estimates based on a map. The number of static objects counted in the game, | |
| in particular, may well be much larger than that noted on the map. Of the | |
| number of dictionary words and messages, and the size of the source code, | |
| a realistic estimate cannot be given. | |
| b. The Doom games were never available in a TSAL version. They were first | |
| written for Topologika and later ported to Inform. The numbers given here | |
| were determined by mucking about with the ZCode files. They should be | |
| reasonably comparable with those for the other games, but note that what is | |
| coded as a static object in Inform is often merely a status change in TSAL. | |
| No source code is available for these games, but the size of an Inform file | |
| could not be reasonably compared to that of a TSAL file, in any case. | |
| Not all mazes are equal. For example, Avon seems to have a lot of mazes, but | |
| that is mainly because it plays out over three days; the central area re-uses | |
| the normal rooms for all three days, but the mazes are all unique to one. And | |
| Hamil also has a lot of maze, but most of that is one large Hamiltonian(!) | |
| path finding exercise. Acheton and Crobe, by contrast, really do have as much | |
| maze space as they appear to have. And keep in mind that it's easier for a | |
| single maze to appear large in a small game; Nidus, for example, has only one, | |
| but the rest of the game is compact. | |
| One can draw two conclusions from these statistics. One: yes, for some Phoenix | |
| games, though not for all, the accusation of being maze-heavy is justified. | |
| And two: having fewer mazes is not necessarily a mark of better quality; | |
| Hezarin only has one small maze, but is, in my opinion, not nearly as good a | |
| game as Crobe, which has several larger ones. Your mileage may vary, but the | |
| verdict that fewer mazes = better game seems to be disputable at any rate. | |
| There are also a few games which were only ever published by Topologika for | |
| the BBC B, such as Castle of Riddles; some which were published in a greatly | |
| shortened form for that machine, such as Hamil; and one, Quondam, which was | |
| once available on Phoenix but now only survives in its BBC version. These | |
| games are not included in this document; the restrictions of the BBC B make | |
| comparisons to the original versions not really useful. | |
| Four games which are only available in MS-DOS format are included, though, | |
| because a comparison between the MS-DOS and Phoenix versions of games where | |
| both are available shows, those do have very similar statistics. | |
| Xerb is still missing in its entirety. If anyone has a version of it, even if | |
| only the source code, lying about, do send it in to the IF Archive. | |
| Richard Bos, July 2014 |
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