notes on shrapnel
This game utilizes what I call the Monty Hall conversational system. The
only verb used for conversation is SPEAK; if you are in a room with several
people, whom you speak to is determined by where your character's attention
is. You will then be offered a line to speak. You can accept this line or
reject it. If you reject it, your character will say something else -- no
telling what that might be. Essentially, you're choosing between a line you
can see and a line hidden in a box. There is no Door #3.
This game also makes use of real-time output, so I strongly urge you to use
an interpreter which supports this feature. I also recommend against using
a multiple-window interpreter, since the special effects were designed for
a single window. If you're using a PC, I suggest DOS Frotz; on a Mac, Zip
Infinity is the best choice.
Tested by Jennifer Earl, David Glasser, Dan Shiovitz and Bridget Sweeney.
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Adam Cadre, 08 February 2000
http://adamcadre.ac