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