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. ----- Adam Cadre, 08 February 2000 http://adamcadre.ac