-inally our three example games are written; we've shown you as much of
-the Inform language as we've needed to, and made a lot of observations
-about how and why something should be done. Despite all that, there's
-much that we've left unsaid, or touched on only lightly. In this chapter
-we'll revisit key topics and review some of the more significant
-omissions, to give you a better feel for what's important, and what can
-be ignored for the time being; when you become an accomplished designer,
-you will decide what matters and what can be left on the shelf.
-
-We'll also talk, in "Reading other people's code" on page 181, about a
-few ways of doing things that we've chosen not to tell you about, but
-which you're quite likely to encounter if you look at Inform code
-written by other designers.
-
-The tone here is perhaps a little dry, but trust us: in walking this
-dusty ground we touch on just about everything that is fundamental in
-your overall understanding of Inform. And as always, the *Inform
-Designer's Manual* provides rounder and more comprehensive coverage.
+We'll also talk, in :ref:`reading-other-code`, about a few ways of doing
+things that we've chosen not to tell you about, but which you're quite
+likely to encounter if you look at Inform code written by other designers.