Hm, this is a tricky one for me too–the copout is “It varies by the game” but I think ABOUT vs CREDITS can be different and can overlap a bit & it shouldn’t be limited to these verbs.
There’s really no wrong way to do it & maybe thirty minutes’ thought will make it ok–I don’t see a need for complex menus, although a list of verbs may be nice if you want to address that (with VERBS) – my tendency is to avoid discussing parser commands and such in ABOUT/CREDITS, although I think ABOUT or maybe INFO can give a bunch of meta-commands to try to describe what the game is about. Obviously there’s a potential for sprawl here but if you have a list of verbs you like and make sure they’re signposted, people can figure what they want, where.
I’m not a big fan of menus, especially nested ones, so I like the approach of having these basic commands that are directly hinted. It also gives people a way to get used to the parser.
I think it’s ok to have these meta commands pointing back to each other & here’s my rough template.
ABOUT:
This game was thought up on (date) as a result of seeing (book/game X). It requires
This game is freely available but do not sell it for profit.
The author can be reached at @@@. If you find a bug you think needs fixing, I’d be grateful enough to put you in the CREDITS.
For general information about text adventures, type INFO. For specific people and websites that helped with the game, type CREDITS. For verbs specific to this game, type VERBS.
CREDITS:
Beta testers include …
People with post-release transcripts include …
Websites that helped include Jolt Country Forums, etc.
(For your game you may want to mention the Andromeda comp in both About and Credits. I also tend to mention transcripts in about/credits just because I like knowing about stuff I need to fix.)
So, yeah, there’s no wrong way to do it, and your testers will let you know about anything that looks grossly wrong or that can be reorganized–especially if you let them know you want their opinion on this, or how to make a good first impression. Most testers probably wrote a game, too, so they understand the importance.
These out-of-game commands should make the player feel comfortable and warm them up, and it’s kind of hard to figure what works in a vacuum.