Aisle by Sam Barlow
"Late Thursday night. You've had a hard day and the last thing you need is this: shopping. Luckily, the place is pretty empty and you're progressing rapidly. On to the next aisle...
Aisle started out as a game which would not need the usual meta-verbs... i.e. a game with only one turn. The initial idea was: How do I make a game with only one turn interesting? Give it lots of endings--in fact there are many 'endings' and (hopefully) every sensible action results in an 'ending'. There is no winning action. There is however more going on than just this and the more endings you see the more things should become clear." [--blurb from The Z-Files Catalogue]
Aisle started out as a game which would not need the usual meta-verbs... i.e. a game with only one turn. The initial idea was: How do I make a game with only one turn interesting? Give it lots of endings--in fact there are many 'endings' and (hopefully) every sensible action results in an 'ending'. There is no winning action. There is however more going on than just this and the more endings you see the more things should become clear." [--blurb from The Z-Files Catalogue]
Information in this game listing is copyright David Welbourn, mrsambarlow, Emily Short, Emily Boegheim, Dave Chapeskie, Edward Lacey, is taken from IFDB,
and is licensed under a Creative Commons Attribution 3.0 United States License.
Review
Stripes
05 Jan 2018
Probably would've been better if there was more story. *SPOILERS* Really though, figuring out the story won't take that long. If you're honestly confused, just type "remember Clare" or "smile" or "jump." So I get it; it's a story about a guy from Rome whose wife(?) Clare died in some sort of accident. Her ghost, or more likely his memory of her, still remains with him to some degree (even if nothing happens if you try to look at or talk to her). The whole idea of only having one command per ending is fine, but there aren't many commands to input. Many are random, and some that you'd think might work don't. The main character and Clare get zero personality, so it's hard to get attached to either of them. The main guy is sad, yes, we get it, but he's nothing BUT sad. I can pretty much tell you the entire story here: "I was in a supermarket, and I caught sight of some Gnocchi pasta as well as a lady. I was sad; the pasta reminded me of Rome, a better place. The lady reminded me of my dead lover Clare. Those days are behind me now." I mean... that's basically it. So... yeah. Decent idea, meh execution.
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25 Mar 2017
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09 Jan 2017
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24 Jul 2016
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20 Jul 2016
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13 Apr 2016
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23 Feb 2016
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19 Oct 2015
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14 Aug 2015
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03 Jun 2015
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17 Feb 2015
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17 Feb 2015
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EnderDoesMC
23 Nov 2014
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RadioH34D
14 Nov 2014
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Raze
14 Nov 2014
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annehyphenmarie
31 Oct 2014
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JSP
24 Oct 2014
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21 Oct 2014
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21 Oct 2014
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20 Oct 2014
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self inflicted giggles
16 Oct 2014
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manly_unicorn
05 Oct 2014
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jackeloperson
17 Sep 2014
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Ranique
08 Sep 2014
If you are in a rush but want to play a really short text based game, this is the one! It took me 3hree times to remember to get the Gnocchi but I did get it. I expected one of those games where you have to read a couple of pharagraghs and your computer times out while doing it. I quite like it. Good job, Sam!
Review
iceburner
25 Aug 2014
This format is unique and you've made it interesting. It made me think I was in a 'Groundhog Day' situation where each ending I gain more information to help make the next time even more interesting. I like how the more you play, the more the main character develops and you have a better understanding of him.
Excellent job! I enjoyed it.
Excellent job! I enjoyed it.
Review
Tigersong
29 Jan 2014
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Average rating
Written by
Sam Barlow
Plays
21002
External
English
Published 28 May 1999
Listing added 12 Jan 2014
IFDB listing
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