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*** If you choose to tell the woman in the aisle about it, it's implied that ''you'' were the one who killed her.
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** In the "Remember suicide'' route, she slit her wrists in the bathtub after a vacation with the protagonist.

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** In the "Remember ''Remember suicide'' route, she slit her wrists in the bathtub after a vacation with the protagonist.
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** In the "Remember suicide'' route, she slit her wrists in the bathtub after a vacation with the protagonist.
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** In the ''Remember Clare's murder'' route, she's dead of an extremely brutal, bloody murder.
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* In the ''Remember Clare's illness'' route, it's implied she passed away before the story of cancer.

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* ** In the ''Remember Clare's illness'' route, it's implied she passed away before the story of cancer.
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* In the ''Remember Clare's illness'' route, it's implied she passed away before the story of cancer.
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** In the ''Sleep'' and ''Jump'' endings, it's implied that she died in an accident after getting hit by a motorized scooter, which the protagonist narrowly avoids by jumping out of the way, unable to grab Clare before doing so.

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** In the ''Sleep'' ''Sleep'', ''Scream'' and ''Jump'' endings, it's implied that she died in an accident after getting hit by a motorized scooter, which the protagonist narrowly avoids by jumping out of the way, unable to grab Clare before doing so.
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* GoldenEnding: Not that there can really be such a thing in this game, but one ending has your character much happier than most of them. The woman ''is'' Clare, and you're married, just taking a moment to reflect on your shared past.

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* GoldenEnding: Not that there can really be such a thing in this game, but one ending has your character much happier than most of them. The woman ''is'' Clare, and In the ''Smile'' ending, you're married, just taking a moment to reflect grocery shopping with Clare, who you are now happily married to, reminiscing on your shared past.past in Rome together.
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** In the ''Jump'' ending, it's implied that she died in an accident after getting hit by a motorized scooter, which the protagonist narrowly avoids by jumping out of the way, unable to grab Clare before doing so.

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** In the ''Sleep'' and ''Jump'' ending, endings, it's implied that she died in an accident after getting hit by a motorized scooter, which the protagonist narrowly avoids by jumping out of the way, unable to grab Clare before doing so.
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* InelegantBlubbering: The protagonist will do this if you choose "cry" as your chosen action.
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** In the ''Jump'' ending, it's implied that she died in an accident after getting hit by a motorized scooter, which the protagonist narrowly avoids by jumping out of the way, unable to grab Clare before doing so.
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* SchrodingersButterfly: Invoked in the ''Dream'' ending, wherein the protagonist contemplates what it means that he daydreams so often throughout his daily life.

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* SchrodingersButterfly: Invoked in the ''Dream'' ending, wherein the protagonist contemplates what it means that he daydreams so often throughout his daily life.life via invoking the story of the man dreaming of being a butterfly.

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%%* JigsawPuzzlePlot

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%%* * JigsawPuzzlePlot



%%* RedHerring: The woman isn't Clare. [[MultipleEndings Unless she is.]]
%%* SliceOfLife

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%%* * RedHerring: The woman isn't Clare. [[MultipleEndings Unless she is.]]
%%* * SchrodingersButterfly: Invoked in the ''Dream'' ending, wherein the protagonist contemplates what it means that he daydreams so often throughout his daily life.
*
SliceOfLife
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* GainaxEnding: Some of the creepier endings imply that the protagonist is mentally unstable, but leave it ambiguous what exactly is going on. For instance, if you type "Gibber", you get this:
-->Foam gurgles on the edges of your lips as you cease to monitor their output,
-->"[=GnocchiOh!Oh!GnocchideGato!Clare--je t'aime--Iwillalways=]
-->gnocchiyou
-->gnocchignocchi
--> gnocchi
-->[=gnocchignocchiWhereareyoUNOw?=]
-->[=DiningwIThtHEwORmsinaNEARthy...paradiseOH!=]
-->Claregnochignochignoggignokkkkkkkkkkkeeeee!
-->gnocchigibber
-->gnocchish. G'night!"
-->You bow out without a fight--the right thing to do; just like she would have wanted--if only--right? But the train doesn't stop in time. Always comes back to the potato. He smiles, "Gnog Gnog Gnoch pot pot."
Willbyr MOD

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crosswicking a new trope



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%%


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* MadnessInducedOmnivore: [[VideoGameCrueltyPotential You can command the player character]] to eat the uncooked pasta straight off the supermarket shelves. He will do so, deluding himself into thinking that he is back in Rome, eating delicious cooked pasta.
-->The pasta is a seething mass of off-white food. You tear at the plastic bags until the curls and tubes and twists and shells cascade onto the floor and into your hands. Scooping up a collection of different shapes you cram the pasta into your mouth. It is dry, it is hard. That's what your body is saying. But you learnt something a while back--that your body (your eyes, your hands, your ''heart'') isn't always right. No, you've learnt to listen to your mind. And your minds says: soft, warm, slightly salty pasta. Tangy sauce. What a feast!\\
They spoil your fun, they take you away--or so your body says. Your mind knows better; you're still in Rome eating pasta, drinking wine--everything is fine.

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* MultipleChoicePast: Many of the potential backstories contradict each other.

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* MultipleChoicePast: Many of the potential backstories contradict each other. In some, Clare left the player character, or she died of an accident, or illness, or suicide, or at the hands of the player character. In some she is alive and well and they are together.

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* PosthumousCharacter: In many endings, Clare is already dead, though not in ''every'' ending.

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* PosthumousCharacter: In many some endings, Clare is already dead, though not in ''every'' ending.dead.

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* MultipleEndings: Each action brings a different ending, and the vast majority of them are [[BittersweetEnding bittersweet]] or [[DownerEnding downers]].

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* MultipleEndings: Each action brings a different ending, and the vast majority of them are [[BittersweetEnding bittersweet]] {{bittersweet|Ending}} or [[DownerEnding downers]].{{downer|Ending}}s.

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'''NOTE: Due to the game's short lenght [[Administrivia/SpoilersOff all spoilers are unmarked]]. Administrivia/YouHaveBeenWarned.'''

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'''NOTE: Due to the game's short lenght length, [[Administrivia/SpoilersOff all spoilers are unmarked]]. Administrivia/YouHaveBeenWarned.'''



* ClusterFBomb: ''Swear''.

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* ClusterFBomb: ''Swear''.''Swear'' results in your character becoming angry and saying "fuck" and "shit" a bunch, capping it off with "[[BreadEggsBreadedEggs fucking shit]]."



* JigsawPuzzlePlot
* MultipleChoicePast: And how!
* MultipleEndings: And the vast majority of them are [[BittersweetEnding bittersweet]] or [[DownerEnding downers]].
* PosthumousCharacter: Clare, though not in ''every'' ending.
* RedHerring: The woman isn't Clare. [[MultipleEndings Unless she is.]]
* SliceOfLife

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* %%* JigsawPuzzlePlot
* MultipleChoicePast: And how!
Many of the potential backstories contradict each other.
* MultipleEndings: And Each action brings a different ending, and the vast majority of them are [[BittersweetEnding bittersweet]] or [[DownerEnding downers]].
* PosthumousCharacter: Clare, In many endings, Clare is already dead, though not in ''every'' ending.
* %%* RedHerring: The woman isn't Clare. [[MultipleEndings Unless she is.]]
* %%* SliceOfLife
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'''NOTE: Due to the game's short lenght [[Administrivia/SpoilersOff all spoilers are unmarked]]. YouHaveBeenWarned.'''

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'''NOTE: Due to the game's short lenght [[Administrivia/SpoilersOff all spoilers are unmarked]]. YouHaveBeenWarned.Administrivia/YouHaveBeenWarned.'''

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'''NOTE: Due to the game's short lenght [[Administrivia/SpoilersOff all spoilers are unmarked]]. YouHaveBeenWarned.'''



* GoldenEnding: Not that there can really be such a thing in this game, but one ending has your character much happier than most of them. [[spoiler:The woman ''is'' Clare, and you're married, just taking a moment to reflect on your shared past.]]

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* GoldenEnding: Not that there can really be such a thing in this game, but one ending has your character much happier than most of them. [[spoiler:The The woman ''is'' Clare, and you're married, just taking a moment to reflect on your shared past.]]



* PosthumousCharacter: [[spoiler:Clare]], though not in ''every'' ending.
* RedHerring: [[spoiler: The woman isn't Clare. [[MultipleEndings Unless she is.]]]]

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* PosthumousCharacter: [[spoiler:Clare]], Clare, though not in ''every'' ending.
* RedHerring: [[spoiler: The woman isn't Clare. [[MultipleEndings Unless she is.]]]]]]

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replaced broken link


''Aisle'' is an InteractiveFiction game by Sam Barlow. The setting and concept are simple: you control a character standing in an aisle of the supermarket. In each play-through, you may type one and only one command; the game responds with a short snippet of story about the main character. But as the opening narration implies, many of the stories are mutually contradictory, which gives the sense of hopping between [[AlternateUniverse Alternate Universes]] on each reload. Can be [[http://wurb.com/if/game/431 downloaded]] or played [[http://www.ifiction.org/games/play.php?cat=40&game=232&mode=html in-browser]]. Not to be confused with ''VideoGame/PickUpThePhoneBoothAndAisle'', which parodies this game's one-move mechanic.

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''Aisle'' is an a 1999 InteractiveFiction game by Sam Barlow. The setting and concept are simple: you control a character standing in an aisle of the supermarket. In each play-through, you may type one and only one command; the game responds with a short snippet of story about the main character. But as the opening narration implies, many of the stories are mutually contradictory, which gives the sense of hopping between [[AlternateUniverse Alternate Universes]] on each reload. Can be [[http://wurb.com/if/game/431 downloaded]] downloaded or played in-browser: [[https://ifdb.org/viewgame?id=j49crlvd62mhwuzu IFDB]] (both), [[http://www.ifiction.org/games/play.php?cat=40&game=232&mode=html in-browser]].iFiction]] (in-browser). Not to be confused with ''VideoGame/PickUpThePhoneBoothAndAisle'', which parodies this game's one-move mechanic.
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* GoldenEnding: Not that there can really be such a thing in this game, but one ending has your character much happier than most of them. [[spoiler:The woman ''is'' Clare, and you're married, just taking a moment to reflect on your shares past.]]

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* GoldenEnding: Not that there can really be such a thing in this game, but one ending has your character much happier than most of them. [[spoiler:The woman ''is'' Clare, and you're married, just taking a moment to reflect on your shares shared past.]]
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I won't tell you which one, and definitely not because I don't remember the exact command used.

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* GoldenEnding: Not that there can really be such a thing in this game, but one ending has your character much happier than most of them. [[spoiler:The woman ''is'' Clare, and you're married, just taking a moment to reflect on your shares past.]]
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-->--Opening screen narration

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-->--Opening -->-- Opening screen narration
narration
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* YouCantGetYeFlask: Semi-averted, in that the game has a wider range of parsable commands than most, but tends to come up after a few games.
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Added image.

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[[quoteright:324:https://static.tvtropes.org/pmwiki/pub/images/aisle_barlow.png]]

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Removed old index thing, some minor tweaks


''Aisle'' is an InteractiveFiction game by Sam Barlow. The setting and conceit are simple: you control a character standing in an aisle of the supermarket. In each play-through, you may type one and only one command; the game responds with a short snippet of story about the main character. But as the opening narration implies, many of the stories are mutually contradictory, which gives the sense of hopping between [[AlternateUniverse Alternate Universes]] on each reload. Can be [[http://wurb.com/if/game/431 downloaded]] or played [[http://www.ifiction.org/games/play.php?cat=40&game=232&mode=html in-browser]]. Not to be confused with ''VideoGame/PickUpThePhoneBoothAndAisle'', which parodies this game's one-move mechanic.

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''Aisle'' is an InteractiveFiction game by Sam Barlow. The setting and conceit concept are simple: you control a character standing in an aisle of the supermarket. In each play-through, you may type one and only one command; the game responds with a short snippet of story about the main character. But as the opening narration implies, many of the stories are mutually contradictory, which gives the sense of hopping between [[AlternateUniverse Alternate Universes]] on each reload. Can be [[http://wurb.com/if/game/431 downloaded]] or played [[http://www.ifiction.org/games/play.php?cat=40&game=232&mode=html in-browser]]. Not to be confused with ''VideoGame/PickUpThePhoneBoothAndAisle'', which parodies this game's one-move mechanic.



Aisle contains examples of:

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Aisle !!''Aisle'' contains examples of:



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<<|AdventureGame|>>
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''Aisle'' is an InteractiveFiction game by Sam Barlow. The setting and conceit are simple: you control a character standing in an aisle of the supermarket. In each play-through, you may type one and only one command; the game responds with a short snippet of story about the main character. But as the opening narration implies, many of the stories are mutually contradictory, which gives the sense of hopping between [[AlternateUniverse Alternate Universes]] on each reload. Can be [[http://wurb.com/if/game/431 downloaded]] or played [[http://www.ifiction.org/games/play.php?cat=40&game=232&mode=html in-browser]]. Not to be confused with PickUpThePhoneBoothAndAisle, which parodies this game's one-move mechanic.

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''Aisle'' is an InteractiveFiction game by Sam Barlow. The setting and conceit are simple: you control a character standing in an aisle of the supermarket. In each play-through, you may type one and only one command; the game responds with a short snippet of story about the main character. But as the opening narration implies, many of the stories are mutually contradictory, which gives the sense of hopping between [[AlternateUniverse Alternate Universes]] on each reload. Can be [[http://wurb.com/if/game/431 downloaded]] or played [[http://www.ifiction.org/games/play.php?cat=40&game=232&mode=html in-browser]]. Not to be confused with PickUpThePhoneBoothAndAisle, ''VideoGame/PickUpThePhoneBoothAndAisle'', which parodies this game's one-move mechanic.
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->''You are about to read a story. Or rather, part of a story. You will be asked to define the story by controlling one instant in the life of the man whose story it is. Your intervention will begin and end the story. But be warned; there are many stories and not all of the stories are about the same man.''
-->--Opening screen narration

''Aisle'' is an InteractiveFiction game by Sam Barlow. The setting and conceit are simple: you control a character standing in an aisle of the supermarket. In each play-through, you may type one and only one command; the game responds with a short snippet of story about the main character. But as the opening narration implies, many of the stories are mutually contradictory, which gives the sense of hopping between [[AlternateUniverse Alternate Universes]] on each reload. Can be [[http://wurb.com/if/game/431 downloaded]] or played [[http://www.ifiction.org/games/play.php?cat=40&game=232&mode=html in-browser]]. Not to be confused with PickUpThePhoneBoothAndAisle, which parodies this game's one-move mechanic.
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Aisle contains examples of:
* ClusterFBomb: ''Swear''.
* JigsawPuzzlePlot
* MultipleChoicePast: And how!
* MultipleEndings: And the vast majority of them are [[BittersweetEnding bittersweet]] or [[DownerEnding downers]].
* PosthumousCharacter: [[spoiler:Clare]], though not in ''every'' ending.
* RedHerring: [[spoiler: The woman isn't Clare. [[MultipleEndings Unless she is.]]]]
* SliceOfLife
* ThatCameOutWrong: ''Dance with Woman''.
--> "Come on--a dance? Shake your bones--" \\
Whoops. That doesn't mean to dance, does it?
* YouCantGetYeFlask: Semi-averted, in that the game has a wider range of parsable commands than most, but tends to come up after a few games.
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<<|AdventureGame|>>

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