Aisle By Sam Barlow, Inform Reviewed by John Ferris (PC) I might be correct in saying that every form of literature or expression has its own avaunt guard movement. Those exponents who wish to push the boundaries of their chosen media a little further. They who are not afraid to experiment, nor afraid to fail. The world of adventure games (alias Interactive Fiction) also attracts its own fair share of experimentation with notable successes. The game with one location is the first to come to mind as a success. One idea that never saw the light of day was the "Aural Adventure", based on sound alone. Another interesting idea came along with "The Space Under the Window" where the player progressed by typing in words from the description that they believed had significance. The plot either progressed or didn't. Not everyone's cup of tea but still a great new concept. More controversial is "puzzle-less IF", adventures without problem solving. The entertainment is derived from "being there", perhaps not that different to "The Space Under the Window" in essence, but much more acceptable to the conservative. "Spider and Web" set the newsgroups alight. A game played in part as the results of the player's interrogation, in flashback if you like. What does this have to do with Aisle? Well simply put, Aisle is a one-turn game. Yes, the player has exactly one turn with which to interact with the game. Your character has stopped by the pasta section in a supermarket aisle. In front of you is a woman filling her own trolley. There's a short description of the location and that is it. Hmm, what to type? x trolley (your trolley) The trolley is a small cage of steel with bent rubber wheels. Full of your shopping: meals for one, drinks for one (well, drinks for several, but hey, who's counting?). Gnocchi for one wouldn't really work. You settle for spaghetti and continue on to the next aisle. Another story over. But then... The game then restarts after a pressing a key. So, from the location description I know my character has some affinity with Rome. He lives alone and appears to drink too much. He didn't used to live alone. So I played on and slowly built up a picture of the main character, one move then restart. As a traditional adventure game it doesn't work because it is not supposed to be a traditional style adventure game. As a one-turn game it almost works but is inevitably thwarted by the fact you play the same scene over and over again each time with a different input. However I found it compelling to play. Each move I discovered a little more about the character, his story unfolded little by little until I ran out of inputs to type, by which time I knew a lot of the story. But I had to know the story. I did find one command with which the game finishes with a satisfactory conclusion for the player character, but you won't find it without playing the game a number of times. The writing is very good, evoking an atmosphere that I readily took part in. There were responses to all the inputs I tried, even to some that I typed simply because they always provoke a stock response from the game. My advice is to try as many ways getting information about the story as you can. Put yourself behind the trolley and into his shoes. Beware, I found some responses a little disturbing. I enjoyed playing Aisle; the only puzzle was to think up of inputs to type in to provoke the character to reveal his story. I doubt that adventure purists would go much on the game, but I did and would class it as a successful "experiment." It had a curiosity value, similar to when you tune into a radio or TV programme partway through but you don't turn over, you need to find out how it ends. Aisle demonstrates the difference between what makes an adventure and what counts as interactive fiction. Aisle is available on ftp.gmd.de and on this issue's disk. @~See also Bev's article on puzzle-less games this issue ... Sue - o -