Endless Corridor: Difference between revisions

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{{trope}}
{{Examples Need Sorting}}
{{quote|''"This is the Endless Corridor. A path that goes on forever."''|'''''[[La-Mulana]]''''', grail tablet for the Endless Corridor.}}
|'''''[[La-Mulana]]''''', grail tablet for the Endless Corridor.}}
 
A corridor is very, very long. No, longer than that. No, longer than ''that''.
 
This is used to either make a place seem [[Unnecessarily Large Interior|bigger than it should]] or [[Bigger on the Inside|could possibly be]], or to save budget money. Sometimes it's a desert or an ocean.
 
Compare with [[Scooby-Dooby Doors]] and games with [[World Shapes|looping]] [[World Map|world/nation/kingdom maps]].
{{tropelist}}
 
{{examples}}
'''==Hallway variety'''==
* ''[[The Simpsons]]'': In the dental plan episode, Homer is visiting Burns' mansion and has to use the bathroom, so he asks and is told it's the 23rd door on the left.
** There's also a [[Couch Gag]] where they chase the couch as it disappears to infinity down one of these.
* ''[[Zork]] Grand Inquisitor'': When you first enter GUE Tech, the hallways to the classrooms appear to be endless.
** And they indeed are. To make them finite, you have to remove the first bit of the "Infinite Corridor" sign above the entrance.
** [[Truth in Television]]: GUE Tech is based on MIT, which has an "Infinite Corridor" (actually 815 feet long).
* ''[[Super Mario 64]]'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars. (Strangely enough, no matter how far up you went, walking back down was always a very short trip).
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* ''[[No More Heroes]]'': The path to the Rank 5 fight is literally a long, long, long hallway.
* ''[[La-Mulana]]'''s aptly-named Endless Corridor. Which is funny, because it is NOT the Trope Namer! It contains four iterations of this trope (five technically, but there's a wall in the middle of the last one).
* The hallways of Eientei in the [[Touhou Project]] game ''Imperishable Night'' were made this way through either eternity manipulation or inducing madness on the protagonists (depending on the stage). The ones made by the former do end, but only because the one who created it decided to just screw it already. It isn't known whether the latter would have been infinite, as the player characters go through an open door.
* The hallway before the final battle in ''[[Silent Hill 2]]'' is intended to invoke this, although it's not as long as most examples if the player chooses to run to the end (although they will miss most of the heartbreaking disembodied conversation that plays during the trek).
** This is also incorporated into the gameplay - if you run to the end of the corridor and pass through the door without waiting for the end of the conversation {{spoiler|it functions as a flag that directs you more towards the 'Maria' ending}}. Likewise, if you listen to the whole conversation {{spoiler|it flags you towards the true 'Mary' ending.}}
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* ''[[Police Quest]] III'' has a [[Game Breaking Bug]] that can cause you to get stuck on an endless highway.
* A rare film example: when Sarah enters the [[Labyrinth]], she first finds herself in an endless corridor, before a worm shows her the invisible side exit.
* [[The Path]] has a few examples. First, you can try running away from the house, but each time you pass the telephone, you are somehow pulled back. In the the house, there are two corridors that appear to be short, but suddenly extend when you enter.
* In ''[[Dark Souls]]'' Gwyndolin magically creates one to fight you in. He teleports down it while shooting magic at you.
* The Beatles' building/house/home at the beginning of ''[[Yellow Submarine]]'' is a reasonably-sized place from the outside, but has an apparently infintely-long corridor lined with endless doors running down the middle of it.
 
'''==Desert variety'''==
* The Endless Desert variety occurs in ''[[King's Quest V]]'', even noted in the official (?) hintbook that trying to explore said desert may end up ruining your PC, if Graham doesn't die of exhaustion first. Specifically, after going about fifteen screens in one direction, the desert becomes truly endless, in that Graham ''cannot leave''. There is, of course, no indication of when this happens.
** ''[[King's Quest III]]'' has one of these as well. If you go 2 screens west into the desert, you can go east for quite a long time before going out (it's random). Setting the walking speed to fastest will probably get you out eventually. There is also an ocean, but if you swim in it too long you'll die.
* Subverted in ''[[Quest for Glory II]]''; the desert is massive, but you can in fact walk from the [[City of Adventure]] to the one in which the endgame occurs if you have adequate water and don't mind spending a LOT of time doing so.
* ''[[Grand Theft Auto: San Andreas]]'': Unlike the other GTA games, which stopped players from leaving the designated zone with an [[Invisible Wall]], leaving the island (via boat plane or even swimming) would lead you through an endless zone of sea and sky. You can fly in one direction for an hour straight trying to get to Liberty City; it will also took you an hour to get back to land.
** Subtly lampshaded in that one particular airplane mission happens a significant distance away from the map.
** Ditto GTA 4.
** ''[[Halo]]'' has a similar endless ocean on The Silent Cartographer. In the latter two games, going into the ocean will generally [[Super Drowning Skills|kill you]], or you'll run into an [[Invisible Wall]] while flying.
** And after going out a certain distance, you can't get back to land except by crashing or restoring the game.
* Towards the end of the official multiplayer map for the first ''[[Dungeon Siege]]'' the players find themselves in an oasis at the edge of a desert that just goes on, and on, and on... Made even more frustrating by the fact that one of the NPC'sNPCs met in the oasis gives a hint about crossing the desert to find [[The Very Definitely Final Dungeon]]. It's possible reach it after an approximately 5-minute run, but if you get your heading wrong by just a few degrees... you end up at a very dull-looking wall of cliffs.
* All outdoor environments outside the city walls in ''[[The Elder Scrolls]] Chapter I: Arena'' extend infinitely. They are procedurally generated on-the-spot, but are surprisingly detailed.
* The second region of ''[[Secret of Evermore]]'' contained the Desert of Doom, a textbook wasteland dotted with spiders, rocks, and the occasional tumbleweed. You could fork over a rare Amulet of Annihilation for a quick ride across, but it was an awful long trip on foot.
** Of course, just for sadism's sake, the Amulet of Annihilation is hard to get and expensive, and that's just ''after'' you cross the desert. You can purchase a "Chocobo's Egg" before and the seller will throw in a Amulet out of pity, but it's far more expensive than you'd likely have the funds for at the beginning - in other words, you ''have'' to run across the desert ''at least'' once. It takes about four minutes of real-time.
* The Desert of Death in ''[[Breath of Fire]] 3'' was literally endless, and you could only get anywhere by carefully looking at the stars and following directions. Get it wrong and you'll just run out of water and have to start over.
** Made particularly evil by the fact that a) there are ''false stars'', and b) you're given the directions verbally, and then given a note with the directions to take with you. ''The written directions are wrong'', and unless you're paying attention, you'll ''never'' notice. Finally, the desert is not an enemy-free zone, and every battle screws up your direction.
* Used in [http://xkcd.com/505/ this] ''XKCD[[xkcd]]'' strip.
* ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' contains two areas which constantly repeat: The Lost Woods and the Lost Hills. You can only get out of them by going in the correct directions (typically something like up, left, up, right, up). The Lost Woods have become somewhat of a series staple and appear in subsequent games as well.
** The final dungeon in ''[[The Legend of Zelda: Link's Awakening|The Legend of Zelda Links Awakening]]'' was like this. You needed to complete the [[Chain of Deals]] to get a magnifying glass to read a book that would tell you the proper route to the final boss.
** The final dungeon in ''[[The Legend of Zelda: Oracle of Seasons and Oracle of Ages|The Legend of Zelda Oracle Games]]'' is sort of like this. Avoiding the enemies and running straight through the room will cause you to re enter the same room. To advance you must kill every enemy ineach room (there are only 3 or so rooms).
** The dungeon you unlock by beating a Oracle of Seasons/Ages linked game is also like this. If you don't know what you're doing you'll end up wandering the halls forever (unless you're damn lucky). To proceed you need to go through the door that none of the eyes look at (it makes sense when you actually see it).
** The desert in ''[[The Legend of Zelda: Ocarina of Time|The Legend of Zelda Ocarina of Time]]'' keeps sending you back to the start unless you follow the path of the Phantom Guide. Same for the murky Great Bay in ''[[The Legend of Zelda: Majora's Mask|The Legend of Zelda Majoras Mask]]''.
* The forest mazes in the NES ''[[Metal Gear]]''. And there are no hints anywhere in the game for the correct paths, [[Guide Dang It]]!
* In ''[[Silent Hill 4]]'''s Forest World, if you try to go back through the gate after digging up the key, the same room keeps repeating. You have to leave the key in the apartment, then come back for it through a different hole in the level.
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* If you try to pass through the Sleeping Forest without first excavating the Lunar Harp in ''[[Final Fantasy VII]]'', the first screen repeats endlessly whenever you try to move forward.
 
'''==Other/Miscellaneous'''==
* Many, many, '''''many''''' screensavers, including those that simulate ''[[Star Trek]]''-style warpspace. Other designs include texture-mapped tunnels, wormholes, randomly-generated terrain, and even one for XScreenSaver that does a flythrough of the "data stream" graphics from ''[[The Matrix]]''.
* ''Jade Cocoon'' has the Eternal Corridor which you can keep playing until Corridor 255 at which the game freezes.
 
'''==Real Life'''==
* MIT has an architectural feature known as the Infinite Corridor. Well, no, it's not actually infinite, and only about a quarter mile long, but it is a long hallway located right at the center of campus. Bonus points since, for one or a few days every semester, the sun will shine directly down the entire length of the hallway, an effect known as "MITHenge".
** Funny how the Elder Xelpud in ''[[La-Mulana]]'' actually sometimes calls the Endless Corridor area the "infinite corridor".
 
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