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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.}}
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
Compare with [[Scooby-Dooby Doors]] and games with [[World Shapes|looping]] [[World Map|world/nation/kingdom maps]].
{{examples}}▼
▲{{examples}}
* ''[[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.
* ''[[
** 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).
* ''[[
* Speaking of stairways, ''[[Prince of Persia]]: The Sands Of Time'' has a looong one towards the end, descending this time. It's part of some kind of spiritual magic-induced dream sequence that culminates with {{spoiler|The Prince making love to Farah}}.
* ''[[No More Heroes]]'': The path to the Rank 5 fight is literally a long, long, long hallway.
* ''[[La
* 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.}}
** In ''[[Silent Hill 4]]'', if you don't get rid of the house key in the Forest World, a few screens after appear foggy and repeat endlessly. Though the game pretty much tells you it's coming.
* A slight outdoor variation of this exists in the original ''[[The
* ''[[Ultima VII Part
* [[The Haunted Mansion]] in the Disney theme parks uses mirrors to create the impression of one of these.
* An episode of ''[[
* In ''[[
* When in Faerieland in ''[[Neopets]]: the Darkest Faerie'', You have to go down an endless stairway. It seems like it goes on forever, until you realise the fact the statues point the way to the exit.
* The final level of the new version of ''[[Eversion]]'' dispenses with the random eversions of the previous games' final level and throws you into a series of looping corridors, starting with Layer 8 and having to find eversion points after in order to progress through the level until you reach Layer 1. If you missed an eversion point along the way, the part of the level you're currently on loops until you can find it and move on to the next part.
* In some ''[[Super Mario Bros.]]'' games, taking the wrong path in a castle level would send you back to an earlier point in the castle, effectively duplicating the level until you found the correct path.
** ''The Lost Levels'' also does this with some of its overworld levels, e.g. 7-2 and 8-2. In the former, you take a pipe to get out, in the latter, you have to climb a hard-to-reach beanstalk.
* ''[[Castlevania: Circle of the Moon]]'' has an area called the "Eternal Corridor". It is fairly long, though not infinite. Granted, however, this damn castle has been around for long enough to be considered "eternal".
* The first dream sequence in ''[[Max Payne (
* Like the looping maze dungeons in ''[[Super Mario Bros.]]'', there are several sections in the ''[[Sonic the Hedgehog]]'' games that endlessly loop until you find the correct path out, eg the Endless Waterfall in Labyrinth Zone Act 3, and part of Sandopolis Zone Act 2. There's also one in the [[Dummied Out]] Hidden Palace Zone.
* In ''[[
* In ''[[Leisure Suit Larry]] 5'' Atlantic City's boardwalk is infinitely long (supposedly), and it will take you the same time to get back as it did to get out there.
* The Virtual World in ''[[Yu-Gi-Oh!]]'' has Honda and Otogi trapped in one of these. They then break the wall to escape the endless hallway.
* The Woods level in ''[[Mickey Mousecapade]]'' consists of looping corridors where you must shoot the trees to find the secret door to the next section, and in the Winter area, the true door doesn't appear until you loop at least once.
* ''[[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 [[
* [[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 ''[[
* 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.
* 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
* 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] ''
* ''[[The Legend of Zelda (
** The final dungeon in ''[[The Legend of Zelda:
** The final dungeon in ''[[The Legend of Zelda: Oracle
** 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:
* 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.
* One dungeon in ''[[
* 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.
* Many, many, '''''many''''' screensavers, including those that simulate ''[[
* ''Jade Cocoon'' has the Eternal Corridor which you can keep playing until Corridor 255 at which the game freezes.
* 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".
{{reflist}}
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[[Category:Settings]]
[[Category:Building Tropes]]
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