Infinite Flashlight: Difference between revisions
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So it's the middle of the night, you're [[Silent Hill|being chased by mangled oversized toddlers with knives through a Kafkaesque take on a dark and twisted elementary school]], and you realize that in all the chaos you've completely forgotten to change the batteries in your flashlight. Sounds like a problem, right? Wrong!
You have an
Of course, many games don't take enough in-game time to complete for four D-cells of battery power to run out. But even if you can [[Take Your Time|take weeks or even months]] to complete the main plot, the flashlight will never run out. Definitely an [[Acceptable Breaks From Reality|Acceptable Break from Reality]]. Such things do exist in some form in real life, but typically require shaking to provide kinetic energy to charge a capacitor to power a feeble white LED (granted, you're probably shaking hard enough as it is because of the fiendish killer knife babies). More usefully, "survival" flashlights use a crank mechanism and generator to recharge a battery, which is [[Department of Redundancy Department|powerful enough to power medium-power]] LEDs.
Contrast with [[Ten
{{examples}}
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== Action Adventure ==
* ''[[The Legend of Zelda:
** This was changed in ''[[The Legend of Zelda: Twilight Princess
** On the other hand, ''[[Zelda II:
* Luigi's flashlight in ''[[
== Adventure Game ==
* In [[Colossal Cave|Adventure]] (the text game from 1976) your first set of flashlight batteries will run out fairly quickly. After you replace them, the fresh batteries last forever.
* The obscure 1984 computer game ''[[Below the Root]]'' (based on Zilpha Keatley Snyder's ''[[Green
* Possibly justified in ''[[Rama]]'', which takes place in the distant future. Arthur C. Clarke did hope that we would tap into zero-point energy someday.
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* ''[[Left 4 Dead]]''. So why do you have the ability to turn it on and off? Stealth. Sometimes it's easier to sneak past the Commons, and it always is in the Witch's case.
* ''[[Doom]] 3''. The in-game description even says that it has a static power source. It ''does'' get knocked out at one point in the game by some annoying electromagnetic pulses, but it's a temporary thing and it only happens twice, when you are not in immediate danger.
* In Bungie's ''[[Pathways
* ''[[The Chronicles of Riddick]]: Escape From Butcher Bay,'' at least before you get the titular character's 'eyeshine' ability.
** Except for one
* Averted in the first ''[[Halo]]'' game, where the flashlight can indeed run out. The flashlights in ''Halos 2 & 3'', however, are infinite, though this is handwaved as drawing power from your new suit's fusion core. It will however turn off on its own in lighted areas.
* ''[[First Encounter Assault Recon|F.E.A.R.]]'' had a rather annoying [[Ten
* ''[[
* In ''[[The Nameless Mod]]'' using a (somewhat rare) augmentation upgrade on your default light enhancement results in this. As a ''[[
* In ''[[
* In ''Vietcong'' the player has a flashlight that never runs out of power - mainly useful for the mission segments when you must traverse through the tunnel systems of your enemies. However, some players never actually realised they had a flashlight during those missions since they'd never used it previously and ended up negotiating the tunnels in near complete darkness. A case of read the manual in those cases.
* ''[[STALKER]]'' gives you a infinite headlamp by default. Some
* ''[[Metro 2033]]'' takes a surprisingly realistic approach: the flashlight runs on batteries that need to be periodically recharged by a crank mechanism. You can keep cranking [[Tim Taylor Technology|past 100% charge]] to temporarily make the light brighter.
* ''[[
* ''[[Painkiller]]'' and its expansion, ''Painkiller: Battle out of Hell'' both have infinite flashlights. In the first game it is literally a flashlight that emanates inexplicably from Daniel's chest (you never see the light itself, but it does flicker, make electrical noises and has a distortion in the center like a normal flashlight). in Battle out of Hell, the light has been replaced with a strange glowing yellow ball in the bottom left corner of the screen. Presumably, this is supposed to represent a lantern or candle instead of an electrical torch.
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* The Pip-Boy 3000a wrist computer in ''[[Fallout 3]]'' can also be used as a lantern with an unlimited power supply. Justified by the prevalence of miniaturized nuclear and fusion power.
** Interestingly, it's not a flashlight ''per se''. The character just turns on the backlight for the screen.
* An interesting variation: In ''[[
* ''[[Mass Effect 3]]'' gives the crew muzzle flashlights, but it's plausible to presume they're run off whatever absurdly high-capacity battery is flinging minuscule slugs at absurd muzzle velocities all day out of the gun, and they're never on for very long anyway.
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== Other ==
* The ''[[Who Framed Roger Rabbit?]]'' game for the
== Web Original ==
* Discussed in ''[[Cracked
{{reflist}}
[[Category:Acceptable Breaks From Reality]]
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