Infinite Flashlight: Difference between revisions

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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.
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 Second Flashlight]], the usual result when developers try to avert this one.
Contrast with [[Ten-Second Flashlight]], the usual result when developers try to avert this one.
{{examples}}
{{examples}}


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== Action Adventure ==
== Action Adventure ==
* ''[[The Legend of Zelda a Link To T He Past (Video Game)|The Legend of Zelda a Link To T He Past]]'' has a lantern that consumes magic to light [[Ten Second Flashlight]] torches, but always lights up the area in front of you just fine.
* ''[[The Legend of Zelda a Link To T He Past (Video Game)|The Legend of Zelda a Link To T He Past]]'' has a lantern that consumes magic to light [[Ten-Second Flashlight]] torches, but always lights up the area in front of you just fine.
** This was changed in ''[[The Legend of Zelda Twilight Princess (Video Game)|The Legend of Zelda Twilight Princess]]'', where the lantern needs oil. Thankfully it doesn't run out [[Ten Second Flashlight]]-fast.
** This was changed in ''[[The Legend of Zelda: Twilight Princess (Video Game)|The Legend of Zelda Twilight Princess]]'', where the lantern needs oil. Thankfully it doesn't run out [[Ten-Second Flashlight]]-fast.
** On the other hand, ''[[Zelda II the Adventure of Link (Video Game)|Zelda II the Adventure of Link]]'' was even worse: once you get the Candle, all dark caves in the game are automatically lit, [[Nuclear Candle|through and through]]. You don't even have to select it.
** On the other hand, ''[[Zelda II the Adventure of Link (Video Game)|Zelda II the Adventure of Link]]'' was even worse: once you get the Candle, all dark caves in the game are automatically lit, [[Nuclear Candle|through and through]]. You don't even have to select it.
* Luigi's flashlight in ''[[Luigis Mansion (Video Game)|Luigis Mansion]]'' never runs out throughout the entire game. Admittedly, the game isn't supposed to take that much time, but you still use the flashlight a whole lot.
* Luigi's flashlight in ''[[Luigis Mansion (Video Game)|Luigis Mansion]]'' never runs out throughout the entire game. Admittedly, the game isn't supposed to take that much time, but you still use the flashlight a whole lot.
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** Except for one level--and what a level it is. At one point, Riddick tackles a guard, dropping both of them down a very, very deep well and into the sewers. Riddick thus loses all his weapons and is forced to use the guard's shotgun. The shotgun has a built-in flashlight, as do most of the weapons, but it's been damaged in the fall and flickers continuously. What's more, it'll fail completely in [[Exact Time to Failure|exactly eight minutes]], as the computer voice (in the ''shotgun'') helpfully informs you. So you're down in the deep, dank sewers with only a few minutes until you're left in the dark forever. Oh, and did I mention the crazy sewer mutants who pop out of nowhere?
** Except for one level--and what a level it is. At one point, Riddick tackles a guard, dropping both of them down a very, very deep well and into the sewers. Riddick thus loses all his weapons and is forced to use the guard's shotgun. The shotgun has a built-in flashlight, as do most of the weapons, but it's been damaged in the fall and flickers continuously. What's more, it'll fail completely in [[Exact Time to Failure|exactly eight minutes]], as the computer voice (in the ''shotgun'') helpfully informs you. So you're down in the deep, dank sewers with only a few minutes until you're left in the dark forever. Oh, and did I mention the crazy sewer mutants who pop out of nowhere?
* 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.
* 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 Second Flashlight]]. The sequel, ''Project Origin'', instead uses an [[Infinite Flashlight]] that specifically fails during supernatural scare sequences.
* ''[[First Encounter Assault Recon|F.E.A.R.]]'' had a rather annoying [[Ten-Second Flashlight]]. The sequel, ''Project Origin'', instead uses an [[Infinite Flashlight]] that specifically fails during supernatural scare sequences.
* ''[[Team Fortress Classic (Video Game)|Team Fortress Classic]]'' still has the flashlight from ''[[Half-Life 1 (Video Game)|Half-Life 1]]'' in the code, but because the power gauge was removed it now shines indefinitely. If you're curious, you activate it by hitting the ~ key and typing: bind <key> "impulse 100"
* ''[[Team Fortress Classic (Video Game)|Team Fortress Classic]]'' still has the flashlight from ''[[Half-Life 1 (Video Game)|Half-Life 1]]'' in the code, but because the power gauge was removed it now shines indefinitely. If you're curious, you activate it by hitting the ~ key and typing: bind <key> "impulse 100"
* In ''[[The Nameless Mod]]'' using a (somewhat rare) augmentation upgrade on your default light enhancement results in this. As a ''[[Deus Ex (Video Game)|Deus Ex]]'' mod (where gameplay pretty much required dark areas), this comes in handy.
* In ''[[The Nameless Mod]]'' using a (somewhat rare) augmentation upgrade on your default light enhancement results in this. As a ''[[Deus Ex (Video Game)|Deus Ex]]'' mod (where gameplay pretty much required dark areas), this comes in handy.
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* ''[[STALKER]]'' gives you a infinite headlamp by default. Some of the higher-end suits have really crappy, but unlimited, night vision.
* ''[[STALKER]]'' gives you a infinite headlamp by default. Some of the higher-end suits have really crappy, but unlimited, night vision.
* ''[[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.
* ''[[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.
* ''[[Unreal (Video Game)|Unreal]]'' has a powerful, permanent "searchlight" that you get far into the game (which makes you use a good number of [[Ten Second Flashlight|disposable versions]] before that point), which is not in fact infinite. Its charge is so high no sane player is likely to run out of power for it, but if you take long enough to finish the game it's likely you'll see its charge bar diminish a fair bit before the end. Makes no difference in gameplay terms, though, so it counts as playing it straight.
* ''[[Unreal (Video Game)|Unreal]]'' has a powerful, permanent "searchlight" that you get far into the game (which makes you use a good number of [[Ten-Second Flashlight|disposable versions]] before that point), which is not in fact infinite. Its charge is so high no sane player is likely to run out of power for it, but if you take long enough to finish the game it's likely you'll see its charge bar diminish a fair bit before the end. Makes no difference in gameplay terms, though, so it counts as playing it straight.
* ''[[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.
* ''[[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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[[Category:Acceptable Breaks From Reality]]
[[Category:Acceptable Breaks From Reality]]
[[Category:Infinite Flashlight]]
[[Category:Infinite Flashlight]]
[[Category:Trope]]