One-Bullet Clips: Difference between revisions

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=== [[Role -Playing Game]] ===
* In the ''[[Fallout]]'' series, you can always reload the exact number of bullets needed directly from your inventory, never spending a magazine. This is made even more confusing by the icons for ammunition items in one's inventory, many of which ambiguously feature a container of loose bullets, chains of linked cartridges, and partly loaded magazines that look like they could fit in one or two of the many weapons that will take a given type of ammunition.
** Also, if you have a submachine gun drawn and stand around without doing anything for a few moments, your character will change magazines and throw the old one over his/her shoulder, over and over. Apparently you have infinite magazines available.
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* Averted for comedic purposes in ''[[Contra]]: Shattered Soldier'' - the intro movie shows one of the main characters loading individual bullets into magazines. (Turns out that they're [[Bottomless Magazines]] once the game starts.)
 
=== [[Role -Playing Game]] ===
* The first ''[[Xenosaga]]'' game used ammunition for both mecha and some characters, but there was no reload mechanic in battle; rather, characters started off each battle with the necessary ammunition. Then again, since the weapons ''themselves'' occasionally phased into existence, it's unclear as to why ammunition couldn't do the same (and, in fact, in the case of KOS-MOS it did, so go figure).
* Averted in the Sega Genesis version of ''[[Shadowrun]]''. Ammuntion was listed in number of magazines instead of bullets, and characters would only reload when their magazines were empty. However, it is possible to reload in the pause screen. Doing so when the magazine isn't empty brings up a warning: "You still have ammo left. Reload?" Accepting would discard the ammo left in the half-empty magazine.
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** The sequel ''[[Arm A]] 2'' and its expansion ''Operation Arrowhead'' continue this behavior, militantly so. However, it should be noted that the U.S. M1014 shotgun and clip-fed weapons are some of the few that do NOT work "properly" as identified in the trope definition. In the real world these weapons use integral magazines, loaded one round at a time or with stripper clips. Tactical doctrine for the M1014 calls for the soldier to load additional shells at any opportunity, while the others in the real world typically can't be reloaded until the internal magazine is emptied. ''ARMA 2'' breaks this, where you are never able to load single rounds and never prevented from reloading, and instead mime reloading with an invisible magazine, which somehow replaces every round currently in the weapon with a fresh one. The game's other shotguns are more correct in this regard, since they actually do use magazines.
* ''[[Alien Swarm]]'' averts this, whenever you reload mid-mag you lose any bullets you had left, and get a note saying how many you lost if it's a significant amount. Especially annoying when you're using a minigun, and you reload it after taking two shots because that's what you always do in shooters, and promptly lose half of the precious ammo you started the level with. However, to compensate for [[Violation of Common Sense|inverting the usual rule about reloading]], the game has a ''[[Gears of War]]''-esque tactical reload that cuts down reload speed to about a third.
* ''[[Blood RayneBloodRayne]]'' doesn't reload weapons. She fires until the magazine is empty (or she finds a better weapon) and then tosses the entire gun to grab a fresh one.
 
=== [[Turn Based Tactics]] ===