History Main / BottomlessMagazines

7th Feb '16 8:22:18 PM nombretomado
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* The original ''VideoGame/MedalOfHonor'' for the PlayStation lampshaded this trope. One of the unlockable bonus cheat modes was called 'American Movie Mode', which gave unlimited ammo.
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* The original ''VideoGame/MedalOfHonor'' for the PlayStation UsefulNotes/PlayStation lampshaded this trope. One of the unlockable bonus cheat modes was called 'American Movie Mode', which gave unlimited ammo.

* In the original Xbox[=/=]PlayStation2 game ''VideoGame/{{Black}}'', after completing a level on multiple difficulties, you can unlock "Silver Weapons" which make the guns shinier, and invoke this trope. Which makes sense, when you start with a pistol or shotgun (Reloading Optional), but when you find a RPG mid-level, pick it up, and can turn anything breakable in the level broken, it turns it UpToEleven.
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* In the original Xbox[=/=]PlayStation2 Xbox[=/=]UsefulNotes/PlayStation2 game ''VideoGame/{{Black}}'', after completing a level on multiple difficulties, you can unlock "Silver Weapons" which make the guns shinier, and invoke this trope. Which makes sense, when you start with a pistol or shotgun (Reloading Optional), but when you find a RPG mid-level, pick it up, and can turn anything breakable in the level broken, it turns it UpToEleven.
2nd Feb '16 5:51:50 PM GrammarNavi
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* ''Usually'' the case in the old ArcadeGame ''Charley Chuck's Food Fight'', whose objective is to fight your way past four mean chefs to get to an ice cream cone by throwing food from large piles of it. In most cases, this depletes the pile quickly. The one exception are the watermelons, which have an unlimited supply.
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* ''Usually'' the case in the old ArcadeGame UsefulNotes/ArcadeGame ''Charley Chuck's Food Fight'', whose objective is to fight your way past four mean chefs to get to an ice cream cone by throwing food from large piles of it. In most cases, this depletes the pile quickly. The one exception are the watermelons, which have an unlimited supply.
23rd Jan '16 5:41:04 PM DarkMask
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* VideoGame/{{Bayonetta}}, already famous for its [[DualWielding Dual-Dual Wielding]] of guns which are allegedly repeaters in the hands and feet, uses this like ''Devil May Cry''. Made funnier by the fact that nobody is sure where the magazine is.
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* VideoGame/{{Bayonetta}}, ''VideoGame/{{Bayonetta}}'', already famous for its [[DualWielding Dual-Dual Wielding]] of guns which are allegedly repeaters in the hands and feet, uses this like ''Devil May Cry''. Made funnier by the fact that nobody is sure where the magazine is.

** It takes [[AllThereInTheManual a bit of digging]], but the game explains the lack of magazines: her custom guns don't have any magazines because she's making the bullets out of her spirit power, and they're being placed directly into the chamber without the need for storage.
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** It takes [[AllThereInTheManual a bit of digging]], but the game explains the lack of magazines: her custom guns don't have any magazines because she's making the bullets out of her spirit power, power channeled through the gemstone built into the gun, and they're being placed directly into the chamber without the need for storage.
22nd Jan '16 6:16:23 PM DarkSoldier
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Fixed some markup.
[[/folder]]
16th Jan '16 1:23:33 PM Ohio9
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* In ''VideoGame/TheLastOfUs'', all enemies and friendly NPCs have infinite ammo, though Ellie stops having infinite ammo whenever there is a section where she is controlled by the player. There is also a section where Joel takes control of a sniper rifle with infinite ammo. However, this weapon is left behind as soon as the section ends. [[/folder]]

* In ''VideoGame/TheLAstOfUs'', all enemies and friendly NPCs have infinite ammo, though Ellie stops having infinite ammo whenever there is a section where she is controlled by the player. There is also a section where Joel takes control of a sniper rifle with infinite ammo. However, this weapon is left behind as soon as the section ends. [[/folder]]
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* In ''VideoGame/TheLAstOfUs'', all enemies and friendly NPCs have infinite ammo, though Ellie stops having infinite ammo whenever there is a section where she is controlled by the player. There is also a section where Joel takes control of a sniper rifle with infinite ammo. However, this weapon is left behind as soon as the section ends. [[/folder]]
16th Jan '16 1:20:17 PM Ohio9
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Added DiffLines:
* In ''VideoGame/TheLAstOfUs'', all enemies and friendly NPCs have infinite ammo, though Ellie stops having infinite ammo whenever there is a section where she is controlled by the player. There is also a section where Joel takes control of a sniper rifle with infinite ammo. However, this weapon is left behind as soon as the section ends.
15th Jan '16 5:33:11 AM Anddrix
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-->''[[ArtisticLicenseMilitary No big deal.]] [[ViewersAreMorons People just watch the muzzle flashes.]]''
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-->''[[ArtisticLicenseMilitary No big deal.]] [[ViewersAreMorons People just watch the muzzle flashes.]]''''
13th Jan '16 11:51:58 AM Kadorhal
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* In ''VideoGame/{{Fallout}}'', all weapons have limited capacities and can only be fired a limited number of times (using action points) before you need to manually reload them (which also costs action points). If an NPC runs out of ammunition, he usually switches to a melee weapon and close the distance, though it happened very rarely due to most NPC carrying enough rounds for a few full reloads and most fights being over before that point (unless you stole their spare ammo (meaning they would be left with only a full mag) or picked a trait turning you into a WalkingDisasterArea (thereby potentially making them lose ammunition through CriticalFailure)). An idling animation for pistols, on the other hand, has the character empty a magazine from the gun and load another one without that actually affecting the number of bullets in the gun at the moment.
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* In ''VideoGame/{{Fallout}}'', all weapons have limited capacities and can only be fired a limited number of times (using action points) before you need to manually reload them (which also costs action points). If an NPC runs out of ammunition, he usually switches to a melee weapon and close closes the distance, though it happened very rarely due to most NPC carrying enough rounds for a few full reloads and most fights being over before that point (unless you stole their spare ammo (meaning [meaning they would be left with only a full mag) mag] or picked a trait turning you into a WalkingDisasterArea (thereby [thereby potentially making them lose ammunition through CriticalFailure)).CriticalFailure]). An idling animation for pistols, on the other hand, has the character empty a magazine from the gun and load another one without that actually affecting the number of bullets in the gun at the moment.

** In ''VideoGame/{{Fallout 3}}'', while you do have to reload regularly depending on weapon, your ammo weighs nothing, which means you can carry absurd amounts of ammunition around the world with you especially if you trade excessively with the outcasts who trade ammunition for other equipment. Amusingly enough, ''nuclear warheads'' count as ammunition for game purposes.
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** In ''VideoGame/{{Fallout 3}}'', while you do have to reload regularly depending on weapon, your ammo weighs nothing, which means you can carry absurd amounts of ammunition around the world with you you, especially if you trade excessively with the outcasts who trade ammunition for other equipment. Amusingly enough, ''nuclear warheads'' count as ammunition for game purposes.

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** In ''VideoGame/{{Fallout 3}}'', while 4}}'' features a "Never Ending" modifier for Legendary weapons that plays like the classic use of this, where your weapon still requires ammo, but as long as you do have to reload regularly depending any on weapon, your ammo weighs nothing, which means person you can carry absurd amounts of ammunition around the world with you especially if you trade excessively with the outcasts who trade ammunition fire it all at once without ever having to swap for other equipment. Amusingly enough, ''nuclear warheads'' count as ammunition for game purposes.a fresh magazine.
11th Jan '16 11:27:16 PM bwburke94
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Namespacing Angel
* ''Series/{{Angel}}'': In the Season 5 episode "Underneath", Lindsay's (fake) wife fires an Uzi continuously for almost ten straight seconds.

* {{Angel}}: In S5 Ep 17, Lindsay's "wife" fires an Uzi continuously for almost ten straight seconds. Possibly {{Justified}}, as they were in another dimension which might have different rules.
4th Jan '16 7:00:03 PM Kadorhal
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** The multiplayer modes for most of the games from ''World at War'' onwards allow the player to attach extended magazines to their weapons to get a little more ammo. With the exception of ''World at War'' itself and ''VideoGame/CallOfDutyBlackOps''[[note]]and even here there are exceptions like the M14; there's also the corollary that weapons like the M16 hold 30 rounds in a 20-round mag by default to facilitate the model-change[[/note]], the weapon model will not change to account for this, and the player instead somehow stuffs up to half an extra magazine's contents into an already-full one. Singleplayer will also generally give a handful of weapons greater mag capacities than they have in multiplayer; the first mission played as Ramirez in ''VideoGame/ModernWarfare 2'', in particular, gives you a SCAR-H that holds 30 rounds in its 20-round magazine, and which also has an underbarrel shotgun attached that fits 7 shells into a shortened mag tube that barely holds three. ** ''VideoGame/CallOfDutyBlackOps2'' does this in a mission where BigBad Raul Menendez attempts to fight his way through rebels to save his sister, Josefina. He's so [[UnstoppableRage blinded with rage]] that all of his weapons are given unlimited ammo, with the SPAS-12 he starts with also holding twice as many shells as it should.
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** The multiplayer modes for most of the games from ''World at War'' onwards allow the player to attach extended magazines to their weapons to get a little more ammo. With the exception of ''World at War'' itself and ''VideoGame/CallOfDutyBlackOps''[[note]]and even here there are exceptions like the M14; there's also the corollary that weapons like the M16 will hold 30 rounds in a 20-round mag by default to facilitate the model-change[[/note]], the weapon model will not change to account for this, and the player instead somehow stuffs up to half an extra magazine's contents into an already-full one. Singleplayer will also generally give a handful of weapons greater mag capacities than they have in multiplayer; the first mission played as Ramirez in ''VideoGame/ModernWarfare 2'', in particular, gives you a SCAR-H that holds 30 rounds in its 20-round magazine, and which also has an underbarrel shotgun attached that fits 7 shells into a shortened mag tube that barely holds three. ** ''VideoGame/CallOfDutyBlackOps2'' does this in a mission where BigBad Raul Menendez attempts to fight his way through rebels to save his sister, Josefina. He's so [[UnstoppableRage blinded with rage]] that all of his weapons are given unlimited ammo, ammo[[note]]though given the game will randomly switch between letting you use the shotgun and forcing you to go for MacheteMayhem, and that the section expects you to play like it's classic ''VideoGame/{{Doom}}'' rather than ''Call of Duty'', it's hard to notice[[/note]], with the SPAS-12 he starts with also holding twice as many shells as it should.

* A first-tier Enforcer skill in ''VideoGame/{{PAYDAY 2}}'' gives you infinite ammo for five seconds after deploying an ammo bag; acing the skill increases the duration to ten seconds. * A training mission in ''VideoGame/TheMatrixPathOfNeo'' this trope is lampshaded Tank: "In this simulation, you'll never run out of bullets." Otherwise, you have to have a special ability equipped for this to work.
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* A first-tier Enforcer skill in ''VideoGame/{{PAYDAY 2}}'' gives you infinite ammo for five seconds after deploying an ammo bag; acing the skill increases the duration to ten seconds. seconds. There's also the fact that most weapons carry more ammo in their magazines than they should, even with you attaching extended versions to them. The Reinfeld 880 and Locomotive 12G shotguns are probably the most notable, as both get a pair of attachments that can increase the number of shells they hold at a time by two. Those attachments are, respectively, a very small extension for the magazine tube that should ''at best'' add only one shell, and a shell-holding rack on the side of the gun that's nowhere ''near'' the mag tube and should, if anything, only increase your ''total'' ammo supply rather than how many shells you can stuff into the gun at once. * A training mission in ''VideoGame/TheMatrixPathOfNeo'' has Tank lampshade this trope is lampshaded Tank: by outright telling you "In this simulation, you'll never run out of bullets." bullets". Otherwise, you have to have a special ability equipped for this to work.

* ''VideoGame/PerfectDark Zero'' has the [[{{BFG}} M60]] CoolGuns/{{machine gun|s}}, equipped with a belt of maybe seven or eight rounds that somehow lasts for 80 shots before requiring a reload.
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* ''VideoGame/PerfectDark Zero'' has the [[{{BFG}} M60]] CoolGuns/{{machine gun|s}}, equipped with a belt of maybe seven or eight rounds that somehow lasts for 80 shots before requiring a reload. There's also the [[CoolGuns/AssaultRifles FAMAS]]-esque Plasma Rifle, which being an energy weapon has an infinite supply of energy, but requires time to recharge it after a long period of firing or using its InvisibilityCloak SecondaryFire.
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