History Main / InfiniteFlashlight

4th Dec '17 8:54:20 AM REV6Pilot
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Often overlaps with NuclearCandle, where a tiny matchstick is all that is needed to fully illuminate an entire room. Curiously, [[GunAccessories tactical gunlights]] will be infinite 99 times out of 100[[labelnote:*]]despite the fact that, in those, the battery is being pushed as hard as it can be for maximum output, and as such they should drain completely in an hour or so[[/labelnote]].

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Often overlaps with NuclearCandle, where a tiny matchstick is all that is needed to fully illuminate an entire room. HollywoodTorches are more often than not infinite as well. Curiously, [[GunAccessories tactical gunlights]] will be infinite 99 times out of 100[[labelnote:*]]despite the fact that, in those, the battery is being pushed as hard as it can be for maximum output, and as such they should drain completely in an hour or so[[/labelnote]].
27th Nov '17 1:27:46 PM REV6Pilot
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* The Pip-Boy wrist computer in ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' can also be used as a lantern with an unlimited power supply, explained in-game by brightening up the screen to max. [[AcceptableBreaksFromReality It's not explained how the light from a single screen shines in a full 360º angle, though]]. In ''4'', this also goes for the mining helmet headlamp, presumably because the Sole Survivor uses the Pip-Boy as its power source.

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* The Pip-Boy wrist computer in ''VideoGame/{{Fallout 3}}'', ''[[VideoGame/FalloutNewVegas New Vegas]]'' and ''[[VideoGame/{{Fallout 4}} 4]]'' can also be used as a lantern with an unlimited power supply, explained in-game by brightening up the screen to max. [[AcceptableBreaksFromReality It's not explained how the light from a single screen shines in a full 360º angle, though]]. In ''4'', this also goes for the mining helmet headlamp, presumably because the [[PlayerCharacter Sole Survivor Survivor]] uses the Pip-Boy as its the power source.



* Notably, in ''VideoGame/DeadSpace2'', it's shown that Isaac's plasma cutter is actually a [[http://deadspace.wikia.com/wiki/Flashlight flashlight]] [[ImprovisedWeapon combined with a surgical tool]]. It keeps working with no breaks, no matter how long it stays on [[UnbreakableWeapons or how many enemies he beats to death with it]].
* ''VideoGame/SlenderTheArrival'', your flashlight doesn't run out until the final level where it dies.
* In ''VideoGame/{{Unturned}}'', your lights will all last forever. In the first two builds, batteries did exist in the game, but only as a crafting material to make the handlamp, a variant of the regular flashlight with a wider and more cool-tinted beam that could in turn be crafted into a [[GunAccessories tactical light]]. In ''Unturned 3.0'', the infinite battery applies also to headlamps and NightVisionGoggles.

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* Notably, in ''VideoGame/DeadSpace2'', it's shown that The ''VideoGame/DeadSpace'' series plays it straight with the weapon lights on Isaac's guns. Notably, the ''VideoGame/DeadSpace2'' version of the plasma cutter is actually a [[http://deadspace.wikia.com/wiki/Flashlight flashlight]] [[ImprovisedWeapon combined with a surgical tool]]. It keeps working with no breaks, no matter how long it stays on [[UnbreakableWeapons or how many enemies he beats to death with it]].
* In ''VideoGame/SlenderTheArrival'', your flashlight doesn't run out until the final level level, where it dies.
* In ''VideoGame/{{Unturned}}'', your lights will personal light sources all last forever. In the first two builds, batteries did exist in the game, but only as a crafting material to make the handlamp, a variant of the regular flashlight with a wider and more cool-tinted beam that could in turn be crafted into a [[GunAccessories tactical light]]. In ''Unturned 3.0'', the infinite battery applies also to headlamps and NightVisionGoggles. [[ZigZaggedTrope Car headlights used to be a straight example until the battery system was implemented]]; leaving a vehicle with the lights on will drain the battery, and driving around will recharge it.
9th Oct '17 3:11:26 PM REV6Pilot
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* Michael the firefighter, in one of the last chapters of ''VideoGame/EternalDarkness'' has one of these. [[HandWave It's described as being "heavy duty"]].
* Used throughout the ''VideoGame/FatalFrame'' series. The one exception occurs in the second game, and even then the flashlight's temporary failure is used to indicate that there's something ''very'' wrong with the particular house the protagonist has entered rather than any runtime indications. Thankfully the devs took the possible shortcomings of that into account [[AntiFrustrationFeatures and made said house the most well-lit area of the game, so you won't miss having your own light source]].
* Notably, in ''VideoGame/DeadSpace2'', it's shown that Isaac's plasma cutter is actually a [[http://deadspace.wikia.com/wiki/Flashlight flashlight]] combined with a surgical tool. It keeps working no matter how many enemies he beats to death with it.

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* Michael the firefighter, firefighter has one of these in one of the last chapters of ''VideoGame/EternalDarkness'' has one of these.''VideoGame/EternalDarkness''. [[HandWave It's described as being "heavy duty"]].
* Used throughout the ''VideoGame/FatalFrame'' series. The one exception occurs in the second game, and even then [[TentativeLight the flashlight's temporary failure failure]] is used to indicate that there's something ''very'' wrong with the particular house the protagonist has entered rather than any runtime indications. Thankfully [[DevelopersForesight the devs took the possible shortcomings of that into account account]] [[AntiFrustrationFeatures and made said house the most well-lit area of the game, so you won't miss having your own light source]].
* Notably, in ''VideoGame/DeadSpace2'', it's shown that Isaac's plasma cutter is actually a [[http://deadspace.wikia.com/wiki/Flashlight flashlight]] [[ImprovisedWeapon combined with a surgical tool. tool]]. It keeps working with no breaks, no matter how long it stays on [[UnbreakableWeapons or how many enemies he beats to death with it.it]].



* In ''VideoGame/{{Unturned}}'', your lights will all last forever. In the first two builds, batteries existed in the game but only as a crafting material to make the handlamp, a variant of the regular flashlight with a wider and more cool-tinted beam that could in turn be crafted into a [[GunAccessories tactical light]]. In ''Unturned 3'', the infinite battery applies also to headlamps and NightVisionGoggles.

to:

* In ''VideoGame/{{Unturned}}'', your lights will all last forever. In the first two builds, batteries existed did exist in the game game, but only as a crafting material to make the handlamp, a variant of the regular flashlight with a wider and more cool-tinted beam that could in turn be crafted into a [[GunAccessories tactical light]]. In ''Unturned 3'', 3.0'', the infinite battery applies also to headlamps and NightVisionGoggles.



* Simon Jarret spontaneously finds one during the first third of ''VideoGame/{{SOMA}}''. [[spoiler: Turns out, later on, that it's simply grafted into the electronic components of the suit he's wearing.]]

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* Simon Jarret spontaneously finds one during the first third of ''VideoGame/{{SOMA}}''. [[spoiler: Turns [[spoiler:Turns out, later on, that it's simply grafted into the electronic components of the suit he's wearing.]]



* The ''Film/WhoFramedRogerRabbit'' game for the NES -- sort of. [[FridgeLogic For some reason]], you have to use a different flashlight in each cave, but those caves stay lit permanently. [[NuclearCandle And all over.]]

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* The ''Film/WhoFramedRogerRabbit'' game for the NES -- sort of. [[FridgeLogic For some reason]], you have to use a different flashlight in each cave, but those caves stay lit permanently. [[NuclearCandle And all over.]]over]].



** The ''Continual Light'' spell, which when cast on any random handy item will turn it into an example of this trope, hails back to the earliest versions of the game.
* Played straight in a lot of tabletop games, out of RuleOfFun. It's much easier to mark down "flashlight" on a character sheet than "flashlight and 500 AA batteries". This also allows GM's to shut off the flashlight when dramatically appropriate.

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** The ''Continual Light'' spell, which when cast on any random handy item will turn turns it into an example of this trope, infinite light source, hails back to the earliest versions of the game.
* Played straight in a lot of tabletop games, out of RuleOfFun. It's much easier to mark down "flashlight" on a character sheet than "flashlight and 500 AA batteries". This also allows GM's to shut off the flashlight [[RuleOfDrama when dramatically appropriate.appropriate]].
14th Sep '17 11:46:09 AM REV6Pilot
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* Downplayed in ''VideoGame/{{Unreal|I}}'' with the Searchlight. It is not in fact infinite: simply, its charge is so high, no sane player is likely to run out of power for it since you get it so late in the base game[[labelnote:+]]more precisely, in the fifth-to-last level,
and only the third-to-last is one where you have plausible use for it[[/labelnote]]; 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. If ''somehow'' you manage to deplete it, a task that ''can'' happen in the expansion pack[[labelnote:+]]you get the Searchlight halfway through the plot[[/labelnote]], the game doesn't even have tailored a message specifically for it (it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight the regular 60-second flashlight]] dies out). Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider and cooler-tinted, so it gives the impression of more power[[/labelnote]] than the common flashlight.

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* Downplayed in ''VideoGame/{{Unreal|I}}'' with the Searchlight. It is not in fact infinite: simply, its charge is so high, no sane player is likely to run out of power for it since you get it so late in the base game[[labelnote:+]]more precisely, in the fifth-to-last level,
level, and only the third-to-last is one where you have plausible use for it[[/labelnote]]; 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. If ''somehow'' you manage to deplete it, a task that ''can'' happen in the expansion pack[[labelnote:+]]you get the Searchlight halfway through the plot[[/labelnote]], the game doesn't even have tailored a message specifically for it (it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight the regular 60-second flashlight]] dies out). Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider and cooler-tinted, so it gives the impression of more power[[/labelnote]] than the common flashlight.
14th Sep '17 11:27:43 AM REV6Pilot
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* In ''VideoGame/{{Metro 2033}}'' and ''VideoGame/MetroLastLight'', Artyom's headlamp and the night vision goggles share a power source, which can be charged with a universal charger. That is only really vital for the NV, though, which stops working altogether at zero power; the flashlight simply doesn't shine as brightly. But this doesn't mean that charging the power to use the flashlight is pointless - some enemies that live in the dark such as the [[KingMook plated nosalises]] and the [[BigCreepyCrawlies spiderbugs]] will shrink back in a daze if confronted with a full-ish beam, which gives the player a few precious seconds to introduce their faces to a magazine of military-grade rounds or their bellies to a knife.
* Downplayed in ''VideoGame/{{Unreal|I}}''. A powerful, permanent searchlight is one of the last items you get, ''far'' into the game (before that you depend on a good number of [[TenSecondFlashlight sixty-second flashlights and twenty-second flares]]), but it is not in fact infinite: simply, 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. If somehow you manage to deplete it, a task that ''can'' happen in the expansion pack (you get the Searchlight about halfway through the plot), that's it, you're back to the crappier light items.

to:

* In ''VideoGame/{{Metro 2033}}'' and ''VideoGame/MetroLastLight'', Artyom's headlamp and the night vision goggles share a power source, which can be charged with a universal charger. That is only really vital for the NV, though, which stops working altogether at zero power; the flashlight simply doesn't shine as brightly. But this doesn't mean that charging the power to use the flashlight is pointless - some enemies that live in the dark such as the [[KingMook plated nosalises]] and the [[BigCreepyCrawlies spiderbugs]] will shrink back in a daze if confronted with a full-ish beam, which gives the player a few precious seconds to introduce their faces to a magazine of military-grade rounds or their bellies to a knife.
knife. If you have enough time and battery power, you can just keep the light on a dazed spiderbug [[WeakenedByTheLight and it'll burn up until it dies]].
* Downplayed in ''VideoGame/{{Unreal|I}}''. A powerful, permanent searchlight is one of ''VideoGame/{{Unreal|I}}'' with the last items you get, ''far'' into the game (before that you depend on a good number of [[TenSecondFlashlight sixty-second flashlights and twenty-second flares]]), but it Searchlight. It is not in fact infinite: simply, its charge is so high, no sane player is likely to run out of power for it, but it since you get it so late in the base game[[labelnote:+]]more precisely, in the fifth-to-last level,
and only the third-to-last is one where you have plausible use for it[[/labelnote]];
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. If somehow ''somehow'' you manage to deplete it, a task that ''can'' happen in the expansion pack (you pack[[labelnote:+]]you get the Searchlight about halfway through the plot), that's it, you're back to plot[[/labelnote]], the crappier light items.game doesn't even have tailored a message specifically for it (it says "''Flashlight'' batteries have died." just like when [[TenSecondFlashlight the regular 60-second flashlight]] dies out). Another big difference from the regular example is that its beam is far brighter[[labelnote:+]]wider and cooler-tinted, so it gives the impression of more power[[/labelnote]] than the common flashlight.
14th Sep '17 10:33:08 AM REV6Pilot
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* The headlamp in ''VideoGame/CaptainToadTreasureTracker'' doesn't seem to need batteries: there's no battery gauge, and in fact it doesn't seem to even have a power source. Very handy when you're faced down with [[WeakenedByTheLight Boos and Mud Troopers]].

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* The headlamp in ''VideoGame/CaptainToadTreasureTracker'' doesn't seem to need batteries: there's no battery gauge, and in fact it doesn't seem to even have a visible power source. Very handy when you're faced down with [[WeakenedByTheLight Boos and Mud Troopers]]. You can also shut it down in [[StealthBasedMission levels where sneaking around is an objective]].
11th Sep '17 1:59:59 PM REV6Pilot
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Added DiffLines:

* The headlamp in ''VideoGame/CaptainToadTreasureTracker'' doesn't seem to need batteries: there's no battery gauge, and in fact it doesn't seem to even have a power source. Very handy when you're faced down with [[WeakenedByTheLight Boos and Mud Troopers]].
8th Sep '17 9:51:57 PM REV6Pilot
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* ''VideoGame/BlackMesa'', the FanRemake of ''VideoGame/HalfLife1'', removes the power gauge entirely, allowing the flashlight to shine as much as you want. Which is good, as the mod is ''a lot'' darker than any of the official games, and the light isn't particularly bright.

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* ''VideoGame/BlackMesa'', the FanRemake of ''VideoGame/HalfLife1'', removes the flashlight's power gauge entirely, allowing the flashlight it to shine as much as you want. Which is good, as the mod is ''a lot'' darker than any of the official games, and the light beam isn't particularly bright.
1st Sep '17 1:23:36 PM REV6Pilot
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* ''VideoGame/{{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. The same goes for {{game mod}}s that add flashlights as GunAccessories, and the ''BFG Edition'' UpdatedRerelease swaps the handheld torch for a shoulder-mounted TenSecondFlashlight.

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* ''VideoGame/{{Doom}} 3''. The ''VideoGame/{{Doom 3}}'''s flashlight has infinite battery; the in-game description even says {{handwave}}s it, saying that it has "[[TechnoBabble a static transfer power source. supply]], so battery replacement is unnecessary". It ''does'' get knocked out at one point in the game game[[labelnote:where?]]Coolant Control Junction, an area at the end of Alpha Labs sector 2[[/labelnote]] by some annoying electromagnetic pulses, pulses (that are also the reason why [[BlackoutBasement there's absolutely zero light in the location]]), but it's a temporary thing and it only happens twice, both when you are not in immediate danger. The same goes for {{game mod}}s that add flashlights as GunAccessories, and the GunAccessories. The ''BFG Edition'' UpdatedRerelease UpdatedRerelease, on the other hand, swaps the handheld torch for a shoulder-mounted TenSecondFlashlight.
1st Sep '17 11:59:25 AM REV6Pilot
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A more recent development, "firefly"/"moonlight", is a mode that sets the flashlight to give off the barest minimum of light (low enough for any nearby light fixture, even natural moonlight, to make it useless, but bright enough to see by with eyes well-adjusted to the dark), in exchange for battery life. Even the comparatively small and gaunt AAA batteries can last almost a week[[labelnote:*]]in the case of the Thrunite [=Ti3=], a pocket light from 2014[[/labelnote]], while burlier lithium-ion ones that run voltages closer to the nominal 3 volts of LED's[[labelnote:*]]case in point, most torches that feed off an 18650 cell[[/labelnote]] put out light for ''months''. Even on not-so-dim settings, modern flashlights are no slouches: the [[https://www.youtube.com/watch?v=LufCpcJtJek Atactical A1]], a budget torch from late 2016, can stay on in its Low mode[[note]]10 lumens, which is about what one might expect of a typical movie or video game light[[/note]] for just shy of ''six days''.

to:

A more recent development, "firefly"/"moonlight", is a mode that sets the flashlight to give off the barest minimum of light (low enough for any nearby light fixture, even natural moonlight, to make it useless, but bright enough to see by with eyes well-adjusted to the dark), in exchange for battery life. Even the comparatively small and gaunt AAA batteries can last almost a week[[labelnote:*]]in the case of the Thrunite [=Ti3=], a pocket light from 2014[[/labelnote]], while burlier lithium-ion ones that run voltages closer to the nominal 3 volts of LED's[[labelnote:*]]case in point, most torches that feed off an 18650 cell[[/labelnote]] put out light for ''months''. Even on not-so-dim settings, modern flashlights are no slouches: the [[https://www.youtube.com/watch?v=LufCpcJtJek Atactical Atactical/Wowtac A1]], a budget torch from late 2016, can stay on in its Low mode[[note]]10 lumens, which is about what one might expect of a typical movie or video game light[[/note]] for just shy of ''six days''.
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