History Main / MuzzleFlashlight

8th May '18 3:14:28 AM InterLoper
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* Harry Dresden resorts to this in ''Literature/BloodRites'' after Lord Raith turns off the lights. It works better that Raith thought - Harry manages to shoot him through the gut, stopping the vampire king for a full minute, [[spoiler: depleting the last of his non-renewable energy reserves and leaving him helpless before his long-abused daughter Lara]].
22nd Mar '18 10:51:34 PM CnHGirl
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* Used in ''Film/AloneInTheDark2005'' for a scene where they're fighting shadow monsters in a darkened sewer/abandoned gold mine.


















* This trope as used by ''Film/AloneInTheDark2005'' has been parodied by both ''WebVideo/TheNostalgiaCritic'' and ''WebVideo/AtopTheFourthWall''. Nostalgia Critic parodied it when ''reviewing'' the movie with Linkara and Spoony, and Linkara parodies it when review ''ComicBook/{{Doom}}''. Both parodies have themselves and other Channel Awesome contributors firing randomly in a dark space, often killing random characters and contributors in the process, such as Todd in the Shadows, Mati, and Chester A. Bum, perfectly lampshading how the very concept is inherently stupid and impractical.












30th Dec '17 3:58:55 PM dlchen145
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* The above entry about most firearms is not particularly true for the Type 38 Arisaka rifle. Its relatively weak cartridge (dubbed as such by Americans, that is; unlike other Imperial Japanese rounds dubbed as "weak", 6.5x50 mm Arisaka is strong enough to penetrate modern car doors) and long barrel meant that there was little wasted propellant powder, which meant very little to no muzzle flash. Japanese snipers with the Type 97, a lightened Type 38 with a scope, would use a special reduced-charge cartridge which meant that the snipers would be difficult to find due to the lack of muzzle flash, even if they had fired off several rounds at relatively close ranges in the jungle.

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* The above entry about most firearms is not particularly true Averted for the Type 38 Arisaka rifle. Its relatively weak cartridge (dubbed as such by Americans, that is; unlike other Imperial Japanese rounds dubbed as "weak", 6.5x50 mm Arisaka is strong enough to penetrate modern car doors) low-charged ammo and long barrel meant that there was little wasted propellant powder, which meant very little to no muzzle flash. Japanese snipers with the Type 97, a lightened Type 38 with a scope, would use a special reduced-charge cartridge which meant that the snipers would be difficult to find due to the lack of muzzle flash, even if they had fired off several rounds at relatively close ranges in the jungle.
29th Aug '17 5:47:07 PM nombretomado
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* Seeing all four endings in ''AfraidOfMonsters: Director's Cut'' unlocks an assault rifle with infinite ammo. Consider how dark the game normally is, and one can imagine its primary use. Its SpiritualSuccessor ''VideoGame/CryOfFear'' features a similar unlockable for beating [[HarderThanHard Nightmare mode]], with a similar ability to light things up.

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* Seeing all four endings in ''AfraidOfMonsters: ''VideoGame/AfraidOfMonsters: Director's Cut'' unlocks an assault rifle with infinite ammo. Consider how dark the game normally is, and one can imagine its primary use. Its SpiritualSuccessor ''VideoGame/CryOfFear'' features a similar unlockable for beating [[HarderThanHard Nightmare mode]], with a similar ability to light things up.
25th Jul '17 8:24:16 PM Stealth
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** Back in the earlier portion of the ''VideoGame/DarkForcesSaga'', darkness was a fairly common obstacle with three solutions: burn your batteries to power the headlight or night vision goggles, bumble around in the dark, or start firing your blaster pistol at random and see who comes by while you navigate the darkness. Thanks to the pistol's BoringButPractical efficiency and the ubiquity of blaster ammo, this is not as stupid a suggestion as it might sound.
4th Jun '17 11:20:26 PM JackG
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Not to be confused with [[GunAccessories flashlights mounted to weapons]].

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Not to be confused with [[GunAccessories flashlights mounted to weapons]].
weapons]]. Likely to involve a DarkenedBuildingShootout.
18th Apr '17 3:07:30 AM DanaO
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* Doable if less practical (due to greater cooldowns) in ''VideoGame/TheSecretWorld'' presuming you've got a suitable loadout prepared, for the rare missions when you're navigating in darkness and want to conserve things like flares. (Regular permanent light sources become available once you no longer need them.) A shade further away from this trope but still close to it, the projected targeting mechanism for some spells, while technically shedding no light before actually casting said spells, can be used to provide a sort of visual "sonar" suitable for fairly easy blind travel.
9th Mar '17 4:30:09 PM REV6Pilot
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* In ''VideoGame/QuakeII'', the player starts with the Blaster. This gun is very weak, but it doesn't use ammo and its projectiles are slow-moving and glow brightly. This combination makes it useful for lighting up dark corridors, since there is no flashlight in this game. The sequel, ''VideoGame/QuakeIV'', does away with that and just gives you a flashlight.

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* In ''VideoGame/QuakeII'', the player starts with the Blaster. This gun is very weak, but it doesn't use ammo and its projectiles are slow-moving and glow brightly. This combination makes it useful for lighting up dark corridors, since there is no flashlight portable light source in this game. The sequel, ''VideoGame/QuakeIV'', does away with that and just gives you a flashlight.game.



* In ''VideoGame/{{Unreal|I}}'', just about every projectile weapon has some sort of glow around its shots. The Bio Rifle's sticky projectiles can act as short-term flares, rockets can illuminate a large area for a brief moment, and the Dispersion Pistol can emit light almost non-stop (as it recharges on its own).

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* In ''VideoGame/{{Unreal|I}}'', just about every projectile weapon has some sort of glow around its shots. The Bio Rifle's sticky projectiles can act as short-term flares, rockets can illuminate a large area for a brief moment, and the Dispersion Pistol can emit light almost non-stop (as it recharges on its own). The ''Nali Chronicles'' fan-made campaign takes it one step further with ''spell'' flashlights: spells like lightning and fireball can produce considerable light that doesn't depend on how charged the spell is (so you can use as little as necessary to make it count), and your ManaMeter recharges on its own given a bit of time.
5th Mar '17 10:07:42 AM Stealth
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* Guns in ''VideoGame/{{Terraria}}'' provide small amounts of light when shot, as do the bullets. Granted, there are melee weapons which do the same thing better for no ammo.

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* Guns in ''VideoGame/{{Terraria}}'' provide small amounts of light when shot, as do the bullets. Granted, there are melee weapons which do the same thing better for no ammo.
ammo. Using the early-game 'Meteor' armor set and the 'Space Gun' weapon results in a FrickinLaserBeam pistol with BottomlessMagazines, just the thing to light up dark underground corridors and perhaps get a few early shots on enemies.
20th Feb '17 2:49:20 PM REV6Pilot
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* In ''VideoGame/{{Unreal|I}}'', just about every projectile weapon has some sort of glow around its shots. The biorifle's sticky projectiles can act as short-term flares, rockets can illuminate a large area for a brief moment, and the Dispersion Pistol can emit light almost non-stop (as it recharges on its own).

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* In ''VideoGame/{{Unreal|I}}'', just about every projectile weapon has some sort of glow around its shots. The biorifle's Bio Rifle's sticky projectiles can act as short-term flares, rockets can illuminate a large area for a brief moment, and the Dispersion Pistol can emit light almost non-stop (as it recharges on its own).



* Bit of a twist on it in ''Franchise/{{Halo}}'' with the Plasma Pistol -- the flashlight [[TenSecondFlashlight had a habit of running flat]] even when they supposedly made it an InfiniteFlashlight in ''VideoGame/{{Halo 2}}'' and ''VideoGame/{{Halo 3}}'', so charging up the plasma pistol to get the muzzle glow could solve the problem (except in ''3'', where this slowly consumed ammo to counter the previous game's "Noob Combo"). From ''VideoGame/HaloReach'' onward, the Energy Sword emits a blue light that can act as a flashlight as long as the sword has power.

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* Bit of a twist on it in ''Franchise/{{Halo}}'' with the Plasma Pistol -- the flashlight [[TenSecondFlashlight had has a habit of running flat]] even when they supposedly made it an InfiniteFlashlight in ''VideoGame/{{Halo 2}}'' and ''VideoGame/{{Halo 3}}'', so charging up the plasma pistol to get the muzzle glow could can solve the problem (except in ''3'', where this slowly consumed consumes ammo to counter the previous game's "Noob Combo"). From ''VideoGame/HaloReach'' and onward, the Energy Sword emits a blue light that can act as a flashlight lantern as long as the sword has power.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.MuzzleFlashlight