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* ''VideoGame/{{Conjoined}}'': As part of the game's nature as a [[HomebrewVideoGames homebrew]] on the UsefulNotes/Atari2600, everything is presented against a black background.

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* ''VideoGame/{{Conjoined}}'': As part of the game's nature as a [[HomebrewVideoGames homebrew]] on the UsefulNotes/Atari2600, Platform/Atari2600, everything is presented against a black background.
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Elaborating on tropes


* ''WesternAnimation/AliceInWonderland'' (1951): Many of the backgrounds are kept pitch black (most notably in scenes with a lot in the foreground such as the Mad Tea Party), allowing the color to stand out.

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* ''WesternAnimation/AliceInWonderland'' (1951): Many of the backgrounds are kept pitch black (most notably in scenes with a lot in the foreground such as the Mad Tea Party), allowing the color to stand out.out and hint at the subtly hinting how uncomfortable, abnormal, and unsettling the situation actually is.

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Compare WhiteVoidRoom, a polar opposite of sorts to this trope. Subtrope to NoBackground, where an empty background that isn't necessarily black, is used for artistic reasons. Contrast SerendipityWritesThePlot when technical limitations dictate the black background rather than artistical choices.

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Compare WhiteVoidRoom, a polar opposite of sorts to this trope. Subtrope to NoBackground, where an empty background that isn't necessarily black, is used for artistic reasons. Contrast SerendipityWritesThePlot when technical limitations dictate the black background rather than artistical choices.

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Compare WhiteVoidRoom, a polar opposite of sorts to this trope. Compare SerendipityWritesThePlot when technical limitations dictate the black background rather than artistical choices.

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Compare WhiteVoidRoom, a polar opposite of sorts to this trope. Compare Subtrope to NoBackground, where an empty background that isn't necessarily black, is used for artistic reasons. Contrast SerendipityWritesThePlot when technical limitations dictate the black background rather than artistical choices.
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* One of the bonus levels in the N64 adaptation of ''[[VideoGame/GoldenEye1997 GoldenEye]]'' has 007 face off against Baron Samedi in an Egyptian Temple no less than three times. Once Samedi has been killed twice, the level's normal blue distance fog fades to an ominous black, both signifying the final battle and an attempt to intimidate the player with his voodoo powers.

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* One of the bonus levels in the N64 adaptation of ''[[VideoGame/GoldenEye1997 GoldenEye]]'' has 007 face off against Baron Samedi in an Egyptian Temple no less than three times. Once Samedi has been killed twice, the level's normal blue distance fog [[FadeToBlack fades to an ominous black, black]], both signifying the final battle and an attempt to intimidate the player with his voodoo powers.



** Many of the more modern games in the franchise have backgrounds fade to black and then back in to a new background, in lieu of having multiple backgrounds appear and transition seamlessly.

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** Many of the more modern games in the franchise have backgrounds fade to black and then [[FadeIn back in to into]] a new background, in lieu of having multiple backgrounds appear and transition seamlessly.



** Backgrounds played a big part in the graphical merit of the game, so it is a bit surprising that one room in the game plays this completely straight - Draygon's chamber in Maridia. There are some other boss rooms in the game that start off like this, but usually have a background fade in after a short while.

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** Backgrounds played a big part in the graphical merit of the game, so it is a bit surprising that one room in the game plays this completely straight - Draygon's chamber in Maridia. There are some other boss rooms in the game that start off like this, but usually have a background fade in FadeIn after a short while.
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The use of empty, pitch-black backgrounds in games for artistical (or visibility) reasons rather than technical limitations. Used exclusively in games that have the possibility of implementing colorful and detailed backgrounds, yet they still choose this kind of backgrounds.

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The use of empty, pitch-black backgrounds in games for artistical (or visibility) reasons rather than technical limitations. Used exclusively in games that have the possibility of implementing colorful and detailed backgrounds, yet they still choose this kind of backgrounds.
background.
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* ''VideoGame/{{Conjoined}}'': As part of the game's nature as a [[HomebrewVideoGames homebrew]] on the UsefulNotes/Stari2600, everything is presented against a black background.

to:

* ''VideoGame/{{Conjoined}}'': As part of the game's nature as a [[HomebrewVideoGames homebrew]] on the UsefulNotes/Stari2600, UsefulNotes/Atari2600, everything is presented against a black background.
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* ''VideoGame/{{Conjoined}}'': As part of the game's nature as a [[HomebrewVideoGames homebrew]] on the UsefulNotes/Stari2600, everything is presented against a black background.
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None


** In ''Videogame/SuperMarioWorld'', most bosses are fought in this type of setting. This seems to have been a dramatic inclusion, but it definitely helps the foreground elements pop out more, and doesn't distract the player. The absence of a background allows for the boss character to be treated as a background, and thanks to the Super Nintendo's Mode 7, this allows the boss to be rotated.

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** In ''Videogame/SuperMarioWorld'', most bosses are fought in this type of setting. This seems to have been a dramatic inclusion, but it definitely helps the foreground elements pop out more, and doesn't distract the player. The absence of a background allows for the boss character certain elements to be treated as a background, and thanks to the Super Nintendo's Mode 7, this allows the boss them to be rotated.stretch and rotated, such as the "Reznor" sign, the platform Iggy and Larry are fought on top of, and Bowser himself.
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Nothing says "dark" like a videogame screen with a black background. It's simple looking, easy to implement, and in the 8-bit era allowed artists to use negative space to draw the darkest lines on certain sprites[[note]]After all, if they're standing in front of a black background, who will notice?[[/note]]. As time went on and graphical capabilities improved, the use of more colorful and varied backgrounds began to be implemented, however, even in the 16-bit era, this simple type of background would occasionally serve as dramatic flair, or nice contrast to a bright foreground. At other times, in a game normally rife with colorful and complicated background textures, NothingIsScarier.

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Nothing says "dark" like a videogame screen with a black background. It's simple looking, easy to implement, and in the 8-bit era allowed artists to use negative space to draw the darkest lines on certain sprites[[note]]After sprites.[[note]]After all, if they're standing in front of a black background, who will notice?[[/note]]. notice?[[/note]] As time went on and graphical capabilities improved, the use of more colorful and varied backgrounds began to be implemented, however, even in the 16-bit era, this simple type of background would occasionally serve as dramatic flair, or nice contrast to a bright foreground. At other times, in a game normally rife with colorful and complicated background textures, NothingIsScarier.



** In ''Videogame/SuperMarioWorld'', most bosses are fought in this type of setting. This seems to have been a dramatic inclusion, but it definitely helps the foreground elements pop out more, and doesn't distract the player.

to:

** In ''Videogame/SuperMarioWorld'', most bosses are fought in this type of setting. This seems to have been a dramatic inclusion, but it definitely helps the foreground elements pop out more, and doesn't distract the player. The absence of a background allows for the boss character to be treated as a background, and thanks to the Super Nintendo's Mode 7, this allows the boss to be rotated.
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None


** This is the only background in the original ''VideoGame/MarioBros'' game, however ''VideoGame/SuperMarioBros1'' and ''Videogame/SuperMarioBros3'' use it as the background for their underground/inside-the-pipe, dungeons and boss stages (as well the original ''Mario Bros.'' mini-game in ''[=SMB3=]'').

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** This is the only background in the original ''VideoGame/MarioBros'' game, however ''VideoGame/SuperMarioBros1'' and ''Videogame/SuperMarioBros3'' use it as the background for their underground/inside-the-pipe, dungeons dungeons, night-time stages, and boss stages (as well the original ''Mario Bros.'' mini-game in ''[=SMB3=]'').
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Space Flecks is being merged with Streaming Stars


Compare WhiteVoidRoom, a polar opposite of sorts to this trope. Compare SerendipityWritesThePlot when technical limitations dictate the black background rather than artistical choices. [[SisterTrope Can overlap with]] SpaceFlecks in the case of outer space settings where stars are present.

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Compare WhiteVoidRoom, a polar opposite of sorts to this trope. Compare SerendipityWritesThePlot when technical limitations dictate the black background rather than artistical choices. [[SisterTrope Can overlap with]] SpaceFlecks in the case of outer space settings where stars are present.
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* ''WesternAnimation/OverTheMoon'': When the characters first arrive on the moon, they find that it looks just like it does in real life — a landscape of white rock and a sky of empty blackness. Then they cross over into the dark side of the moon, where everything is pitch black until they reach Lunaria, a colorful and cartoonish city.
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* ''VideoGame/JamesPond 3: Operation [=StarFI5H=]'', which is set on the moon, has mountain backdrops over a space background in most of the levels, but some boss levels and a few normal levels just have a space background with stars. It's not background of outright nothing, as the stars ''do'' have some animation, but it still fits the trope. (At least in the original Sega Genesis and Super NES port, the Amiga version actually has ONLY the space background, even in cave levels.)
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Created from YKTTW

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[[quoteright:350:[[VideoGame/QuakeIIIArena https://static.tvtropes.org/pmwiki/pub/images/blackground_q3a_thelongestyard.jpg]]]]
[[caption-width-right:350:[[Film/{{Alien}} In the void, no one can hear you...]]]]

The use of empty, pitch-black backgrounds in games for artistical (or visibility) reasons rather than technical limitations. Used exclusively in games that have the possibility of implementing colorful and detailed backgrounds, yet they still choose this kind of backgrounds.

Nothing says "dark" like a videogame screen with a black background. It's simple looking, easy to implement, and in the 8-bit era allowed artists to use negative space to draw the darkest lines on certain sprites[[note]]After all, if they're standing in front of a black background, who will notice?[[/note]]. As time went on and graphical capabilities improved, the use of more colorful and varied backgrounds began to be implemented, however, even in the 16-bit era, this simple type of background would occasionally serve as dramatic flair, or nice contrast to a bright foreground. At other times, in a game normally rife with colorful and complicated background textures, NothingIsScarier.

Compare WhiteVoidRoom, a polar opposite of sorts to this trope. Compare SerendipityWritesThePlot when technical limitations dictate the black background rather than artistical choices. [[SisterTrope Can overlap with]] SpaceFlecks in the case of outer space settings where stars are present.
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!!Examples

[[AC:Film - Animated]]
* ''WesternAnimation/RaggedyAnnAndAndyAMusicalAdventure'':
** Unlike the rest of the film, the scenes taking place in [[EldritchLocation the Taffy Pit and Looney Land]] have completely black backgrounds. This highlights how unsettling and uncomfortable they are.
** King Koo Koo, ruler of Looney Land, gets a black background with only a single spotlight on him during his VillainSong, "It's Not Easy Being King When You're Short."
* ''WesternAnimation/WreckItRalph'': ''Fix-it Felix'', the game where Ralph lives, has a black background. It contrasts nicely with more advanced games like ''Hero's Duty'' or ''Sugar Rush'', which have more elaborate and colorful environments.

[[AC:VideoGames]]
* In ''VideoGame/BlasterMaster'', when you enter a boss fight room, the stage starts flashing before cutting to an open, pitch-black room containing only the boss.
* ''Videogame/DonkeyKong'' is certainly one of the most iconic uses of this trope. It can be inferred that the game takes place on a construction site at night, although some later games are more ambiguous about it.
* One of the bonus levels in the N64 adaptation of ''[[VideoGame/GoldenEye1997 GoldenEye]]'' has 007 face off against Baron Samedi in an Egyptian Temple no less than three times. Once Samedi has been killed twice, the level's normal blue distance fog fades to an ominous black, both signifying the final battle and an attempt to intimidate the player with his voodoo powers.
* ''VideoGame/{{Gradius}}''
** The NES adaptation of ''[[VideoGame/{{Gradius}} Lifeforce]]'' combined this with DramaticDisappearingDisplay when the player faced off against most of the game's bosses. The end result was like two beings fighting in an empty void. It is unclear whether or not this was done for practicality or purely for drama, as both player and boss are already in a completely black screen with no obstacles.
** Curiously, ''VideoGame/{{Gradius}} II'' continued to employ the stark background for boss battles, but did not remove the game's HUD.
** Many of the more modern games in the franchise have backgrounds fade to black and then back in to a new background, in lieu of having multiple backgrounds appear and transition seamlessly.
* All of the 8-bit ''[[VideoGame/MegamanClassic Megaman]]'' games employ this trope when facing off against bosses in Dr. Wily's fortress, as well as against some large enemies found in earlier stages. The reason is the same in both cases: the large sprites can take advantage of using the blank "transparent" color for their line art, without worrying about what the player may or may not be able to see through it.
* ''VideoGame/QuakeI: [[ExpansionPack Scourge of Armagon]]'' has the SecretLevel "[=HIPDM1:=] The Edge of Oblivion", a repurposed Deathmatch level set in a multi-level floating platform whose background is completely pitch-black.
* ''VideoGame/QuakeIIIArena'': The so-called "space maps", despite some of their names and classification, are ambiented in a pitch-black void with no stars or planets to be seen to actually be called "space maps". In fact, there aren't even ambient sounds, outside of those sounds emitted by the players as well as jumppads and teleporters.
** The main game has [=q3dm16=] ("The Bouncy Map"), [=q3dm17=] ("The Longest Yard"), [=q3dm18=] ("Space Chamber"), [=q3dm19=] ("Apocalypse Void"), [=q3tourney6=] ("The Very End Of You") and [=q3ctf4=] ("Space CTF"). An update introduced a CaptureTheFlag adaptation of [=q3tourney6=] as [=q3tourney6-ctf=].
** The ExpansionPack ''Team Arena'' adds [=mptourney6=] ("Vortex Portal") and a CaptureTheFlag version for [=q3tourney6=] ([=mpq3tourney6=] "Beyond Reality") as well as another version of [=q3ctf4=] ("Chaos in Space"). A DownloadableContent piece added a ''reversion'' of [=q3tourney6=] for team games ([=mpteam9=], "Beyond Reality II").
* ''VideoGame/SamAndMaxFreelancePolice'': Upon inputting a virus that shuts down Reality 2.0, Sam & Max find themselves transported to a black void with nothing but text to interact with.
* ''VideoGame/SpongeBobSquarePantsBattleForBikiniBottom'': Patricks dream is a completely black space with nothing in it but a door back to Spongebob's dream, Patrick himself, and a golden spatula.
* One stage of ''Videogame/SuperCastlevaniaIV'' employs the trope when the player must jump across a series of colossal chandeliers, despite the fact that it is logically located directly above a well lit hallway with pillars and tapestries in the background. Additionally, for some reason, the background occasionally flashes red.
* ''Franchise/SuperMarioBros:''
** In ''Videogame/SuperMarioWorld'', most bosses are fought in this type of setting. This seems to have been a dramatic inclusion, but it definitely helps the foreground elements pop out more, and doesn't distract the player.
** This is the only background in the original ''VideoGame/MarioBros'' game, however ''VideoGame/SuperMarioBros1'' and ''Videogame/SuperMarioBros3'' use it as the background for their underground/inside-the-pipe, dungeons and boss stages (as well the original ''Mario Bros.'' mini-game in ''[=SMB3=]'').
* ''VideoGame/SuperMetroid'':
** Backgrounds played a big part in the graphical merit of the game, so it is a bit surprising that one room in the game plays this completely straight - Draygon's chamber in Maridia. There are some other boss rooms in the game that start off like this, but usually have a background fade in after a short while.
** The trope is however enforced any time the X-ray scope is used. Backgrounds turn completely black to allow the player to better see hidden secrets in the foreground.
* ''VideoGame/{{Trine}} 2'': The FinalBoss battle takes place in a dungeon with a pitch-black background, allowing it to be seen clearly.
* ''Videogame/ZeldaIITheAdventureOfLink'' had background textures for nearly every environment in the game, except for two rooms: one at the very beginning, and the other at the very end. Considering that every room in every dungeon previous has had some sort of a background, you should know you're in for trouble when you enter the final room of TheVeryDefinitelyFinalDungeon and suddenly this is no longer the case. Of course, this was also likely because the background turns bright red - It has to in order for the player to even ''see'' the final boss.

[[AC:VisualNovels]]
* At the start of the first two arcs of ''VisualNovel/ExitCorners'', there's a scene where Ink seems to talk with someone, however the screen is black, apart from the text and Ink.

[[AC:WesternAnimation]]
* ''WesternAnimation/AliceInWonderland'' (1951): Many of the backgrounds are kept pitch black (most notably in scenes with a lot in the foreground such as the Mad Tea Party), allowing the color to stand out.
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