Follow TV Tropes

Following

History Main / BottomlessMagazines

Go To

OR

Added: 68

Changed: 1078

Removed: 128114

Is there an issue? Send a MessageReason:
Split into subpage.



[[index]]
* [[BottomlessMagazines/VideoGames Video Games]]
[[/index]]



[[folder:Video Games]]
* ''VideoGame/AceCombat'' and ''Creator/TomClancy's VideoGame/{{HAWX}}'' do the same - launched missiles rematerialize on their hardpoints when the player is able to use them again, and cannons have infinite ammo (only on lower difficulties for the former, [[{{Overheating}} governed by a heat gauge]] in the latter). ''VideoGame/AceCombatInfinity'' has a variation, where the cannon has a limited amount of ammo, but will instantaneously replenish itself after you let go of the button upon being emptied, and regular missiles as well will very slowly regenerate two at a time once you run yourself out of ammo. ''VideoGame/AceCombat3Electrosphere'' technically has finite missiles... and your airplane packs at least 100 of them.
* In the ''VideoGame/HalfLife1'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all four endings unlocks a weapon that has a scope and infinite ammo. Considering most of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise awards an infinite-ammo FAMAS assault rifle for beating [[HarderThanHard Nightmare difficulty]].
* ''VideoGame/AfterBurner Climax'', where missiles will automatically rematerialize on your plane after they have been fired, to say nothing of the MacrossMissileMassacre "Climax Mode" LimitBreak where you can lock onto and fire on more targets than the usual max missile capacity of your plane. By the end of the game you probably have launched more missiles than are available to a small country's air force. Your cannon also has unlimited rounds. Then again, you are a [[OneManArmy One-Man Air Force]] going up against what feels like an entire air force.
* The Pepper Grinder in ''VideoGame/AliceMadnessReturns'' will never run out of pepper, and the Teapot Cannon will never run out of Tea Grenades. Instead, firing them too much will cause them to overheat, and you'll have to wait a few seconds before firing them again. Also, you have an infinite stock of Clockwork Bombs, with the only restriction being that one must detonate before you may place another.
* ''VideoGame/ANNOMutationem'': At the start of the Mysterious Console DLC, Noni's starting weapon is a pistol outfitted with infinite ammo. The only drawback is that it is the weakest weapon to serve as an EmergencyWeapon if all other weapons Noni obtains later on have been fully depleted of ammo while fighting against multiple enemies.
* Occurs in ''VideoGame/ArmyOfTwo'''s Overkill mode.
* ''VideoGame/BattalionWars'': A player-controlled Assault Veteran can fire indefinitely with only the danger of overheating his weapon to stop him from shooting momentarily.
* ''VideoGame/{{Battlefield}}'':
** In ''VideoGame/Battlefield1942'', this is treated oddly. Guns have limited magazines, and soldiers carry no more than 3 grenades, but suitcase-sized boxes contain infinite amounts of ammo. Whether a weapon is used by Americans, Brits, Canadians, Soviets, Germans, or the Japanese, it can be reloaded from any ammo crate. Even worse: if, for example, an Allied soldier uses one of these crates to grenade spam, he will throw Mk 2 grenades. If the player picks up a weapon from a dead Axis soldier, he will start taking Stielhandgranates out of the same grenade crate and throwing them.
** ''Battlefield 2'' has the MEC Assault and Medic classes' AK-101, which has two magazines taped together. The reloading animation always consists of your character taking the current magazine out and flipping it over to load the other one -- he never switches out those two magazines for a fresh pair. What makes it odd is that this ''also'' still counts as dropping the other magazine entirely and thus losing every bullet still in it, like with every other weapon in the game.
* ''VideoGame/BattlestarGalacticaOnline'' usually averts this but plays it straight with mining cannons. The downside is that they simply don't have the combat specs to compare with full military-use guns.
* ''VideoGame/{{Bayonetta}}'':
** The series, 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.
** A post-boss fight cutscene shows her loading in [[spoiler: her lipstick to shoot Balder]], the barrels being in the double-barrel shotgun configuration. Her primary guns ''don't have any magazines''.
** 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 channeled through the gemstone built into the gun, and they're being placed directly into the chamber without the need for storage.
* ''VideoGame/{{Black}}'':
** The M4 Carbine has an unrealistically large mag size of 70 rounds (despite being a standard 30 round mag in appearance). Then again, [[WordOfGod it was admitted by one of the artists]] that [[ArtisticLicense visual style and aesthetics were prioritized over accurate depictions]].
** 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 [[ExaggeratedTrope up to eleven]].
* In ''VideoGame/{{Bloodborne}}'', all firearms are loaded with Quicksilver Bullets, a type of mercury bullets infused with a hunter's blood, the hunters can also use their own blood as makeshift ammo. While there is a capacity of how many ammo you can carry, you don't have to reload your guns regardless the fact that they are ''[[ExaggeratedTrope break-action guns]]''. The only time you see a hunter reloading their guns is when Father Gascoigne reload his own Hunter Pistol, which fires blunderbuss rounds.
* The ''VideoGame/{{Boktai}}'' series has a protagonist whose main firearm is powered by sunlight. Give him some sunscreen and he can literally shoot all day.
* ''VideoGame/{{Borderlands}}'':
** Some guns are equipped with a regenerating ammo stat, and one particular gun, The Dove, doesn't consume ammo at all, and requires no reload. This is lampshaded by the description for The Dove itself, which is "Sometimes I forget to reload..."
** Some class abilities allow more ammo to be used than some guns can hold. In some cases this allows for [[ExaggeratedTrope five shotgun rounds to be used when normally two are loaded as well as sub-machinegun and assault rifles being able to hold as much as THOUSANDS of rounds.]]
** In ''VideoGame/{{Borderlands 2}}'', there is a Legendary pistol dubbed Infinity that literally has infinite ammo, and operates like The Dove, with no reload, hence the name. It even fires in an infinity shape!
** S&S Munitions guns in ''Borderlands 1'' and Bandit guns in ''2'' also have their manufacturer gimmick being having ''huge'' magazines -- an average Bandit submachinegun can have as much as 120 bullets per clip.
** ''VideoGame/Borderlands3'' has the Children of the Vault guns, the latest incarnation of Bandit guns, which don't use magazines and fire directly out of your ammo reserve. To keep the game balanced, they build up heat as you fire them; if you hold the trigger too long, which typically happens after firing 50-70 pistol/rifle bullets, they will overheat.
* The player's weapon in ''VideoGame/TheBreach'' never needs reloading. Even when it's upgraded to fire three bullets at once.
* ''VideoGame/BulletWitch'' intentionally uses a variant of this trope. One of the powers the lead character possesses is to convert part of her constantly-regenerating supply of MP into more bullets or shells for her gun. She can't fire forever without reloading, but she can reload forever.
* The UsefulNotes/WorldWarI era TurnBasedTactics game ''VideoGame/CallOfCthulhuTheWastedLand'' has all the characters having an infinite supplies of ammunitions and absolutely never had to reload them.
* ''VideoGame/CallOfDuty'':
** Played straight in both total ammunition and lack of reloading with mounted weapon emplacements, even when they were just fixed-in-place versions of personal weapons, such as the M249 SAW, that ''do'' have finite ammunition and reloads. Some such weapons, like the recurring M134 Minigun, do have [[{{Overheating}} heat gauges]], though.
** Your reward for [[HundredPercentCompletion collecting all the intel across the game]] in ''VideoGame/CallOfDuty4ModernWarfare'' is the Infinite Ammunition cheat. With it active, while weapons with heat gauges still overheat and your thrown/set explosives are still limited, actual ammunition otherwise lasts forever, even for single-shot weapons like the RPG-7 and grenade launchers.
** ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' does something similar with the flamethrower, which never runs out of fuel, but has a heat gauge that fills continuously while the trigger is held. The secondary part of this trope is also played straight in the mission "Black Cats". [[DarkestHour The ammo for your PBY Catalina's various gun turrets runs out]] just as another group of Zeroes prepares for an attack run on you, [[BigDamnHeroes right before the Corsairs show up]].
** 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, ''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]], and ''VideoGame/CallOfDutyBlackOpsIII'', 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/CallOfDutyModernWarfare2'', 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/CallOfDutyBlackOpsII'' 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[[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 and being able to be fully reloaded if there are more than three or four shells missing just by dropping it off-screen for half a second.
* If you use Munitions attacks in ''VideoGame/ChampionsOnline'', while in theory your ammunition only lasts as long as your energy does... the Munitions Energy Builder attack requires you fire ''even more'' bullets to charge it back up again.
* Pick the Assault Rifle powerset in ''VideoGame/CityOfHeroes'' and blast away. Even using Full Auto doesn't empty your mag. Of course, this gun is a [[SwissArmyWeapon SMGsniperrifleshotgungrenadelauncherflamethrowermachinegun]] that [[HyperspaceArsenal disappears when you're not using it]]. Same deal with Archery and Trick Archery, and the [[GunsAkimbo Dual Pistol]] powerset.
* ''VideoGame/CommandAndConquer'':
** Ballistic missile launchers, like the GLA Scud launchers in ''[[VideoGame/CommandAndConquerGenerals Generals]]'' and Soviet V3 Rockets in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', are basically a rocket on a truck, visible all the time. A new missile magically appears in the launcher after every shot. ''C&C'''s fliers typically have an ammo limit that requires a regular return to an airbase for reloads, but ground units are almost always unlimited.
** Helicopters in [[VideoGame/CommandAndConquerTiberianDawn the original game]] would fire a salvo of rockets, wait a bit to reload, and then fire another salvo of rockets. Endlessly.
** C Lore {{handwave}}s this; all weapons systems make their own ammo.
** And then ''[[VideoGame/CommandAndConquerRenegade Renegade]]'' averts this for infantry firearms, requiring a reload and limited by reserve ammo, but the pistol has a limited mag with infinite reserve (a la the later ''Left 4 Dead''). Vehicles still play this straight; even the Orcas/Helicopters have infinite ammo now.
* ''VideoGame/DeadIsland'' normally averts this trope and requires players to scavenge ammo for guns and keep track of their throwing weapons (which are usually just regular melee weapons that happen to be thrown at that moment), but Purna's special ability lets her use her personal sidearm with unlimited ammo for a limited time, and Logan's gives him unlimited throwing knives.
* ''VideoGame/DeadRising'' does this... but with good reason. You can't pick up new ammunition for your gun, instead you need more guns. And reloading in the middle of zombies coming at you? That would suck. Still doesn't excuse the survivors, who seem to have infinite ammunition, anyway... [[ArtificialStupidity and are too stupid to use them properly.]]
* ''VideoGame/DevilMayCry'':
** If you cannot pump out a constant stream of handgun bullets, it just won't be the same. In fact, Hideki Kamiya stated that he wanted to keep the action of the game as fast as possible, and forcing the character to stop and reload would only slow things down.
** ''[=DMC4=]'''s Nero needs to reload his revolver and spends a good few seconds in a cutscene pulling off a slo-mo UnorthodoxReload; but in regular gameplay, you can keep firing as long as you want, only when you stop will Nero flick his wrist, presumably reloading it at super human speeds. Partly subverted in ''VideoGame/DevilMayCry5'', where he has to load in bullets for charged shots.
** Lady is a peculiar case; although she is shown reloading her small arms regularly, she seems to carry more magazines that should be possible, while she is never seen reloading her "Kalina Ann" rocket launcher.
* ''[[VideoGame/DiepIo diep.io]]'' has a particularly {{JustForFun/egregious}} example: ''none'' of the tanks ever run out of ammo. The Overseer branch can only have a set amount of drones (usually 8), but have an unlimited amount waiting to come into battle.
* ''VideoGame/TheDishwasher'' gets "The Arsenal" in the first game while both the Dishwasher and Yuki get an SMG and a Gatling arm in the second [[AwesomeButImpractical with limited effectiveness in most situations.]] They later get far more effective [[ShortRangeShotgun shotguns]]. Both weapons (which The Arsenal consists of) can be reloaded as much as you want, with the character ejecting the old mag/shell, with the new magazine magically showing up as soon as the old one hits the ground.
* There is only one weapon out of many that use this trope in ''VideoGame/DynamiteDux'' -- the water pistol, which is [[BossArenaIdiocy the only way to harm fire bosses]], thus justifying the trope. It doesn't really matter anyway, as the water pistols are lost shortly after the boss dies.
* ''VideoGame/EVEOnline'' averts this when players use Hybrid and Projectile turrets as well as Missile weapons. Laser turrets just feed off the ship capacitor, as regular "ammo crystals" don't break (the upgraded variants do though). Fortunately, combat ships all have enough cargo space that one can just carry nothing BUT ammo and usually never run out. Of course, the proportions on the ammunition are rather unrealistic, and the ammo is ''One Size Fits All'', for example working all the way from Dual 425mm autocannons to 1400mm howitzer Artillery.
* In ''VideoGame/FallToHisDeath''/''Fatal Descent'', a character mentions that a book he is editing has 13 bangs from a 6-shot gun.
* ''VideoGame/FinalFantasyIV'' is a notable exception within the RPG genre, as any bow-wielding character must have arrows to fire (mostly to allow you to use different ammunition). In the DS remake, you only have to buy one generic arrow-type item, which was indeed bottomless, carried over from ''VideoGame/FinalFantasyXII'' 's ammo system.
* Happens with two Bosses in ''VideoGame/FinalFight'' (Not a shooter, because almost no-one uses guns, so the above rule really doesn't apply). The third Boss, Edi.E, uses a handgun when brought down to about half of his health, and has unlimited ammunition. The final boss, Belger, uses a crosbow, and never runs out of quarrels. (And unlike Edi.E, he can use it from the beginning of the fight.)
* ''VideoGame/FuryUnleashed'' uses the limited magazine/infinite clips variation.
* In ''VideoGame/{{Geist}}'', you are a ghost that must possess other soldiers in order to fight. You have to reload, but you never run out spare magazines or ammo, ever. Since you frequently jump from body to body, and thus wouldn't be able to keep track of ammo anyway for a significant amount of time, it's an AcceptableBreaksFromReality.
* The arcade ''VideoGame/GIJoe'' game gives all four playable characters infinite rounds for the guns they carry, and they can be powered up to fire even faster as long as you avoid getting hit.
* ''VideoGame/GranadoEspada'' uses it too. Of course, it is done for class balance, but there is something funny about the musketeer class using the skill "Covering Fire", which shoots 20 rounds in full-automatic mode -- from a front-loading matchlock rifle.
* ''VideoGame/GrandTheftAutoIII'' and all the later ''VideoGame/GrandTheftAuto'' games until ''[[VideoGame/GrandTheftAutoIV IV]]'' used this with pump-action shotguns, presumably to compensate for the slower firing speed since automatic and double-barreled varieties starting from ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' did have to reload. Submachine guns, which normally have limited bullets per magazine like the other (non-pump-shotgun) weapons, also get this treatment when firing them from a vehicle, with magazines simply instantly replenishing themselves whenever they're emptied or whenever you let go of the button for looking out whichever window you just shot out from.
* ''VideoGame/{{Gungrave}}'', much like its companion anime. Beyond the Grave's dual "Cerberus" handguns can be fired as much as you want without ever having to touch the magazines, so much so that the games never even make it apparent ''where'' the magazine is (it slides in underneath the barrel like a shotgun tube according to the anime). His coffin's special attacks do have a limit, however, but even though they still involve physical projectiles, you never need to do any more to replenish them than just [[AwesomenessMeter killing a lot of people in a short enough time]].
* ''VideoGame/HalfLife'' series:
** The first ''VideoGame/HalfLife1'' has the Hivehand, while ''VideoGame/HalfLifeOpposingForce'' has the Shockroach, both of which are {{living weapon}}s capable of steadily regenerating their ammo reserves.
** ''VideoGame/HalfLife2'':
*** The game and its Episodes have the fortuitous Infinite Ammunition Crates. Slightly believable for pistol and machine gun ammunition, for which they could reasonably contain a large amount, less so for crates of missiles that are also always placed near an enemy that can only be killed with explosives. Even less so for the absolutely tiny crate on the back of the dune buggy you use for "Highway 17", which is just as full of SMG ammo as the gigantic pre-placed crates before and after.
*** There's also the bugbait. Although Gordon only picks up a single pheropod from the first Antlion Guard he kills, he's able to toss an infinite number of them.
* ''Franchise/{{Halo}}'':
** ''VideoGame/HaloCombatEvolved'': The assault rifle loads 60 rounds of 7.62mm FMJ ammo, which would make the mag ''much'' larger than it actually appears in-game; its replacement in ''VideoGame/{{Halo 3}}'' dropped it down to a more reasonable (but still too large for its size) 32, and then the DMR in ''VideoGame/HaloReach'' only fits 15 rounds in mags of the same size.
** Invoked from ''VideoGame/HaloReach'' onward; when making a custom multiplayer/firefight mode, in setting character weapon traits, there are two kinds of infinite ammo: vanilla (infinite extra mags), and this trope. The second option also turns off the "overheat" mechanic of plasma weapons or turrets. It can play merry hell with aiming reticles.
* ''VideoGame/HeavyRain'': Played with when Shelby has a shootout late in the game. Shelby's gun is a model which can hold up to seventeen shots, and throughout the encounter there will be seventeen targets to shoot. Assuming you do all of the [[PressXToNotDie quick time events]] perfectly, this trope is avoided and Shelby has exactly enough ammo needed. If you screw up some [=QTEs=], you'll end up firing multiple shots per target and generate bullets out of nowhere, invoking this trope.
* ''VideoGame/HellgateLondon'': Firearms never run out of ammo.%%The ammo? Well, that's an attachment in this game.%%Meaning what?
* In ''VideoGame/Intrusion2'' so long as you have ammo weapons can be fired indefinitely, with the exception of the grenade launcher which automatically reloads after each shot.
* ''VideoGame/JASFJanesAdvancedStrikeFighters'' has your missiles regenerate over time.
* In the ''VideoGame/JazzJackrabbit'' games, your special weapons all have limited ammo, but the basic blaster you start out with has no limits (indicated, appropriately enough, by an Infinity sign in the ammo meter).
* In ''VideoGame/JustCause2'', detachable mounted guns are found in most bases and have limitless ammo, detached or otherwise. On top of that, the mounted guns destroy anything that creates chaos when blown up in about two seconds flat; finding a mounted gun makes most stronghold takeover missions a breeze. More Dakka indeed.
* ''VideoGame/{{Killer7}}'': Even though every character has to reload (except for Kevin, who uses knives), they never run out of extra bullets or magazines. Dan and MASK in particular get upgrades about halfway through the game that let them reload faster, by speeding up the part of the animation where they dump spent rounds -- and then completely skipping the part where they load in new ones before closing up and getting back to shooting. [[spoiler:MASK's penultimate upgrade later gives him full-on infinite ammo.]]
* In ''VideoGame/TheLastOfUs'', all enemies and friendly NPC's 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.
* ''VideoGame/Left4Dead'':
** Your pistols' magazines have finite bullets, but the magazines themselves are infinite. Other weapons can eventually run out of ammo, but there are strategically placed ammo piles lying around that you can use to reload nearly any of the guns you find as many times as you need. Such piles are spaced out farther in the sequel, however, so running out of ammo is a much more common occurrence, unless you're using pistols or melee weapons to save ammo or swapping primary weapons regularly. Also, some weapons have unusually-higher round capacities than depicted in the player models (both the Uzi and Assault Rifle in the first game hold 50 rounds in magazines that should hold about 30, for instance).
** And played perfectly straight in the [[ExactlyWhatItSaysOnTheTin Gib Fest]] mutation; every player starts with an M60 LMG, with infinite ammo. Combine with boomer bile to get all the common infected in one spot, and, to quote another of [[VideoGame/TeamFortress2 Valve's games]], [[LudicrousGibs "SO MUCH BLOOD! HA HA HA!"]]
** In the same mode, there's a small chance that the AI director will glitch and spawn a Grenade Launcher (which it shouldn't, as the mode basically erases all weapons from the spawn table). Using it reveals that the Grenade Launcher was coded with a 1 shot-magazine, but was ''never given a firing cooldown''. You can literally lob grenades at the speed of an assault rifle at zombies (the game mode removes reloading on primary weapons, as the M60 doesn't have a reload animation).
** Pistols were originally given ammo reserves, but Valve decided that running out of ammo on both your primary and secondary weapons and resorting to weakly shoving sprinting zombies was no fun. Similarly, melee weapons were originally [[BreakableWeapons supposed to break]] after a certain amount of hits, but it left you with a single pistol at the end so instead they became infinite-use. The Chainsaw is the sole exception to this, as it's so incredibly powerful that you can literally run with it on through the entire map if you had the ammo (and there is another mutation where this is the only weapon you have, with infinite fuel like Gib Fest).
** Mounted miniguns and heavy machine guns also have infinite ammo (despite the former using a small ammo box that would, at its rate of fire, empty itself in about four seconds), but they overheat so quickly and take so long to cool down (only the hordes from a finale will keep coming long enough for it to cool down before you've killed everything and moved on) that they may as well be limited.
* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Unlike Link, bow-wielding enemies have unlimited arrows and can shoot at him forever without running dry of ammo. This can be exploited by the player, because their arrows can become embedded in surfaces like wood, soil and sand, allowing Link to pick them up when they miss and have access to a steady (but slow) supply of free arrows.
* ''VideoGame/{{Lisa}}'' has a rather odd inversion with its Russian Roulette minigames. The two (the party member you're risking and your opponent) can pull the trigger a lot more than the gun should seemingly allow, ''without'' ever firing a bullet.
* A training mission in ''VideoGame/TheMatrixPathOfNeo'' has Tank lampshade this trope by outright telling you "In this simulation, you'll never run out of bullets". Otherwise, you have to have a special ability equipped for this to work.
* In ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'', the humble Machine Gun has infinite ammo unlike every other projectile or missile based weapon, albeit with an OverHeating mechanic. The machine gun originally had ammo, but the weapon's DPS was so low and the magazine so huge the developers just made it infinite to prevent players [[AntiFrustrationFeatures from accidentally wasting valuable spare ammo space]] on it.
* ''VideoGame/MedalOfHonor'':
** The original ''VideoGame/{{Medal of Honor|1999}}'' for the Platform/PlayStation lampshaded this trope. One of the unlockable bonus cheat modes is called 'American Movie Mode', which gives unlimited ammo (and has the enemy soldiers speak English instead of German).
** Zigzagged in ''VideoGame/MedalOfHonorVanguard'', the [=MG42=] has no ammo limit when the player uses it but surprisingly, when the enemies use it they have to reload occasionally; allied soldiers will even tell the player when the enemy with the [=MG42=] is reloading.
* A common item throughout the ''VideoGame/MetalGear'' series is a bandana that grants its wearer infinite ammunition. It's typically awarded as a [[PostEndGameContent story completion bonus]] of some capacity.
** ''VideoGame/MetalGearSolid2SonsOfLiberty'':
*** In Snake's fight with Olga she regularly has to reload her USP, but never seems to run out of spare magazines... until you defeat her and take her USP for yourself, of course, at which point you will find she's completely out, and not find any more ammo for it until you've gone far enough away that the game will remove her unconscious body from the arena.
*** Also, late in the game, [[spoiler:when Raiden and Snake help each other fight their way out of Arsenal Gear, Snake assures Raiden that he can offer ammo if Raiden runs out; when Raiden asks if he has enough, Snake points at his headband and says "infinite ammo". Since in the first ''VideoGame/MetalGearSolid'' Snake earns the infinite ammo bandana if you comple the game without submitting to Ocelot's torture, this confirms the canonicity of that ending as well as the bandana's effects in-universe.]]
** ''VideoGame/MetalGearSolid3SnakeEater'':
*** The game plays this straight but still [[LampshadeHanging lampshades]] it with the Patriot, a gun you obtain after beating the game once. When you call up Sigint over the radio, he asks how it never runs out of ammo or needs to be reloaded. Snake's answer: "Because the internal feed mechanism is shaped like an infinity symbol." It apparently explains the whole thing adequately.
*** The on-rails action against the [[spoiler:Shagohod]] gives you unlimited ammo for whatever weapons you have at the moment. The explanation is that the sidecar of the motorcycle that you're riding in has lots of ammunition in it. Which gets more than a little ridiculous when you start using the RPG and quick reload (equipping and unequipping weaponry, a bit of bizarre MGS-logic).
*** The "Infinity" face-paint is this game's equivalent of the infinite ammo bandana. One camo pattern for Snake's uniform unlocked by beating the game once [[InfiniteFlashlight does the same for his battery-powered items]].
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' averts this with four exceptions: mounted weapon emplacements (the machine gun turrets have infinite ammo while the mortars are single-shot but each use causes a mortar shell to appear for loading), the two vehicular chase sequences (finite ammo but infinite magazines), and the Patriot (the only personal weapon with infinite ammo).
* In ''VideoGame/MetalSlug'', the default pistol [[RangedEmergencyWeapon never runs out of bullets]] (because otherwise you'd be screwed). However, wait after firing a certain number of shots and your character will reload, the guys yanking out and replacing the magazine of their automatics after at least 9 shots and the girls breaking open their revolvers to replace the bullets after at least 6. Not that they ''need'' to, but the animators just felt like paying attention to that detail.
* In ''VideoGame/MetalSlugDefense'', the reloading animation is used as a form of "lag time" after a character fires their special move.
* In ''VideoGame/MortalKombat9'', Stryker's gun never needs reloading during a match. (But he is seen reloading it in one scene between fights during the Story Mode.)
* In ''VideoGame/MortalKombatX'', Erron Black does this ''with revolvers''.
* ''VideoGame/{{Muri}}'': The initial gun shot has infinite ammo, and there are powerups for infinite ammo of each type of shot, scattered throughout certain levels, like for Rapid and MKV in Level 2.
* In ''VideoGame/{{Overwatch}}'', [[MiniMecha D.Va]] can fire her Mech guns and [[MadScientist Moira]] can keep firing her drain beam without reloading. The other characters need to do some sort of reload after firing enough shots, but they all carry an endless supply of ammunition. Reaper in particular will [[ThrowAwayGuns discard his shotguns when he is out of ammo]] and pull out two new ones from HammerSpace.
* In ''VideoGame/Payday2'', most weapons carry more ammo in their magazines than they should, even with you attaching extended versions to them.
** The [[http://payday.wikia.com/wiki/Reinfeld_880 Reinfeld 880]] and [[http://payday.wikia.com/wiki/Locomotive_12G_%28Payday_2%29 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 each. 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.
** Several skills increase the number of rounds held by the magazines of specific weapons, regardless of the magazine's actual physical size. Close By Aced adds 15 shells to shotguns with magazines; Surefire Basic adds 15 rounds to [=SMGs=], [=LMGs=], and Assault Rifles; and Gun Nut basic adds 5 rounds to pistols. The last one can be a little silly, as it also applies to revolvers, allowing them to hold 11 bullets when they clearly have 6 chambers.
** Other skills allow you to fire your weapons without consuming ammo. Swan Song Aced allows you 6 seconds of continuous fire, while Bulletstorm lets people who use your ammo bags gain up to 5 (Basic) or 15 (Aced) seconds, depending on how much ammo they replenished from the bag.
** The Ammo Efficiency skill is a downplayed version of this trope; every 3 (Basic) or 2 (Aced) consecutive headshots you get with [=SMGs=], Assault Rifles, or Sniper Rifles fired in single-fire mode will return 1 round to your magazine. If your aim is on point, you can manage to squeeze 11 shots out of a 6 round magazine.
* ''VideoGame/PAYDAY3'' makes this possible with any weapon by the combination of two skills from the [[MoreDakka Mower tree]]: Ammo Funnel, which directly adds picked-up ammo to the gun's magazine, and Replenish, which automatically picks up ammo dropped by killed cops. Whilst both must be activated by gaining [[StatusBuff Edge]], they can let you keep firing practically indefinitely.
* ''VideoGame/PerfectDark Zero'' has the [[{{BFG}} M60]] machine gun, equipped with a belt of maybe seven or eight rounds that somehow lasts for 80 shots before requiring a reload. There's also the 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.
* ''VideoGame/PillarsOfEternity'' eschews any ammunition requirement for bows and firearms, unlike the ''TabletopGame/DungeonsAndDragons''-based [=CRPGs=] it [[SpiritualSuccessor draws inspiration from]].
* Lampshaded in ''VideoGame/Portal2'''s Aperture Science Investment Opportunity trailer, with the turrets that shoot endless streams of bullets.
--> ''[[https://www.youtube.com/watch?v=_TeTd0cAGEk "How do we get so many bullets in them? Like this!"]]''
* The sidequests in ''VideoGame/{{Prototype}}'' where you need to destroy stuff and kill folks using only a specific weapon or vehicle give you unlimited ammo for the duration of the sidequest. At other times, though, there is a finite stock of ammunition.
* The ''VideoGame/PrincessRemedy'' series uses guns that fire medical supplies and never runs out of shots.
* ''VideoGame/QuakeII'' and ''VideoGame/QuakeIV'' have [[http://quake.wikia.com/wiki/Blaster_%28Q2%29 the]] [[http://quake.wikia.com/wiki/Blaster_%28Q4%29 blaster]], an energy pistol with infinite ammunition. Which is [[EmergencyWeapon rarely useful]].
* In ''Film/RamboIII'' for the Platform/SegaGenesis, Rambo's primary weapon is a machine gun that, unlike some of his secondary weapons, never runs out of ammunition.
* The shotgun in ''VideoGame/RealmsOfTheHaunting'' never needs to be reloaded. Adam just fires the first round of the next reload when the gun is empty. Other cartridge-based guns require a reload sequence.
* ''Franchise/ResidentEvil''
** The rocket launcher is usually the most powerful weapon a player can obtain in these games, but you usually only have one shot at a time. Most of the games, however, have some way to unlock one with unlimited ammo. Never easily, of course -- for example, in ''VideoGame/ResidentEvil5'', [[spoiler:you have to finish the game in under five hours, much easier said than done.]]
** ''VideoGame/ResidentEvilCodeVeronica''. The protagonist hands her {{sidekick}} ''empty'' twin Ingram MAC-11s. A cutscene slightly later involves handing him a ''single'' magazine. He can keep blasting (in game and during cut-scenes) literally hundreds of bullets from both guns, up until a pivotal cutscene takes place (a cutscene which involves Steve firing both MAC-11s until they run out of ammo at the same time -- despite the fact that 15 seconds earlier, he shoots a wall with a long burst with only one gun). To top it off, he'll still fire in both cutscenes even if the player drains the guns of ammo during the playable Steve sequence, with only his first line at the end of said sequence acknowledging whether he actually still has ammo or not.
** Once you clear the game and unlock the Survivors mini-game, you can fire Steve's twin MAC-11s for almost 30 continuous seconds before they run out, despite the fact that a MAC-11 empties a full magazine (32 rounds) in just under two seconds.
** Even more amusing are Steve's Gold Lugers. Claire actually finds them first, with no ammo in them. Then Steve takes them. Later on, Steve rescues Claire by going GunsAkimbo with the Gold Lugers, then trading them back to you - with no ammo. Not only that, but there's no ammo for them in ''the entire game'' -- their use is strictly to [[LockedDoor place into a door so it unlocks]]. To add insult to injury, he actually complains that you "tricked him" since the MAC-11s have no ammo, then makes ''you'' grab that single magazine for him (though Claire gets back at him for this by making him act as a stepping stool to reach it).
** If you start ''VideoGame/ResidentEvil3Nemesis'' on Easy Mode, you start with a fully loaded [=M4A1=] and a single magazine -- which contain ''300 rounds, '''each'''''. Combined, that gives you enough bullets to reach the second half of the game before they run out, provided that you use other weapons to kill [[DamageSpongeBoss Nemesis]]. And on that note, defeating the Nemesis in every optional fight makes him drop an attachment that allows you to give a single gun infinite ammunition.
*** Fully-automatic weapons in general up to ''Code Veronica'', including the above M4, another MAC-11 in ''[[VideoGame/ResidentEvil2 2]]'', and the AK in ''CV'', are given a percentage-based ammunition system rather than tracking specific numbers of bullets, with the games varying in how many bullets make up each percentage but generally going for at least three, or at least 300 bullets per magazine that should hold around 30. This is typically made up for with A) ArbitraryGunPower making them much weaker than just plinking away with your starting handgun (or blowing their heads off with the resident Magnum), and B) very little spare ammo for when you eventually run out (each game that follows this system has a single spare magazine for their respective automatic, ''2''[='=]s MAC-11 only available if you leave it until the [[NewGamePlus B scenario]], ''3'' starting you with one extra magazine for the M4, and ''CV''[='=]s AK only getting a half-full mag in the second half of the game).
** ''VideoGame/ResidentEvil4'' & ''[[VideoGame/ResidentEvil5 5]]'' start the player off with reasonable, though a bit high, magazine sizes. The upgrade system plays this straight, eventually allowing your small handgun to hold 50+ bullets per mag, twelve rounds in a revolver, or ''one hundred'' shells in a shotgun - [[OneBulletClips fully reloaded by just putting two more in]]. Don't forget about the infinite rocket launcher you can buy after defeating the game once.
** In ''4'' and ''5'' the {{Handcannon}} can also be upgraded to have infinite ammo. However, prior to getting its Exclusive upgrade that grants it unlimited ammunition, the Handcannon's ammo is ''very'' rare. ''5'' goes even further, in that you can do this with ''any'' gun. Played completely to trope in ''4'' with the Chicago Typewriter (a Thompson submachine gun). Amusingly, it does have a reload animation which doesn't do anything at all, except [[RuleOfCool look awesome]], moreso with Leon's unlockable mobster costume.
** ''VideoGame/ResidentEvilTheUmbrellaChronicles'' and ''VideoGame/ResidentEvilTheDarksideChronicles'', being rail-shooters, gives the player's starting pistols infinite ammunition, on top of an upgrade system that lets guns hold increasingly-ridiculous amounts of ammo. In addition, counter-attacks can be used as many times as the prompt appears for the player, even if they look to take up some sort of resource -- like Chris's counter-attack, wherein he jabs a knife into the attacker's head before kicking it away, without taking back the knife,[[note]]This in contrast to the ''VideoGame/ResidentEvil1'' [=REmake=], which introduced weapons used for counterattacks like these knives, but very explicitly required you to actually ''have'' one on your person to use them and did, in fact, take one away when you used it for a counterattack[[/note]] or Rebecca's, wherein she pushes the offending zombie away and then blows it up with a ''grenade'', without requiring any grenades in your inventory or taking one away if you do have any.
** The first two ''[[VideoGame/ResidentEvilGunSurvivor Gun Survivor]]'' games (along with ''Dino Stalker'', a ''VideoGame/DinoCrisis'' spinoff) give the basic handguns infinite ammo as well.
** ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' offer "Infinity" mode, which can be purchased in the collection for 50,000 points after being unlocked. It makes guns bottomless and also keeps melee weapons from breaking.
** The ''VideoGame/ResidentEvil4Remake'' has both flavors of infinite ammo: Bottomless magazines and bottomless bullet reserves. If Leon equips the Cat Ears, he gains infinite ammo for all weapons (excluding the Bolt Thrower and regular Rocket Launchers), however the magazine itself is ''not'' bottomless. Instead, it is treated as Leon having pockets full of ammo of all types stashed in his inventory. Thus, you must reload, but you still have infinite ammo. On the other hand, the Infinite Rocket Launcher comes with infinite shots and never has to be reloaded, and the Chicago Sweeper and Handcannon can be upgraded to have infinite ammo and never need to reload, allowing you to shoot forever. This can even be mixed. If you have the Chicago Sweeper and the Cat Ears, but haven't full upgraded the Sweeper, it will still need reloading, but you'll have infinite bullets to do so with. Once you get its exclusive upgrade, you'll then notice the ammo count vanish and you can now fire indefinitely.
* ''VideoGame/{{Rimworld}}'': No handheld weapon has any ammunition to worry about, so your pawns can keep firing their guns or bows until the weapon itself wears down and breaks. Even throwable weapons like grenades or Molotov cocktails can be used unlimitedly. However, some stronger, rarer weapons can only be fired once; once used up, the weapon itself disappears.
* In the MMO Third Person Shooter ''VideoGame/{{S4 League}}'', most of the shooting weapons have limited magazine sizes but unlimited ammo reserves. Justified because it takes place in a virtual setting where ammo is unlimited because the designer said so.
* ''VideoGame/SaintsRow2'':
** The game allows you to unlock infinite ammo for different weapon types by completing diversions, on top of the weapons usually holding more bullets than their real-world counterparts would be able to (the most extreme examples being some shotguns, a double-barreled one holding six shells and a concealed cane-shotgun that should only hold one or two gets ''sixteen''). ''VideoGame/SaintsRowTheThird'' and beyond instead makes this an ability you can unlock at the maximum respect rank, and also has slightly-earlier upgrades that let you skip reloading entirely for weapons of specific types. There are also certain sections where you are given guns with infinite ammo, mainly during intense action sequences.
** The STAG weapons in the third game never have to be reloaded due to firing energy rounds. Zin weapons in ''IV'' work the same way. In both cases, they still have a finite ammo supply and will overheat if you hold down the trigger too long.
* None of the projectile weapon wielders in ''VideoGame/SamuraiWarriors'' needs to reload. In order from least to most ridiculous: Ina with her bow, Masamune with his pistols, Magoichi with his musket/rifle(/shotgun), Goemon with his backpack cannon, and Ieyasu with his [[MilitaryMashupMachine cannon-spear]].
* Tony Montana in ''VideoGame/ScarfaceTheWorldIsYours'' gains infinite ammunition when he enters a Blind Rage mode, then abruptly returns to needing to watch his ammo usage once he goes back to normal.
* In ''VideoGame/{{Scribblenauts}}'', YOU can only use firearms a certain number of times before they are destroyed. But anyone else can use a firearm infinitely.
* ''VideoGame/SepterraCore'' {{handwave}}s this by explaining that the guns use a fancy piece of AppliedPhlebotinum to synthesize ammo from energy harvested from the rotation of the planet's seven world shells.
* ''VideoGame/SeriousSam''
** In all games, the attachment of a "Techno-Magical Ammunition Replenisher" allows for the starting pistols to have infinite ammo, though you have to reload every certain number of shots. Similarly, the usage of an advanced fuel cell {{hand wave}}s the unlimited run-time of the chainsaw. Multiplayer also has a server setting to let ''every'' gun have infinite ammo.
** In ''Serious Sam 3'', there are infinite ammo crates similar to those found in ''Half-Life 2'', which grant you an infinite reserve of rockets or C4 packs. [[SuspiciousVideoGameGenerosity You'll only find those where they're absolutely necessary]].
* The Terran marines of ''VideoGame/StarCraftII'' carry gauss rifles with magazines that must stretch all the way into hyperspace and back, since they can keep holding down the trigger and shooting things forever on full-auto without ever having to reload. And as we see in the cinematics, they are shooting ''big'' bullets. However, a couple of these cinematics avert the trope. Secondary material suggests the [[ShouldersOfDoom giant shoulderpads]] are for ammo storage. More mystifying is how missile-bearing units such as the Goliath never run out -- or, for that matter, how hydralisks never run out of venomous spines.
* ''VideoGame/{{Stranglehold}}'' plays this in the same manner as classic first-person shooters -- as long as your gun has ammo, you can fire continuously without stopping to reload. In fact, the only time Tequila reloads is when he's gearing up to unleash a Barrage attack.
* ''Franchise/SuperMarioBros'':
** The Bill Blasters from the series games, which can fire an unlimited number of Bullet Bills. Adding to this is the fact that the Bills are approximately the same size as their Blasters. This is also true with Lakitus, especially in the early years where [[TheSpiny their Spinies]] are all the same size as their butts, which in turn are the same size as the Lakitus themselves, as with the Hammer Bros., which can throw an unlimited supply of hammers.
** Lampshaded in ''VideoGame/PaperMarioTheThousandYearDoor''. A character complains that her guidebook on a hammer-throwing enemy tells you everything except where they get the infinite supply of hammers.
* ''VideoGame/SWAT4'' averts this for human players and AI-controlled squadmates, but [[TheAIIsACheatingBastard plays it completely straight for AI-controlled suspects]].
* In ''VideoGame/{{Syndicate}} Wars'' your agents have built-in micro-fusion reactors that create ammunition for their weapons. Where they're keeping those weapons, though, [[HyperspaceArsenal we don't ask]].
** In the remake, the minigun plays this absolutely straight, without even a handwave.
* ''VideoGame/TalesSeries:''
** ''VideoGame/TalesOfInnocence'': This is one of the few games in the series not stuck in MedievalStasis, so guns are fairly common. Iria uses twin guns and Ricardo uses a shotgun. While they don't have to reload at any point, both have bullet belts incorporated into their designs. They just do it off-screen, apparently.
** Patty from ''VideoGame/TalesOfVesperia'' is the worst offender, using what appears to be a flintlock pistol. Some artes has her shoot from it several times.
** Ludger from ''VideoGame/TalesOfXillia2'' also uses twin pistols which never need reloading. His movement speed takes a huge hit, however, when equipped with guns.
** Bizarrely played with in ''VideoGame/TalesOfArise''. Shionne has a gun, and her design features a strap with bullets. Her gun appears to fire magic charges, and she never has to reload after normal attacks. Some of her special artes has her throw a [[ThrowDownTheBomblet bomb]], that she also never runs out of. However, she has an option to shoot said bomb to make the blast stronger, and ''these'' bullets are limited. Moreover, if she runs out of said special bullets, she has to reload before using normal attacks... but not artes. And then there are [[LimitBreak Mystic Artes]] and [[CombinationAttack Boost Strikes]], for some of which she throws bullets around.
*** Some of this can be explained by Renan technology, that allows SummonToHand. Why there is a need to ever reload, with technology like this, is a mystery.
* Justified in ''VideoGame/TrailsSeries''. Most guns in the setting work on orbal energy, the same force that powers [[MagicFromTechnology battle orbments]]. They take their ammo ''literally'' from the air, by gathering dispersed orbal energy. As a trade-off, guns are far less deadly than they should be.
** Played straight for actual gunpowder guns, even though there's not many of them. [[VideoGame/TrailsInTheSky Tita]] never runs out of bullets, no matter how much she fires her Gatling gun, that this little girl [[HyperspaceArsenal apparently lugs around]].
* ''VideoGame/TemplarBattleforce'' plays this straight; every [[SpaceMarine Templar]] has both infinite ammunition and no need to reload without even an attempt at an explanation as to where the ammunition is coming from.
** This is particularly glaring given how difficult other supplies like [[HealThyself med pacs]] are to get.
* ''Franchise/TombRaider'' is another classic example. In almost all of the games, Lara's basic pistols have infinite ammo and never have to reload. Her other guns, while having limited ammo, never needs a fresh magazine. The harpoon gun, grenade launcher, rocket launcher, and crossbow all need to be reloaded. And all gunmen enemies Lara faces also have infinite ammo.
** In ''[[VideoGame/TombRaiderLegend Legend]]'', the infinite-ammo pistols have a set magazine size, but the [[BulletTime slow-mo flip attack]] overrides this, allowing her to fire non-stop until she lands.
** You can earn rewards to increase the magazine size based on how many of the game's secrets you find.
* ''VideoGame/{{Unkilled}}'' invokes this trope with the "Infinite Ammo" booster, allowing you to shoot continuously without having to reload for as long as it has remaining uses.
* In ''TabletopGame/{{Warhammer 40000}}: VideoGame/DawnOfWar'', every weapon can and will be fired continuously for as long as required without ever depleting its ammunition. This is slightly more reasonable for Imperial Guard laser weaponry or Necron gauss weaponry, less so for the others. In ''Dawn of War 2'' nearly every unit performs a brief reload animation after every dozen-or-so shots, averting one part of this trope, but that simply raises the question of where they get all those magazines.
** Perfectly justified for the Orkz, whose gear runs entirely on ClapYourHandsIfYouBelieve.
* Hunters in ''VideoGame/WorldOfWarcraft'' needed ammo in the earlier days for their ranged weapons; having a quiver (for arrows) or pouch (for guns) increased reload speed, in ''Burning Crusade'' Ranged Players were finally granted "Thori'dal, The Stars Fury", a Legendary Bow dropped from Kil'Jaeden in the Sunwell Plateau Raid that didn't require ammunition in order to fire as it instead created arrows made out of Magic. The "Cataclysm" expansion changed ranged weapons to no longer need ammo, though if you had a quiver or pouch on your person (they've turned into normal bags) beforehand, it will still display. The "Mists of Pandara" expansion goes one step further and strips out the differences between ranged and melee weapons.
* Unlike other Wargaming titles, the ships in ''VideoGame/WorldOfWarships'' have unlimited ammunition in their magazines. According to the developers, this is because ships hold so much ammo that they actually could not expend it all over the course of a match so they didn't bother. Remember real naval battles take place over hours of not days rather that minutes.
* Played straight with any pistol in the ''[[VideoGame/XCOMEnemyUnknown XCOM]]'' remake. Rifles and shotguns do need to reload... but have unlimited reloads. And not, this isn't just with energy weapons but with regular ballistic guns as well. The only weapons that run out of ammo are bazookas and fusion ball launchers.
* ''VideoGame/XMenTheRavagesOfApocalypse'' adds reload or recovery time to weapons to prevent them from firing constantly. However, there's a rapid-fire powerup that removes this and allows you to fire weapons as if there's a bottomless feed.
* ''VideoGame/Yakuza1'': Downplayed. Kiryu is given a gun to fend off attackers from a car, which hold 15 bullets per reload. Completely reasonable... if the gun was a modern semi-automatic, but the gun is repeatedly shown to be a snub-nosed six-shot revolver.
[[/folder]]

to:

[[folder:Video Games]]
* ''VideoGame/AceCombat'' and ''Creator/TomClancy's VideoGame/{{HAWX}}'' do the same - launched missiles rematerialize on their hardpoints when the player is able to use them again, and cannons have infinite ammo (only on lower difficulties for the former, [[{{Overheating}} governed by a heat gauge]] in the latter). ''VideoGame/AceCombatInfinity'' has a variation, where the cannon has a limited amount of ammo, but will instantaneously replenish itself after you let go of the button upon being emptied, and regular missiles as well will very slowly regenerate two at a time once you run yourself out of ammo. ''VideoGame/AceCombat3Electrosphere'' technically has finite missiles... and your airplane packs at least 100 of them.
* In the ''VideoGame/HalfLife1'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all four endings unlocks a weapon that has a scope and infinite ammo. Considering most of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise awards an infinite-ammo FAMAS assault rifle for beating [[HarderThanHard Nightmare difficulty]].
* ''VideoGame/AfterBurner Climax'', where missiles will automatically rematerialize on your plane after they have been fired, to say nothing of the MacrossMissileMassacre "Climax Mode" LimitBreak where you can lock onto and fire on more targets than the usual max missile capacity of your plane. By the end of the game you probably have launched more missiles than are available to a small country's air force. Your cannon also has unlimited rounds. Then again, you are a [[OneManArmy One-Man Air Force]] going up against what feels like an entire air force.
* The Pepper Grinder in ''VideoGame/AliceMadnessReturns'' will never run out of pepper, and the Teapot Cannon will never run out of Tea Grenades. Instead, firing them too much will cause them to overheat, and you'll have to wait a few seconds before firing them again. Also, you have an infinite stock of Clockwork Bombs, with the only restriction being that one must detonate before you may place another.
* ''VideoGame/ANNOMutationem'': At the start of the Mysterious Console DLC, Noni's starting weapon is a pistol outfitted with infinite ammo. The only drawback is that it is the weakest weapon to serve as an EmergencyWeapon if all other weapons Noni obtains later on have been fully depleted of ammo while fighting against multiple enemies.
* Occurs in ''VideoGame/ArmyOfTwo'''s Overkill mode.
* ''VideoGame/BattalionWars'': A player-controlled Assault Veteran can fire indefinitely with only the danger of overheating his weapon to stop him from shooting momentarily.
* ''VideoGame/{{Battlefield}}'':
** In ''VideoGame/Battlefield1942'', this is treated oddly. Guns have limited magazines, and soldiers carry no more than 3 grenades, but suitcase-sized boxes contain infinite amounts of ammo. Whether a weapon is used by Americans, Brits, Canadians, Soviets, Germans, or the Japanese, it can be reloaded from any ammo crate. Even worse: if, for example, an Allied soldier uses one of these crates to grenade spam, he will throw Mk 2 grenades. If the player picks up a weapon from a dead Axis soldier, he will start taking Stielhandgranates out of the same grenade crate and throwing them.
** ''Battlefield 2'' has the MEC Assault and Medic classes' AK-101, which has two magazines taped together. The reloading animation always consists of your character taking the current magazine out and flipping it over to load the other one -- he never switches out those two magazines for a fresh pair. What makes it odd is that this ''also'' still counts as dropping the other magazine entirely and thus losing every bullet still in it, like with every other weapon in the game.
* ''VideoGame/BattlestarGalacticaOnline'' usually averts this but plays it straight with mining cannons. The downside is that they simply don't have the combat specs to compare with full military-use guns.
* ''VideoGame/{{Bayonetta}}'':
** The series, 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.
** A post-boss fight cutscene shows her loading in [[spoiler: her lipstick to shoot Balder]], the barrels being in the double-barrel shotgun configuration. Her primary guns ''don't have any magazines''.
** 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 channeled through the gemstone built into the gun, and they're being placed directly into the chamber without the need for storage.
* ''VideoGame/{{Black}}'':
** The M4 Carbine has an unrealistically large mag size of 70 rounds (despite being a standard 30 round mag in appearance). Then again, [[WordOfGod it was admitted by one of the artists]] that [[ArtisticLicense visual style and aesthetics were prioritized over accurate depictions]].
** 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 [[ExaggeratedTrope up to eleven]].
* In ''VideoGame/{{Bloodborne}}'', all firearms are loaded with Quicksilver Bullets, a type of mercury bullets infused with a hunter's blood, the hunters can also use their own blood as makeshift ammo. While there is a capacity of how many ammo you can carry, you don't have to reload your guns regardless the fact that they are ''[[ExaggeratedTrope break-action guns]]''. The only time you see a hunter reloading their guns is when Father Gascoigne reload his own Hunter Pistol, which fires blunderbuss rounds.
* The ''VideoGame/{{Boktai}}'' series has a protagonist whose main firearm is powered by sunlight. Give him some sunscreen and he can literally shoot all day.
* ''VideoGame/{{Borderlands}}'':
** Some guns are equipped with a regenerating ammo stat, and one particular gun, The Dove, doesn't consume ammo at all, and requires no reload. This is lampshaded by the description for The Dove itself, which is "Sometimes I forget to reload..."
** Some class abilities allow more ammo to be used than some guns can hold. In some cases this allows for [[ExaggeratedTrope five shotgun rounds to be used when normally two are loaded as well as sub-machinegun and assault rifles being able to hold as much as THOUSANDS of rounds.]]
** In ''VideoGame/{{Borderlands 2}}'', there is a Legendary pistol dubbed Infinity that literally has infinite ammo, and operates like The Dove, with no reload, hence the name. It even fires in an infinity shape!
** S&S Munitions guns in ''Borderlands 1'' and Bandit guns in ''2'' also have their manufacturer gimmick being having ''huge'' magazines -- an average Bandit submachinegun can have as much as 120 bullets per clip.
** ''VideoGame/Borderlands3'' has the Children of the Vault guns, the latest incarnation of Bandit guns, which don't use magazines and fire directly out of your ammo reserve. To keep the game balanced, they build up heat as you fire them; if you hold the trigger too long, which typically happens after firing 50-70 pistol/rifle bullets, they will overheat.
* The player's weapon in ''VideoGame/TheBreach'' never needs reloading. Even when it's upgraded to fire three bullets at once.
* ''VideoGame/BulletWitch'' intentionally uses a variant of this trope. One of the powers the lead character possesses is to convert part of her constantly-regenerating supply of MP into more bullets or shells for her gun. She can't fire forever without reloading, but she can reload forever.
* The UsefulNotes/WorldWarI era TurnBasedTactics game ''VideoGame/CallOfCthulhuTheWastedLand'' has all the characters having an infinite supplies of ammunitions and absolutely never had to reload them.
* ''VideoGame/CallOfDuty'':
** Played straight in both total ammunition and lack of reloading with mounted weapon emplacements, even when they were just fixed-in-place versions of personal weapons, such as the M249 SAW, that ''do'' have finite ammunition and reloads. Some such weapons, like the recurring M134 Minigun, do have [[{{Overheating}} heat gauges]], though.
** Your reward for [[HundredPercentCompletion collecting all the intel across the game]] in ''VideoGame/CallOfDuty4ModernWarfare'' is the Infinite Ammunition cheat. With it active, while weapons with heat gauges still overheat and your thrown/set explosives are still limited, actual ammunition otherwise lasts forever, even for single-shot weapons like the RPG-7 and grenade launchers.
** ''[[VideoGame/CallOfDutyWorldAtWar World at War]]'' does something similar with the flamethrower, which never runs out of fuel, but has a heat gauge that fills continuously while the trigger is held. The secondary part of this trope is also played straight in the mission "Black Cats". [[DarkestHour The ammo for your PBY Catalina's various gun turrets runs out]] just as another group of Zeroes prepares for an attack run on you, [[BigDamnHeroes right before the Corsairs show up]].
** 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, ''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]], and ''VideoGame/CallOfDutyBlackOpsIII'', 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/CallOfDutyModernWarfare2'', 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/CallOfDutyBlackOpsII'' 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[[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 and being able to be fully reloaded if there are more than three or four shells missing just by dropping it off-screen for half a second.
* If you use Munitions attacks in ''VideoGame/ChampionsOnline'', while in theory your ammunition only lasts as long as your energy does... the Munitions Energy Builder attack requires you fire ''even more'' bullets to charge it back up again.
* Pick the Assault Rifle powerset in ''VideoGame/CityOfHeroes'' and blast away. Even using Full Auto doesn't empty your mag. Of course, this gun is a [[SwissArmyWeapon SMGsniperrifleshotgungrenadelauncherflamethrowermachinegun]] that [[HyperspaceArsenal disappears when you're not using it]]. Same deal with Archery and Trick Archery, and the [[GunsAkimbo Dual Pistol]] powerset.
* ''VideoGame/CommandAndConquer'':
** Ballistic missile launchers, like the GLA Scud launchers in ''[[VideoGame/CommandAndConquerGenerals Generals]]'' and Soviet V3 Rockets in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', are basically a rocket on a truck, visible all the time. A new missile magically appears in the launcher after every shot. ''C&C'''s fliers typically have an ammo limit that requires a regular return to an airbase for reloads, but ground units are almost always unlimited.
** Helicopters in [[VideoGame/CommandAndConquerTiberianDawn the original game]] would fire a salvo of rockets, wait a bit to reload, and then fire another salvo of rockets. Endlessly.
** C Lore {{handwave}}s this; all weapons systems make their own ammo.
** And then ''[[VideoGame/CommandAndConquerRenegade Renegade]]'' averts this for infantry firearms, requiring a reload and limited by reserve ammo, but the pistol has a limited mag with infinite reserve (a la the later ''Left 4 Dead''). Vehicles still play this straight; even the Orcas/Helicopters have infinite ammo now.
* ''VideoGame/DeadIsland'' normally averts this trope and requires players to scavenge ammo for guns and keep track of their throwing weapons (which are usually just regular melee weapons that happen to be thrown at that moment), but Purna's special ability lets her use her personal sidearm with unlimited ammo for a limited time, and Logan's gives him unlimited throwing knives.
* ''VideoGame/DeadRising'' does this... but with good reason. You can't pick up new ammunition for your gun, instead you need more guns. And reloading in the middle of zombies coming at you? That would suck. Still doesn't excuse the survivors, who seem to have infinite ammunition, anyway... [[ArtificialStupidity and are too stupid to use them properly.]]
* ''VideoGame/DevilMayCry'':
** If you cannot pump out a constant stream of handgun bullets, it just won't be the same. In fact, Hideki Kamiya stated that he wanted to keep the action of the game as fast as possible, and forcing the character to stop and reload would only slow things down.
** ''[=DMC4=]'''s Nero needs to reload his revolver and spends a good few seconds in a cutscene pulling off a slo-mo UnorthodoxReload; but in regular gameplay, you can keep firing as long as you want, only when you stop will Nero flick his wrist, presumably reloading it at super human speeds. Partly subverted in ''VideoGame/DevilMayCry5'', where he has to load in bullets for charged shots.
** Lady is a peculiar case; although she is shown reloading her small arms regularly, she seems to carry more magazines that should be possible, while she is never seen reloading her "Kalina Ann" rocket launcher.
* ''[[VideoGame/DiepIo diep.io]]'' has a particularly {{JustForFun/egregious}} example: ''none'' of the tanks ever run out of ammo. The Overseer branch can only have a set amount of drones (usually 8), but have an unlimited amount waiting to come into battle.
* ''VideoGame/TheDishwasher'' gets "The Arsenal" in the first game while both the Dishwasher and Yuki get an SMG and a Gatling arm in the second [[AwesomeButImpractical with limited effectiveness in most situations.]] They later get far more effective [[ShortRangeShotgun shotguns]]. Both weapons (which The Arsenal consists of) can be reloaded as much as you want, with the character ejecting the old mag/shell, with the new magazine magically showing up as soon as the old one hits the ground.
* There is only one weapon out of many that use this trope in ''VideoGame/DynamiteDux'' -- the water pistol, which is [[BossArenaIdiocy the only way to harm fire bosses]], thus justifying the trope. It doesn't really matter anyway, as the water pistols are lost shortly after the boss dies.
* ''VideoGame/EVEOnline'' averts this when players use Hybrid and Projectile turrets as well as Missile weapons. Laser turrets just feed off the ship capacitor, as regular "ammo crystals" don't break (the upgraded variants do though). Fortunately, combat ships all have enough cargo space that one can just carry nothing BUT ammo and usually never run out. Of course, the proportions on the ammunition are rather unrealistic, and the ammo is ''One Size Fits All'', for example working all the way from Dual 425mm autocannons to 1400mm howitzer Artillery.
* In ''VideoGame/FallToHisDeath''/''Fatal Descent'', a character mentions that a book he is editing has 13 bangs from a 6-shot gun.
* ''VideoGame/FinalFantasyIV'' is a notable exception within the RPG genre, as any bow-wielding character must have arrows to fire (mostly to allow you to use different ammunition). In the DS remake, you only have to buy one generic arrow-type item, which was indeed bottomless, carried over from ''VideoGame/FinalFantasyXII'' 's ammo system.
* Happens with two Bosses in ''VideoGame/FinalFight'' (Not a shooter, because almost no-one uses guns, so the above rule really doesn't apply). The third Boss, Edi.E, uses a handgun when brought down to about half of his health, and has unlimited ammunition. The final boss, Belger, uses a crosbow, and never runs out of quarrels. (And unlike Edi.E, he can use it from the beginning of the fight.)
* ''VideoGame/FuryUnleashed'' uses the limited magazine/infinite clips variation.
* In ''VideoGame/{{Geist}}'', you are a ghost that must possess other soldiers in order to fight. You have to reload, but you never run out spare magazines or ammo, ever. Since you frequently jump from body to body, and thus wouldn't be able to keep track of ammo anyway for a significant amount of time, it's an AcceptableBreaksFromReality.
* The arcade ''VideoGame/GIJoe'' game gives all four playable characters infinite rounds for the guns they carry, and they can be powered up to fire even faster as long as you avoid getting hit.
* ''VideoGame/GranadoEspada'' uses it too. Of course, it is done for class balance, but there is something funny about the musketeer class using the skill "Covering Fire", which shoots 20 rounds in full-automatic mode -- from a front-loading matchlock rifle.
* ''VideoGame/GrandTheftAutoIII'' and all the later ''VideoGame/GrandTheftAuto'' games until ''[[VideoGame/GrandTheftAutoIV IV]]'' used this with pump-action shotguns, presumably to compensate for the slower firing speed since automatic and double-barreled varieties starting from ''[[VideoGame/GrandTheftAutoViceCity Vice City]]'' did have to reload. Submachine guns, which normally have limited bullets per magazine like the other (non-pump-shotgun) weapons, also get this treatment when firing them from a vehicle, with magazines simply instantly replenishing themselves whenever they're emptied or whenever you let go of the button for looking out whichever window you just shot out from.
* ''VideoGame/{{Gungrave}}'', much like its companion anime. Beyond the Grave's dual "Cerberus" handguns can be fired as much as you want without ever having to touch the magazines, so much so that the games never even make it apparent ''where'' the magazine is (it slides in underneath the barrel like a shotgun tube according to the anime). His coffin's special attacks do have a limit, however, but even though they still involve physical projectiles, you never need to do any more to replenish them than just [[AwesomenessMeter killing a lot of people in a short enough time]].
* ''VideoGame/HalfLife'' series:
** The first ''VideoGame/HalfLife1'' has the Hivehand, while ''VideoGame/HalfLifeOpposingForce'' has the Shockroach, both of which are {{living weapon}}s capable of steadily regenerating their ammo reserves.
** ''VideoGame/HalfLife2'':
*** The game and its Episodes have the fortuitous Infinite Ammunition Crates. Slightly believable for pistol and machine gun ammunition, for which they could reasonably contain a large amount, less so for crates of missiles that are also always placed near an enemy that can only be killed with explosives. Even less so for the absolutely tiny crate on the back of the dune buggy you use for "Highway 17", which is just as full of SMG ammo as the gigantic pre-placed crates before and after.
*** There's also the bugbait. Although Gordon only picks up a single pheropod from the first Antlion Guard he kills, he's able to toss an infinite number of them.
* ''Franchise/{{Halo}}'':
** ''VideoGame/HaloCombatEvolved'': The assault rifle loads 60 rounds of 7.62mm FMJ ammo, which would make the mag ''much'' larger than it actually appears in-game; its replacement in ''VideoGame/{{Halo 3}}'' dropped it down to a more reasonable (but still too large for its size) 32, and then the DMR in ''VideoGame/HaloReach'' only fits 15 rounds in mags of the same size.
** Invoked from ''VideoGame/HaloReach'' onward; when making a custom multiplayer/firefight mode, in setting character weapon traits, there are two kinds of infinite ammo: vanilla (infinite extra mags), and this trope. The second option also turns off the "overheat" mechanic of plasma weapons or turrets. It can play merry hell with aiming reticles.
* ''VideoGame/HeavyRain'': Played with when Shelby has a shootout late in the game. Shelby's gun is a model which can hold up to seventeen shots, and throughout the encounter there will be seventeen targets to shoot. Assuming you do all of the [[PressXToNotDie quick time events]] perfectly, this trope is avoided and Shelby has exactly enough ammo needed. If you screw up some [=QTEs=], you'll end up firing multiple shots per target and generate bullets out of nowhere, invoking this trope.
* ''VideoGame/HellgateLondon'': Firearms never run out of ammo.%%The ammo? Well, that's an attachment in this game.%%Meaning what?
* In ''VideoGame/Intrusion2'' so long as you have ammo weapons can be fired indefinitely, with the exception of the grenade launcher which automatically reloads after each shot.
* ''VideoGame/JASFJanesAdvancedStrikeFighters'' has your missiles regenerate over time.
* In the ''VideoGame/JazzJackrabbit'' games, your special weapons all have limited ammo, but the basic blaster you start out with has no limits (indicated, appropriately enough, by an Infinity sign in the ammo meter).
* In ''VideoGame/JustCause2'', detachable mounted guns are found in most bases and have limitless ammo, detached or otherwise. On top of that, the mounted guns destroy anything that creates chaos when blown up in about two seconds flat; finding a mounted gun makes most stronghold takeover missions a breeze. More Dakka indeed.
* ''VideoGame/{{Killer7}}'': Even though every character has to reload (except for Kevin, who uses knives), they never run out of extra bullets or magazines. Dan and MASK in particular get upgrades about halfway through the game that let them reload faster, by speeding up the part of the animation where they dump spent rounds -- and then completely skipping the part where they load in new ones before closing up and getting back to shooting. [[spoiler:MASK's penultimate upgrade later gives him full-on infinite ammo.]]
* In ''VideoGame/TheLastOfUs'', all enemies and friendly NPC's 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.
* ''VideoGame/Left4Dead'':
** Your pistols' magazines have finite bullets, but the magazines themselves are infinite. Other weapons can eventually run out of ammo, but there are strategically placed ammo piles lying around that you can use to reload nearly any of the guns you find as many times as you need. Such piles are spaced out farther in the sequel, however, so running out of ammo is a much more common occurrence, unless you're using pistols or melee weapons to save ammo or swapping primary weapons regularly. Also, some weapons have unusually-higher round capacities than depicted in the player models (both the Uzi and Assault Rifle in the first game hold 50 rounds in magazines that should hold about 30, for instance).
** And played perfectly straight in the [[ExactlyWhatItSaysOnTheTin Gib Fest]] mutation; every player starts with an M60 LMG, with infinite ammo. Combine with boomer bile to get all the common infected in one spot, and, to quote another of [[VideoGame/TeamFortress2 Valve's games]], [[LudicrousGibs "SO MUCH BLOOD! HA HA HA!"]]
** In the same mode, there's a small chance that the AI director will glitch and spawn a Grenade Launcher (which it shouldn't, as the mode basically erases all weapons from the spawn table). Using it reveals that the Grenade Launcher was coded with a 1 shot-magazine, but was ''never given a firing cooldown''. You can literally lob grenades at the speed of an assault rifle at zombies (the game mode removes reloading on primary weapons, as the M60 doesn't have a reload animation).
** Pistols were originally given ammo reserves, but Valve decided that running out of ammo on both your primary and secondary weapons and resorting to weakly shoving sprinting zombies was no fun. Similarly, melee weapons were originally [[BreakableWeapons supposed to break]] after a certain amount of hits, but it left you with a single pistol at the end so instead they became infinite-use. The Chainsaw is the sole exception to this, as it's so incredibly powerful that you can literally run with it on through the entire map if you had the ammo (and there is another mutation where this is the only weapon you have, with infinite fuel like Gib Fest).
** Mounted miniguns and heavy machine guns also have infinite ammo (despite the former using a small ammo box that would, at its rate of fire, empty itself in about four seconds), but they overheat so quickly and take so long to cool down (only the hordes from a finale will keep coming long enough for it to cool down before you've killed everything and moved on) that they may as well be limited.
* ''VideoGame/TheLegendOfZeldaBreathOfTheWild'': Unlike Link, bow-wielding enemies have unlimited arrows and can shoot at him forever without running dry of ammo. This can be exploited by the player, because their arrows can become embedded in surfaces like wood, soil and sand, allowing Link to pick them up when they miss and have access to a steady (but slow) supply of free arrows.
* ''VideoGame/{{Lisa}}'' has a rather odd inversion with its Russian Roulette minigames. The two (the party member you're risking and your opponent) can pull the trigger a lot more than the gun should seemingly allow, ''without'' ever firing a bullet.
* A training mission in ''VideoGame/TheMatrixPathOfNeo'' has Tank lampshade this trope by outright telling you "In this simulation, you'll never run out of bullets". Otherwise, you have to have a special ability equipped for this to work.
* In ''[[VideoGame/MechWarrior MechWarrior Living Legends]]'', the humble Machine Gun has infinite ammo unlike every other projectile or missile based weapon, albeit with an OverHeating mechanic. The machine gun originally had ammo, but the weapon's DPS was so low and the magazine so huge the developers just made it infinite to prevent players [[AntiFrustrationFeatures from accidentally wasting valuable spare ammo space]] on it.
* ''VideoGame/MedalOfHonor'':
** The original ''VideoGame/{{Medal of Honor|1999}}'' for the Platform/PlayStation lampshaded this trope. One of the unlockable bonus cheat modes is called 'American Movie Mode', which gives unlimited ammo (and has the enemy soldiers speak English instead of German).
** Zigzagged in ''VideoGame/MedalOfHonorVanguard'', the [=MG42=] has no ammo limit when the player uses it but surprisingly, when the enemies use it they have to reload occasionally; allied soldiers will even tell the player when the enemy with the [=MG42=] is reloading.
* A common item throughout the ''VideoGame/MetalGear'' series is a bandana that grants its wearer infinite ammunition. It's typically awarded as a [[PostEndGameContent story completion bonus]] of some capacity.
** ''VideoGame/MetalGearSolid2SonsOfLiberty'':
*** In Snake's fight with Olga she regularly has to reload her USP, but never seems to run out of spare magazines... until you defeat her and take her USP for yourself, of course, at which point you will find she's completely out, and not find any more ammo for it until you've gone far enough away that the game will remove her unconscious body from the arena.
*** Also, late in the game, [[spoiler:when Raiden and Snake help each other fight their way out of Arsenal Gear, Snake assures Raiden that he can offer ammo if Raiden runs out; when Raiden asks if he has enough, Snake points at his headband and says "infinite ammo". Since in the first ''VideoGame/MetalGearSolid'' Snake earns the infinite ammo bandana if you comple the game without submitting to Ocelot's torture, this confirms the canonicity of that ending as well as the bandana's effects in-universe.]]
** ''VideoGame/MetalGearSolid3SnakeEater'':
*** The game plays this straight but still [[LampshadeHanging lampshades]] it with the Patriot, a gun you obtain after beating the game once. When you call up Sigint over the radio, he asks how it never runs out of ammo or needs to be reloaded. Snake's answer: "Because the internal feed mechanism is shaped like an infinity symbol." It apparently explains the whole thing adequately.
*** The on-rails action against the [[spoiler:Shagohod]] gives you unlimited ammo for whatever weapons you have at the moment. The explanation is that the sidecar of the motorcycle that you're riding in has lots of ammunition in it. Which gets more than a little ridiculous when you start using the RPG and quick reload (equipping and unequipping weaponry, a bit of bizarre MGS-logic).
*** The "Infinity" face-paint is this game's equivalent of the infinite ammo bandana. One camo pattern for Snake's uniform unlocked by beating the game once [[InfiniteFlashlight does the same for his battery-powered items]].
** ''VideoGame/MetalGearSolid4GunsOfThePatriots'' averts this with four exceptions: mounted weapon emplacements (the machine gun turrets have infinite ammo while the mortars are single-shot but each use causes a mortar shell to appear for loading), the two vehicular chase sequences (finite ammo but infinite magazines), and the Patriot (the only personal weapon with infinite ammo).
* In ''VideoGame/MetalSlug'', the default pistol [[RangedEmergencyWeapon never runs out of bullets]] (because otherwise you'd be screwed). However, wait after firing a certain number of shots and your character will reload, the guys yanking out and replacing the magazine of their automatics after at least 9 shots and the girls breaking open their revolvers to replace the bullets after at least 6. Not that they ''need'' to, but the animators just felt like paying attention to that detail.
* In ''VideoGame/MetalSlugDefense'', the reloading animation is used as a form of "lag time" after a character fires their special move.
* In ''VideoGame/MortalKombat9'', Stryker's gun never needs reloading during a match. (But he is seen reloading it in one scene between fights during the Story Mode.)
* In ''VideoGame/MortalKombatX'', Erron Black does this ''with revolvers''.
* ''VideoGame/{{Muri}}'': The initial gun shot has infinite ammo, and there are powerups for infinite ammo of each type of shot, scattered throughout certain levels, like for Rapid and MKV in Level 2.
* In ''VideoGame/{{Overwatch}}'', [[MiniMecha D.Va]] can fire her Mech guns and [[MadScientist Moira]] can keep firing her drain beam without reloading. The other characters need to do some sort of reload after firing enough shots, but they all carry an endless supply of ammunition. Reaper in particular will [[ThrowAwayGuns discard his shotguns when he is out of ammo]] and pull out two new ones from HammerSpace.
* In ''VideoGame/Payday2'', most weapons carry more ammo in their magazines than they should, even with you attaching extended versions to them.
** The [[http://payday.wikia.com/wiki/Reinfeld_880 Reinfeld 880]] and [[http://payday.wikia.com/wiki/Locomotive_12G_%28Payday_2%29 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 each. 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.
** Several skills increase the number of rounds held by the magazines of specific weapons, regardless of the magazine's actual physical size. Close By Aced adds 15 shells to shotguns with magazines; Surefire Basic adds 15 rounds to [=SMGs=], [=LMGs=], and Assault Rifles; and Gun Nut basic adds 5 rounds to pistols. The last one can be a little silly, as it also applies to revolvers, allowing them to hold 11 bullets when they clearly have 6 chambers.
** Other skills allow you to fire your weapons without consuming ammo. Swan Song Aced allows you 6 seconds of continuous fire, while Bulletstorm lets people who use your ammo bags gain up to 5 (Basic) or 15 (Aced) seconds, depending on how much ammo they replenished from the bag.
** The Ammo Efficiency skill is a downplayed version of this trope; every 3 (Basic) or 2 (Aced) consecutive headshots you get with [=SMGs=], Assault Rifles, or Sniper Rifles fired in single-fire mode will return 1 round to your magazine. If your aim is on point, you can manage to squeeze 11 shots out of a 6 round magazine.
* ''VideoGame/PAYDAY3'' makes this possible with any weapon by the combination of two skills from the [[MoreDakka Mower tree]]: Ammo Funnel, which directly adds picked-up ammo to the gun's magazine, and Replenish, which automatically picks up ammo dropped by killed cops. Whilst both must be activated by gaining [[StatusBuff Edge]], they can let you keep firing practically indefinitely.
* ''VideoGame/PerfectDark Zero'' has the [[{{BFG}} M60]] machine gun, equipped with a belt of maybe seven or eight rounds that somehow lasts for 80 shots before requiring a reload. There's also the 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.
* ''VideoGame/PillarsOfEternity'' eschews any ammunition requirement for bows and firearms, unlike the ''TabletopGame/DungeonsAndDragons''-based [=CRPGs=] it [[SpiritualSuccessor draws inspiration from]].
* Lampshaded in ''VideoGame/Portal2'''s Aperture Science Investment Opportunity trailer, with the turrets that shoot endless streams of bullets.
--> ''[[https://www.youtube.com/watch?v=_TeTd0cAGEk "How do we get so many bullets in them? Like this!"]]''
* The sidequests in ''VideoGame/{{Prototype}}'' where you need to destroy stuff and kill folks using only a specific weapon or vehicle give you unlimited ammo for the duration of the sidequest. At other times, though, there is a finite stock of ammunition.
* The ''VideoGame/PrincessRemedy'' series uses guns that fire medical supplies and never runs out of shots.
* ''VideoGame/QuakeII'' and ''VideoGame/QuakeIV'' have [[http://quake.wikia.com/wiki/Blaster_%28Q2%29 the]] [[http://quake.wikia.com/wiki/Blaster_%28Q4%29 blaster]], an energy pistol with infinite ammunition. Which is [[EmergencyWeapon rarely useful]].
* In ''Film/RamboIII'' for the Platform/SegaGenesis, Rambo's primary weapon is a machine gun that, unlike some of his secondary weapons, never runs out of ammunition.
* The shotgun in ''VideoGame/RealmsOfTheHaunting'' never needs to be reloaded. Adam just fires the first round of the next reload when the gun is empty. Other cartridge-based guns require a reload sequence.
* ''Franchise/ResidentEvil''
** The rocket launcher is usually the most powerful weapon a player can obtain in these games, but you usually only have one shot at a time. Most of the games, however, have some way to unlock one with unlimited ammo. Never easily, of course -- for example, in ''VideoGame/ResidentEvil5'', [[spoiler:you have to finish the game in under five hours, much easier said than done.]]
** ''VideoGame/ResidentEvilCodeVeronica''. The protagonist hands her {{sidekick}} ''empty'' twin Ingram MAC-11s. A cutscene slightly later involves handing him a ''single'' magazine. He can keep blasting (in game and during cut-scenes) literally hundreds of bullets from both guns, up until a pivotal cutscene takes place (a cutscene which involves Steve firing both MAC-11s until they run out of ammo at the same time -- despite the fact that 15 seconds earlier, he shoots a wall with a long burst with only one gun). To top it off, he'll still fire in both cutscenes even if the player drains the guns of ammo during the playable Steve sequence, with only his first line at the end of said sequence acknowledging whether he actually still has ammo or not.
** Once you clear the game and unlock the Survivors mini-game, you can fire Steve's twin MAC-11s for almost 30 continuous seconds before they run out, despite the fact that a MAC-11 empties a full magazine (32 rounds) in just under two seconds.
** Even more amusing are Steve's Gold Lugers. Claire actually finds them first, with no ammo in them. Then Steve takes them. Later on, Steve rescues Claire by going GunsAkimbo with the Gold Lugers, then trading them back to you - with no ammo. Not only that, but there's no ammo for them in ''the entire game'' -- their use is strictly to [[LockedDoor place into a door so it unlocks]]. To add insult to injury, he actually complains that you "tricked him" since the MAC-11s have no ammo, then makes ''you'' grab that single magazine for him (though Claire gets back at him for this by making him act as a stepping stool to reach it).
** If you start ''VideoGame/ResidentEvil3Nemesis'' on Easy Mode, you start with a fully loaded [=M4A1=] and a single magazine -- which contain ''300 rounds, '''each'''''. Combined, that gives you enough bullets to reach the second half of the game before they run out, provided that you use other weapons to kill [[DamageSpongeBoss Nemesis]]. And on that note, defeating the Nemesis in every optional fight makes him drop an attachment that allows you to give a single gun infinite ammunition.
*** Fully-automatic weapons in general up to ''Code Veronica'', including the above M4, another MAC-11 in ''[[VideoGame/ResidentEvil2 2]]'', and the AK in ''CV'', are given a percentage-based ammunition system rather than tracking specific numbers of bullets, with the games varying in how many bullets make up each percentage but generally going for at least three, or at least 300 bullets per magazine that should hold around 30. This is typically made up for with A) ArbitraryGunPower making them much weaker than just plinking away with your starting handgun (or blowing their heads off with the resident Magnum), and B) very little spare ammo for when you eventually run out (each game that follows this system has a single spare magazine for their respective automatic, ''2''[='=]s MAC-11 only available if you leave it until the [[NewGamePlus B scenario]], ''3'' starting you with one extra magazine for the M4, and ''CV''[='=]s AK only getting a half-full mag in the second half of the game).
** ''VideoGame/ResidentEvil4'' & ''[[VideoGame/ResidentEvil5 5]]'' start the player off with reasonable, though a bit high, magazine sizes. The upgrade system plays this straight, eventually allowing your small handgun to hold 50+ bullets per mag, twelve rounds in a revolver, or ''one hundred'' shells in a shotgun - [[OneBulletClips fully reloaded by just putting two more in]]. Don't forget about the infinite rocket launcher you can buy after defeating the game once.
** In ''4'' and ''5'' the {{Handcannon}} can also be upgraded to have infinite ammo. However, prior to getting its Exclusive upgrade that grants it unlimited ammunition, the Handcannon's ammo is ''very'' rare. ''5'' goes even further, in that you can do this with ''any'' gun. Played completely to trope in ''4'' with the Chicago Typewriter (a Thompson submachine gun). Amusingly, it does have a reload animation which doesn't do anything at all, except [[RuleOfCool look awesome]], moreso with Leon's unlockable mobster costume.
** ''VideoGame/ResidentEvilTheUmbrellaChronicles'' and ''VideoGame/ResidentEvilTheDarksideChronicles'', being rail-shooters, gives the player's starting pistols infinite ammunition, on top of an upgrade system that lets guns hold increasingly-ridiculous amounts of ammo. In addition, counter-attacks can be used as many times as the prompt appears for the player, even if they look to take up some sort of resource -- like Chris's counter-attack, wherein he jabs a knife into the attacker's head before kicking it away, without taking back the knife,[[note]]This in contrast to the ''VideoGame/ResidentEvil1'' [=REmake=], which introduced weapons used for counterattacks like these knives, but very explicitly required you to actually ''have'' one on your person to use them and did, in fact, take one away when you used it for a counterattack[[/note]] or Rebecca's, wherein she pushes the offending zombie away and then blows it up with a ''grenade'', without requiring any grenades in your inventory or taking one away if you do have any.
** The first two ''[[VideoGame/ResidentEvilGunSurvivor Gun Survivor]]'' games (along with ''Dino Stalker'', a ''VideoGame/DinoCrisis'' spinoff) give the basic handguns infinite ammo as well.
** ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' offer "Infinity" mode, which can be purchased in the collection for 50,000 points after being unlocked. It makes guns bottomless and also keeps melee weapons from breaking.
** The ''VideoGame/ResidentEvil4Remake'' has both flavors of infinite ammo: Bottomless magazines and bottomless bullet reserves. If Leon equips the Cat Ears, he gains infinite ammo for all weapons (excluding the Bolt Thrower and regular Rocket Launchers), however the magazine itself is ''not'' bottomless. Instead, it is treated as Leon having pockets full of ammo of all types stashed in his inventory. Thus, you must reload, but you still have infinite ammo. On the other hand, the Infinite Rocket Launcher comes with infinite shots and never has to be reloaded, and the Chicago Sweeper and Handcannon can be upgraded to have infinite ammo and never need to reload, allowing you to shoot forever. This can even be mixed. If you have the Chicago Sweeper and the Cat Ears, but haven't full upgraded the Sweeper, it will still need reloading, but you'll have infinite bullets to do so with. Once you get its exclusive upgrade, you'll then notice the ammo count vanish and you can now fire indefinitely.
* ''VideoGame/{{Rimworld}}'': No handheld weapon has any ammunition to worry about, so your pawns can keep firing their guns or bows until the weapon itself wears down and breaks. Even throwable weapons like grenades or Molotov cocktails can be used unlimitedly. However, some stronger, rarer weapons can only be fired once; once used up, the weapon itself disappears.
* In the MMO Third Person Shooter ''VideoGame/{{S4 League}}'', most of the shooting weapons have limited magazine sizes but unlimited ammo reserves. Justified because it takes place in a virtual setting where ammo is unlimited because the designer said so.
* ''VideoGame/SaintsRow2'':
** The game allows you to unlock infinite ammo for different weapon types by completing diversions, on top of the weapons usually holding more bullets than their real-world counterparts would be able to (the most extreme examples being some shotguns, a double-barreled one holding six shells and a concealed cane-shotgun that should only hold one or two gets ''sixteen''). ''VideoGame/SaintsRowTheThird'' and beyond instead makes this an ability you can unlock at the maximum respect rank, and also has slightly-earlier upgrades that let you skip reloading entirely for weapons of specific types. There are also certain sections where you are given guns with infinite ammo, mainly during intense action sequences.
** The STAG weapons in the third game never have to be reloaded due to firing energy rounds. Zin weapons in ''IV'' work the same way. In both cases, they still have a finite ammo supply and will overheat if you hold down the trigger too long.
* None of the projectile weapon wielders in ''VideoGame/SamuraiWarriors'' needs to reload. In order from least to most ridiculous: Ina with her bow, Masamune with his pistols, Magoichi with his musket/rifle(/shotgun), Goemon with his backpack cannon, and Ieyasu with his [[MilitaryMashupMachine cannon-spear]].
* Tony Montana in ''VideoGame/ScarfaceTheWorldIsYours'' gains infinite ammunition when he enters a Blind Rage mode, then abruptly returns to needing to watch his ammo usage once he goes back to normal.
* In ''VideoGame/{{Scribblenauts}}'', YOU can only use firearms a certain number of times before they are destroyed. But anyone else can use a firearm infinitely.
* ''VideoGame/SepterraCore'' {{handwave}}s this by explaining that the guns use a fancy piece of AppliedPhlebotinum to synthesize ammo from energy harvested from the rotation of the planet's seven world shells.
* ''VideoGame/SeriousSam''
** In all games, the attachment of a "Techno-Magical Ammunition Replenisher" allows for the starting pistols to have infinite ammo, though you have to reload every certain number of shots. Similarly, the usage of an advanced fuel cell {{hand wave}}s the unlimited run-time of the chainsaw. Multiplayer also has a server setting to let ''every'' gun have infinite ammo.
** In ''Serious Sam 3'', there are infinite ammo crates similar to those found in ''Half-Life 2'', which grant you an infinite reserve of rockets or C4 packs. [[SuspiciousVideoGameGenerosity You'll only find those where they're absolutely necessary]].
* The Terran marines of ''VideoGame/StarCraftII'' carry gauss rifles with magazines that must stretch all the way into hyperspace and back, since they can keep holding down the trigger and shooting things forever on full-auto without ever having to reload. And as we see in the cinematics, they are shooting ''big'' bullets. However, a couple of these cinematics avert the trope. Secondary material suggests the [[ShouldersOfDoom giant shoulderpads]] are for ammo storage. More mystifying is how missile-bearing units such as the Goliath never run out -- or, for that matter, how hydralisks never run out of venomous spines.
* ''VideoGame/{{Stranglehold}}'' plays this in the same manner as classic first-person shooters -- as long as your gun has ammo, you can fire continuously without stopping to reload. In fact, the only time Tequila reloads is when he's gearing up to unleash a Barrage attack.
* ''Franchise/SuperMarioBros'':
** The Bill Blasters from the series games, which can fire an unlimited number of Bullet Bills. Adding to this is the fact that the Bills are approximately the same size as their Blasters. This is also true with Lakitus, especially in the early years where [[TheSpiny their Spinies]] are all the same size as their butts, which in turn are the same size as the Lakitus themselves, as with the Hammer Bros., which can throw an unlimited supply of hammers.
** Lampshaded in ''VideoGame/PaperMarioTheThousandYearDoor''. A character complains that her guidebook on a hammer-throwing enemy tells you everything except where they get the infinite supply of hammers.
* ''VideoGame/SWAT4'' averts this for human players and AI-controlled squadmates, but [[TheAIIsACheatingBastard plays it completely straight for AI-controlled suspects]].
* In ''VideoGame/{{Syndicate}} Wars'' your agents have built-in micro-fusion reactors that create ammunition for their weapons. Where they're keeping those weapons, though, [[HyperspaceArsenal we don't ask]].
** In the remake, the minigun plays this absolutely straight, without even a handwave.
* ''VideoGame/TalesSeries:''
** ''VideoGame/TalesOfInnocence'': This is one of the few games in the series not stuck in MedievalStasis, so guns are fairly common. Iria uses twin guns and Ricardo uses a shotgun. While they don't have to reload at any point, both have bullet belts incorporated into their designs. They just do it off-screen, apparently.
** Patty from ''VideoGame/TalesOfVesperia'' is the worst offender, using what appears to be a flintlock pistol. Some artes has her shoot from it several times.
** Ludger from ''VideoGame/TalesOfXillia2'' also uses twin pistols which never need reloading. His movement speed takes a huge hit, however, when equipped with guns.
** Bizarrely played with in ''VideoGame/TalesOfArise''. Shionne has a gun, and her design features a strap with bullets. Her gun appears to fire magic charges, and she never has to reload after normal attacks. Some of her special artes has her throw a [[ThrowDownTheBomblet bomb]], that she also never runs out of. However, she has an option to shoot said bomb to make the blast stronger, and ''these'' bullets are limited. Moreover, if she runs out of said special bullets, she has to reload before using normal attacks... but not artes. And then there are [[LimitBreak Mystic Artes]] and [[CombinationAttack Boost Strikes]], for some of which she throws bullets around.
*** Some of this can be explained by Renan technology, that allows SummonToHand. Why there is a need to ever reload, with technology like this, is a mystery.
* Justified in ''VideoGame/TrailsSeries''. Most guns in the setting work on orbal energy, the same force that powers [[MagicFromTechnology battle orbments]]. They take their ammo ''literally'' from the air, by gathering dispersed orbal energy. As a trade-off, guns are far less deadly than they should be.
** Played straight for actual gunpowder guns, even though there's not many of them. [[VideoGame/TrailsInTheSky Tita]] never runs out of bullets, no matter how much she fires her Gatling gun, that this little girl [[HyperspaceArsenal apparently lugs around]].
* ''VideoGame/TemplarBattleforce'' plays this straight; every [[SpaceMarine Templar]] has both infinite ammunition and no need to reload without even an attempt at an explanation as to where the ammunition is coming from.
** This is particularly glaring given how difficult other supplies like [[HealThyself med pacs]] are to get.
* ''Franchise/TombRaider'' is another classic example. In almost all of the games, Lara's basic pistols have infinite ammo and never have to reload. Her other guns, while having limited ammo, never needs a fresh magazine. The harpoon gun, grenade launcher, rocket launcher, and crossbow all need to be reloaded. And all gunmen enemies Lara faces also have infinite ammo.
** In ''[[VideoGame/TombRaiderLegend Legend]]'', the infinite-ammo pistols have a set magazine size, but the [[BulletTime slow-mo flip attack]] overrides this, allowing her to fire non-stop until she lands.
** You can earn rewards to increase the magazine size based on how many of the game's secrets you find.
* ''VideoGame/{{Unkilled}}'' invokes this trope with the "Infinite Ammo" booster, allowing you to shoot continuously without having to reload for as long as it has remaining uses.
* In ''TabletopGame/{{Warhammer 40000}}: VideoGame/DawnOfWar'', every weapon can and will be fired continuously for as long as required without ever depleting its ammunition. This is slightly more reasonable for Imperial Guard laser weaponry or Necron gauss weaponry, less so for the others. In ''Dawn of War 2'' nearly every unit performs a brief reload animation after every dozen-or-so shots, averting one part of this trope, but that simply raises the question of where they get all those magazines.
** Perfectly justified for the Orkz, whose gear runs entirely on ClapYourHandsIfYouBelieve.
* Hunters in ''VideoGame/WorldOfWarcraft'' needed ammo in the earlier days for their ranged weapons; having a quiver (for arrows) or pouch (for guns) increased reload speed, in ''Burning Crusade'' Ranged Players were finally granted "Thori'dal, The Stars Fury", a Legendary Bow dropped from Kil'Jaeden in the Sunwell Plateau Raid that didn't require ammunition in order to fire as it instead created arrows made out of Magic. The "Cataclysm" expansion changed ranged weapons to no longer need ammo, though if you had a quiver or pouch on your person (they've turned into normal bags) beforehand, it will still display. The "Mists of Pandara" expansion goes one step further and strips out the differences between ranged and melee weapons.
* Unlike other Wargaming titles, the ships in ''VideoGame/WorldOfWarships'' have unlimited ammunition in their magazines. According to the developers, this is because ships hold so much ammo that they actually could not expend it all over the course of a match so they didn't bother. Remember real naval battles take place over hours of not days rather that minutes.
* Played straight with any pistol in the ''[[VideoGame/XCOMEnemyUnknown XCOM]]'' remake. Rifles and shotguns do need to reload... but have unlimited reloads. And not, this isn't just with energy weapons but with regular ballistic guns as well. The only weapons that run out of ammo are bazookas and fusion ball launchers.
* ''VideoGame/XMenTheRavagesOfApocalypse'' adds reload or recovery time to weapons to prevent them from firing constantly. However, there's a rapid-fire powerup that removes this and allows you to fire weapons as if there's a bottomless feed.
* ''VideoGame/Yakuza1'': Downplayed. Kiryu is given a gun to fend off attackers from a car, which hold 15 bullets per reload. Completely reasonable... if the gun was a modern semi-automatic, but the gun is repeatedly shown to be a snub-nosed six-shot revolver.
[[/folder]]




[[folder:Video Games]]
* Many roleplaying games in a fantasy setting will let your ranged weapon users do this. Marle of ''VideoGame/ChronoTrigger'' will never run out of bolts, Yuffie of ''VideoGame/FinalFantasyVII'' can chuck as many shuriken as she wants, and so on.
* ''VideoGame/SecretOfMana'' -- though whoever uses the bow only shoots an arrow about ''four feet'' away, so they may be just picking up the arrow and shooting it again.
* ''Franchise/FinalFantasy'':
** Series-wide, nearly every game features this in one way or another with primary weapons, whether it be with arrows, bullets, even playing cards. However, some games have a "[[ThrowingYourSwordAlwaysWorks Throw]]" command where a character throws an item (such as ninja stars, a sword, or [[ImprobableWeaponUser money]]) - it tends to do high damage, but whatever you threw is [[PermanentlyMissableContent lost forever]].
** ''VideoGame/FinalFantasyIV'' features bows that use limited amounts of arrows (which you tend to get in lots of ten.) That said, the [=DS=] remake does away with this: Arrows in this version are only consumed when switching weapons.
** Ranged weapons in ''VideoGame/FinalFantasyXII'' have bottomless magazines, but you have to have the right kind of ammo (arrows, crossbow bolts, ammo, and bombs) equipped in order to attack with said weapon.
** ''VideoGame/FinalFantasyXIV'' originally had arrows as a resource that had to be purchased to use the Archer and Bard's bows, but a later patch removed this for balancing purposes. With the addition of actual firearms with the Machinist class in the ''Heavensward'' expansion, this got even more ridiculous, in that until a major rebalance with the third expansion, guns explicitly had an ammo limit of three bullets and two separate reloading skills (one to pop in all three bullets at once and one with a quicker cool-down to quickly add one shot) -- but not only could you reload as often as you needed to without ever needing to buy more ammo, but in fact the guns continued to function just fine ''without'' ammo loaded. The only reason to reload was that the bullets hit harder, let you fire faster, and triggered bonus effects more often when you do. Even the old "Throw" command gets in on the action now, as several tank and melee-focused DPS classes get a skill to toss their weapon (or something else, like Gladiator/Paladin's shield), with the weapon immediately returning to their hands after it hits the target; only maybe one of them gets a justification of you simply tossing a magical projection of your weapon rather than your actual weapon.
* In the ''VideoGame/AgeOfEmpires'' series, projectile weapon users (archers, siege weapons, HandCannon wielders and unique units who [[ThrowingYourSwordAlwaysWorks throw a weapon]]) have unlimited projectiles; you're never charged additional resources or even time to obtain new ones.
* In ''[[VideoGame/BattleZone1998 Battlezone II]]'', infantry and vehicle weapons have infinite regenerating ammo -- be it missiles, plasma projectors or cannons -- though it's typically too slow to be reasonably useful once the magazine is depleted. However, large "siege" vehicles, like the [[HumongousMecha Attila LM walker]] can often regenerate their ammo ''faster than it can be shot'', especially with small weapons like miniguns or [=AT-Stabbers=]. Standing on a Service Bay or having enough [[TheMedic Service Trucks]] servicing you can give you bottomless magazines on ''any'' weapon.
* ''VideoGame/BaldursGateII'':
** The base game has two bows that have a built-in bottomless supply of arrows - the Tansheron's Bow and the Bow of Gesen (and at least one sling). They can still be loaded with magical varieties of arrows with limited uses, though.
** ''The Throne of Bhaal'' expansion also adds Infinite Quivers and Arrows, which can make any bow or sling into this. As well as the Firetooth Crossbow which has infinite bolts.
* Every single incarnation of ''VideoGame/BangaiO'' never runs out of missiles to fire, even while using [[SmartBomb EX Attacks]].
* In the last level of the ''VideoGame/BibleAdventures'' NES game "David & Goliath", where you actually go after Goliath instead of herding sheep, you have infinite stones to throw. A far cry from the ''five'' in [[Literature/TheBible the source text]], but then, ''he'' wasn't climbing a mountain with soldiers coming out of caves to stop him, and ''you'' don't have a divine guidance system in the game.
* In ''VideoGame/BloodlineChampions'', the bloodlines never run out of ammo. There may be {{Cooldown}}s and [[LimitBreak energy requirements]], but ammo isn't an issue.
* ''VideoGame/{{Bully}}'' gives you infinite ammo for your slingshot and the secret Rubberband Ball. All other weapons have some ammo component to them.
* ''VideoGame/TheCurseOfMonkeyIsland'' introduces "self-reloading cannons", which fire every time you pull the cord. These reappear in ''VideoGame/TalesOfMonkeyIsland''.
* ''VideoGame/CyberChaser'': The default weapon you've equipped has infinite ammo. It's the other weapons you can pick up that are limited, but they can be bought and equipped later.
* ''VideoGame/DevilMayCry'' also has Nero's ''sword'' (yes, sword). His sword can be "injected with a special fuel" to briefly power it up. This fuel never runs out and never needs to be refilled. Back to his gun, given that he can power-up his shots in exactly the same manner Dante can, maybe he really is capable of generating ammo. Then again, [[RuleOfCool maybe it's best]] [[BellisariosMaxim not to think too much about it]].
* In ''VideoGame/DiabloII'', quivers hold an utterly ridiculous but finite number of arrows (350 arrows in the same amount of inventory space as a short sword). The Amazon skill Magic Arrow creates arrows out of {{Mana}} and completely removes the need for a quiver. One unique bow, aptly named Endlesshail, has the property that it fires Magic Arrows as its default attack and does not cost any mana.
* ''VideoGame/DiabloIII'' plays it straight: quivers are utterly unnecessary for bows and crossbows, and indeed are not even usable except by Demon Hunters, for whom they function more like StatSticks. Demon Hunters can even wield a crossbow in each hand and [[AutomaticCrossbows fire them continuously]] without difficulty.
* In the original ''VideoGame/DonkeyKong'', Kong throws barrels at Mario that he gets from a stack he's standing at, and could throw them all day if not for the fact that this was a TimedMission.
* ''Franchise/DragonAge'' gives you unlimited non-enchanted arrows and crossbow bolts, but limits your magical damage-bonus ammunition.
** In ''VideoGame/DragonAgeII'', [[ICallItVera Bianca]], Varric's AutomaticCrossbow can fire off hundreds of arrows without ever needing to be reloaded. Interestingly, in cutscenes, on two separate occasions, Varric is shown retrieving a single arrow, even after he's already fired off enough to equip a small army.
** In ''Inquisition'', [[https://youtu.be/Ke2DTTs81g0?t=12m33s this gets lampshaded]].
--> '''Dorian:''' Where do you get all your arrows, Sera? You have... hundreds.\\
'''Sera:''' From your arse, that's where.\\
'''Dorian:''' My arse should open up a shop. It's apparently quite prolific.
* Played straight nowadays for any ''VideoGame/DynastyWarriors'' character who uses ranged weapons as part of their move set, although in earlier games arrows were only used in first-person mode ''and'' finite; you started stages with 20 and could find more (in quantities of 20) as item pickups.
* All NPC's in ''VideoGame/TheElderScrollsVSkyrim'' have unlimited arrows. While this is mainly because TheComputerIsACheatingBastard on their part, this also applies to some of your followers, which means you can give them just 1 of your best arrows and they can use it repeatedly like nobody's business. Also, you can replace the arrows used by guards practicing on dummies and they have unlimited arrow of that type, which you can then pluck off the dummy/target they fire at.
* ''VideoGame/ElementalGearbolt'' is a LightGunGame whose setting fantasy setting lets it eschew ammo and reloading. The player character's {{BFG}}s are {{magitek}}; they shoot magic instead of bullets and they are their own power source, so they're always ready to fire.
* In the ''VideoGame/{{Fable}}'' games, equipping a bow automatically causes a bottomless quiver of arrows to appear on the character's back.
* ''VideoGame/{{Fairyside}}'': With a [[RegeneratingMana MP Regen]] stat of 3, Shirley can fire her magical shots forever at the starting Cast Speed of 2.
* ''{{VideoGame/Gauntlet}}'', in all its incarnations, succumbs to this.
* In ''VideoGame/Ghost10'', Ghost's futuristic weapons have finite ammo that regenerates constantly, with some guns regenerating more slowly or quickly than others. If she runs out of bullets for one gun, she can just switch to another while the empty gun replenishes itself.
* ''VideoGame/GodOfWarPS4'': Atreus can only fire four arrows in a short period of time, but his quiver will quickly regenerate arrows, so the limitation is about rate of fire rather than quantity. On his character model, his quiver looks like it contains about six arrows.
* ''VideoGame/{{Iji}}'': Enemies have infinite ammo for their Nanoweapons, and [[PlayerCharacter Iji]] does not except for her Shotgun and Resonance Detonator. There are also no clips, with the automatic weapons never needing to reload except for a slight weapon-swap cooldown.
* ''VideoGame/TheJungleBook'', the regular banana projectiles are the one weapon Mowgli never runs out of. Naturally, it's also the weakest weapon. Averted with the other, stronger, weapons.
* ''[[VideoGame/LEGOAdaptationGame LEGO Indiana Jones]]'': Not only are the ranged weapons capable of firing limitless shots, but Marion Ravenwood carries a ridiculous number of [[ImprobableWeaponUser bottles to throw]].
* Lampshaded in ''VideoGame/TheLostVikings'' when Baleog mentions that he carries "a lifetime supply of arrows" with him.
* In ''VideoGame/MajinAndTheForsakenKingdom'', Tepeu is never going to run out of stones. It doesn't matter whether you're out in the desert or inside a castle.
* ''Franchise/MassEffect'': Justified.
** The [[VideoGame/MassEffect1 first game's]] codex explains that ammunition clips consist of a solid block of metal which the gun shaves sand-grain-sized pieces off of and uses mass effect fields to fire them at relativistic speeds. Ammunition is technically still limited, by since each clip makes thousands of bullets you'll functionally never be reloading in a firefight. Wrex actually tells a story about how he once fought an opposing bounty hunter for so long, they both actually did run out of ammo and had to scrounge up guns from other hunters Wrex had killed during the gunfight.
** The games do still keep mechanics that serves a similar purpose to limited ammo magazines forcing you to reload. In the first game guns have built in heatsinks which overheat, meaning that you'll have to take breaks from firing to let your weapon cool down. To varied opinions among the fanbase, [[VideoGame/MassEffect2 the sequel]] adds reloading back to the game by way of "thermal clips". Each one is essentially a mini-heat sink that is swapped out when overheated, with the justification that this actually allows soldiers to fire faster than if they were waiting for their weapons to cool back down. The massive logistical strain of now having to supply troop with thermal clips, or what soldiers do when they run out, is not addressed, although the fact that they're universal is said to aid with logistics.
** The computer-controlled [=NPCs=] never run out because TheComputerIsACheatingBastard, but in-universe it seems that Shepard is the only one who smart enough or capable of carrying as many as they need; they only steals them from dead bodies.
** The ''Citadel DLC'' has Shepard find an old M7 Lancer from around the time of the First Contact War, which still [[CallBack relies on the old cooling system]]. After running out of shots, Shepard [[DamnYouMuscleMemory goes to reload]], only to realize it doesn't use thermal clips and nearly burns themselves as a result. It's also discussed that adding the system of quick-replacable thermal clips to weapons in ''2'' and ''3'' required removal of their prior cooling systems, which leads to one character complaining that the system is a step backwards.
** ''VideoGame/MassEffectAndromeda'' brings an ItemCrafting system that allows you to manufacture weapons introduced in ''2'' or ''3'' with a "Vintage Heat Sink", returning them to the original bottomless magazines. This can turn some of the higher-powered weapons into unstoppable murder machines with an infinite ammo pool limited by a cooldown. Remnant weapons also run off bottomless magazines with a cooldown, as they fire beams, not bullets.
* The ''Franchise/{{Metroid}}'' series uses this, but explains it with Samus's suit having the ability to convert almost anything into ammunition and health.
* ''VideoGame/MidnightResistance'' has the default gun with an unlimited ammo. The powerful and expensive {{BFG}}'s are an exception.
* Ranged weaponry in the ''VideoGame/MightAndMagic'' series (the [[MorePopularSpinoff original series]], not Heroes -- for that, look under Exceptions) never run out of ammunition. This may be justified for blasters[[note]]hand-held energy weapons made by a very, very advanced civilization.[[/note]] (there's dialogue in ''VI'' that indicates they may well have a limit when it needs to be recharged... but it's so extremely high that you'd have to be adventuring with them for ''years'' to actually run out). Bows and crossbows, not so much.
* In ''VideoGame/{{Minecraft}}'', the aptly-named "Infinity" enchantment for the bow causes it to consume no arrows when fired although, oddly, you still need at least one arrow in inventory to shoot. Apparently it teleports the arrow back to you, or something. You still can't use it endlessly, though--like all tools, an Infinity bow [[BreakableWeapons wears out and eventually breaks]] (it can be repaired, but this uses up materials and "enchantment levels"), and special status-effect arrows still get used up.
* In the ''VideoGame/MonsterHunter'' games, the Bow weapon has unlimited arrows. Coatings to put on the arrows are finite, but the arrows themselves never run out. Also, the bowguns have unlimited ammunition of the most basic type. All other types are limited.
* ''VideoGame/MortalKombat11'': [[CutscenePowerToTheMax Good lord]] Cassie Cage. One youtuber even commented on whether she was using the same magazine in the black dragon hideout from Shinnok's temple.
* In ''VideoGame/MysticTowers'', the trope is played straight with the weaker Ice spell, but averted with all other attack spells.
* Certain magic bows in ''VideoGame/NeverwinterNights'' and ''VideoGame/NeverwinterNights2'' have the Unlimited Ammunition property, which generates a new arrow every time you fire. And high-level characters can get off four (in ''VideoGame/NeverwinterNights'') or six (in ''VideoGame/NeverwinterNights2'') shots every six seconds. Say hello to the magic machine gun crossbows! Though the magic enhancements that can be applied to the unlimited arrows/bolts are limited, so you can't give them on hit fireball bolts without messing about with the scripting.
* The remake of ''VideoGame/NinjaGaiden'' has Ryu with unlimited normal shuriken created through "ninja magic", but limited stocks of the incendiary kind. His stock of arrows, whether standard, armour-piercing or explosive, was also finite. The enemy forces never ran out of projectiles, though, and not just the explicitly demonic enemies.
* ''VideoGame/NinjaShadowOfDarkness'': You will never run out of throwing knives. Ever.
* ''VideoGame/PathfinderKingmaker'' and ''VideoGame/PathfinderWrathOfTheRighteous'': Bows and crossbows have infinite normal ammunition, but you can find quivers of special arrows that are consumable items.
* There are a few areas mandatory to complete ''VideoGame/ThePersistence'' where you'll get a weapon with unlimited ammo. On Deck 2, you'll get a Valkyrie gun with unlimited needles and on Deck 3, you'll get a Gravihook you can use to throw enemies around forever. Both suddenly have finite ammo once you clear the story mission.
* Lampshaded slightly in ''VisualNovel/PhoenixWrightAceAttorney: Trials and Tribulations'', when Phoenix wonders if Victor Kudo is using an infinite ammo code for his never-ending supply of seeds that keep getting thrown at him.
* Handwaved humorously in ''VideoGame/PlanescapeTorment'':
** The four-armed, dual crossbow-wielding modron ([[AlwaysChaoticEvil creature of pure Law]]) named Nordom never runs out of basic crossbow bolts (though he has only a limited supply of magical or otherwise special bolts). Explained in that Nordom's crossbows are a pair of "gear spirits", denizens of the same plane Nordom is from, whose whole reason for being is to take on the form of various tools and be helpful. This means that, as crossbows, they can use their powers to generate their own ammo.
** Ignus has endless mini-fireballs for throwing at enemies. Explained by the fact that he has a gate to the elemental plane of fire opened through him as part of a [[CoolAndUnusualPunishment cruel and unusual punishment]] for [[LaserGuidedKarma arsony]].
* ''VideoGame/{{The Punisher|THQ}}''. Frank Castle can keep launching knives as long as the "Slaughter Mode" is running. Even in the prison level, where all he has on is a jean and a simply white shirt. Averted slightly elsewhere as he can empty the ammo mags of dropped weapons... unless the ammo is incompatible with the weapons he is carrying.
* ''VideoGame/RagnarokOnline'' had this with archers and hunters who could use an infinite number of arrows so long as they never actually shot them. Using the skill Double Strafe and Arrow Shower however would allow you to shoot a target without actually using an arrow. Players would carry 1 silver or fire arrow for ghost monsters and undead and other types of arrows as needed and a handful of normal arrows for standard shooting. Sadly due to bots exploiting this it was later removed. Some private servers still have the old system.
* In ''VideoGame/{{STALKER}}'', it's never made clear exactly where [[PlayerCharacter The Marked One]] gets all those bolts from.
* The ''Franchise/{{Splatoon}}'' series has this for all weaponry, not just guns, and while you don't have bottomless magazines per se, you do functionally have an infinite number of refills. Your weapons are fueled by ink, and you play as a humanoid squid or octopus, which are creatures that naturally produce ink: do the math. Your ammo will slowly refill on its own, but you'll find that fully submerging yourself in your own (or a teammate's) puddle of ink gets the job done much quicker. Though the magazines are not bottomless, they are very close to it, as you only require a small puddle to submerge yourself to refill your ink, but a fully refilled weapon can cover a much larger amount of ground in ink. This results in a match beginning with very little ink, then using that very little ink to cover a much bigger amount, and using that bigger amount to cover an even bigger amount, until much of the stage is covered in ink.
* Laser weapons in ''VideoGame/StarWarsBattlefront2015'' will {{overheat|ing}} if fired too much, but there's no limit on magazine capacity. Grenades and other secondary gear recharge over time rather than needing to be reloaded or using ammunition.
* Creator/SupergiantGames likes to zigzag this trope.
** In ''VideoGame/{{Bastion}}'', all weapons have infinite magazines, but two (the Fang Repeater and the Dueling Pistols) require The Kid to stop and reload them periodically in exchange for a faster average firing rate.
** ''VideoGame/{{Hades}}'' has the slow Heart-Seeking Bow, which doesn't need to reload, and the fast Adamant Rail, which does. But via Daedalus Hammer upgrades, you can make the Bow fire as fast as a machine gun and the Rail have infinite ammo (in exchange for a slower fire rate). Also, normally Zagreus's Cast ability relies on a fixed supply of Bloodstones, and once fired they need to be retrieved to use them again... unless you pick the Stygian Soul mirror upgrade, which gets rid of the retrieval mechanic and instead gives you a free Bloodstone every few seconds.
* All over the place in ''VideoGame/TalesSeries''
** Chester from ''VideoGame/TalesOfPhantasia'' fights exclusively with normal bow and arrows, never using any kind of [[BadassNormal magic weapon or even artes]] (before the [[UpdatedReRelease remakes]], anyway), but he still never runs out of arrows. At very least he has a quiver, unlike most archers in the series.
** All three archers from ''VideoGame/TalesOfDestiny'' and [[VideoGame/TalesOfDestiny2 its sequel]] produce arrows from thin air, and some artes has them shoot several of them at once.
** Raven from ''VideoGame/TalesOfVesperia'' never runs out of arrows. Heck, one can't even tell where the arrows come from in the first place...
* In ''VideoGame/TaskMaker'' and ''VideoGame/TheTombOfTheTaskMaker'', all ranged weapons (bow and arrow, slingshot, blow gun, etc.) have infinite projectiles.
* The ClassyCatBurglar Zoya from ''VideoGame/{{Trine}}'' is equipped with a bow that follow this trope -- she can fire as many arrows as she wants, with the drawback that she needs to ready her bow to get any range on them. However, she can also level up an ability that reduces her time needed to ready a shot, which combined with her Bottomless Quiver, makes her a GameBreaker in combat.
* ''VideoGame/TwoWorlds'': Quivers never run out of arrows.
* ''Videogame/{{ULTRAKILL}}:'' None of the weapons you wield need reloading or even ammunition, so you don't need to worry about managing any resource that isn't your own health while slaughtering the denizens of Heaven and Hell. The Lore in the terminals does take the time to explain this: The weapons are hyperadvanced and either use microscopic accelerated ammo like the Pistol, are energy weapons like the Railcannon and Shotgun, or just straight-up generate matter from nowhere (including the plentiful bloodshed) like the Rocket Launcher and Nailgun. As to the gameplay explanation, the devs stated they didn't want players to worry about conserving ammo when they should be busy [[RuleOfCool styling all over their enemies]].
* ''VideoGame/UnrealI'' and ''VideoGame/UnrealIITheAwakening'' both feature models of the dispersion pistol, a self recharging energy weapon. The first dispersion pistol become quite powerful after a few upgrades but still takes ''seven and half minutes'' to fully recharge. The second is more of a proper EmergencyWeapon for when you've run out of ammo for everything else.
* Played straight in the ''VideoGame/{{Warcraft}}'' RTS series. In ''VideoGame/WarcraftIII'', a Night Elf archer named Shandris does a LampshadeHanging, [[StopPokingMe if clicked repeatedly enough]], by openly wondering why she never runs out of arrows.
* ''VideoGame/{{Warframe}}'':
** While most weapons use limited magazines, some weapons don't actually swap out their magazines when "reloaded". The Boltor rifle has a lever that recocked which somehow puts more {{nail|Em}}s in the gun, the Ogris rocket launcher has you punch two buttons on the back to load more rockets, etc.
** Arch-Guns (during Archwing missions) and certain other weapons run off a "Battery" mechanic, regenerating chambered ammo when the weapon isn't firing. The [[DesignItYourselfEquipment Kitguns]] have a unique Arcane which grants them this mechanic. The Nataruk Laser Bow simply has an infinity symbol for its ammo count.
** "Ammo Efficiency" determines how much ammo is consumed per trigger pull(s); while Arcane Pistoleer and certain Mods can add Efficiency, certain weapons have it built-in, usually triggering on a headshot. One of the first places players will experience this tends to be in Void Fissure missions, as the reactant buff for Primary and Secondary weapons is 100% Ammo Efficiency for the duration of the buff. One skill node in the "Madurai" Focus School can give this buff, and the Helminth has "Energized Munitions" as an ability that can be granted to any frame you choose.
* ''VideoGame/Warhammer40000RogueTrader'': {{Downplayed}}. Ranged weapons do have a limited ammunition capacity, but your PlayerParty carries an infinite number of reloads.
[[/folder]]

to:

[[folder:Video Games]]
* Many roleplaying games in a fantasy setting will let your ranged weapon users do this. Marle of ''VideoGame/ChronoTrigger'' will never run out of bolts, Yuffie of ''VideoGame/FinalFantasyVII'' can chuck as many shuriken as she wants, and so on.
* ''VideoGame/SecretOfMana'' -- though whoever uses the bow only shoots an arrow about ''four feet'' away, so they may be just picking up the arrow and shooting it again.
* ''Franchise/FinalFantasy'':
** Series-wide, nearly every game features this in one way or another with primary weapons, whether it be with arrows, bullets, even playing cards. However, some games have a "[[ThrowingYourSwordAlwaysWorks Throw]]" command where a character throws an item (such as ninja stars, a sword, or [[ImprobableWeaponUser money]]) - it tends to do high damage, but whatever you threw is [[PermanentlyMissableContent lost forever]].
** ''VideoGame/FinalFantasyIV'' features bows that use limited amounts of arrows (which you tend to get in lots of ten.) That said, the [=DS=] remake does away with this: Arrows in this version are only consumed when switching weapons.
** Ranged weapons in ''VideoGame/FinalFantasyXII'' have bottomless magazines, but you have to have the right kind of ammo (arrows, crossbow bolts, ammo, and bombs) equipped in order to attack with said weapon.
** ''VideoGame/FinalFantasyXIV'' originally had arrows as a resource that had to be purchased to use the Archer and Bard's bows, but a later patch removed this for balancing purposes. With the addition of actual firearms with the Machinist class in the ''Heavensward'' expansion, this got even more ridiculous, in that until a major rebalance with the third expansion, guns explicitly had an ammo limit of three bullets and two separate reloading skills (one to pop in all three bullets at once and one with a quicker cool-down to quickly add one shot) -- but not only could you reload as often as you needed to without ever needing to buy more ammo, but in fact the guns continued to function just fine ''without'' ammo loaded. The only reason to reload was that the bullets hit harder, let you fire faster, and triggered bonus effects more often when you do. Even the old "Throw" command gets in on the action now, as several tank and melee-focused DPS classes get a skill to toss their weapon (or something else, like Gladiator/Paladin's shield), with the weapon immediately returning to their hands after it hits the target; only maybe one of them gets a justification of you simply tossing a magical projection of your weapon rather than your actual weapon.
* In the ''VideoGame/AgeOfEmpires'' series, projectile weapon users (archers, siege weapons, HandCannon wielders and unique units who [[ThrowingYourSwordAlwaysWorks throw a weapon]]) have unlimited projectiles; you're never charged additional resources or even time to obtain new ones.
* In ''[[VideoGame/BattleZone1998 Battlezone II]]'', infantry and vehicle weapons have infinite regenerating ammo -- be it missiles, plasma projectors or cannons -- though it's typically too slow to be reasonably useful once the magazine is depleted. However, large "siege" vehicles, like the [[HumongousMecha Attila LM walker]] can often regenerate their ammo ''faster than it can be shot'', especially with small weapons like miniguns or [=AT-Stabbers=]. Standing on a Service Bay or having enough [[TheMedic Service Trucks]] servicing you can give you bottomless magazines on ''any'' weapon.
* ''VideoGame/BaldursGateII'':
** The base game has two bows that have a built-in bottomless supply of arrows - the Tansheron's Bow and the Bow of Gesen (and at least one sling). They can still be loaded with magical varieties of arrows with limited uses, though.
** ''The Throne of Bhaal'' expansion also adds Infinite Quivers and Arrows, which can make any bow or sling into this. As well as the Firetooth Crossbow which has infinite bolts.
* Every single incarnation of ''VideoGame/BangaiO'' never runs out of missiles to fire, even while using [[SmartBomb EX Attacks]].
* In the last level of the ''VideoGame/BibleAdventures'' NES game "David & Goliath", where you actually go after Goliath instead of herding sheep, you have infinite stones to throw. A far cry from the ''five'' in [[Literature/TheBible the source text]], but then, ''he'' wasn't climbing a mountain with soldiers coming out of caves to stop him, and ''you'' don't have a divine guidance system in the game.
* In ''VideoGame/BloodlineChampions'', the bloodlines never run out of ammo. There may be {{Cooldown}}s and [[LimitBreak energy requirements]], but ammo isn't an issue.
* ''VideoGame/{{Bully}}'' gives you infinite ammo for your slingshot and the secret Rubberband Ball. All other weapons have some ammo component to them.
* ''VideoGame/TheCurseOfMonkeyIsland'' introduces "self-reloading cannons", which fire every time you pull the cord. These reappear in ''VideoGame/TalesOfMonkeyIsland''.
* ''VideoGame/CyberChaser'': The default weapon you've equipped has infinite ammo. It's the other weapons you can pick up that are limited, but they can be bought and equipped later.
* ''VideoGame/DevilMayCry'' also has Nero's ''sword'' (yes, sword). His sword can be "injected with a special fuel" to briefly power it up. This fuel never runs out and never needs to be refilled. Back to his gun, given that he can power-up his shots in exactly the same manner Dante can, maybe he really is capable of generating ammo. Then again, [[RuleOfCool maybe it's best]] [[BellisariosMaxim not to think too much about it]].
* In ''VideoGame/DiabloII'', quivers hold an utterly ridiculous but finite number of arrows (350 arrows in the same amount of inventory space as a short sword). The Amazon skill Magic Arrow creates arrows out of {{Mana}} and completely removes the need for a quiver. One unique bow, aptly named Endlesshail, has the property that it fires Magic Arrows as its default attack and does not cost any mana.
* ''VideoGame/DiabloIII'' plays it straight: quivers are utterly unnecessary for bows and crossbows, and indeed are not even usable except by Demon Hunters, for whom they function more like StatSticks. Demon Hunters can even wield a crossbow in each hand and [[AutomaticCrossbows fire them continuously]] without difficulty.
* In the original ''VideoGame/DonkeyKong'', Kong throws barrels at Mario that he gets from a stack he's standing at, and could throw them all day if not for the fact that this was a TimedMission.
* ''Franchise/DragonAge'' gives you unlimited non-enchanted arrows and crossbow bolts, but limits your magical damage-bonus ammunition.
** In ''VideoGame/DragonAgeII'', [[ICallItVera Bianca]], Varric's AutomaticCrossbow can fire off hundreds of arrows without ever needing to be reloaded. Interestingly, in cutscenes, on two separate occasions, Varric is shown retrieving a single arrow, even after he's already fired off enough to equip a small army.
** In ''Inquisition'', [[https://youtu.be/Ke2DTTs81g0?t=12m33s this gets lampshaded]].
--> '''Dorian:''' Where do you get all your arrows, Sera? You have... hundreds.\\
'''Sera:''' From your arse, that's where.\\
'''Dorian:''' My arse should open up a shop. It's apparently quite prolific.
* Played straight nowadays for any ''VideoGame/DynastyWarriors'' character who uses ranged weapons as part of their move set, although in earlier games arrows were only used in first-person mode ''and'' finite; you started stages with 20 and could find more (in quantities of 20) as item pickups.
* All NPC's in ''VideoGame/TheElderScrollsVSkyrim'' have unlimited arrows. While this is mainly because TheComputerIsACheatingBastard on their part, this also applies to some of your followers, which means you can give them just 1 of your best arrows and they can use it repeatedly like nobody's business. Also, you can replace the arrows used by guards practicing on dummies and they have unlimited arrow of that type, which you can then pluck off the dummy/target they fire at.
* ''VideoGame/ElementalGearbolt'' is a LightGunGame whose setting fantasy setting lets it eschew ammo and reloading. The player character's {{BFG}}s are {{magitek}}; they shoot magic instead of bullets and they are their own power source, so they're always ready to fire.
* In the ''VideoGame/{{Fable}}'' games, equipping a bow automatically causes a bottomless quiver of arrows to appear on the character's back.
* ''VideoGame/{{Fairyside}}'': With a [[RegeneratingMana MP Regen]] stat of 3, Shirley can fire her magical shots forever at the starting Cast Speed of 2.
* ''{{VideoGame/Gauntlet}}'', in all its incarnations, succumbs to this.
* In ''VideoGame/Ghost10'', Ghost's futuristic weapons have finite ammo that regenerates constantly, with some guns regenerating more slowly or quickly than others. If she runs out of bullets for one gun, she can just switch to another while the empty gun replenishes itself.
* ''VideoGame/GodOfWarPS4'': Atreus can only fire four arrows in a short period of time, but his quiver will quickly regenerate arrows, so the limitation is about rate of fire rather than quantity. On his character model, his quiver looks like it contains about six arrows.
* ''VideoGame/{{Iji}}'': Enemies have infinite ammo for their Nanoweapons, and [[PlayerCharacter Iji]] does not except for her Shotgun and Resonance Detonator. There are also no clips, with the automatic weapons never needing to reload except for a slight weapon-swap cooldown.
* ''VideoGame/TheJungleBook'', the regular banana projectiles are the one weapon Mowgli never runs out of. Naturally, it's also the weakest weapon. Averted with the other, stronger, weapons.
* ''[[VideoGame/LEGOAdaptationGame LEGO Indiana Jones]]'': Not only are the ranged weapons capable of firing limitless shots, but Marion Ravenwood carries a ridiculous number of [[ImprobableWeaponUser bottles to throw]].
* Lampshaded in ''VideoGame/TheLostVikings'' when Baleog mentions that he carries "a lifetime supply of arrows" with him.
* In ''VideoGame/MajinAndTheForsakenKingdom'', Tepeu is never going to run out of stones. It doesn't matter whether you're out in the desert or inside a castle.
* ''Franchise/MassEffect'': Justified.
** The [[VideoGame/MassEffect1 first game's]] codex explains that ammunition clips consist of a solid block of metal which the gun shaves sand-grain-sized pieces off of and uses mass effect fields to fire them at relativistic speeds. Ammunition is technically still limited, by since each clip makes thousands of bullets you'll functionally never be reloading in a firefight. Wrex actually tells a story about how he once fought an opposing bounty hunter for so long, they both actually did run out of ammo and had to scrounge up guns from other hunters Wrex had killed during the gunfight.
** The games do still keep mechanics that serves a similar purpose to limited ammo magazines forcing you to reload. In the first game guns have built in heatsinks which overheat, meaning that you'll have to take breaks from firing to let your weapon cool down. To varied opinions among the fanbase, [[VideoGame/MassEffect2 the sequel]] adds reloading back to the game by way of "thermal clips". Each one is essentially a mini-heat sink that is swapped out when overheated, with the justification that this actually allows soldiers to fire faster than if they were waiting for their weapons to cool back down. The massive logistical strain of now having to supply troop with thermal clips, or what soldiers do when they run out, is not addressed, although the fact that they're universal is said to aid with logistics.
** The computer-controlled [=NPCs=] never run out because TheComputerIsACheatingBastard, but in-universe it seems that Shepard is the only one who smart enough or capable of carrying as many as they need; they only steals them from dead bodies.
** The ''Citadel DLC'' has Shepard find an old M7 Lancer from around the time of the First Contact War, which still [[CallBack relies on the old cooling system]]. After running out of shots, Shepard [[DamnYouMuscleMemory goes to reload]], only to realize it doesn't use thermal clips and nearly burns themselves as a result. It's also discussed that adding the system of quick-replacable thermal clips to weapons in ''2'' and ''3'' required removal of their prior cooling systems, which leads to one character complaining that the system is a step backwards.
** ''VideoGame/MassEffectAndromeda'' brings an ItemCrafting system that allows you to manufacture weapons introduced in ''2'' or ''3'' with a "Vintage Heat Sink", returning them to the original bottomless magazines. This can turn some of the higher-powered weapons into unstoppable murder machines with an infinite ammo pool limited by a cooldown. Remnant weapons also run off bottomless magazines with a cooldown, as they fire beams, not bullets.
* The ''Franchise/{{Metroid}}'' series uses this, but explains it with Samus's suit having the ability to convert almost anything into ammunition and health.
* ''VideoGame/MidnightResistance'' has the default gun with an unlimited ammo. The powerful and expensive {{BFG}}'s are an exception.
* Ranged weaponry in the ''VideoGame/MightAndMagic'' series (the [[MorePopularSpinoff original series]], not Heroes -- for that, look under Exceptions) never run out of ammunition. This may be justified for blasters[[note]]hand-held energy weapons made by a very, very advanced civilization.[[/note]] (there's dialogue in ''VI'' that indicates they may well have a limit when it needs to be recharged... but it's so extremely high that you'd have to be adventuring with them for ''years'' to actually run out). Bows and crossbows, not so much.
* In ''VideoGame/{{Minecraft}}'', the aptly-named "Infinity" enchantment for the bow causes it to consume no arrows when fired although, oddly, you still need at least one arrow in inventory to shoot. Apparently it teleports the arrow back to you, or something. You still can't use it endlessly, though--like all tools, an Infinity bow [[BreakableWeapons wears out and eventually breaks]] (it can be repaired, but this uses up materials and "enchantment levels"), and special status-effect arrows still get used up.
* In the ''VideoGame/MonsterHunter'' games, the Bow weapon has unlimited arrows. Coatings to put on the arrows are finite, but the arrows themselves never run out. Also, the bowguns have unlimited ammunition of the most basic type. All other types are limited.
* ''VideoGame/MortalKombat11'': [[CutscenePowerToTheMax Good lord]] Cassie Cage. One youtuber even commented on whether she was using the same magazine in the black dragon hideout from Shinnok's temple.
* In ''VideoGame/MysticTowers'', the trope is played straight with the weaker Ice spell, but averted with all other attack spells.
* Certain magic bows in ''VideoGame/NeverwinterNights'' and ''VideoGame/NeverwinterNights2'' have the Unlimited Ammunition property, which generates a new arrow every time you fire. And high-level characters can get off four (in ''VideoGame/NeverwinterNights'') or six (in ''VideoGame/NeverwinterNights2'') shots every six seconds. Say hello to the magic machine gun crossbows! Though the magic enhancements that can be applied to the unlimited arrows/bolts are limited, so you can't give them on hit fireball bolts without messing about with the scripting.
* The remake of ''VideoGame/NinjaGaiden'' has Ryu with unlimited normal shuriken created through "ninja magic", but limited stocks of the incendiary kind. His stock of arrows, whether standard, armour-piercing or explosive, was also finite. The enemy forces never ran out of projectiles, though, and not just the explicitly demonic enemies.
* ''VideoGame/NinjaShadowOfDarkness'': You will never run out of throwing knives. Ever.
* ''VideoGame/PathfinderKingmaker'' and ''VideoGame/PathfinderWrathOfTheRighteous'': Bows and crossbows have infinite normal ammunition, but you can find quivers of special arrows that are consumable items.
* There are a few areas mandatory to complete ''VideoGame/ThePersistence'' where you'll get a weapon with unlimited ammo. On Deck 2, you'll get a Valkyrie gun with unlimited needles and on Deck 3, you'll get a Gravihook you can use to throw enemies around forever. Both suddenly have finite ammo once you clear the story mission.
* Lampshaded slightly in ''VisualNovel/PhoenixWrightAceAttorney: Trials and Tribulations'', when Phoenix wonders if Victor Kudo is using an infinite ammo code for his never-ending supply of seeds that keep getting thrown at him.
* Handwaved humorously in ''VideoGame/PlanescapeTorment'':
** The four-armed, dual crossbow-wielding modron ([[AlwaysChaoticEvil creature of pure Law]]) named Nordom never runs out of basic crossbow bolts (though he has only a limited supply of magical or otherwise special bolts). Explained in that Nordom's crossbows are a pair of "gear spirits", denizens of the same plane Nordom is from, whose whole reason for being is to take on the form of various tools and be helpful. This means that, as crossbows, they can use their powers to generate their own ammo.
** Ignus has endless mini-fireballs for throwing at enemies. Explained by the fact that he has a gate to the elemental plane of fire opened through him as part of a [[CoolAndUnusualPunishment cruel and unusual punishment]] for [[LaserGuidedKarma arsony]].
* ''VideoGame/{{The Punisher|THQ}}''. Frank Castle can keep launching knives as long as the "Slaughter Mode" is running. Even in the prison level, where all he has on is a jean and a simply white shirt. Averted slightly elsewhere as he can empty the ammo mags of dropped weapons... unless the ammo is incompatible with the weapons he is carrying.
* ''VideoGame/RagnarokOnline'' had this with archers and hunters who could use an infinite number of arrows so long as they never actually shot them. Using the skill Double Strafe and Arrow Shower however would allow you to shoot a target without actually using an arrow. Players would carry 1 silver or fire arrow for ghost monsters and undead and other types of arrows as needed and a handful of normal arrows for standard shooting. Sadly due to bots exploiting this it was later removed. Some private servers still have the old system.
* In ''VideoGame/{{STALKER}}'', it's never made clear exactly where [[PlayerCharacter The Marked One]] gets all those bolts from.
* The ''Franchise/{{Splatoon}}'' series has this for all weaponry, not just guns, and while you don't have bottomless magazines per se, you do functionally have an infinite number of refills. Your weapons are fueled by ink, and you play as a humanoid squid or octopus, which are creatures that naturally produce ink: do the math. Your ammo will slowly refill on its own, but you'll find that fully submerging yourself in your own (or a teammate's) puddle of ink gets the job done much quicker. Though the magazines are not bottomless, they are very close to it, as you only require a small puddle to submerge yourself to refill your ink, but a fully refilled weapon can cover a much larger amount of ground in ink. This results in a match beginning with very little ink, then using that very little ink to cover a much bigger amount, and using that bigger amount to cover an even bigger amount, until much of the stage is covered in ink.
* Laser weapons in ''VideoGame/StarWarsBattlefront2015'' will {{overheat|ing}} if fired too much, but there's no limit on magazine capacity. Grenades and other secondary gear recharge over time rather than needing to be reloaded or using ammunition.
* Creator/SupergiantGames likes to zigzag this trope.
** In ''VideoGame/{{Bastion}}'', all weapons have infinite magazines, but two (the Fang Repeater and the Dueling Pistols) require The Kid to stop and reload them periodically in exchange for a faster average firing rate.
** ''VideoGame/{{Hades}}'' has the slow Heart-Seeking Bow, which doesn't need to reload, and the fast Adamant Rail, which does. But via Daedalus Hammer upgrades, you can make the Bow fire as fast as a machine gun and the Rail have infinite ammo (in exchange for a slower fire rate). Also, normally Zagreus's Cast ability relies on a fixed supply of Bloodstones, and once fired they need to be retrieved to use them again... unless you pick the Stygian Soul mirror upgrade, which gets rid of the retrieval mechanic and instead gives you a free Bloodstone every few seconds.
* All over the place in ''VideoGame/TalesSeries''
** Chester from ''VideoGame/TalesOfPhantasia'' fights exclusively with normal bow and arrows, never using any kind of [[BadassNormal magic weapon or even artes]] (before the [[UpdatedReRelease remakes]], anyway), but he still never runs out of arrows. At very least he has a quiver, unlike most archers in the series.
** All three archers from ''VideoGame/TalesOfDestiny'' and [[VideoGame/TalesOfDestiny2 its sequel]] produce arrows from thin air, and some artes has them shoot several of them at once.
** Raven from ''VideoGame/TalesOfVesperia'' never runs out of arrows. Heck, one can't even tell where the arrows come from in the first place...
* In ''VideoGame/TaskMaker'' and ''VideoGame/TheTombOfTheTaskMaker'', all ranged weapons (bow and arrow, slingshot, blow gun, etc.) have infinite projectiles.
* The ClassyCatBurglar Zoya from ''VideoGame/{{Trine}}'' is equipped with a bow that follow this trope -- she can fire as many arrows as she wants, with the drawback that she needs to ready her bow to get any range on them. However, she can also level up an ability that reduces her time needed to ready a shot, which combined with her Bottomless Quiver, makes her a GameBreaker in combat.
* ''VideoGame/TwoWorlds'': Quivers never run out of arrows.
* ''Videogame/{{ULTRAKILL}}:'' None of the weapons you wield need reloading or even ammunition, so you don't need to worry about managing any resource that isn't your own health while slaughtering the denizens of Heaven and Hell. The Lore in the terminals does take the time to explain this: The weapons are hyperadvanced and either use microscopic accelerated ammo like the Pistol, are energy weapons like the Railcannon and Shotgun, or just straight-up generate matter from nowhere (including the plentiful bloodshed) like the Rocket Launcher and Nailgun. As to the gameplay explanation, the devs stated they didn't want players to worry about conserving ammo when they should be busy [[RuleOfCool styling all over their enemies]].
* ''VideoGame/UnrealI'' and ''VideoGame/UnrealIITheAwakening'' both feature models of the dispersion pistol, a self recharging energy weapon. The first dispersion pistol become quite powerful after a few upgrades but still takes ''seven and half minutes'' to fully recharge. The second is more of a proper EmergencyWeapon for when you've run out of ammo for everything else.
* Played straight in the ''VideoGame/{{Warcraft}}'' RTS series. In ''VideoGame/WarcraftIII'', a Night Elf archer named Shandris does a LampshadeHanging, [[StopPokingMe if clicked repeatedly enough]], by openly wondering why she never runs out of arrows.
* ''VideoGame/{{Warframe}}'':
** While most weapons use limited magazines, some weapons don't actually swap out their magazines when "reloaded". The Boltor rifle has a lever that recocked which somehow puts more {{nail|Em}}s in the gun, the Ogris rocket launcher has you punch two buttons on the back to load more rockets, etc.
** Arch-Guns (during Archwing missions) and certain other weapons run off a "Battery" mechanic, regenerating chambered ammo when the weapon isn't firing. The [[DesignItYourselfEquipment Kitguns]] have a unique Arcane which grants them this mechanic. The Nataruk Laser Bow simply has an infinity symbol for its ammo count.
** "Ammo Efficiency" determines how much ammo is consumed per trigger pull(s); while Arcane Pistoleer and certain Mods can add Efficiency, certain weapons have it built-in, usually triggering on a headshot. One of the first places players will experience this tends to be in Void Fissure missions, as the reactant buff for Primary and Secondary weapons is 100% Ammo Efficiency for the duration of the buff. One skill node in the "Madurai" Focus School can give this buff, and the Helminth has "Energized Munitions" as an ability that can be granted to any frame you choose.
* ''VideoGame/Warhammer40000RogueTrader'': {{Downplayed}}. Ranged weapons do have a limited ammunition capacity, but your PlayerParty carries an infinite number of reloads.
[[/folder]]



[[folder:Video Games]]
* ''VideoGame/AceOnline'' hilariously averts the biggest argument (who would want to pull the plane over to reload) almost because it can: You ''do'' have to pull your fighter plane over and top up on bullets and missiles. And you can carry over ''1400'' of some types of missiles.
* ''VideoGame/AdvanceWars'' gives ammo limits to the heavy weapons -- most notably the main guns on artillery, AA guns, tanks, ships and mechanised infantry. Of course, towns and [=APCs=] have a seemingly bottomless supply of ammo to provide them. In addition, the secondary weapons (typically machine guns) never run out of ammo.
* In ''VideoGame/AkaneTheKunoichi'', Akane never runs out of kunais to throw, and can easily go through hundreds. Enemies don't run out either, although their rate of fire is low enough that it's less conspicuous.
* Averted in ''VideoGame/AlienShooter TD''. Normally in TowerDefense games, defense buildings and {{Hero Unit}}s have unlimited ammo to cut out that extra bit of management when you're constantly being {{Zerg Rush}}ed. ''Alien Shooter TD'' is an exception and even worse reloading your ammo costs a ton of money - the exact price of whatever gun you have equipped, making use of more powerful weapons disadvantageous. This is why WeWillUseLasersInTheFuture, the energy weapon troops' guns not only have the best statlines, they can also learn a skill which allows their weapons to self-charge a percentage of the magazine (giving them "unlimited ammo" that'll quickly exhaust in major fight until you either wait out for the next recharge period or shell out money and buy a new magazine).
* Averted in ''VideoGame/AlienSoldier''. Having to conserve your ammunition makes the game that much harder.
* Averted in ''VideoGame/{{Amagon}}'': Amagon uses a machine gun as his weapon, but it only has 300 bullets to start out with.
* ''VideoGame/ArmedAndDangerous'' has conversations between Q and Jonsey that blatantly poke fun at this trope. Unfortunately for Roman, he gets the burden of having both reloads and finite ammunition (though it's plentiful to where running out is of no concern).
-->'''Jonsey:''' Q? Do you ever run out of ammo?\\
'''Q:''' No. Never.\\
'''Jonsey:''' Me neither. Weird isn't it? I reload sometimes but I have limitless ammo. It's creepy!
* Averted in ''Franchise/AssassinsCreed'' titles that include firearms: the player character has to reload their guns after every use and have limited ammunition. Enemies also have to reload after each use but conceivably have infinite ammo (such as during the Bunker Hill sequence in ''VideoGame/AssassinsCreedIII'' in which there is a large mass of soldiers in firing lines who will fire at the opposite side forever, but have to reload each time). Non-gunpowder weapons (such as throwing knives, bows, and blowguns) don't have reload times but ''do'' have limited ammunition. Enemies, however, get unlimited arrows.
* Averted in ''VideoGame/{{Blitzkrieg}}'' where transports, trucks and haulers must be used to resupply units, down to the last rifleman. Skilled players could cripple their enemies by destroying their supply vehicles, adding a strategic dimension.
* Like its older brother ''VideoGame/DukeNukem'', ''VideoGame/Blood1997'' was an early pioneer in avoiding this with its sawn-off shotgun. It can fire two shots, then a reloading animation plays. Going for a double-barrel shot will always have it be followed by a reload. This is a more subtle example, as Caleb's reloading animation still takes less than a second, meaning the weapon can still rapid-fire somewhat effectively. Most of the other weapons are fantastical, leaving only the flare gun[[note]]which should be a single-shot weapon, but which fires as long as Caleb has flares, limited only by the recoil of firing[[/note]] and Tommy Gun[[note]]which has its big drum magazine attached, but even the largest of those only held 100 bullets at a time, whereas Caleb can fire up to 500 bullets in a single burst without having to touch that drum[[/note]] as weapons that hold more rounds than the real ones could ever manage.
* In the FightingGame ''VideoGame/BushidoBlade''; during your fight with the GiantSpaceFleaFromNowhere Katze, he has a pistol and you have a sword. However, he only has six shots before he has to stop and reload. While he reloads, he's absolutely helpless and can be easily killed. This was repeated in the sequel, although one of your opponents carries a freaking machine gun and both of them are practically impossible to kill while reloading now.
* In ''VideoGame/CallOfCthulhuDarkCornersOfTheEarth'', not only you have to reload your guns as in real life, but you also have to memorize how much ammo you have left in your magazine, since there is no visible counter! And there's no crosshair, so you'll have to manually aim using the normal iron sight on the gun. Which is not necessarily an easy task, one might add, as broken bones are not only possible but probable.
* ''Usually'' the case in the old MediaNotes/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.
* Downplayed in ''Deep Space Nine: The Fallen'' with the smallest pistol, which has infinite power, but must be recharged.
* In the ''VideoGame/CloseCombat'' series of strategy games (not the first person shooter ''First to Fight'') you command platoon- or company-size units of infantry and tanks which start each mission with an allotment of ammo and NO re-supply. If you shoot your machine gun dry trying to suppress the enemy positions, that's it. If your tank expends all its shells trying to blast the enemy out of buildings, that's it. Mortars, tanks, and machine guns have particularly serious problems with this. Running the enemy out of ammo is actually a valid tactic in some situations.
* ''VideoGame/CompanyOfHeroes'' is an exception to the no reloading clause, with individual rifleman doing so in addition to the various artillery/heavy weapons pieces.
* In the original ''VideoGame/{{Conflict}}'' for the NES and its sequel ''Super Conflict'' for the SNES, any units with "special weapons" had to re-supply those at a city (or airport for flying units). The standard weapons, which were all variations of machine guns, never needed to be reloaded.
* Zig-zagged in ''VideoGame/{{Control}}''. The Service Weapon is a shapeshifting EldritchAbomination that takes the form of typical video-game guns. It has a limited number of shots that varies depending on which form it's using, but the ammo regenerates when it's not being fired. There are some upgrades that even have a chance to refund a shot when you hit an enemy.
* The video game adaptation of ''Film/TheCrowCityOfAngels'' has a very unfair zigzagging of this trope. All of the enemies with firearms come out with guns already drawn carrying unlimited ammo, while you need to pick up guns and ammo off the ground before you can fire, and you only get a few shots before running out of ammo.
* In the ''VideoGame/{{Crusader}}'' games, waaaay back in 1995/96, you had to manage magazines for the various projectile-based weapons.
* Kind of played straight, kind of averted in ''VideoGame/TheDarkness''. Jackie is given a pair of guns for his birthday in the opening cutscene, but "ammo" for this weapon makes him pick up and use the guns of dead mooks instead. He will carry and go through dozens of these guns until you reach your last "magazine", at which point he will revert to using his birthday presents.
* ''VideoGame/{{Darksiders}}'': Strife's guns, Mercy and Redemption, have unlimited ammo. Justified, since Strife is a Horseman of the Apocalypse, so these aren't normal firearms. ''VideoGame/DarksidersGenesis'' plays slightly with this trope: standard shots are unlimited, but enhancements (such as electric or fire) need ammo. Thankfully, it drops fairly often, so it's not that big of a problem.
* Zigzags in ''VideoGame/DarkSun'' games. Averted for the most powerful ranged weapon -- bows need arrows (though there is a magic bow that uses a spell instead). Magical arrows are rare, but plenty of non-magical arrows can be picked off dead enemies or bought in a friendly civilized area. Number of arrows in a single inventory slot is unlimited and their weight doesn't matter. Played straight for weaker slings (supposedly rocks are everywhere) and chatkchas (thri-kreen thrown propellers).
* ''VideoGame/DeusEx'' avoids this. You and your enemies have to reload, and a limited amount of magazines, when they've spent all their ammo they'll usually start hitting you with melee weapons instead -- and though bots appear to have bottomless magazines, they will run out of ammo if you wait long enough (usually long enough to kill you several times over). When the bots run out of ammo they'll say "Low Ammo" and attempt to run away.
* In ''VideoGame/DirgeOfCerberus'' you can equip your guns with an auto reload contraption so you can shoot until you really run out of ammos (very useful when you sacrifice mag space for power or range)
* In ''VideoGame/DoomTroopers'' you need to find ammo pickups to top up the ammo pool on your basic guns, but you never have to reload. This trope is also played with, in the following way. The Doomtroopers can run out of ammo, but when they do they will slowly regenerate up to 10 bullets. Max and Mitch will do this infinitely until you find more ammo or the level ends. Note that their special weapons don't regenerate in this manner.
* ''VideoGame/DukeNukem3D'' was one of the first FPS games to avert this. The semi-auto pistol went through a reloading animation (with Duke ejecting the spent magazine and replacing it with a fresh one) every twelve shots. However, this being an old game for MS-DOS-era [=PCs=] when having a 144 [=MHz=] Pentium MMX and 32 MB RAM counted as state-of-the-art, the game engine didn't actually keep track of the shots present in your magazine; instead, the game engine blocked the firing hotkey and played the reload animation whenever the ammo counter hit a multiple of 12. This had the side effect of making it impossible to change magazine other than by depleting your current one; moreover, since Duke's maximum ammo for the pistol (200 bullets) isn't divisible by 12, this means when fully loaded he carries sixteen magazines that carry 12 bullets each and one that's arbitrarily downloaded to only 8, which he'll load first. The modern [=DukePlus=] GameMod keeps a separate ammo counter for it, however, and Duke can reload whenever he wants. The same goes for the [=MP5=] replacement for the Ripper, and in both, OneBulletClips is in full effect.
* ''VideoGame/{{Earth 2150}}'' has limited ammo for all weapons. Energy weapons recharge over time, but units using grenades, bullets or rockets need to be resupplied by plane. Guard your supply center well.
** Every non-energy/chemical vehicle-mounted weapon in the sequel, ''Earth 2160'', also have limited ammo. Fortunately, it's easier to supply that ammo. For the ED, an ammo supply can be built, which will automatically take care of supplying ammo via a projectile. For the UCS, it's a lot more annoying as ammo can only be supplied using an air unit that's highly susceptable to anti-air weapons and because ammo-limited vehicles are the staple units in their army.
** The computer, of course, [[TheComputerIsACheatingBastard plays it straight]]. Due to relatively low damage output and lots of hit points of most units sometimes even truly incredible superiority in numbers for a single battle is nothing if you don't have supplies.
** Played straight with the artillery in ''[[VideoGame/EmpireTotalWar Empire]]'' and ''[[VideoGame/NapoleonTotalWar Napoleon]]'', as warfare in the featured time periods was heavily influenced by cannons. Musket- and rifle-armed infantry do have limited ammo, although you're not likely to run out in most battles, especially since you'll be often sending in the same infantry on bayonet charges after a few volleys. In ''Empire'', until you develop ring bayonets, your soldiers will not be able to shoot for the rest of the battle if you have them plug up the barrels with blades and charge.
* Most weapons in ''VideoGame/EYEDivineCybermancy'' have quite limited magazine sizes; players will reload frequently. Every set of two or three magazines takes up a spot in the player's inventory, so some planning is needed on how much ammunition will be required for every gun the user is taking -- and indeed the choice of how many guns to take -- with every gun in the player's inventory cutting into the ammunition space of the others.
* ''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 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 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.
** The FinalBoss of ''VideoGame/{{Fallout 1}}'' -- TheMaster -- never had to reload the gatling guns connected to his chair. The boss of ''VideoGame/{{Fallout 2}}'' -- Frank Horrigan -- has to reload his weapon and did run out of ammunition eventually, whereupon he whipped out a really long knife.
** Additionally the spare ammo for a gun takes up room in your inventory. For pistols and rifles this is negligible but for heavier weapons (such as machine guns and rocket launchers) carrying enough ammo for a prolonged engagement can put a crimp in the amount of space in your inventory for loot.
** In ''VideoGame/Fallout3'':
*** 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.
*** An interesting variation occurs with the Gauss Rifle from the "Operation Anchorage" expansion. Each shot requires a new microfusion cell (a type of ammo for energy weapons), but the actual projectiles are pre-loaded into the weapon and never run out (unless that's what the weapon's Durability measures, rather than physical wear as with other weapons).
** This is also played with for the enemies of the game. They reload like the player but have literally infinite ammo. They can even spawn ammo for a weapon they pick up off their slain comrades.
** In ''VideoGame/FalloutNewVegas'', companion characters are coded to use "Magical Companion Ammo" for their default gun so that they never run out of ammo, though any other weapon you give them uses regular ammo. Also, activating Hardcore mode also gives ammo weight, meaning that you cannot carry a limitless stack of them.
** ''VideoGame/Fallout4'' 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 have any on your person you can fire it all at once without ever having to swap for a fresh magazine. The [[GameBreaker/{{Fallout}} Never Ending Laser Musket]], on the other hand, behaves entirely different by being able to load as many Fusion Cells as you want and firing it all in one shot, more than enough to [[OneHitKill drop down a Deathclaw in one hit]]. A "Never Ending" gatling laser like the Aeternus plays this straight, as it theoretically has infinite ammo, as when you load a fusion core it never depletes it, though some bugs cause it to occasionally use up a fusion core.
* Averted in ''VideoGame/FinalFantasyIV''. Several characters can use bows, but they're entirely worthless without also providing a steady supply of arrows. However the DS remake will not do this, as they wish to balance the characters and removed this restriction.
* ''VideoGame/FinalFantasyType0'' does much the same thing with King as ''Kingdom Hearts'' does with Xigbar. While he has infinite magazines, their clip size is limited (initially at 6 shots to each of his two pistols, for a total of twelve shots before a reload). [[AuthorAppeal It probably says something]] that Creator/TetsuyaNomura is associated with both characters (Xigbar is his favourite character for 358's multiplayer mode, and the 'Support Personnel' under his name in Type-0 HD uses King).
* In the ''Franchise/FireEmblem'' series of games, all weapons have limited ammo, after which they break. Archers, swordsmen, axemen, spearmen and spellcasters all run out of ammo. The only ones who don't attack with their teeth/claws, which would be troublesome if they broke, to say the least.
** The weapon's "ammo" actually represents its durability. After using it all up, the [[BreakableWeapons weapon breaks]]. One has to wonder, however, why archers never need to carry arrows, they just pull infinite amounts out of the quivers. And why does a spell book, which only has a single spell written in it, break after casting that spell 40 times?
* In ''VideoGame/{{Flashback}}'' a pistol has unlimited ammo. The game even tells you it works by shaving small bits of metal and launching them (essentially the same solution ''Mass Effect'' used later), which effectively means you never need to reload.
* ''VideoGame/FrontlinesFuelOfWar'' averts this, and doesn't give you much ammo to begin with for some loadouts. Your assault rifle, shotgun, and sniper classes had comfortable ammo slings, but your machine-gunner and submachine gun classes have precious little of it. Your pistol has infinite ammo, but it's largely ineffective; infinite ineffectiveness only gets you so far! Even vehicles can run out of ammo, but they have a suitably large amount of it. This does tend to reduce the horrifying effects that a good tank-driver, jet- or helicopter-pilot can do by a small amount. Once they've reloaded at the airfield, though...
* In ''VideoGame/FTLFasterThanLight'', neither you nor the enemy has an infinite supply of missiles or drones. Energy weapons never run out, though.
* Your units in ''VideoGame/GirlsFrontline'' have limited ammo supplies; they have room for five units of Ammo,[[note]]The actual amount they hold is higher than that, with the exact amount depending on the individual T-Doll, but every situation that uses up that ammo takes away one-fifth.[[/note]] and they spend one every time they get into a gun fight. To resupply them, you must either move them into a Heliport space or back to your Command Center and use the Resupply action, or end your turn with your squad on one of those spaces (assuming you've left your settings to auto-resupply echelons in this case). If they get into a gun fight with no Ammo, their performance will be crippled.
* ''VideoGame/GoldenEye1997'' was also one of the earliest games to have a reload function that could be triggered whenever the player wanted and use realistically-sized magazines (the only exception to the latter being the P90's 80-round magazine, because of a mistake in how it was programmed).
* Subverted in ''VideoGame/{{Guacamelee}}'' with Flame Face, who has a bad habit of wildly firing his guns into the air/ground, to the point that his first two attempts at boss fights are postponed because he used all his ammo on that and has nothing left to use on the player. Eventually played straight by the time his boss fight finally comes around, where he's apparently finally brought enough ammo to never have to worry about running out.
* Semi-averted in the ''VideoGame/HeroesOfMightAndMagic'' series, in that archers generally have a limited number of shots (everything except the Medusa in the fourth iteration), unless they're acompanied by an Ammo Cart, which allows an infinite number of reloads. Although this gets rather weird when applied to creatures like Beholders whose ranged attack is shooting [[EyeBeams energy beams out of their eyes]], so unless the cart also held high-energy food supplements, there's really nothing it should be able to do for them.
* All ammunition types in ''VideoGame/IkariWarriors'' are limited.
* ''VideoGame/{{Ikaruga}}'' averts this in the console-exclusive Prototype Mode. Firing a shot uses one bullet, and firing your HomingLasers uses 120. [[EmergencyWeapon If you run out of bullets you'll be downgraded to a short-range attack.]] Bullets can be replenished by absorbing enemy bullets, and you can store up to 999 bullets.
* Mercenaries in ''VideoGame/JaggedAlliance'' require ammo, but if they've got spare ammo when their current magazine runs out, they reload by themselves.
* In the ''VideoGame/JakAndDaxter'' series the HUD implies that the weapons use limited magazines, displaying ten or twenty rounds below the current weapon's overall ammo count. These deplete with each shot fired, and refill when empty. Actual gameplay completely ignores this, however, letting you constantly fire until you run out of ammo. The trope is played totally straight with turrets and vehicle mounted weapons (turrets do overheat, though).
* Variation in ''VideoGame/{{Killzone}}'': Whenever the player reloads with the squad leader's default assault rifle, he always flips over two magazines taped to each other -- the second time, he discards these magazines and bring up a new taped pair of magazines. Now becoming common for AK-47s and other weapons using box magazines. Many games play the trope straight by having the character simply flip over the magazine pair, with no indication that the other magazine is refilled or replaced. Based on accounts of real-life bearers who rig the magazines together for efficiency, but eventually have to dispose of both when empty.
* ''Franchise/KingdomHearts'' manages to avoid this with the Organization's gunner, Xigbar. While he has unlimited "magazines"(seeing as his bullets/arrows seem to come from nothingness itself) he does have to reload. This is the character's biggest weakness in the multiplayer mode in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]''.
* Downplayed in ''VideoGame/LittleKingsStory''. Animal Hunters have finite arrows (forty for each Hunter) and when they run out of them, they're pretty useless. However they all seem to share the same pool of arrows.
* The game adaptations of ''Film/TheLordOfTheRings'' is kind of wishy-washy with its ammo. Legolas gets 30 arrows, which is reasonable. Aragorn also gets a reasonable 20 arrows. And Gandalf gets 20 ... magic staff blasts. Where it gets silly is with the hobbits and Gimli, whose throwing items are daggers and axes -- and they, too, appear to be carrying upwards of 10 or 20 at any given time, far more than would fit anywhere on their character models.
* In ''VideoGame/TheLordOfTheRingsTheTwoTowers'' licensed game Aragorn gets forty arrows and Legolas sixty, while Gimli has twenty axes. Enemy archers will never run out of arrows, however.
* Lionel Starkweather doesn't have extra bullets for his revolver when you confront him at the end of ''VideoGame/{{Manhunt}}''. If he uses up all six shots without killing you, he'll be out of ammunition and spend the rest of the scene running from you as you chase him with a chainsaw.
* ''VideoGame/{{Marathon}}''. You can only carry magazines, not individual ammo. If you want to reload manually... you can't. The only way is to waste the rest of the magazine and wait for a new one to be loaded. Note that some weapons do have almost-instantaneous reload speeds (the fusion pistol), one has an UnorthodoxReload (even the manual teases the player on how the shotguns are supposed to reload themselves by flipping them over T2-style), and one just doesn't have ammo and has to be replaced when running out, usually at the worst time possible (the alien rifle). The enemies, however, have no such limits.
* ''VideoGame/MasterOfMagic'' units have limited ranged shots per battle, whether they use bows or magic. Warships have 99 ammo, though (draw is called after 50 turns, but Haste spell doubles the unit's actions).
* During regular gameplay in ''VideoGame/TheMatrixPathOfNeo'' your guns will always run out of ammo, unless you pick up more guns.
* ''VideoGame/MAXMechanizedAssaultAndExploration'' has a limited amount of ammunition for all vehicles and turrets. You need supply trucks or a visit to the depot to reload vehicles, though if turrets are connected to a supply source, they will reload automatically. The sequel does away with ammunition and supply connectors all together for a more streamlined gameplay.
* ''VideoGame/MedalOfHonor'' built upon ''Goldeneye 007'' by being among the first games to implement reloading animations -- in ''Goldeneye'' the reload animation was just Bond lowering his gun for about two seconds, whereas in ''Medal of Honor'' the [=MP40=] and the Tommygun actually had Patton replace the magazine and cock the bolt.
* Mostly averted in the ''VideoGame/MegaManClassic'' and ''VideoGame/MegaManX'' games. Any acquired weapons or tools will run out of energy and need to be recharged before they can be fired again. The default [[ArmCannon Mega/X Buster]] plays the trope straight since it's connected to the user's power generator.
* Not only do all units in ''VideoGame/MenOfWar'' need to reload their weapons, but they all have limited ammo (even vehicles and stationary guns). It's very common to send your soldiers to scavenge fresh ammo from both friendly and enemy corpses, or loot ammo crates and wrecked vehicles for fresh tank and mortar shells. Fortunately, UniversalAmmo means that all submachine guns use the same ammo, all machine guns (including vehicle ones) use the same ammo, all tanks and anti-tank guns use the same shells etc. So you'll never end up totally bereft as long as there are corpses, crates, and armored cars to rifle through.
* ''VideoGame/MetalGearSolid'' has Vulcan Raven lugging around a huge minigun... and an ammo drum that's almost as big as he is. And the guy's ''giant''.
* ''VideoGame/MetalGearSolid3SnakeEater'':
** The game averts this one [[CutsceneIncompetence in a cutscene]]. When Ocelot first uses a revolver against Snake in a gun battle, it eventually ends with the two in a standoff. Snake then lowers his gun and comments, grinning, "You don't have what it takes to kill me." Ocelot pulls the trigger several times, only to find that his revolver has run out of ammo - it holds two fewer shots than the semi-auto pistol he'd been using in their first confrontation. [[spoiler:It is possible that this was intentional, however, as Ocelot turns out to have actually been Snake's CIA support, ADAM.]]
** In the boss fight later, he uses a second revolver to get around this. The game also goes out of the way to show you how much ammo ''he'' has remaining, and shooting him while he's reloading is an important tactic.
** In a later cutscene Ocelot is shown to be carrying ''three'' revolvers, apparently for juggling, and towards the end of the game he uses an attachable stock to brace a revolver against his shoulder for a long shot. [[RevolversAreJustBetter The man really loves revolvers]].
** Enemies have to swap magazines after a certain number of shots when in combat, even if they have an infinite number of mags in reserve. However, if you blow up a nearby ammo dump with high explosives, they will be left with a single magazine for their rifle and their backup pistol, leaving them to engage you with a knife if you set off an alert. The game then goes and screws this all up by letting the player unlock a gun with a drum magazine with the feeding ramp shaped like an infinity symbol, [[ItRunsOnNonsensoleum which Snake amusingly acknowledges would give him infinite ammo]].
* Averting this trope is one of the cornerstones of ''VideoGame/{{Metro 2033}}''. Ammo is ''incredibly'' limited due to [[AfterTheEnd the nature]] of [[CrapsackWorld the setting]], which is part of what makes it so tense through much of the early and mid game. On top of that, ammo is also technically currency (the good, military-grade stuff at least, although the dirty metro-made handloads could be bartered) -- all of it can be used on enemies, but all of it can also be used to trade for much-needed supplies and better weapons, even if they are [[ImprovisedWeapon scratch-built improvised guns]]. Get used to being one of many [[DisasterScavengers searching every nook and crany]] [[ScavengerWorld of any given location]] for every useful bits you can find, and get used to being incredibly stingy with your ammo.
* ''VideoGame/NeverwinterNights'' and ''VideoGame/NeverwinterNights2'' have limited ammunition for bows, crossbows, and slings, but the ammunition limit is absurdly high, with the only practical limitation on how many shots you can take being the weight of the ammunition, and 99 arrows only weigh about a pound in the ''VideoGame/NeverwinterNights'' world. Spellcasters, however, have significantly limited ammunition on attack spells.
* Averted totally in ''VideoGame/CliveBarkersUndying'' with the pistol and other real-world weapons, including shotguns and dynamite. Further subverted with the Tibetan War Cannon, which has infinite power, but must be recharged.
* ''VideoGame/{{Oni}}'', which is very strict about ammunition limits. Though issue of different types of ammunition is solved (by having generic "ballistic cells" and "energy cells" for ballistic and energy weapons), ammunition is not only limited by the number of ammo cells available, but also by differentiating the number of shots each gun gets from a cell (a ballistic cell means 10 shots for a standard pistol, but two for the sniper rifle). This tends to make the game's hand-to-hand fighting the most reliable form of combat.
* Completely avoided in ''VideoGame/OperationFlashpoint'' and [[VideoGame/{{ARMA}} its sequels]]. All guns in the game, including ones in vehicles or mounted on tripods, run out of ammunition. Reloading early moves that magazine to the end of the queue, and it's possible to end up loading that magazine again depending on how much ammo you expend and how often you reload.
* Lucasarts' ''VideoGame/{{Outlaws}}''. Each gun had to be reloaded, ''one painful bullet at a time''.
* Happens in the ''VideoGame/DejaVu1985'' games. Guns were opened as any container to insert rounds. It's not a gunplay-heavy game, though.
* In ''VideoGame/{{Painkiller}}'', you have limited ammo, but you never reload.
* Weapons in the first ''VideoGame/ParasiteEve'' may as well have bottomless magazines, because just about every enemy drops ammo (and in larger amounts towards the end of the game) and you can find it scattered everywhere throughout the game. The game uses the same kind of ammo for handguns, rifles, shotguns, machine guns, etc. The one kind of ammo that is scarce, however, are rockets, which you'll only get a handful of throughout the game. Using the rocket launcher is only advised against very tough bosses.
* In ''VideoGame/PerfectDark'', it's possible to catch a guard needing to reload his gun, but it may just be a random occurrence that happens once if he does it.
* Subverted in ''VideoGame/Persona5'', where you have model guns that act like real ones in the MentalWorld of the Palace. But despite not having ''any'' actual bullets in them, you can still only fire a certain amount of ammo before you run out and have to reload. In the base game, you only had one magazine's worth of shots for each character each time you entered the Cognative World, with expendable items that could be used to reload your guns. In ''[[UpdatedRerelease Persona 5 Royal]]'', however, your guns automatically start each fight with a full magazine because enemies will expect the guns to be fully loaded.
* In the ''VideoGame/RainbowSix'' games, both you and the bad guys could run out of ammo. However, given the one-shot death nature of the game, this was unlikely to happen normally unless you made prodigious use of suppressive fire. Subverted and averted in the ''Vegas'' subseries. You only get unlimited ammo for your sidearm. You do have to reload, but you'll never run out spare ammunition for it. Averted in the fact that you can see and hear your teammates and enemies reload[[note]]although enemies seem to only need to reload shotguns and sniper rifles, since those can still kill you in one hit, and your allies only ever reload if you tell them to stack up on a door and they haven't done so in a while[[/note]], and mounted machine guns, like your sidearm, must reload but do not have a total ammo limit.
* In one of the levels in ''VideoGame/RCHelicopter'', the player uses a water gun attatched to their copter that drains its battery.
* Even leaving aside the obvious aversion of this trope for the player in ''VideoGame/{{Receiver}}'' (not only are your magazines limited, you have to manually reload them yourself), the machinegun turrets only carry about fifteen rounds each. That said, trying to run them out of bullets is [[OneHitPointWonder awfully dicey]]...
* In ''VideoGame/RedFaction'', the mooks can and do run out of ammo, at which point they will melee rush you.
* Ammunition is a precious commodity in the various ''Franchise/ResidentEvil'' games, most notably in ''VideoGame/ResidentEvilCodeVeronica'' where there is simply not enough ammo to kill everything -- fortunately, it's also the first game in the series where [[EmergencyWeapon the knife]] is truly useful.
* ''VideoGame/ResidentEvil6'', along with the 4th and 5th games in the series, have infinite ammo as an unlockable, but it still requires you to reload when the mag is empty. It makes a lot of sense from a gameplay perspective to have reloads needed for infinite ammo, especially since it's a skill and players can match skills to help their playstyle, but also to stop players from [[GameBreaker making a powerhouse out of an automatic rifle.]]
* Although characters have to reload in ''VideoGame/ShadowrunReturns'', they never run out of ammo. It goes against the "conserve ammo" maxim, but obeying that would have made the game more cumbersome.
* ''VideoGame/ShadowTheHedgehog'': Guns and melee weapons have a set amount of uses before they are discarded. More ammo can be added by picking up weapons of the same type. Also played straight during the brief periods Shadow is in Chaos Mode.
* Unlike in most other ''Franchise/ShinMegamiTensei'' games, gun ammo in ''VideoGame/SoulHackers'' is finite and can be depleted.
* In ''VideoGame/SilentHill3'', one of the weapons you can unlock for an [[NewGamePlus Extra New Game]] is the Unlimited Sub Machine Gun. It's as hilariously broken as it sounds. The only downside to using the weapon is that it negatively affects the player's ranking.
* Averted in ''VideoGame/SoldiersOfAnarchy''. ''Every'' single weapon in the game has limited ammunition, from pistols to tank guns. Even worse, all vehicle weapons except the Humvee M60 and Humvee Plamya grenade launcher can only be reloaded in the base between missions, by virtue of the ammo being too heavy for infantry to carry.
* Most of the guns on ''VideoGame/SpaceStation13'' are energy weapons, but security officers' tasers and the energy guns and laser rifles carried in the armory only have a handful of shots before they need to be plugged into a recharger (same with the stun baton). Only the captain's personal laser (which is a possible target for traitors to steal) has unlimited ammo, but it needs time to recharge. For projectile weapons, they need to be reloaded regularly and it can be a pain with the clunky interface: weapons with a detachable magazine or speedloader needs to have the empty magazine ejected or casings removed (by clicking on it) and the new magazine or speedloader transferred to an empty hand and THEN into the gun to reload it. The bartender's double-barrel shotgun needs both shells loaded into it one at a time (and fresh shells and spent shells look identical, so it's possible for someone to scavenge "new ammo" and find that it's already been fired), and the syringe gun available in Medbay needs to have a new syringe loaded after each shot....which has to have been loaded with whatever drug the shooter wants beforehand. A good syringe gun user will have a medical belt loaded with syringes (typically tranquilizer or poison) and a bottle or two of extra drugs in their pockets BEFORE getting into a fight.
* Partial exception: Reavers in ''VideoGame/{{Starcraft}}'' must build their own ammo (it costs money) and have a maximum number of shots they can hold at once.
* ''VideoGame/StarRuler'' averts this with kinetics; when designing your starships you must take into account how long they can fire with the ammo stocks they have on board and add more ammo caches if they do not pack enough. Or you could design dedicated ammo colliers and send them with your expeditionary forces, but best hope the enemy doesn't [[ShootTheMedicFirst shoot them first...]] Energy weapons on the other hand have no such problems, giving you a reason to put time into improving them. Later research allows you to unlock the Matter Generator, which can generate ammo; with a high enough research level you can generate more ammo than you expend, conforming to this trope again.
* Mostly averted in several versions of an old DOS game based on the ''Franchise/StarTrek'' franchise. Your spaceship continually generates power for its energy weapons and shields, but has only nine missile weapons and it's possible to use up energy much faster than it can be generated. Docking at a space station replenishes both energy and missiles. There is an emergency procedure to gain more energy, but this often results in ''ExplosiveOverclocking''.
* Averted in ''VideoGame/StarWarsBattlefront'' and its sequel. This is actually very strange, as the source material commonly portrays most of the weapons as having unlimited ammunition, or at least very large magazines. For example, the Stormtrooper blaster rifle canonically has 100 shots per power pack and hold enough blaster gas for 500 shots before they need a refill.
* Lampshaded in ''Franchise/StarWars: VideoGame/KnightsOfTheOldRepublicIITheSithLords'', where one sidequest has you help out (or blow up) a Mandalorian whose blaster rifle had run out of juice. One conversation option is to mock him for leaving all his spare ammo in his (lost) backpack, whereupon he angrily asks if ''you've'' ever had to reload in the middle of a fight. Since the game's magazines are bottomless, he has a point.
* In ''VideoGame/SubmarineTitans'' every sub has a limit on how many torpedoes it can carry (usually 20). Fortunately, if they run out, the unit in most cases needs only to stop fighting for a few seconds, while swimming a few meters toward the player's home base to replenish them.
* Averted in ''VideoGame/{{Sundered}}'', where the [[{{BFG}} Valkyrie Cannon]]--a very powerful plasma gun--has a (very) limited amount of ammo and can only be reloaded by picking up somewhat rare ammo drops (which each restore a single unit of ammo). The Bullet Transfabricator Perk allows the player to [[InvokedTrope Invoke]] this trope in a limited fashion, as it regenerates the Cannon's ammo, one unit at a time, in set intervals.
* ''VideoGame/SuperRobotWars'' is very conscious about ammo. In fact, the Alt Eisen's Revolver Stake, which is shown to be shot six times every time it is used, is reloaded by a reloader afterwards. This actually explains the fact that it shoots so many times, and yet the attack can only be used six times. There are equipment, accessories, and abilities that allow ammunition-based weaponry to be used more. Kyosuke's Revolver Stake can be upped from six shots on a mission to nine or twelve by adding a Magazine, which is fair enough, or just by Kyosuke being badass.
* When Kirby copies Inkling's Splattershot in ''VideoGame/SuperSmashBrosUltimate'', he'll eventually run out of the ink used as ammo. However, he can't turn into a squid to recharge like Inklings can, so he automatically lose the ability when he runs out.
* Most units in ''VideoGame/SupremeCommander'' have infinite energy or ammunition for their guns, but tactical missile launchers, strategic missile launchers, and strategic missile submarines all need to be ordered to construct missiles. Considering how short the lifespan of most units in the game is, it's unlikely an ammunition limit for normal units would matter.
* Inverted in ''VideoGame/SWAT4'' where reloading is done realistically: you have a limited number of magazines, with real-life number of bullets. And each of your magazines keep the rest of their bullets if you reload prematurely, so you can just go back to a half-depleted magazine later on.
* ''VideoGame/SystemShock'' in 1994 was an early example of an FPS putting ammo limits on all guns. Reloading also isn't automatic and has to be done manually via the game's... archaic user interface, which can screw you over if you aren't keeping track. It also averts OneBulletClips.
* ''VideoGame/TeamFortress2'': Zig-zagged.
** The Sniper ejects a spent casing from his bolt action rifle after each shot, but is never seen loading a new bullet afterwards. However, in the promotional video "Meet the Sniper" it's shown that he actually holds a new bullet between his ring and index fingers before pulling the bolt and loads it into the barrel simultaneously alongside ejecting the old one.
** Though for gameplay purposes it still has a bottomless magazine as he can switch to another weapon before the reloading completes, switch back to the sniper rifle, and it will still be able to fire immediately. In fact, immediately switching back and forth right after firing a round will let him fire slightly '''[[GoodBadBugs faster]]''' than reloading normally (it saves slightly less than 1/5 of a second). The Flare Gun and its variants can also have the reload interrupted and fire as normal, but it can't be fired faster this way. In contrast the [[TheStraightAndArrowPath Huntsman and Crusader's Crossbow]] have actual 1-arrow/bolt magazines [[AllOrNothingReloads that must have their reloads completed without interruption before firing again.]]
** Standing next to a dispenser effectively grants infinite ammo, since it replenishes your ammo faster than you can use it up. Strangely, sentries (built by engineers, just like dispensers) have limited ammo and can only be reloaded manually. [[FridgeLogic Why can't the engineer combine the two devices?]]
** Potentially the case for the Engineer's Widowmaker shotgun. It uses 30 metal per shot but you get back metal equal to the damage you deal. So a good player can in theory fire infinitely so long as they do at least 30 damage per shot.
** Mann vs. Machine uses this as a gameplay mechanic. You are able to upgrade the clip size of each weapon, which seems ridiculous when your 9-shot shotgun still ejects only 2 shells to reload. Robots, on the other hands, have ''truly'' limitless ammo but regular-sized magazines (meaning they still have to reload once they empty their clips -- cue the Giant Rapid Fire variant of whatever class, truly the stuff of nightmares). Frustratingly, the special Halloween mission has Pyro bots, whose weapon draws directly from its ammo supply without reloading, taking advantage of this to shooting fire ''at all times'' making playing as Spy much more difficult.
** The Righteous Bison and Cow Mangler 5000, despite being laser weapons, must be reloaded by pumping their mechanisms
* Averted in ''VideoGame/{{TERA}} online'' with archers -- the class description states that arrows are outright magical. Not only that, the bowstring on their weapons is not even real -- as in, it's a string of arcane energy.
* In the ''VideoGame/TotalWar'' series, missile soldiers and siege weapons have limited ammo that can only be refilled between battles.
* The spiritual predecessor ''VideoGame/TotalAnnihilation'' [[AllThereInTheManual says]] that all non-nuclear-missile weapons in the game are actually energy weapons. This is quite noticeable with the long range artillery which take a big chunk of out of your energy reserves when fired.
* Partial exception: Energy weapons in ''VideoGame/TotalAnnihilation'' require energy (a global resource) to fire, and [[AwesomeButImpractical some weapons]] require the output of multiple fusion reactors to produce enough energy for continuous fire. Missiles and projectiles are unlimited, however.
* Averted by Sakuya Izayoi from ''Franchise/TouhouProject'', who can actually run out of knives (at least, according to the WordOfGod). She fixes this by simply recollecting them while TimeStandsStill.
* ''VideoGame/Uncharted2AmongThieves'' has a multiplayer booster called "Keep Firing" that lets you fit more rounds in your standard-sized magazines. During the campaign, enemies will always have unlimited ammo, though they have to reload (except for the GAU-21, which the enemies can fire endlessly). Mounted weapons actually ''don't'' have bottomless magazines (they generally hold 200 or so rounds), and if you activate the infinite ammo cheat, you still have to reload.
* An odd mix of aversion and straight invocation in ''VideoGame/ValkyriaChronicles''. Scouts, troopers and engineers have a limited amount of ammunition in their magazines, but an unlimited number of magazines. The same applies for armor-piercing shells and machine gun ammo for the tanks. But the lancers, snipers, and mortar and smoke rounds for the tanks are all explicitly in finite supply, as are grenades. One round of all expendable ammunition magically replaces itself every phase. Also, engineers appear to have an infinite supply of reloads for everyone else that they can pass along whenever they want.
* ''VideoGame/VegaStrike'' has even some beam weapons consuming ammo. Then again -- Light Ion Burster with 10,000 (!) vaporization plates per slot, [[MagneticWeapons Micro Driver]] with 5,000 balls last forever and both are common ammo in human space in case they didn't. Jackhammer (long-range laser) and Rlaan Mini Grav-thumper ammunition are much less ubiquitous.
* In the original version of ''Viper Phase 1'', special weapons avert this trope, reverting back to the infinite-use standard shot once the weapon meter empties. The "New Version" gives special weapons infinite ammo, playing this trope straight.
* In ''VideoGame/{{Wasteland}}'', not only is your own ammunition limited, the faster you kill gun-toting enemies, the more bullets they're likely to have left. They also have to reload if they run out and want to fire again.
* ''Warrior Kings'' from Microids is one of those rare RTS games that limits your ammo for troops, it does this as the game puts especially high importance on supply - your troops can even end up [[HPTo1 starving to one hit point]]. This trope is played with in that your missile troops have an ammo gauge that will eventually run out but if they're near a supply cart, then they have Bottomless Magazines.
* In ''VideoGame/{{Westerado}}'', you will never run out of bullets, but this won't stop you from having to reload once all six chambers of a revolver are emptied. Plus, you have to reload it bullet-by-bullet.
* The entirety of the ''VideoGame/WildArms'' franchise, where characters possess limited ammunition and usually attack with other methods, such as with the gun's bayonet, to conserve ammunition (1 and 2) or have to at least spend a turn reloading after firing a few shots (3 onwards).
* ''VideoGame/TheWolfAndTheWaves'': While in human form, you can throw infinite rocks (except in the tutorial, where you run out so the game can showcase your wolf form.)
* In ''VideoGame/WolfensteinTheNewOrder'', ThoseWackyNazis employ turret-mounted [[EnergyWeapons laser]] [[GatlingGood Gatlings]], which have infinite ammo due to their being hooked into power batteries. The player can un-mount these guns and carry them around, but they'll eventually run dry and need to be returned to the mount to recharge (or else just [[ThrowAwayGuns discarded]]). The HumongousMecha you use when escaping from a concentration camp plays this straight with both its laser gun ''and'' rocket launcher.
* Averted in the classic ''VideoGame/XCom'', where other than the laser weapons, all hand-held and all craft-mounted weapons have finite magazines, soldiers and craft have limited carrying space in which to cram replacement magazines, and you have to buy, build or scavenge replacement ammunition unless you want your entire organization to run out. As if that wasn't enough, you have to fund research to develop most of the weapons and equipment you'll be using. It is inverted in the original game - any magazine still loaded into a gun at the end of a mission could only be salvaged for reuse if it was still full (loose part-full mags were still scavenged) - meaning that, when ammo was tight, it was worth going round unloading all non-laser guns that had been fired during the mission when you got down to the last alien or two. ''And'' you have to specify where on the paper doll the various pieces of equipment are. If you put your mags on your belt, they cost less time to reload than ones put in the leg pockets of the cargo pants.
* The ''VideoGame/UFOAfterBlank'' series goes in odd directions with this. Every weapon needs to be reloaded when it runs out of ammo. However, in the case of advanced technology (and weapons based on advanced technology), you can research larger mags to allow your soldiers to shoot longer. In the second and third game, not only do you have to make sure your soldiers have enough weapons, you also have to make sure they have enough ammo by manufacturing it. If you don't keep up with the expenditure (especially in ''Afterlight'', where the time spent building ammo is almost always time you could better spend on more/better weapons or armor or whathaveyou), your soldiers will quickly have to start counting their rounds...and they never get good enough to hit consistently.
* In ''VideoGame/XCOMEnemyUnknown'', while your operatives won't run out of ammo on ground missions anymore, they still have a limited number of rounds per magazine and need to reload.
* Subverted in the opening of ''VideoGame/{{Xenosaga}} Episode 2'', where while the mecha piloted by the characters is descending onto a planet and assaulted by mooks, the giant energy gun (capable of firing through five enemies at once) runs out of energy. Of course, it is then used to stab the last enemy, ejected, and replaced by a blade weapon and a machine gun that doesn't run out ammo..
* ''VideoGame/{{Xenogears}}'' has Billy, who is the only playable character to use guns. His ammo is limited, and has to be bought or found in chests regularly. This also extends to his Gear.
[[/folder]]

to:

[[folder:Video Games]]
* ''VideoGame/AceOnline'' hilariously averts the biggest argument (who would want to pull the plane over to reload) almost because it can: You ''do'' have to pull your fighter plane over and top up on bullets and missiles. And you can carry over ''1400'' of some types of missiles.
* ''VideoGame/AdvanceWars'' gives ammo limits to the heavy weapons -- most notably the main guns on artillery, AA guns, tanks, ships and mechanised infantry. Of course, towns and [=APCs=] have a seemingly bottomless supply of ammo to provide them. In addition, the secondary weapons (typically machine guns) never run out of ammo.
* In ''VideoGame/AkaneTheKunoichi'', Akane never runs out of kunais to throw, and can easily go through hundreds. Enemies don't run out either, although their rate of fire is low enough that it's less conspicuous.
* Averted in ''VideoGame/AlienShooter TD''. Normally in TowerDefense games, defense buildings and {{Hero Unit}}s have unlimited ammo to cut out that extra bit of management when you're constantly being {{Zerg Rush}}ed. ''Alien Shooter TD'' is an exception and even worse reloading your ammo costs a ton of money - the exact price of whatever gun you have equipped, making use of more powerful weapons disadvantageous. This is why WeWillUseLasersInTheFuture, the energy weapon troops' guns not only have the best statlines, they can also learn a skill which allows their weapons to self-charge a percentage of the magazine (giving them "unlimited ammo" that'll quickly exhaust in major fight until you either wait out for the next recharge period or shell out money and buy a new magazine).
* Averted in ''VideoGame/AlienSoldier''. Having to conserve your ammunition makes the game that much harder.
* Averted in ''VideoGame/{{Amagon}}'': Amagon uses a machine gun as his weapon, but it only has 300 bullets to start out with.
* ''VideoGame/ArmedAndDangerous'' has conversations between Q and Jonsey that blatantly poke fun at this trope. Unfortunately for Roman, he gets the burden of having both reloads and finite ammunition (though it's plentiful to where running out is of no concern).
-->'''Jonsey:''' Q? Do you ever run out of ammo?\\
'''Q:''' No. Never.\\
'''Jonsey:''' Me neither. Weird isn't it? I reload sometimes but I have limitless ammo. It's creepy!
* Averted in ''Franchise/AssassinsCreed'' titles that include firearms: the player character has to reload their guns after every use and have limited ammunition. Enemies also have to reload after each use but conceivably have infinite ammo (such as during the Bunker Hill sequence in ''VideoGame/AssassinsCreedIII'' in which there is a large mass of soldiers in firing lines who will fire at the opposite side forever, but have to reload each time). Non-gunpowder weapons (such as throwing knives, bows, and blowguns) don't have reload times but ''do'' have limited ammunition. Enemies, however, get unlimited arrows.
* Averted in ''VideoGame/{{Blitzkrieg}}'' where transports, trucks and haulers must be used to resupply units, down to the last rifleman. Skilled players could cripple their enemies by destroying their supply vehicles, adding a strategic dimension.
* Like its older brother ''VideoGame/DukeNukem'', ''VideoGame/Blood1997'' was an early pioneer in avoiding this with its sawn-off shotgun. It can fire two shots, then a reloading animation plays. Going for a double-barrel shot will always have it be followed by a reload. This is a more subtle example, as Caleb's reloading animation still takes less than a second, meaning the weapon can still rapid-fire somewhat effectively. Most of the other weapons are fantastical, leaving only the flare gun[[note]]which should be a single-shot weapon, but which fires as long as Caleb has flares, limited only by the recoil of firing[[/note]] and Tommy Gun[[note]]which has its big drum magazine attached, but even the largest of those only held 100 bullets at a time, whereas Caleb can fire up to 500 bullets in a single burst without having to touch that drum[[/note]] as weapons that hold more rounds than the real ones could ever manage.
* In the FightingGame ''VideoGame/BushidoBlade''; during your fight with the GiantSpaceFleaFromNowhere Katze, he has a pistol and you have a sword. However, he only has six shots before he has to stop and reload. While he reloads, he's absolutely helpless and can be easily killed. This was repeated in the sequel, although one of your opponents carries a freaking machine gun and both of them are practically impossible to kill while reloading now.
* In ''VideoGame/CallOfCthulhuDarkCornersOfTheEarth'', not only you have to reload your guns as in real life, but you also have to memorize how much ammo you have left in your magazine, since there is no visible counter! And there's no crosshair, so you'll have to manually aim using the normal iron sight on the gun. Which is not necessarily an easy task, one might add, as broken bones are not only possible but probable.
* ''Usually'' the case in the old MediaNotes/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.
* Downplayed in ''Deep Space Nine: The Fallen'' with the smallest pistol, which has infinite power, but must be recharged.
* In the ''VideoGame/CloseCombat'' series of strategy games (not the first person shooter ''First to Fight'') you command platoon- or company-size units of infantry and tanks which start each mission with an allotment of ammo and NO re-supply. If you shoot your machine gun dry trying to suppress the enemy positions, that's it. If your tank expends all its shells trying to blast the enemy out of buildings, that's it. Mortars, tanks, and machine guns have particularly serious problems with this. Running the enemy out of ammo is actually a valid tactic in some situations.
* ''VideoGame/CompanyOfHeroes'' is an exception to the no reloading clause, with individual rifleman doing so in addition to the various artillery/heavy weapons pieces.
* In the original ''VideoGame/{{Conflict}}'' for the NES and its sequel ''Super Conflict'' for the SNES, any units with "special weapons" had to re-supply those at a city (or airport for flying units). The standard weapons, which were all variations of machine guns, never needed to be reloaded.
* Zig-zagged in ''VideoGame/{{Control}}''. The Service Weapon is a shapeshifting EldritchAbomination that takes the form of typical video-game guns. It has a limited number of shots that varies depending on which form it's using, but the ammo regenerates when it's not being fired. There are some upgrades that even have a chance to refund a shot when you hit an enemy.
* The video game adaptation of ''Film/TheCrowCityOfAngels'' has a very unfair zigzagging of this trope. All of the enemies with firearms come out with guns already drawn carrying unlimited ammo, while you need to pick up guns and ammo off the ground before you can fire, and you only get a few shots before running out of ammo.
* In the ''VideoGame/{{Crusader}}'' games, waaaay back in 1995/96, you had to manage magazines for the various projectile-based weapons.
* Kind of played straight, kind of averted in ''VideoGame/TheDarkness''. Jackie is given a pair of guns for his birthday in the opening cutscene, but "ammo" for this weapon makes him pick up and use the guns of dead mooks instead. He will carry and go through dozens of these guns until you reach your last "magazine", at which point he will revert to using his birthday presents.
* ''VideoGame/{{Darksiders}}'': Strife's guns, Mercy and Redemption, have unlimited ammo. Justified, since Strife is a Horseman of the Apocalypse, so these aren't normal firearms. ''VideoGame/DarksidersGenesis'' plays slightly with this trope: standard shots are unlimited, but enhancements (such as electric or fire) need ammo. Thankfully, it drops fairly often, so it's not that big of a problem.
* Zigzags in ''VideoGame/DarkSun'' games. Averted for the most powerful ranged weapon -- bows need arrows (though there is a magic bow that uses a spell instead). Magical arrows are rare, but plenty of non-magical arrows can be picked off dead enemies or bought in a friendly civilized area. Number of arrows in a single inventory slot is unlimited and their weight doesn't matter. Played straight for weaker slings (supposedly rocks are everywhere) and chatkchas (thri-kreen thrown propellers).
* ''VideoGame/DeusEx'' avoids this. You and your enemies have to reload, and a limited amount of magazines, when they've spent all their ammo they'll usually start hitting you with melee weapons instead -- and though bots appear to have bottomless magazines, they will run out of ammo if you wait long enough (usually long enough to kill you several times over). When the bots run out of ammo they'll say "Low Ammo" and attempt to run away.
* In ''VideoGame/DirgeOfCerberus'' you can equip your guns with an auto reload contraption so you can shoot until you really run out of ammos (very useful when you sacrifice mag space for power or range)
* In ''VideoGame/DoomTroopers'' you need to find ammo pickups to top up the ammo pool on your basic guns, but you never have to reload. This trope is also played with, in the following way. The Doomtroopers can run out of ammo, but when they do they will slowly regenerate up to 10 bullets. Max and Mitch will do this infinitely until you find more ammo or the level ends. Note that their special weapons don't regenerate in this manner.
* ''VideoGame/DukeNukem3D'' was one of the first FPS games to avert this. The semi-auto pistol went through a reloading animation (with Duke ejecting the spent magazine and replacing it with a fresh one) every twelve shots. However, this being an old game for MS-DOS-era [=PCs=] when having a 144 [=MHz=] Pentium MMX and 32 MB RAM counted as state-of-the-art, the game engine didn't actually keep track of the shots present in your magazine; instead, the game engine blocked the firing hotkey and played the reload animation whenever the ammo counter hit a multiple of 12. This had the side effect of making it impossible to change magazine other than by depleting your current one; moreover, since Duke's maximum ammo for the pistol (200 bullets) isn't divisible by 12, this means when fully loaded he carries sixteen magazines that carry 12 bullets each and one that's arbitrarily downloaded to only 8, which he'll load first. The modern [=DukePlus=] GameMod keeps a separate ammo counter for it, however, and Duke can reload whenever he wants. The same goes for the [=MP5=] replacement for the Ripper, and in both, OneBulletClips is in full effect.
* ''VideoGame/{{Earth 2150}}'' has limited ammo for all weapons. Energy weapons recharge over time, but units using grenades, bullets or rockets need to be resupplied by plane. Guard your supply center well.
** Every non-energy/chemical vehicle-mounted weapon in the sequel, ''Earth 2160'', also have limited ammo. Fortunately, it's easier to supply that ammo. For the ED, an ammo supply can be built, which will automatically take care of supplying ammo via a projectile. For the UCS, it's a lot more annoying as ammo can only be supplied using an air unit that's highly susceptable to anti-air weapons and because ammo-limited vehicles are the staple units in their army.
** The computer, of course, [[TheComputerIsACheatingBastard plays it straight]]. Due to relatively low damage output and lots of hit points of most units sometimes even truly incredible superiority in numbers for a single battle is nothing if you don't have supplies.
** Played straight with the artillery in ''[[VideoGame/EmpireTotalWar Empire]]'' and ''[[VideoGame/NapoleonTotalWar Napoleon]]'', as warfare in the featured time periods was heavily influenced by cannons. Musket- and rifle-armed infantry do have limited ammo, although you're not likely to run out in most battles, especially since you'll be often sending in the same infantry on bayonet charges after a few volleys. In ''Empire'', until you develop ring bayonets, your soldiers will not be able to shoot for the rest of the battle if you have them plug up the barrels with blades and charge.
* Most weapons in ''VideoGame/EYEDivineCybermancy'' have quite limited magazine sizes; players will reload frequently. Every set of two or three magazines takes up a spot in the player's inventory, so some planning is needed on how much ammunition will be required for every gun the user is taking -- and indeed the choice of how many guns to take -- with every gun in the player's inventory cutting into the ammunition space of the others.
* ''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 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 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.
** The FinalBoss of ''VideoGame/{{Fallout 1}}'' -- TheMaster -- never had to reload the gatling guns connected to his chair. The boss of ''VideoGame/{{Fallout 2}}'' -- Frank Horrigan -- has to reload his weapon and did run out of ammunition eventually, whereupon he whipped out a really long knife.
** Additionally the spare ammo for a gun takes up room in your inventory. For pistols and rifles this is negligible but for heavier weapons (such as machine guns and rocket launchers) carrying enough ammo for a prolonged engagement can put a crimp in the amount of space in your inventory for loot.
** In ''VideoGame/Fallout3'':
*** 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.
*** An interesting variation occurs with the Gauss Rifle from the "Operation Anchorage" expansion. Each shot requires a new microfusion cell (a type of ammo for energy weapons), but the actual projectiles are pre-loaded into the weapon and never run out (unless that's what the weapon's Durability measures, rather than physical wear as with other weapons).
** This is also played with for the enemies of the game. They reload like the player but have literally infinite ammo. They can even spawn ammo for a weapon they pick up off their slain comrades.
** In ''VideoGame/FalloutNewVegas'', companion characters are coded to use "Magical Companion Ammo" for their default gun so that they never run out of ammo, though any other weapon you give them uses regular ammo. Also, activating Hardcore mode also gives ammo weight, meaning that you cannot carry a limitless stack of them.
** ''VideoGame/Fallout4'' 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 have any on your person you can fire it all at once without ever having to swap for a fresh magazine. The [[GameBreaker/{{Fallout}} Never Ending Laser Musket]], on the other hand, behaves entirely different by being able to load as many Fusion Cells as you want and firing it all in one shot, more than enough to [[OneHitKill drop down a Deathclaw in one hit]]. A "Never Ending" gatling laser like the Aeternus plays this straight, as it theoretically has infinite ammo, as when you load a fusion core it never depletes it, though some bugs cause it to occasionally use up a fusion core.
* Averted in ''VideoGame/FinalFantasyIV''. Several characters can use bows, but they're entirely worthless without also providing a steady supply of arrows. However the DS remake will not do this, as they wish to balance the characters and removed this restriction.
* ''VideoGame/FinalFantasyType0'' does much the same thing with King as ''Kingdom Hearts'' does with Xigbar. While he has infinite magazines, their clip size is limited (initially at 6 shots to each of his two pistols, for a total of twelve shots before a reload). [[AuthorAppeal It probably says something]] that Creator/TetsuyaNomura is associated with both characters (Xigbar is his favourite character for 358's multiplayer mode, and the 'Support Personnel' under his name in Type-0 HD uses King).
* In the ''Franchise/FireEmblem'' series of games, all weapons have limited ammo, after which they break. Archers, swordsmen, axemen, spearmen and spellcasters all run out of ammo. The only ones who don't attack with their teeth/claws, which would be troublesome if they broke, to say the least.
** The weapon's "ammo" actually represents its durability. After using it all up, the [[BreakableWeapons weapon breaks]]. One has to wonder, however, why archers never need to carry arrows, they just pull infinite amounts out of the quivers. And why does a spell book, which only has a single spell written in it, break after casting that spell 40 times?
* In ''VideoGame/{{Flashback}}'' a pistol has unlimited ammo. The game even tells you it works by shaving small bits of metal and launching them (essentially the same solution ''Mass Effect'' used later), which effectively means you never need to reload.
* ''VideoGame/FrontlinesFuelOfWar'' averts this, and doesn't give you much ammo to begin with for some loadouts. Your assault rifle, shotgun, and sniper classes had comfortable ammo slings, but your machine-gunner and submachine gun classes have precious little of it. Your pistol has infinite ammo, but it's largely ineffective; infinite ineffectiveness only gets you so far! Even vehicles can run out of ammo, but they have a suitably large amount of it. This does tend to reduce the horrifying effects that a good tank-driver, jet- or helicopter-pilot can do by a small amount. Once they've reloaded at the airfield, though...
* In ''VideoGame/FTLFasterThanLight'', neither you nor the enemy has an infinite supply of missiles or drones. Energy weapons never run out, though.
* Your units in ''VideoGame/GirlsFrontline'' have limited ammo supplies; they have room for five units of Ammo,[[note]]The actual amount they hold is higher than that, with the exact amount depending on the individual T-Doll, but every situation that uses up that ammo takes away one-fifth.[[/note]] and they spend one every time they get into a gun fight. To resupply them, you must either move them into a Heliport space or back to your Command Center and use the Resupply action, or end your turn with your squad on one of those spaces (assuming you've left your settings to auto-resupply echelons in this case). If they get into a gun fight with no Ammo, their performance will be crippled.
* ''VideoGame/GoldenEye1997'' was also one of the earliest games to have a reload function that could be triggered whenever the player wanted and use realistically-sized magazines (the only exception to the latter being the P90's 80-round magazine, because of a mistake in how it was programmed).
* Subverted in ''VideoGame/{{Guacamelee}}'' with Flame Face, who has a bad habit of wildly firing his guns into the air/ground, to the point that his first two attempts at boss fights are postponed because he used all his ammo on that and has nothing left to use on the player. Eventually played straight by the time his boss fight finally comes around, where he's apparently finally brought enough ammo to never have to worry about running out.
* Semi-averted in the ''VideoGame/HeroesOfMightAndMagic'' series, in that archers generally have a limited number of shots (everything except the Medusa in the fourth iteration), unless they're acompanied by an Ammo Cart, which allows an infinite number of reloads. Although this gets rather weird when applied to creatures like Beholders whose ranged attack is shooting [[EyeBeams energy beams out of their eyes]], so unless the cart also held high-energy food supplements, there's really nothing it should be able to do for them.
* All ammunition types in ''VideoGame/IkariWarriors'' are limited.
* ''VideoGame/{{Ikaruga}}'' averts this in the console-exclusive Prototype Mode. Firing a shot uses one bullet, and firing your HomingLasers uses 120. [[EmergencyWeapon If you run out of bullets you'll be downgraded to a short-range attack.]] Bullets can be replenished by absorbing enemy bullets, and you can store up to 999 bullets.
* Mercenaries in ''VideoGame/JaggedAlliance'' require ammo, but if they've got spare ammo when their current magazine runs out, they reload by themselves.
* In the ''VideoGame/JakAndDaxter'' series the HUD implies that the weapons use limited magazines, displaying ten or twenty rounds below the current weapon's overall ammo count. These deplete with each shot fired, and refill when empty. Actual gameplay completely ignores this, however, letting you constantly fire until you run out of ammo. The trope is played totally straight with turrets and vehicle mounted weapons (turrets do overheat, though).
* Variation in ''VideoGame/{{Killzone}}'': Whenever the player reloads with the squad leader's default assault rifle, he always flips over two magazines taped to each other -- the second time, he discards these magazines and bring up a new taped pair of magazines. Now becoming common for AK-47s and other weapons using box magazines. Many games play the trope straight by having the character simply flip over the magazine pair, with no indication that the other magazine is refilled or replaced. Based on accounts of real-life bearers who rig the magazines together for efficiency, but eventually have to dispose of both when empty.
* ''Franchise/KingdomHearts'' manages to avoid this with the Organization's gunner, Xigbar. While he has unlimited "magazines"(seeing as his bullets/arrows seem to come from nothingness itself) he does have to reload. This is the character's biggest weakness in the multiplayer mode in ''[[VideoGame/KingdomHearts358DaysOver2 358/2 Days]]''.
* Downplayed in ''VideoGame/LittleKingsStory''. Animal Hunters have finite arrows (forty for each Hunter) and when they run out of them, they're pretty useless. However they all seem to share the same pool of arrows.
* The game adaptations of ''Film/TheLordOfTheRings'' is kind of wishy-washy with its ammo. Legolas gets 30 arrows, which is reasonable. Aragorn also gets a reasonable 20 arrows. And Gandalf gets 20 ... magic staff blasts. Where it gets silly is with the hobbits and Gimli, whose throwing items are daggers and axes -- and they, too, appear to be carrying upwards of 10 or 20 at any given time, far more than would fit anywhere on their character models.
* In ''VideoGame/TheLordOfTheRingsTheTwoTowers'' licensed game Aragorn gets forty arrows and Legolas sixty, while Gimli has twenty axes. Enemy archers will never run out of arrows, however.
* Lionel Starkweather doesn't have extra bullets for his revolver when you confront him at the end of ''VideoGame/{{Manhunt}}''. If he uses up all six shots without killing you, he'll be out of ammunition and spend the rest of the scene running from you as you chase him with a chainsaw.
* ''VideoGame/{{Marathon}}''. You can only carry magazines, not individual ammo. If you want to reload manually... you can't. The only way is to waste the rest of the magazine and wait for a new one to be loaded. Note that some weapons do have almost-instantaneous reload speeds (the fusion pistol), one has an UnorthodoxReload (even the manual teases the player on how the shotguns are supposed to reload themselves by flipping them over T2-style), and one just doesn't have ammo and has to be replaced when running out, usually at the worst time possible (the alien rifle). The enemies, however, have no such limits.
* ''VideoGame/MasterOfMagic'' units have limited ranged shots per battle, whether they use bows or magic. Warships have 99 ammo, though (draw is called after 50 turns, but Haste spell doubles the unit's actions).
* During regular gameplay in ''VideoGame/TheMatrixPathOfNeo'' your guns will always run out of ammo, unless you pick up more guns.
* ''VideoGame/MAXMechanizedAssaultAndExploration'' has a limited amount of ammunition for all vehicles and turrets. You need supply trucks or a visit to the depot to reload vehicles, though if turrets are connected to a supply source, they will reload automatically. The sequel does away with ammunition and supply connectors all together for a more streamlined gameplay.
* ''VideoGame/MedalOfHonor'' built upon ''Goldeneye 007'' by being among the first games to implement reloading animations -- in ''Goldeneye'' the reload animation was just Bond lowering his gun for about two seconds, whereas in ''Medal of Honor'' the [=MP40=] and the Tommygun actually had Patton replace the magazine and cock the bolt.
* Mostly averted in the ''VideoGame/MegaManClassic'' and ''VideoGame/MegaManX'' games. Any acquired weapons or tools will run out of energy and need to be recharged before they can be fired again. The default [[ArmCannon Mega/X Buster]] plays the trope straight since it's connected to the user's power generator.
* Not only do all units in ''VideoGame/MenOfWar'' need to reload their weapons, but they all have limited ammo (even vehicles and stationary guns). It's very common to send your soldiers to scavenge fresh ammo from both friendly and enemy corpses, or loot ammo crates and wrecked vehicles for fresh tank and mortar shells. Fortunately, UniversalAmmo means that all submachine guns use the same ammo, all machine guns (including vehicle ones) use the same ammo, all tanks and anti-tank guns use the same shells etc. So you'll never end up totally bereft as long as there are corpses, crates, and armored cars to rifle through.
* ''VideoGame/MetalGearSolid'' has Vulcan Raven lugging around a huge minigun... and an ammo drum that's almost as big as he is. And the guy's ''giant''.
* ''VideoGame/MetalGearSolid3SnakeEater'':
** The game averts this one [[CutsceneIncompetence in a cutscene]]. When Ocelot first uses a revolver against Snake in a gun battle, it eventually ends with the two in a standoff. Snake then lowers his gun and comments, grinning, "You don't have what it takes to kill me." Ocelot pulls the trigger several times, only to find that his revolver has run out of ammo - it holds two fewer shots than the semi-auto pistol he'd been using in their first confrontation. [[spoiler:It is possible that this was intentional, however, as Ocelot turns out to have actually been Snake's CIA support, ADAM.]]
** In the boss fight later, he uses a second revolver to get around this. The game also goes out of the way to show you how much ammo ''he'' has remaining, and shooting him while he's reloading is an important tactic.
** In a later cutscene Ocelot is shown to be carrying ''three'' revolvers, apparently for juggling, and towards the end of the game he uses an attachable stock to brace a revolver against his shoulder for a long shot. [[RevolversAreJustBetter The man really loves revolvers]].
** Enemies have to swap magazines after a certain number of shots when in combat, even if they have an infinite number of mags in reserve. However, if you blow up a nearby ammo dump with high explosives, they will be left with a single magazine for their rifle and their backup pistol, leaving them to engage you with a knife if you set off an alert. The game then goes and screws this all up by letting the player unlock a gun with a drum magazine with the feeding ramp shaped like an infinity symbol, [[ItRunsOnNonsensoleum which Snake amusingly acknowledges would give him infinite ammo]].
* Averting this trope is one of the cornerstones of ''VideoGame/{{Metro 2033}}''. Ammo is ''incredibly'' limited due to [[AfterTheEnd the nature]] of [[CrapsackWorld the setting]], which is part of what makes it so tense through much of the early and mid game. On top of that, ammo is also technically currency (the good, military-grade stuff at least, although the dirty metro-made handloads could be bartered) -- all of it can be used on enemies, but all of it can also be used to trade for much-needed supplies and better weapons, even if they are [[ImprovisedWeapon scratch-built improvised guns]]. Get used to being one of many [[DisasterScavengers searching every nook and crany]] [[ScavengerWorld of any given location]] for every useful bits you can find, and get used to being incredibly stingy with your ammo.
* ''VideoGame/NeverwinterNights'' and ''VideoGame/NeverwinterNights2'' have limited ammunition for bows, crossbows, and slings, but the ammunition limit is absurdly high, with the only practical limitation on how many shots you can take being the weight of the ammunition, and 99 arrows only weigh about a pound in the ''VideoGame/NeverwinterNights'' world. Spellcasters, however, have significantly limited ammunition on attack spells.
* Averted totally in ''VideoGame/CliveBarkersUndying'' with the pistol and other real-world weapons, including shotguns and dynamite. Further subverted with the Tibetan War Cannon, which has infinite power, but must be recharged.
* ''VideoGame/{{Oni}}'', which is very strict about ammunition limits. Though issue of different types of ammunition is solved (by having generic "ballistic cells" and "energy cells" for ballistic and energy weapons), ammunition is not only limited by the number of ammo cells available, but also by differentiating the number of shots each gun gets from a cell (a ballistic cell means 10 shots for a standard pistol, but two for the sniper rifle). This tends to make the game's hand-to-hand fighting the most reliable form of combat.
* Completely avoided in ''VideoGame/OperationFlashpoint'' and [[VideoGame/{{ARMA}} its sequels]]. All guns in the game, including ones in vehicles or mounted on tripods, run out of ammunition. Reloading early moves that magazine to the end of the queue, and it's possible to end up loading that magazine again depending on how much ammo you expend and how often you reload.
* Lucasarts' ''VideoGame/{{Outlaws}}''. Each gun had to be reloaded, ''one painful bullet at a time''.
* Happens in the ''VideoGame/DejaVu1985'' games. Guns were opened as any container to insert rounds. It's not a gunplay-heavy game, though.
* In ''VideoGame/{{Painkiller}}'', you have limited ammo, but you never reload.
* Weapons in the first ''VideoGame/ParasiteEve'' may as well have bottomless magazines, because just about every enemy drops ammo (and in larger amounts towards the end of the game) and you can find it scattered everywhere throughout the game. The game uses the same kind of ammo for handguns, rifles, shotguns, machine guns, etc. The one kind of ammo that is scarce, however, are rockets, which you'll only get a handful of throughout the game. Using the rocket launcher is only advised against very tough bosses.
* In ''VideoGame/PerfectDark'', it's possible to catch a guard needing to reload his gun, but it may just be a random occurrence that happens once if he does it.
* Subverted in ''VideoGame/Persona5'', where you have model guns that act like real ones in the MentalWorld of the Palace. But despite not having ''any'' actual bullets in them, you can still only fire a certain amount of ammo before you run out and have to reload. In the base game, you only had one magazine's worth of shots for each character each time you entered the Cognative World, with expendable items that could be used to reload your guns. In ''[[UpdatedRerelease Persona 5 Royal]]'', however, your guns automatically start each fight with a full magazine because enemies will expect the guns to be fully loaded.
* In the ''VideoGame/RainbowSix'' games, both you and the bad guys could run out of ammo. However, given the one-shot death nature of the game, this was unlikely to happen normally unless you made prodigious use of suppressive fire. Subverted and averted in the ''Vegas'' subseries. You only get unlimited ammo for your sidearm. You do have to reload, but you'll never run out spare ammunition for it. Averted in the fact that you can see and hear your teammates and enemies reload[[note]]although enemies seem to only need to reload shotguns and sniper rifles, since those can still kill you in one hit, and your allies only ever reload if you tell them to stack up on a door and they haven't done so in a while[[/note]], and mounted machine guns, like your sidearm, must reload but do not have a total ammo limit.
* In one of the levels in ''VideoGame/RCHelicopter'', the player uses a water gun attatched to their copter that drains its battery.
* Even leaving aside the obvious aversion of this trope for the player in ''VideoGame/{{Receiver}}'' (not only are your magazines limited, you have to manually reload them yourself), the machinegun turrets only carry about fifteen rounds each. That said, trying to run them out of bullets is [[OneHitPointWonder awfully dicey]]...
* In ''VideoGame/RedFaction'', the mooks can and do run out of ammo, at which point they will melee rush you.
* Ammunition is a precious commodity in the various ''Franchise/ResidentEvil'' games, most notably in ''VideoGame/ResidentEvilCodeVeronica'' where there is simply not enough ammo to kill everything -- fortunately, it's also the first game in the series where [[EmergencyWeapon the knife]] is truly useful.
* ''VideoGame/ResidentEvil6'', along with the 4th and 5th games in the series, have infinite ammo as an unlockable, but it still requires you to reload when the mag is empty. It makes a lot of sense from a gameplay perspective to have reloads needed for infinite ammo, especially since it's a skill and players can match skills to help their playstyle, but also to stop players from [[GameBreaker making a powerhouse out of an automatic rifle.]]
* Although characters have to reload in ''VideoGame/ShadowrunReturns'', they never run out of ammo. It goes against the "conserve ammo" maxim, but obeying that would have made the game more cumbersome.
* ''VideoGame/ShadowTheHedgehog'': Guns and melee weapons have a set amount of uses before they are discarded. More ammo can be added by picking up weapons of the same type. Also played straight during the brief periods Shadow is in Chaos Mode.
* Unlike in most other ''Franchise/ShinMegamiTensei'' games, gun ammo in ''VideoGame/SoulHackers'' is finite and can be depleted.
* In ''VideoGame/SilentHill3'', one of the weapons you can unlock for an [[NewGamePlus Extra New Game]] is the Unlimited Sub Machine Gun. It's as hilariously broken as it sounds. The only downside to using the weapon is that it negatively affects the player's ranking.
* Averted in ''VideoGame/SoldiersOfAnarchy''. ''Every'' single weapon in the game has limited ammunition, from pistols to tank guns. Even worse, all vehicle weapons except the Humvee M60 and Humvee Plamya grenade launcher can only be reloaded in the base between missions, by virtue of the ammo being too heavy for infantry to carry.
* Most of the guns on ''VideoGame/SpaceStation13'' are energy weapons, but security officers' tasers and the energy guns and laser rifles carried in the armory only have a handful of shots before they need to be plugged into a recharger (same with the stun baton). Only the captain's personal laser (which is a possible target for traitors to steal) has unlimited ammo, but it needs time to recharge. For projectile weapons, they need to be reloaded regularly and it can be a pain with the clunky interface: weapons with a detachable magazine or speedloader needs to have the empty magazine ejected or casings removed (by clicking on it) and the new magazine or speedloader transferred to an empty hand and THEN into the gun to reload it. The bartender's double-barrel shotgun needs both shells loaded into it one at a time (and fresh shells and spent shells look identical, so it's possible for someone to scavenge "new ammo" and find that it's already been fired), and the syringe gun available in Medbay needs to have a new syringe loaded after each shot....which has to have been loaded with whatever drug the shooter wants beforehand. A good syringe gun user will have a medical belt loaded with syringes (typically tranquilizer or poison) and a bottle or two of extra drugs in their pockets BEFORE getting into a fight.
* Partial exception: Reavers in ''VideoGame/{{Starcraft}}'' must build their own ammo (it costs money) and have a maximum number of shots they can hold at once.
* ''VideoGame/StarRuler'' averts this with kinetics; when designing your starships you must take into account how long they can fire with the ammo stocks they have on board and add more ammo caches if they do not pack enough. Or you could design dedicated ammo colliers and send them with your expeditionary forces, but best hope the enemy doesn't [[ShootTheMedicFirst shoot them first...]] Energy weapons on the other hand have no such problems, giving you a reason to put time into improving them. Later research allows you to unlock the Matter Generator, which can generate ammo; with a high enough research level you can generate more ammo than you expend, conforming to this trope again.
* Mostly averted in several versions of an old DOS game based on the ''Franchise/StarTrek'' franchise. Your spaceship continually generates power for its energy weapons and shields, but has only nine missile weapons and it's possible to use up energy much faster than it can be generated. Docking at a space station replenishes both energy and missiles. There is an emergency procedure to gain more energy, but this often results in ''ExplosiveOverclocking''.
* Averted in ''VideoGame/StarWarsBattlefront'' and its sequel. This is actually very strange, as the source material commonly portrays most of the weapons as having unlimited ammunition, or at least very large magazines. For example, the Stormtrooper blaster rifle canonically has 100 shots per power pack and hold enough blaster gas for 500 shots before they need a refill.
* Lampshaded in ''Franchise/StarWars: VideoGame/KnightsOfTheOldRepublicIITheSithLords'', where one sidequest has you help out (or blow up) a Mandalorian whose blaster rifle had run out of juice. One conversation option is to mock him for leaving all his spare ammo in his (lost) backpack, whereupon he angrily asks if ''you've'' ever had to reload in the middle of a fight. Since the game's magazines are bottomless, he has a point.
* In ''VideoGame/SubmarineTitans'' every sub has a limit on how many torpedoes it can carry (usually 20). Fortunately, if they run out, the unit in most cases needs only to stop fighting for a few seconds, while swimming a few meters toward the player's home base to replenish them.
* Averted in ''VideoGame/{{Sundered}}'', where the [[{{BFG}} Valkyrie Cannon]]--a very powerful plasma gun--has a (very) limited amount of ammo and can only be reloaded by picking up somewhat rare ammo drops (which each restore a single unit of ammo). The Bullet Transfabricator Perk allows the player to [[InvokedTrope Invoke]] this trope in a limited fashion, as it regenerates the Cannon's ammo, one unit at a time, in set intervals.
* ''VideoGame/SuperRobotWars'' is very conscious about ammo. In fact, the Alt Eisen's Revolver Stake, which is shown to be shot six times every time it is used, is reloaded by a reloader afterwards. This actually explains the fact that it shoots so many times, and yet the attack can only be used six times. There are equipment, accessories, and abilities that allow ammunition-based weaponry to be used more. Kyosuke's Revolver Stake can be upped from six shots on a mission to nine or twelve by adding a Magazine, which is fair enough, or just by Kyosuke being badass.
* When Kirby copies Inkling's Splattershot in ''VideoGame/SuperSmashBrosUltimate'', he'll eventually run out of the ink used as ammo. However, he can't turn into a squid to recharge like Inklings can, so he automatically lose the ability when he runs out.
* Most units in ''VideoGame/SupremeCommander'' have infinite energy or ammunition for their guns, but tactical missile launchers, strategic missile launchers, and strategic missile submarines all need to be ordered to construct missiles. Considering how short the lifespan of most units in the game is, it's unlikely an ammunition limit for normal units would matter.
* Inverted in ''VideoGame/SWAT4'' where reloading is done realistically: you have a limited number of magazines, with real-life number of bullets. And each of your magazines keep the rest of their bullets if you reload prematurely, so you can just go back to a half-depleted magazine later on.
* ''VideoGame/SystemShock'' in 1994 was an early example of an FPS putting ammo limits on all guns. Reloading also isn't automatic and has to be done manually via the game's... archaic user interface, which can screw you over if you aren't keeping track. It also averts OneBulletClips.
* ''VideoGame/TeamFortress2'': Zig-zagged.
** The Sniper ejects a spent casing from his bolt action rifle after each shot, but is never seen loading a new bullet afterwards. However, in the promotional video "Meet the Sniper" it's shown that he actually holds a new bullet between his ring and index fingers before pulling the bolt and loads it into the barrel simultaneously alongside ejecting the old one.
** Though for gameplay purposes it still has a bottomless magazine as he can switch to another weapon before the reloading completes, switch back to the sniper rifle, and it will still be able to fire immediately. In fact, immediately switching back and forth right after firing a round will let him fire slightly '''[[GoodBadBugs faster]]''' than reloading normally (it saves slightly less than 1/5 of a second). The Flare Gun and its variants can also have the reload interrupted and fire as normal, but it can't be fired faster this way. In contrast the [[TheStraightAndArrowPath Huntsman and Crusader's Crossbow]] have actual 1-arrow/bolt magazines [[AllOrNothingReloads that must have their reloads completed without interruption before firing again.]]
** Standing next to a dispenser effectively grants infinite ammo, since it replenishes your ammo faster than you can use it up. Strangely, sentries (built by engineers, just like dispensers) have limited ammo and can only be reloaded manually. [[FridgeLogic Why can't the engineer combine the two devices?]]
** Potentially the case for the Engineer's Widowmaker shotgun. It uses 30 metal per shot but you get back metal equal to the damage you deal. So a good player can in theory fire infinitely so long as they do at least 30 damage per shot.
** Mann vs. Machine uses this as a gameplay mechanic. You are able to upgrade the clip size of each weapon, which seems ridiculous when your 9-shot shotgun still ejects only 2 shells to reload. Robots, on the other hands, have ''truly'' limitless ammo but regular-sized magazines (meaning they still have to reload once they empty their clips -- cue the Giant Rapid Fire variant of whatever class, truly the stuff of nightmares). Frustratingly, the special Halloween mission has Pyro bots, whose weapon draws directly from its ammo supply without reloading, taking advantage of this to shooting fire ''at all times'' making playing as Spy much more difficult.
** The Righteous Bison and Cow Mangler 5000, despite being laser weapons, must be reloaded by pumping their mechanisms
* Averted in ''VideoGame/{{TERA}} online'' with archers -- the class description states that arrows are outright magical. Not only that, the bowstring on their weapons is not even real -- as in, it's a string of arcane energy.
* In the ''VideoGame/TotalWar'' series, missile soldiers and siege weapons have limited ammo that can only be refilled between battles.
* The spiritual predecessor ''VideoGame/TotalAnnihilation'' [[AllThereInTheManual says]] that all non-nuclear-missile weapons in the game are actually energy weapons. This is quite noticeable with the long range artillery which take a big chunk of out of your energy reserves when fired.
* Partial exception: Energy weapons in ''VideoGame/TotalAnnihilation'' require energy (a global resource) to fire, and [[AwesomeButImpractical some weapons]] require the output of multiple fusion reactors to produce enough energy for continuous fire. Missiles and projectiles are unlimited, however.
* Averted by Sakuya Izayoi from ''Franchise/TouhouProject'', who can actually run out of knives (at least, according to the WordOfGod). She fixes this by simply recollecting them while TimeStandsStill.
* ''VideoGame/Uncharted2AmongThieves'' has a multiplayer booster called "Keep Firing" that lets you fit more rounds in your standard-sized magazines. During the campaign, enemies will always have unlimited ammo, though they have to reload (except for the GAU-21, which the enemies can fire endlessly). Mounted weapons actually ''don't'' have bottomless magazines (they generally hold 200 or so rounds), and if you activate the infinite ammo cheat, you still have to reload.
* An odd mix of aversion and straight invocation in ''VideoGame/ValkyriaChronicles''. Scouts, troopers and engineers have a limited amount of ammunition in their magazines, but an unlimited number of magazines. The same applies for armor-piercing shells and machine gun ammo for the tanks. But the lancers, snipers, and mortar and smoke rounds for the tanks are all explicitly in finite supply, as are grenades. One round of all expendable ammunition magically replaces itself every phase. Also, engineers appear to have an infinite supply of reloads for everyone else that they can pass along whenever they want.
* ''VideoGame/VegaStrike'' has even some beam weapons consuming ammo. Then again -- Light Ion Burster with 10,000 (!) vaporization plates per slot, [[MagneticWeapons Micro Driver]] with 5,000 balls last forever and both are common ammo in human space in case they didn't. Jackhammer (long-range laser) and Rlaan Mini Grav-thumper ammunition are much less ubiquitous.
* In the original version of ''Viper Phase 1'', special weapons avert this trope, reverting back to the infinite-use standard shot once the weapon meter empties. The "New Version" gives special weapons infinite ammo, playing this trope straight.
* In ''VideoGame/{{Wasteland}}'', not only is your own ammunition limited, the faster you kill gun-toting enemies, the more bullets they're likely to have left. They also have to reload if they run out and want to fire again.
* ''Warrior Kings'' from Microids is one of those rare RTS games that limits your ammo for troops, it does this as the game puts especially high importance on supply - your troops can even end up [[HPTo1 starving to one hit point]]. This trope is played with in that your missile troops have an ammo gauge that will eventually run out but if they're near a supply cart, then they have Bottomless Magazines.
* In ''VideoGame/{{Westerado}}'', you will never run out of bullets, but this won't stop you from having to reload once all six chambers of a revolver are emptied. Plus, you have to reload it bullet-by-bullet.
* The entirety of the ''VideoGame/WildArms'' franchise, where characters possess limited ammunition and usually attack with other methods, such as with the gun's bayonet, to conserve ammunition (1 and 2) or have to at least spend a turn reloading after firing a few shots (3 onwards).
* ''VideoGame/TheWolfAndTheWaves'': While in human form, you can throw infinite rocks (except in the tutorial, where you run out so the game can showcase your wolf form.)
* In ''VideoGame/WolfensteinTheNewOrder'', ThoseWackyNazis employ turret-mounted [[EnergyWeapons laser]] [[GatlingGood Gatlings]], which have infinite ammo due to their being hooked into power batteries. The player can un-mount these guns and carry them around, but they'll eventually run dry and need to be returned to the mount to recharge (or else just [[ThrowAwayGuns discarded]]). The HumongousMecha you use when escaping from a concentration camp plays this straight with both its laser gun ''and'' rocket launcher.
* Averted in the classic ''VideoGame/XCom'', where other than the laser weapons, all hand-held and all craft-mounted weapons have finite magazines, soldiers and craft have limited carrying space in which to cram replacement magazines, and you have to buy, build or scavenge replacement ammunition unless you want your entire organization to run out. As if that wasn't enough, you have to fund research to develop most of the weapons and equipment you'll be using. It is inverted in the original game - any magazine still loaded into a gun at the end of a mission could only be salvaged for reuse if it was still full (loose part-full mags were still scavenged) - meaning that, when ammo was tight, it was worth going round unloading all non-laser guns that had been fired during the mission when you got down to the last alien or two. ''And'' you have to specify where on the paper doll the various pieces of equipment are. If you put your mags on your belt, they cost less time to reload than ones put in the leg pockets of the cargo pants.
* The ''VideoGame/UFOAfterBlank'' series goes in odd directions with this. Every weapon needs to be reloaded when it runs out of ammo. However, in the case of advanced technology (and weapons based on advanced technology), you can research larger mags to allow your soldiers to shoot longer. In the second and third game, not only do you have to make sure your soldiers have enough weapons, you also have to make sure they have enough ammo by manufacturing it. If you don't keep up with the expenditure (especially in ''Afterlight'', where the time spent building ammo is almost always time you could better spend on more/better weapons or armor or whathaveyou), your soldiers will quickly have to start counting their rounds...and they never get good enough to hit consistently.
* In ''VideoGame/XCOMEnemyUnknown'', while your operatives won't run out of ammo on ground missions anymore, they still have a limited number of rounds per magazine and need to reload.
* Subverted in the opening of ''VideoGame/{{Xenosaga}} Episode 2'', where while the mecha piloted by the characters is descending onto a planet and assaulted by mooks, the giant energy gun (capable of firing through five enemies at once) runs out of energy. Of course, it is then used to stab the last enemy, ejected, and replaced by a blade weapon and a machine gun that doesn't run out ammo..
* ''VideoGame/{{Xenogears}}'' has Billy, who is the only playable character to use guns. His ammo is limited, and has to be bought or found in chests regularly. This also extends to his Gear.
[[/folder]]

Is there an issue? Send a MessageReason:
None


* ''UsefulNotes/{{Fudge}}'': Players don't keep track of ammo, instead the GM declares that they've run out whenever it is most dramatic.

to:

* ''UsefulNotes/{{Fudge}}'': ''MediaNotes/{{Fudge}}'': Players don't keep track of ammo, instead the GM declares that they've run out whenever it is most dramatic.



* ''Usually'' the case in the old 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.

to:

* ''Usually'' the case in the old UsefulNotes/ArcadeGame MediaNotes/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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/{{Rimworld}}'': No handheld weapon has any ammunition to worry about, so your pawns can keep firing their guns or bows until the weapon itself wears down and breaks. Even throwable weapons like grenades or Molotov cocktails can be used unlimitedly. However, some stronger, rarer weapons can only be fired once; once used up, the weapon itself disappears.
Is there an issue? Send a MessageReason:
Added example(s) Thor Ragnarok

Added DiffLines:

* In ''Film/ThorRagnarok'', Skurge makes a LastStand with two AR-15s, from which he fires at least a hundred rounds each, despite their magazines only holding 30 rounds.
Is there an issue? Send a MessageReason:


* Played Straight and subverted (as are many, many other tropes) [[AffectionateParody in the movie]] ''Film/LastActionHero''. When they are in the movie, everybody's shooting left and right without ever pausing to reload. When they exit the movie to real life, Arnie's character realizes things work differently: cars don't [[EveryCarIsAPinto blow up with little provocation]], and guns need reloading. In one of the final scenes, as [[spoiler:the BigBad is shooting his revolver randomly in Arnie's direction, he apparently runs out of ammo. Arnie pops out of his hiding place and pokes fun at the BigBad forgetting to reload, only to discover he has faked running out and has one last bullet left... with which he's immediately shot.]]

to:

* ''Film/LastActionHero': Played Straight and subverted (as are many, many other tropes) [[AffectionateParody in the movie]] ''Film/LastActionHero''.with'. When they are in the movie, everybody's shooting left and right without ever pausing to reload. When they exit the movie to real life, Arnie's character realizes things work differently: cars don't [[EveryCarIsAPinto blow up with little provocation]], and guns need reloading. In one of the final scenes, as [[spoiler:the BigBad is shooting his revolver randomly in Arnie's direction, he apparently runs out of ammo. Arnie pops out of his hiding place and pokes fun at the BigBad forgetting to reload, only to discover he has faked running out and has one last bullet left... with which he's immediately shot.]]

Changed: 125

Removed: 192

Is there an issue? Send a MessageReason:
None


** The first ''VideoGame/HalfLife1'' has the Hivehand, which steadily regenerates its ammo.
** ''VideoGame/HalfLifeOpposingForce'' has the Shockroach, which recharges itself, and the Barnacle, which apparently doesn't need ammo. Living infinite ammo weaponry, [[{{Squick}} "lovely"]].

to:

** The first ''VideoGame/HalfLife1'' has the Hivehand, which steadily regenerates its ammo.
**
while ''VideoGame/HalfLifeOpposingForce'' has the Shockroach, both of which recharges itself, and the Barnacle, which apparently doesn't need ammo. Living infinite are {{living weapon}}s capable of steadily regenerating their ammo weaponry, [[{{Squick}} "lovely"]].reserves.

Added: 4327

Changed: 3217

Removed: 3120

Is there an issue? Send a MessageReason:
None


* ''VideoGame/AceCombat'' and ''Creator/TomClancy's VideoGame/{{HAWX}}'' do the same - launched missiles rematerialize on their hardpoints when the player is able to use them again, and cannons have infinite ammo (only on lower difficulties for the former, [[{{Overheating}} governed by a heat gauge]] in the latter). ''VideoGame/AceCombatInfinity'' has a variation, where the cannon has a limited amount of ammo, but will instantaneously replenish itself after you let go of the button upon being emptied, and regular missiles as well will very slowly regenerate two at a time once you run yourself out of ammo. ''VideoGame/AceCombat3Electrosphere'' technically has finite missiles... and your airplane packs at least 100 of them.
* In the ''VideoGame/HalfLife1'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all four endings unlocks a weapon that has a scope and infinite ammo. Considering most of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise awards an infinite-ammo FAMAS assault rifle for beating [[HarderThanHard Nightmare difficulty]].
* ''VideoGame/AfterBurner Climax'', where missiles will automatically rematerialize on your plane after they have been fired, to say nothing of the MacrossMissileMassacre "Climax Mode" LimitBreak where you can lock onto and fire on more targets than the usual max missile capacity of your plane. By the end of the game you probably have launched more missiles than are available to a small country's air force. Your cannon also has unlimited rounds. Then again, you are a [[OneManArmy One-Man Air Force]] going up against what feels like an entire air force.
* The Pepper Grinder in ''VideoGame/AliceMadnessReturns'' will never run out of pepper, and the Teapot Cannon will never run out of Tea Grenades. Instead, firing them too much will cause them to overheat, and you'll have to wait a few seconds before firing them again. Also, you have an infinite stock of Clockwork Bombs, with the only restriction being that one must detonate before you may place another.



* ''VideoGame/HaloCombatEvolved'': Although most modern FPS games do require you to reload your guns, some feature unrealistically large magazines, allowing you to fire for a prolonged period of time before needing to reload. In this game, for example, the assault rifle loads 60 rounds of 7.62mm FMJ ammo, which would make the mag ''much'' larger than it actually appears in-game; its replacement in ''VideoGame/{{Halo 3}}'' dropped it down to a more reasonable (but still too large for its size) 32, and then the DMR in ''VideoGame/HaloReach'' only fits 15 rounds in mags of the same size.
* ''VideoGame/{{Black}}'': The M4 Carbine had an unrealistically large mag size of 70 rounds (despite being a standard 30 round mag in appearance). Then again, [[WordOfGod it was admitted by one of the artists]] that [[ArtisticLicense visual style and aesthetics were prioritized over accurate depictions]].
* ''VideoGame/CommandAndConquerRenegade'' features an assault rifle toting a 100-round mag. It may be noticeably larger than normal, but it's still far too small to hold that much ammo.
* ''VideoGame/FinalFantasyIV'' is a notable exception within the RPG genre, as any bow-wielding character must have arrows to fire (mostly to allow you to use different ammunition). In the DS remake, you only have to buy one generic arrow-type item, which was indeed bottomless, carried over from ''VideoGame/FinalFantasyXII'' 's ammo system.
* ''VideoGame/AceCombat'' and ''Creator/TomClancy's VideoGame/{{HAWX}}'' do the same - launched missiles rematerialize on their hardpoints when the player is able to use them again, and cannons have infinite ammo (only on lower difficulties for the former, [[{{Overheating}} governed by a heat gauge]] in the latter). ''VideoGame/AceCombatInfinity'' has a variation, where the cannon has a limited amount of ammo, but will instantaneously replenish itself after you let go of the button upon being emptied, and regular missiles as well will very slowly regenerate two at a time once you run yourself out of ammo. ''VideoGame/AceCombat3Electrosphere'' technically has finite missiles... and your airplane packs at least 100 of them.
* ''VideoGame/AfterBurner Climax'', where missiles will automatically rematerialize on your plane after they have been fired, to say nothing of the MacrossMissileMassacre "Climax Mode" LimitBreak where you can lock onto and fire on more targets than the usual max missile capacity of your plane. By the end of the game you probably have launched more missiles than are available to a small country's air force. Your cannon also has unlimited rounds. Then again, you are a [[OneManArmy One-Man Air Force]] going up against what feels like an entire air force.
* The Pepper Grinder in ''VideoGame/AliceMadnessReturns'' will never run out of pepper, and the Teapot Cannon will never run out of Tea Grenades. Instead, firing them too much will cause them to overheat, and you'll have to wait a few seconds before firing them again. Also, you have an infinite stock of Clockwork Bombs, with the only restriction being that one must detonate before you may place another.



* In the original Xbox[=/=]Platform/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 [[ExaggeratedTrope up to eleven]].

to:

* In ''VideoGame/{{Black}}'':
** The M4 Carbine has an unrealistically large mag size of 70 rounds (despite being a standard 30 round mag in appearance). Then again, [[WordOfGod it was admitted by one of
the original Xbox[=/=]Platform/PlayStation2 game ''VideoGame/{{Black}}'', after artists]] that [[ArtisticLicense visual style and aesthetics were prioritized over accurate depictions]].
** 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 [[ExaggeratedTrope up to eleven]].



** 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, ''[[VideoGame/CallOfDutyBlackOps Black Ops]]''[[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]], and ''[[VideoGame/CallOfDutyBlackOpsIII Black Ops III]]'', 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 ''Modern Warfare 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.

to:

** 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, ''[[VideoGame/CallOfDutyBlackOps Black Ops]]''[[note]]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]], and ''[[VideoGame/CallOfDutyBlackOpsIII Black Ops III]]'', ''VideoGame/CallOfDutyBlackOpsIII'', 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 ''Modern Warfare 2'', ''VideoGame/CallOfDutyModernWarfare2'', 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.



** And then ''[[VideoGame/CommandAndConquerRenegade Renegade]]'' averts this for infantry firearms, requiring a reload and limited by reserve ammo, but the pistol has a limited mag with infinite reserve (a la the later Left 4 Dead). Vehicles still play this straight; even the Orcas/Helicopters have infinite ammo now.

to:

** And then ''[[VideoGame/CommandAndConquerRenegade Renegade]]'' averts this for infantry firearms, requiring a reload and limited by reserve ammo, but the pistol has a limited mag with infinite reserve (a la the later Left ''Left 4 Dead).Dead''). Vehicles still play this straight; even the Orcas/Helicopters have infinite ammo now.



* ''VideoGame/FinalFantasyIV'' is a notable exception within the RPG genre, as any bow-wielding character must have arrows to fire (mostly to allow you to use different ammunition). In the DS remake, you only have to buy one generic arrow-type item, which was indeed bottomless, carried over from ''VideoGame/FinalFantasyXII'' 's ammo system.



* The first ''VideoGame/HalfLife1'' has the Hornet Gun/Hive hand that ''regrew'' ammo. ''Opposing Force'' had the Shockroach, which recharged itself, and the Barnacle, which apparently doesn't need ammo. Living infinite ammo weaponry, [[{{Squick}} "lovely"]].
* ''VideoGame/HalfLife2'':
** The game and its Episodes have the fortuitous Infinite Ammunition Crates. Slightly believable for pistol and machine gun ammunition, for which they could reasonably contain a large amount, less so for crates of missiles that are also always placed near an enemy that can only be killed with explosives. Even less so for the absolutely tiny crate on the back of the dune buggy you use for "Highway 17", which is just as full of SMG ammo as the gigantic pre-placed crates before and after.
** ''Half-Life 2'' also has the infinitely throwable bugbait. The Vortigaunt that teaches you how to use it does explain throwing it as "tearing off a piece" of it, even if that's not what's actually happening on-screen.
** In the ''[=HL1=]'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all 4 endings gained a weapon that had a scope and infinite ammo. Considering most of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise has an infinite-ammo FAMAS assault rifle for beating [[HarderThanHard Nightmare difficulty]].
* ''Franchise/{{Halo}}'': Invoked from ''VideoGame/HaloReach'' onward; when making a custom multiplayer/firefight mode, in setting character weapon traits, there are two kinds of infinite ammo: vanilla (infinite extra mags), and this trope. The second option also turns off the "overheat" mechanic of plasma weapons or turrets. It can play merry hell with aiming reticles.
* ''VideoGame/HeavyRain'': Played with when Shelby has a shootout late in the game. Shelby's gun is a model which can hold up to seventeen shots, and throughout the encounter there will be seventeen targets to shoot. Assuming you do all of the [[PressXToNotDie QTEs]] perfectly, this trope is avoided and Shelby has exactly enough ammo needed. If you fuck up some [=QTEs=], you'll end up firing multiple shots per target and generate bullets out of nowhere, invoking this trope.

to:

* ''VideoGame/HalfLife'' series:
**
The first ''VideoGame/HalfLife1'' has the Hornet Gun/Hive hand that ''regrew'' ammo. ''Opposing Force'' had Hivehand, which steadily regenerates its ammo.
** ''VideoGame/HalfLifeOpposingForce'' has
the Shockroach, which recharged recharges itself, and the Barnacle, which apparently doesn't need ammo. Living infinite ammo weaponry, [[{{Squick}} "lovely"]].
* ** ''VideoGame/HalfLife2'':
** *** The game and its Episodes have the fortuitous Infinite Ammunition Crates. Slightly believable for pistol and machine gun ammunition, for which they could reasonably contain a large amount, less so for crates of missiles that are also always placed near an enemy that can only be killed with explosives. Even less so for the absolutely tiny crate on the back of the dune buggy you use for "Highway 17", which is just as full of SMG ammo as the gigantic pre-placed crates before and after.
** ''Half-Life 2'' *** There's also has the infinitely throwable bugbait. The Vortigaunt that teaches you how to use it does explain throwing it as "tearing off Although Gordon only picks up a piece" of it, even if that's not what's actually happening on-screen.
** In
single pheropod from the ''[=HL1=]'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all 4 endings gained a weapon that had a scope and first Antlion Guard he kills, he's able to toss an infinite ammo. Considering most number of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. them.
* ''Franchise/{{Halo}}'':
** ''VideoGame/HaloCombatEvolved'':
The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise has an infinite-ammo FAMAS assault rifle loads 60 rounds of 7.62mm FMJ ammo, which would make the mag ''much'' larger than it actually appears in-game; its replacement in ''VideoGame/{{Halo 3}}'' dropped it down to a more reasonable (but still too large for beating [[HarderThanHard Nightmare difficulty]].
* ''Franchise/{{Halo}}'':
its size) 32, and then the DMR in ''VideoGame/HaloReach'' only fits 15 rounds in mags of the same size.
**
Invoked from ''VideoGame/HaloReach'' onward; when making a custom multiplayer/firefight mode, in setting character weapon traits, there are two kinds of infinite ammo: vanilla (infinite extra mags), and this trope. The second option also turns off the "overheat" mechanic of plasma weapons or turrets. It can play merry hell with aiming reticles.
* ''VideoGame/HeavyRain'': Played with when Shelby has a shootout late in the game. Shelby's gun is a model which can hold up to seventeen shots, and throughout the encounter there will be seventeen targets to shoot. Assuming you do all of the [[PressXToNotDie QTEs]] quick time events]] perfectly, this trope is avoided and Shelby has exactly enough ammo needed. If you fuck screw up some [=QTEs=], you'll end up firing multiple shots per target and generate bullets out of nowhere, invoking this trope.

Added: 685

Changed: 149

Is there an issue? Send a MessageReason:
Aversions aren't usually notable unless they merit mention under special cases


* Averted in ''Film/TrueLies''. During the chase scene at the beginning, Arnie's character fires off exactly eleven rounds from his pistol before being seen to reload.

to:

* Averted in ''Film/TrueLies''. ''Film/TrueLies'':
**
During the chase bathroom shootout, Aziz fires a long burst at Harry on first entering the room,[[labelnote:*]]killing the mook Harry was in the process of arresting[[/labelnote]] another long burst sweeping the row of stalls - leaving a good dozen or so bullet holes in ''each'' of the six doors - and two more bursts as Harry dives out of the last stall and returns fire. He does not reload until after he leaves the bathroom.
** In the
scene at where Helen drops a MAC-10 down a flight of stairs, the beginning, Arnie's character fires gun is shown firing almost continuously as it tumbles - this after Helen is first seen wildly firing off exactly eleven 10-15 rounds from his pistol before being seen to reload.in one long burst. Its magazine runs dry upon hitting the bottom step.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''Literature/SecretHistories'': Edin "Eddie" Drood is a secret agent for Illuminati-like Drood family who essentially rule the world in secret. As such they have access or create MadScience and {{Magitek}} equipment. One such example is Eddie's .44 Magnum revolver, which is gun enchanted to have an endless number of high-explosive bullets.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''The Devil's Detective'' and its sequel''The Devil's Evidence'' by Simon Kurt Unsworth features Thomas Fool who's an Information Man to Hell. Essentially a human law enforcement officer to the Archdevils, he's been given a gun that only has 1 bullet. But after a CoolDown period, another bullet magically appears. In the second novel, Thomas and some other Information Men were investigating mysterious disappearances in Heaven, when he get mobbed by a swarm of hellbeasts. Their guns were inadequate against so many, so the Hell bureaucracy upgraded their guns by vastly improving the cooldown, so the guns became fully automatic pistols with unlimited ammo.
Is there an issue? Send a MessageReason:
None


* Averted in ''Franchise/AssassinsCreed'' titles that include firearms: the player character has to reload their guns after every use and have limited ammunition. Enemies also have to reload after each use but conceivably have infinite ammo (such as during the Bunker Hill sequence in ''VideoGame/AssassinsCreedIII'' in which there is a large mass of soldiers in firing lines who will fire at the opposite side forever, but have to reload each time. Non-gunpowder weapons (such as throwing knives, bows, and blowguns) don't have reload times but ''do'' have limited ammunition. Enemies, however, get unlimited arrows.

to:

* Averted in ''Franchise/AssassinsCreed'' titles that include firearms: the player character has to reload their guns after every use and have limited ammunition. Enemies also have to reload after each use but conceivably have infinite ammo (such as during the Bunker Hill sequence in ''VideoGame/AssassinsCreedIII'' in which there is a large mass of soldiers in firing lines who will fire at the opposite side forever, but have to reload each time.time). Non-gunpowder weapons (such as throwing knives, bows, and blowguns) don't have reload times but ''do'' have limited ammunition. Enemies, however, get unlimited arrows.



* Like its older brother ''VideoGame/DukeNukem'', ''VideoGame/Blood1997'' was an early pioneer in avoiding this with its sawn-off shotgun. It can fire two shots, then a reloading animation plays. Going for a double-barrel shot will always have it be followed by a reload. This is a more subtle example, as Caleb's reloading animation still takes less than a second, meaning the weapon can still rapid-fire somewhat effectively. The other weapons in the game also toy with this; the flare gun needs to be reloaded after every shot, and most of the other weapons are fantastical, leaving only the tommy gun as a weapon that holds more rounds than the real one could ever manage (it holds 500 rounds total, which even the infamous drum mag could only manage a fraction of).

to:

* Like its older brother ''VideoGame/DukeNukem'', ''VideoGame/Blood1997'' was an early pioneer in avoiding this with its sawn-off shotgun. It can fire two shots, then a reloading animation plays. Going for a double-barrel shot will always have it be followed by a reload. This is a more subtle example, as Caleb's reloading animation still takes less than a second, meaning the weapon can still rapid-fire somewhat effectively. The other weapons in the game also toy with this; the flare gun needs to be reloaded after every shot, and most Most of the other weapons are fantastical, leaving only the tommy gun flare gun[[note]]which should be a single-shot weapon, but which fires as long as Caleb has flares, limited only by the recoil of firing[[/note]] and Tommy Gun[[note]]which has its big drum magazine attached, but even the largest of those only held 100 bullets at a weapon time, whereas Caleb can fire up to 500 bullets in a single burst without having to touch that holds drum[[/note]] as weapons that hold more rounds than the real one ones could ever manage (it holds 500 rounds total, which even the infamous drum mag could only manage a fraction of).manage.



* ''VideoGame/DukeNukem3D'' was one of the first FPS games to avert this. The semi-auto pistol went through a reloading animation (with Duke ejecting the spent magazine and replacing it with a fresh one) every twelve shots. However, this being an old game for MS-DOS-era [=PCs=] when having a 144 [=MHz=] Pentium MMX and 32 MB RAM counted as state-of-the-art, the game engine didn't actually keep track of the shots present in your magazine; instead, the game engine blocked the firing hotkey and played the reload animation whenever the ammo counter hit a multiple of 12. This had the side effect of making it impossible to change magazine other than by depleting your current one. The modern [=DukePlus=] GameMod keeps a separate ammo counter for it, however, and Duke can reload whenever he wants. The same goes for the [=MP5=] replacement for the Ripper, and in both, OneBulletClips is in full effect.

to:

* ''VideoGame/DukeNukem3D'' was one of the first FPS games to avert this. The semi-auto pistol went through a reloading animation (with Duke ejecting the spent magazine and replacing it with a fresh one) every twelve shots. However, this being an old game for MS-DOS-era [=PCs=] when having a 144 [=MHz=] Pentium MMX and 32 MB RAM counted as state-of-the-art, the game engine didn't actually keep track of the shots present in your magazine; instead, the game engine blocked the firing hotkey and played the reload animation whenever the ammo counter hit a multiple of 12. This had the side effect of making it impossible to change magazine other than by depleting your current one.one; moreover, since Duke's maximum ammo for the pistol (200 bullets) isn't divisible by 12, this means when fully loaded he carries sixteen magazines that carry 12 bullets each and one that's arbitrarily downloaded to only 8, which he'll load first. The modern [=DukePlus=] GameMod keeps a separate ammo counter for it, however, and Duke can reload whenever he wants. The same goes for the [=MP5=] replacement for the Ripper, and in both, OneBulletClips is in full effect.
Is there an issue? Send a MessageReason:
None


This trope often goes hand-in-hand with MoreDakka. Compare against CountingBullets, which is about limited magazines.

to:

This trope often goes hand-in-hand with MoreDakka. Compare against Contrast CountingBullets, which is about limited magazines.

Top