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* ''VideoGame/DungeonMaster'': There's a corridor one of level that (literally) goes on forever, because there's an invisible transporter that takes you back to the beginning if you go too far.

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* ''VideoGame/DungeonMaster'': There's a corridor in one of level that (literally) goes on forever, because there's an invisible transporter that takes you back to the beginning if you go too far.
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* ''VideoGame/DungeonMaster'': There's a corridor one of level that (literally) goes on forever, because there's an invisible transporter that takes you back to the beginning if you go too far.
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[[folder:WebAnimation]]
* ''WebAnimation/LoveOfTheSn'': The S*n is a massive corridor that extends seemingly forever both horizontally (on one axis) as well as vertically.
[[/folder]]
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* ''VideoGame/PoliceQuest III'' has a GameBreakingBug that can cause you to get stuck on an endless highway.

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* ''VideoGame/PoliceQuest III'' ''VideoGame/PoliceQuest3TheKindred'' has a GameBreakingBug that can cause you to get stuck on an endless highway.
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* In the live-action version of ''Series/{{Goosebumps}}'' "Haunted House Game", the protagonists have to escape the haunted house itself to win the game with their lives. The corridor to the front door stretches out into infinity before them, requiring them to pull it towards them with a fishing rod.

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* In the live-action version of ''Series/{{Goosebumps}}'' "Haunted ''Series/Goosebumps1995'' episode "[[Recap/Goosebumps1995S3E10TheHauntedHouseGame The Haunted House Game", Game]]", the protagonists have to escape the haunted house itself to win the game with their lives. The corridor to the front door stretches out into infinity before them, requiring them to pull it towards them with a fishing rod.
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* ''VideoGame/MaxPayne'': The first dream sequence has a repeating hallway [[TheMaze maze]].
* ''VideoGame/SonicTheHedgehog'': There are several sections in the games that endlessly loop or WrapAround until you find the correct path out, eg the Endless Waterfall in Labyrinth Zone Act 3, and part of Sandopolis Zone Act 2. There's also one in the DummiedOut Hidden Palace Zone.

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* ''VideoGame/MaxPayne'': ''VideoGame/MaxPayne1'': The first dream sequence has a repeating hallway [[TheMaze maze]].
* ''VideoGame/SonicTheHedgehog'': ''Franchise/SonicTheHedgehog'': There are several sections in the games that endlessly loop or WrapAround until you find the correct path out, eg e.g., the Endless Waterfall in [[VideoGame/SonicTheHedgehog1 Labyrinth Zone Act 3, 3]], and part of [[VideoGame/Sonic3AndKnuckles Sandopolis Zone Act 2. 2]]. There's also one in the DummiedOut [[VideoGame/SonicTheHedgehog2 Hidden Palace Zone.Zone]].



* ''VideoGame/PoliceQuestIII'' has a GameBreakingBug that can cause you to get stuck on an endless highway.

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* ''VideoGame/PoliceQuestIII'' ''VideoGame/PoliceQuest III'' has a GameBreakingBug that can cause you to get stuck on an endless highway.



* During the tutorial level of ''[[VideoGame/AssaultOnDarkAthena The Chronicles of Riddick: Assault on Dark Athena]]'', Riddick enters a seemingly endless hallway after he's killed all the enemies and goes through the last door. Walking towards the end makes all the lights progressively go out as Riddick notes how the dark doesn't scare him.

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* During the tutorial level of ''[[VideoGame/AssaultOnDarkAthena The Chronicles of Riddick: Assault on Dark Athena]]'', ''VideoGame/AssaultOnDarkAthena'', Riddick enters a seemingly endless hallway after he's killed all the enemies and goes through the last door. Walking towards the end makes all the lights progressively go out as Riddick notes how the dark doesn't scare him.



* ''VideoGame/SpookysHouseOfJumpScares'' has one as one of it's many random rooms. [[spoiler:It's pure ShmuckBait, since the walls close in as you traverse it; go far enough down the hall and eventually you'll reach a point where they are so close together that you cannot move forward or back, trapping you. At this point, [[EldritchAbomination Specimen 9]] comes at you from the other end of the hall and gives you a NonStandardGameOver.]].

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* ''VideoGame/SpookysHouseOfJumpScares'' ''VideoGame/SpookysJumpScareMansion'' has one as one of it's its many random rooms. [[spoiler:It's pure ShmuckBait, since the walls close in as you traverse it; go far enough down the hall and eventually you'll reach a point where they are so close together that you cannot move forward or back, trapping you. At this point, [[EldritchAbomination Specimen 9]] comes at you from the other end of the hall and gives you a NonStandardGameOver.]].
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* ''VideoGame/SuperMarioBros'':

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* ''VideoGame/SuperMarioBros'':''Franchise/SuperMarioBros'':
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* During most of ''VideoGame/AlterEgo2018'', you wander through a pitch black corridor that never seems to end. While doing so, you read books and tap on thought bubbles.
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Improper tense


** ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars if you could boost Mario's speed high enough. Strangely enough, no matter how far up you went, walking back down was always a very short trip.

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** ''VideoGame/SuperMario64'': If you didn't don't have enough stars to face Bowser in the final battle, you were you'll be doomed to walk up forever; there was is a bug, however, where you could can reach the end of the stairs without enough stars if you could can boost Mario's speed high enough. Strangely enough, no matter how far up you went, go, walking back down was is always a very short trip.

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** In some games, taking the wrong path in a castle level would send you back to an earlier point in the castle, effectively duplicating the level until you found the correct path.
** ''VideoGame/SuperMarioBrosTheLostLevels'' does this with some of its overworld levels, e.g. 7-2 and 8-2. In the former, you take a pipe to get out, in the latter, you have to climb a hard-to-reach beanstalk.

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** In some games, taking ''VideoGame/SuperMarioBros1'': Taking the wrong path in a the castle level would of World 4 will send you back to an earlier point in the castle, level, effectively duplicating the level until you found find the correct path.
path. This also happens inthe respective castles of Worlds 7 and 8, with the latter requiring you to enter the right Warp Pipes instead.
** ''VideoGame/SuperMarioBrosTheLostLevels'' ''VideoGame/SuperMarioBrosTheLostLevels'': In addition to having endless corridors in some castles, the game also does this with some of its overworld levels, e.g. 7-2 and 8-2. In the former, you take a pipe to get out, in the latter, you have to climb a hard-to-reach beanstalk.beanstalk.
** ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars if you could boost Mario's speed high enough. Strangely enough, no matter how far up you went, walking back down was always a very short trip.



* ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars if you could boost Mario's speed high enough.
** Strangely enough, no matter how far up you went, walking back down was always a very short trip.



* ''VideoGame/{{Zork}} Grand Inquisitor'': When you first enter GUE Tech, the hallways to the classrooms appear to be endless.
** And they indeed are. To make them finite, you have to remove the first bit of the "Infinite Corridor" sign above the entrance.
** TruthInTelevision: GUE Tech is based on MIT, which has an "Infinite Corridor" (actually 815 feet long).

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* ''VideoGame/{{Zork}} Grand Inquisitor'': When you first enter GUE Tech, the hallways to the classrooms appear to be endless.
** And they indeed are.
endless. To make them finite, you have to remove the first bit of the "Infinite Corridor" sign above the entrance.
** TruthInTelevision: GUE Tech is based on MIT, which has an "Infinite Corridor" (actually 815 feet long).
entrance.



** The final dungeon in ''VideoGame/TheLegendOfZeldaLinksAwakening'' was like this. You needed to complete the ChainOfDeals to get a magnifying glass to read a book that would tell you the proper route to the final boss.
** The final dungeon in ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' is sort of like this. Avoiding the enemies and running straight through the room will cause you to re-enter the same room. To advance you must kill every enemy in each room (there are only 3 or so rooms).

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** The final dungeon in ''VideoGame/TheLegendOfZeldaLinksAwakening'' was like this. You needed to complete ''VideoGame/TheLegendOfZeldaLinksAwakening'': To clear the ChainOfDeals to get a magnifying glass to read a book that would tell final dungeon, you need to either figure out (or simply guess) the proper route to the final boss.
boss, or complete an otherwise optional ChainOfDeals to get a Magnifying Glass that lets you read a book in Mabe Village's library and take note of the route there.
** The final dungeon in ''[[VideoGame/TheLegendOfZeldaOracleGames The Legend of Zelda: Oracle of Seasons]]'' is sort of like this.Seasons]]'':
*** The final dungeon.
Avoiding the enemies and running straight through the room will cause you to re-enter the same room. To advance you must kill every enemy in each room (there are only 3 or so rooms).
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* In the pilot episode of ''Series/TheStarlost'', this is the first thing Devon sees when he steps through the sealed door that takes him outside the [[CityInABottle biosphere]] he's spent his entire life in, unaware that he's actually on a vast GenerationShip. He takes a tentative step into the corridor only for ArtificialGravity to pick him up and hurl him, flailing helplessly, down the corridor to be deposited harmlessly at the other end. After his initial terror, he comes to enjoy the experience.
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* The service tunnels in ''Film/GraveEncounters'' become this at one point, after previously having different pathways to go between the asylum's various buildings.

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* ''Film/GraveEncounters''. The service tunnels in ''Film/GraveEncounters'' become this at one point, after previously having different pathways are supposed to go between the asylum's have turn-offs going to various buildings.buildings, and be only about a quarter-mile long. Towards the end, [[EldritchLocation there's nothing but a single, long corridor]] that the protagonists walk along for days.
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* Vanishing Point, the place where Franchise/{{Superman}} and Waverider of ''ComicBook/{{Armageddon 2001}}'' first visit in "Time And Time Again Again" from the ''ComicBook/TimeAndTimeAgain'' collected edition, first appears as an endless corridor that somehow warps Superman's telescopic vision so that he sees the both of them from behind.

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* Vanishing Point, the place where Franchise/{{Superman}} and Waverider of ''ComicBook/{{Armageddon 2001}}'' ''ComicBook/Armageddon2001'' first visit in "Time And Time Again Again" from the ''ComicBook/TimeAndTimeAgain'' collected edition, first appears as an endless corridor that somehow warps Superman's telescopic vision so that he sees the both of them from behind.



}* In ''VideoGame/TheDreamhold'', a spell has been placed on one hallway to go on forever unless the right dispell is known.
* }''VideoGame/{{Doom}}'': Although the original ''Doom'' actually helped break first-person gaming out of the "straight corridor" mode, there are still many locations in the first game and its sequels where the endless corridor effect is invoked.

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}* * In ''VideoGame/TheDreamhold'', a spell has been placed on one hallway to go on forever unless the right dispell is known.
* }''VideoGame/{{Doom}}'': ''VideoGame/{{Doom}}'': Although the original ''Doom'' actually helped break first-person gaming out of the "straight corridor" mode, there are still many locations in the first game and its sequels where the endless corridor effect is invoked.

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** [[SubvertedTrope Subverted]], however, since players have discovered that Gwyndolin's boss room ''does'' in fact [[https://www.youtube.com/watch?v=-OFYORl6Iyg have an end]]; it just takes about ten minutes or so to reach it.
* In ''VideoGame/TheDreamhold'', a spell has been placed on one hallway to go on forever unless the right dispell is known.
* The original ''VideoGame/{{Doom}}'' invokes this effect in some locations, as does its predecessor, ''VideoGame/Wolfenstein3D''

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** [[SubvertedTrope Subverted]], however, since players have discovered that Gwyndolin's boss room ''does'' in fact [[https://www.youtube.com/watch?v=-OFYORl6Iyg have an end]]; it just takes about ten minutes or so to reach it.
*
}* In ''VideoGame/TheDreamhold'', a spell has been placed on one hallway to go on forever unless the right dispell is known.
* The }''VideoGame/{{Doom}}'': Although the original ''VideoGame/{{Doom}}'' invokes this ''Doom'' actually helped break first-person gaming out of the "straight corridor" mode, there are still many locations in the first game and its sequels where the endless corridor effect in some locations, as does its predecessor, ''VideoGame/Wolfenstein3D''is invoked.
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* ''WebVideo/KilianExperience'': In “I Found The Final Secrets Of Minecraft”, Kilian stumbles upon one of these in Herobrine’s mansion and wonders if the contractors who built it were “paid by the meter.”
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Per Word Of God there isn't actually a "true" canon ending.


** This is also incorporated into both [[GameplayAndStoryIntegration the gameplay and plot]] -- if you run to the end of the corridor and pass through the door without waiting for the end of the conversation [[spoiler:it functions as a flag that directs you more towards the 'Maria' ending, because it serves as a bitter reminder to James of how Mary's mood swings hurt him, with her angrily barking at him to get lost after he came to bring her flowers]]. Likewise, if you listen to the whole conversation [[spoiler:it flags you towards the true 'Mary' ending, because it allows him to hear how after he'd left, she started crying and [[PleaseDontLeaveMe begging him to stay and comfort her]].]]

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** This is also incorporated into both [[GameplayAndStoryIntegration the gameplay and plot]] -- if you run to the end of the corridor and pass through the door without waiting for the end of the conversation [[spoiler:it functions as a flag that directs you more towards the 'Maria' ending, because it serves as a bitter reminder to James of how Mary's mood swings hurt him, with her angrily barking at him to get lost after he came to bring her flowers]]. Likewise, if you listen to the whole conversation [[spoiler:it flags you towards the true 'Mary' ending, because it allows him to hear how after he'd left, she started crying and [[PleaseDontLeaveMe begging him to stay and comfort her]].]]
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* The hallway before the final battle in ''VideoGame/SilentHill2'' is intended to invoke this, although it's not as long as most examples if the player chooses to run to the end (although they will miss most of the heartbreaking disembodied conversation that plays during the trek).
** This is also incorporated into the gameplay - if you run to the end of the corridor and pass through the door without waiting for the end of the conversation [[spoiler:it functions as a flag that directs you more towards the 'Maria' ending]]. Likewise, if you listen to the whole conversation [[spoiler:it flags you towards the true 'Mary' ending.]]

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* The hallway before the final battle in ''VideoGame/SilentHill2'' is intended to invoke this, although it's not as long as most examples if the player chooses to run to the end (although they will miss most of the heartbreaking disembodied conversation that plays during the trek).
trek). Even walking the length and exiting straight away cuts off a very crucial part of the conversation that James wasn't there to hear the first time around.
** This is also incorporated into both [[GameplayAndStoryIntegration the gameplay - and plot]] -- if you run to the end of the corridor and pass through the door without waiting for the end of the conversation [[spoiler:it functions as a flag that directs you more towards the 'Maria' ending]]. ending, because it serves as a bitter reminder to James of how Mary's mood swings hurt him, with her angrily barking at him to get lost after he came to bring her flowers]]. Likewise, if you listen to the whole conversation [[spoiler:it flags you towards the true 'Mary' ending.ending, because it allows him to hear how after he'd left, she started crying and [[PleaseDontLeaveMe begging him to stay and comfort her]].]]
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* ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars if you could boost Mario's speed high enough. Needless to say, {{Speed Run}}ners milk this for all it's worth.

to:

* ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars if you could boost Mario's speed high enough. Needless to say, {{Speed Run}}ners milk this for all it's worth.
Is there an issue? Send a MessageReason:


* The ''Wiki/SCPFoundation'' entry, [[http://www.scp-wiki.net/scp-087 SCP-087]] is a dark staircase that seems to go on forever, with what sounds to be a [[SchmuckBait crying child]] coming at the bottom. Despite this, explorers can never get any closer to the source of the crying and typically tend to run afoul of ''whatever'' is scurrying around in the darkness instead.

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* The ''Wiki/SCPFoundation'' ''Website/SCPFoundation'' entry, [[http://www.scp-wiki.net/scp-087 SCP-087]] is a dark staircase that seems to go on forever, with what sounds to be a [[SchmuckBait crying child]] coming at the bottom. Despite this, explorers can never get any closer to the source of the crying and typically tend to run afoul of ''whatever'' is scurrying around in the darkness instead.
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* The original ''Videogame/{{Doom}}'' invokes this effect in some locations, as does its predecessor, ''Videogame/Wolfenstein3D''

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* The original ''Videogame/{{Doom}}'' ''VideoGame/{{Doom}}'' invokes this effect in some locations, as does its predecessor, ''Videogame/Wolfenstein3D''''VideoGame/Wolfenstein3D''



* The hallways of Eientei in the ''VideoGame/{{Touhou}}'' game ''Imperishable Night'' were made this way through either eternity manipulation or inducing madness on the protagonists (depending on the stage). The ones made by the former do end, but only because the one who created it decided to just screw it already. It isn't known whether the latter would have been infinite, as the player characters go through an open door.

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* The hallways of Eientei in the ''VideoGame/{{Touhou}}'' game ''Imperishable Night'' ''VideoGame/TouhouEiyashouImperishableNight'' were made this way through either eternity manipulation or inducing madness on the protagonists (depending on the stage). The ones made by the former do end, but only because the one who created it decided to just screw it already. It isn't known whether the latter would have been infinite, as the player characters go through an open door.



* [[{{Hell}} The Bad Place]] is represented like this in ''Videogame/FurFighters''; where each person has their own [[IronicHell personal torment]] and to travel between them you must traverse an endless hotel-like corridor.

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* [[{{Hell}} The Bad Place]] is represented like this in ''Videogame/FurFighters''; ''VideoGame/FurFighters''; where each person has their own [[IronicHell personal torment]] and to travel between them you must traverse an endless hotel-like corridor.



[[folder:Web Comics]]

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[[folder:Web Comics]][[folder:Webcomics]]



** The dungeon you unlock by beating a Oracle of Seasons/Ages linked game is also like this. If you don't know what you're doing you'll end up wandering the halls forever (unless you're damn lucky). To proceed you need to go through the door that none of the eyes look at (it makes sense when you actually see it).

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** The dungeon you unlock by beating a Oracle an ''Oracle of Seasons/Ages Seasons/Ages'' linked game is also like this. If you don't know what you're doing you'll end up wandering the halls forever (unless you're damn lucky). To proceed you need to go through the door that none of the eyes look at (it makes sense when you actually see it).

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* The final level of one version of ''VideoGame/{{Eversion}}'' dispenses with the random eversions of the previous games' final level and throws you into a series of looping corridors, starting with Layer 8 and having to find eversion points after in order to progress through the level until you reach Layer 1. If you missed an eversion point along the way, the part of the level you're currently on loops until you can find it and move on to the next part.
* In some ''VideoGame/SuperMarioBros'' games, taking the wrong path in a castle level would send you back to an earlier point in the castle, effectively duplicating the level until you found the correct path.
** ''The Lost Levels'' also does this with some of its overworld levels, e.g. 7-2 and 8-2. In the former, you take a pipe to get out, in the latter, you have to climb a hard-to-reach beanstalk.
* The first dream sequence in ''VideoGame/MaxPayne'' has a repeating hallway [[TheMaze maze]].
* There are several sections in the ''VideoGame/SonicTheHedgehog'' games that endlessly loop or WrapAround until you find the correct path out, eg the Endless Waterfall in Labyrinth Zone Act 3, and part of Sandopolis Zone Act 2. There's also one in the DummiedOut Hidden Palace Zone.
* In ''VideoGame/DragonQuestI'', if you take the wrong stairway in Charlock Castle, you end up in the infamous Infinitely Repeating Hallway. Luckily, you only need to go up the stairs once to get out of it.
* In ''VideoGame/LeisureSuitLarry5PassionatePattiDoesALittleUndercoverWork'' Atlantic City's boardwalk is infinitely long (supposedly), and it will take you the same time to get back as it did to get out there.
* The [[TheLostWoods Woods]] level in ''VideoGame/MickeyMousecapade'' consists of looping corridors where you must shoot the trees to find the secret door to the next section, and in the Winter area, the true door doesn't appear until you loop at least once.
* ''VideoGame/PoliceQuest III'' has a GameBreakingBug that can cause you to get stuck on an endless highway.
* VideoGame/ThePath has a few examples. First, you can try running away from the house, but each time you pass the telephone, you are somehow pulled back. In the the house, there are two corridors that appear to be short, but suddenly extend when you enter.
* ''Jade Cocoon'' has the Eternal Corridor which you can keep playing until Corridor 255 at which the game freezes.

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* ''VideoGame/{{Eversion}}'': The final level of one version of ''VideoGame/{{Eversion}}'' dispenses with the random eversions of the previous games' final level and throws you into a series of looping corridors, starting with Layer 8 and having to find eversion points after in order to progress through the level until you reach Layer 1. If you missed an eversion point along the way, the part of the level you're currently on loops until you can find it and move on to the next part.
* ''VideoGame/SuperMarioBros'':
**
In some ''VideoGame/SuperMarioBros'' games, taking the wrong path in a castle level would send you back to an earlier point in the castle, effectively duplicating the level until you found the correct path.
** ''The Lost Levels'' also ''VideoGame/SuperMarioBrosTheLostLevels'' does this with some of its overworld levels, e.g. 7-2 and 8-2. In the former, you take a pipe to get out, in the latter, you have to climb a hard-to-reach beanstalk.
* ''VideoGame/MaxPayne'': The first dream sequence in ''VideoGame/MaxPayne'' has a repeating hallway [[TheMaze maze]].
* ''VideoGame/SonicTheHedgehog'': There are several sections in the ''VideoGame/SonicTheHedgehog'' games that endlessly loop or WrapAround until you find the correct path out, eg the Endless Waterfall in Labyrinth Zone Act 3, and part of Sandopolis Zone Act 2. There's also one in the DummiedOut Hidden Palace Zone.
* In ''VideoGame/DragonQuestI'', if ''VideoGame/DragonQuestI'': If you take the wrong stairway in Charlock Castle, you end up in the infamous Infinitely Repeating Hallway. Luckily, you only need to go up the stairs once to get out of it.
* In ''VideoGame/LeisureSuitLarry5PassionatePattiDoesALittleUndercoverWork'' ''VideoGame/LeisureSuitLarry5PassionatePattiDoesALittleUndercoverWork'': Atlantic City's boardwalk is infinitely long (supposedly), and it will take you the same time to get back as it did to get out there.
* ''VideoGame/MickeyMousecapade'': The [[TheLostWoods Woods]] level in ''VideoGame/MickeyMousecapade'' consists of looping corridors where you must shoot the trees to find the secret door to the next section, and in the Winter area, the true door doesn't appear until you loop at least once.
* ''VideoGame/PoliceQuest III'' ''VideoGame/PoliceQuestIII'' has a GameBreakingBug that can cause you to get stuck on an endless highway.
* VideoGame/ThePath ''VideoGame/ThePath'' has a few examples. First, you can try running away from the house, but each time you pass the telephone, you are somehow pulled back. In the the house, there are two corridors that appear to be short, but suddenly extend when you enter.
* ''Jade Cocoon'' ''VideoGame/JadeCocoon'' has the Eternal Corridor which you can keep playing until Corridor 255 at which the game freezes.
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* ''VideoGame/{{Everhood}}'' has one in Green Mage's castle. [[spoiler: It's not actually endless, but it does take two hours to navigate.]]

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* ''VideoGame/{{Everhood}}'' has one in Green Mage's castle. [[spoiler: castle; they'll point out directly that the corridor is extremely long if not infinite; they made it, after all, because they needed space for [[spoiler:all the tally marks of the passing years. It's not actually endless, but it does take two hours to navigate.]]

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Added Just More Doors


* 'VideoGame/{{Everhood}}'' has one in Green Mage's castle. [[spoiler: It's not actually endless, but it does take two hours to navigate.]]

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* 'VideoGame/{{Everhood}}'' ''VideoGame/{{Everhood}}'' has one in Green Mage's castle. [[spoiler: It's not actually endless, but it does take two hours to navigate.]]]]
* In ''VideoGame/JustMoreDoors'', you can find yourself in one after a specific sequence of actions. Complete with the door behind you backing away until you can't reach it anymore.
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** For a very long time, [[UrbanLegendOfZelda rumors]] had it that a lab ends at 30,000 meters with an unavoidable laser wall, though it was still possible to bypass it with the help of [[HumongousMecha S.A.M.]] This most likely has to do with the leaderboards on Game Center being stuck at 30,000 back in the day. As the game was being updated and tweaked, it became much easier to get higher scores, so it is more than possible to get thrice as far as the distance where the presumed unavoidable obstacle was believed to be.
** [[spoiler: Ultimately subverted [[https://youtu.be/MixD8WJBwsw in the official animated short]], where Barry was finally able to reach the end, though it took him many years to get there.]]
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* The setting of ''VideoGame/JetpackJoyride'', a laboratory named "Legitimate Research", is a one extremely long hallway. Since this is an EndlessRunningGame, the best you can do is to aim for the highest score possible.
** For a very long time, [[UrbanLegendOfZelda rumors]] had it that a lab ends at 30,000 meters with an unavoidable laser wall, though it was still possible to bypass it with the help of [[HumongousMecha S.A.M.]] This most likely has to do with the leaderboards on Game Center being stuck at 30,000 back in the day. As the game was being updated and tweaked, it became much easier to get higher scores, so it is more than possible to get thrice as far as the distance where the presumed unavoidable obstacle was believed to be.
** [[spoiler: Ultimately subverted [[https://youtu.be/MixD8WJBwsw in the official animated short]], where Barry was finally able to reach the end, though it took him many years to get there.]]

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* ''VideoGame/{{Zork}} Grand Inquisitor'': When you first enter GUE Tech, the hallways to the classrooms appear to be endless.
** And they indeed are. To make them finite, you have to remove the first bit of the "Infinite Corridor" sign above the entrance.
** TruthInTelevision: GUE Tech is based on MIT, which has an "Infinite Corridor" (actually 815 feet long).
* ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars if you could boost Mario's speed high enough. Needless to say, {{Speed Run}}ners milk this for all it's worth.
** Strangely enough, no matter how far up you went, walking back down was always a very short trip.

to:

* ''VideoGame/{{Zork}} Grand Inquisitor'': When In ''VideoGame/DarkSouls'' Gwyndolin magically creates one to fight you first enter GUE Tech, the hallways to the classrooms appear to be endless.
in. He teleports down it while shooting magic at you.
** And they indeed are. To make them finite, you have to remove the first bit of the "Infinite Corridor" sign above the entrance.
** TruthInTelevision: GUE Tech is based on MIT, which has an "Infinite Corridor" (actually 815 feet long).
* ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug,
[[SubvertedTrope Subverted]], however, where you could since players have discovered that Gwyndolin's boss room ''does'' in fact [[https://www.youtube.com/watch?v=-OFYORl6Iyg have an end]]; it just takes about ten minutes or so to reach it.
* In ''VideoGame/TheDreamhold'', a spell has been placed on one hallway to go on forever unless
the end of the stairs without enough stars if you could boost Mario's speed high enough. Needless to say, {{Speed Run}}ners milk right dispell is known.
* The original ''Videogame/{{Doom}}'' invokes
this for all it's worth.
** Strangely enough, no matter how far up you went, walking back down was always a very short trip.
effect in some locations, as does its predecessor, ''Videogame/Wolfenstein3D''
* 'VideoGame/{{Everhood}}'' has one in Green Mage's castle. [[spoiler: It's not actually endless, but it does take two hours to navigate.]]



* In ''VideoGame/DarkSouls'' Gwyndolin magically creates one to fight you in. He teleports down it while shooting magic at you.
** [[SubvertedTrope Subverted]], however, since players have discovered that Gwyndolin's boss room ''does'' in fact [[https://www.youtube.com/watch?v=-OFYORl6Iyg have an end]]; it just takes about ten minutes or so to reach it.



* ''VideoGame/SpookysHouseOfJumpScares'' has one as one of it's many random rooms. [[spoiler:It's pure ShmuckBait, since the walls close in as you traverse it; go far enough down the hall and eventually you'll reach a point where they are so close together that you cannot move forward or back, trapping you. At this point, [[EldritchAbomination Specimen 9]] comes at you from the other end of the hall and gives you a NonStandardGameOver.]]
* The original ''Videogame/{{Doom}}'' invokes this effect in some locations, as does its predecessor, ''Videogame/Wolfenstein3D''.

to:

* ''VideoGame/SpookysHouseOfJumpScares'' has one as one of it's many random rooms. [[spoiler:It's pure ShmuckBait, since the walls close in as you traverse it; go far enough down the hall and eventually you'll reach a point where they are so close together that you cannot move forward or back, trapping you. At this point, [[EldritchAbomination Specimen 9]] comes at you from the other end of the hall and gives you a NonStandardGameOver.]]
]].
* The original ''Videogame/{{Doom}}'' invokes ''VideoGame/SuperMario64'': If you didn't have enough stars to face Bowser in the final battle, you were doomed to walk up forever; there was a bug, however, where you could reach the end of the stairs without enough stars if you could boost Mario's speed high enough. Needless to say, {{Speed Run}}ners milk this effect in some locations, as does its predecessor, ''Videogame/Wolfenstein3D''.for all it's worth.
** Strangely enough, no matter how far up you went, walking back down was always a very short trip.



* In ''VideoGame/TheDreamhold'', a spell has been placed on one hallway to go on forever unless the right dispell is known.

to:

* In ''VideoGame/TheDreamhold'', a spell ''VideoGame/{{Zork}} Grand Inquisitor'': When you first enter GUE Tech, the hallways to the classrooms appear to be endless.
** And they indeed are. To make them finite, you have to remove the first bit of the "Infinite Corridor" sign above the entrance.
** TruthInTelevision: GUE Tech is based on MIT, which
has been placed on one hallway to go on forever unless the right dispell is known.an "Infinite Corridor" (actually 815 feet long).
Is there an issue? Send a MessageReason:
None


** The final dungeon in ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' is sort of like this. Avoiding the enemies and running straight through the room will cause you to re enter the same room. To advance you must kill every enemy ineach room (there are only 3 or so rooms).

to:

** The final dungeon in ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle of Seasons]]'' is sort of like this. Avoiding the enemies and running straight through the room will cause you to re enter re-enter the same room. To advance you must kill every enemy ineach in each room (there are only 3 or so rooms).
Is there an issue? Send a MessageReason:
None


* An episode of ''Series/{{Angel}}'' (the one in which Creator/SummerGlau guest-stars as a ballerina) contains endless corridors in the basement of a dance house.

to:

* An episode of The ''Series/{{Angel}}'' episode "[[Recap/AngelS03E13WaitingInTheWings Waiting in the Wings]]", (the one in which Creator/SummerGlau guest-stars as a ballerina) contains endless corridors in the basement of a dance house.
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None


* In ''Literature/ThePhantomTollbooth'', the stairway to infinity land is, predictably, infinite.

to:

* In ''Literature/ThePhantomTollbooth'', there are two ways to get to the land of Infinity. One is a hallway that must be followed "forever" and then turned left at the end; the other is a stairway to infinity land which is, predictably, also infinite.

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