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An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Blackout Basement is a level in a video game where the lighting is inconsistent. It could be that the lights are flipping from on to off for no reason, that the player needs to perform a certain action to ensure a well-lit path through the darkness, or that a specific item is required to see the way forward. Certain variations of the former variety can result in Nintendo Hardness, seeing that changes in visibility are often arbitrary, with a special knack for happening at the worst possible times. In another variation, the lighting is fairly consistent, but dirty, old, dim, close to going out, and flickering a little every few minutes, but not really problematic.

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  • Blackout Basement
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  • Blackout Basement is a level in a video game where the lighting is inconsistent. It could be that the lights are flipping from on to off for no reason, that the player needs to perform a certain action to ensure a well-lit path through the darkness, or that a specific item is required to see the way forward. Certain variations of the former variety can result in Nintendo Hardness, seeing that changes in visibility are often arbitrary, with a special knack for happening at the worst possible times. In another variation, the lighting is fairly consistent, but dirty, old, dim, close to going out, and flickering a little every few minutes, but not really problematic.
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abstract
  • Blackout Basement is a level in a video game where the lighting is inconsistent. It could be that the lights are flipping from on to off for no reason, that the player needs to perform a certain action to ensure a well-lit path through the darkness, or that a specific item is required to see the way forward. Certain variations of the former variety can result in Nintendo Hardness, seeing that changes in visibility are often arbitrary, with a special knack for happening at the worst possible times. In another variation, the lighting is fairly consistent, but dirty, old, dim, close to going out, and flickering a little every few minutes, but not really problematic. The darkness may apply only to certain layers, so that the player and enemies remain visible at all times, but immobile hazards like Spikes of Doom are as invisible in the dark as the other elements of the background layer. See also: Muzzle Flashlight, Interface Screw, Room Full of Zombies. Not to be confused with Who Forgot the Lights?. Examples of levels:
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