

The classic example is being able to carry 99 healing Potions and 99 Antidotes, but not 198 Potions or even 100.
#Hyperspace toys full
(This could mean that the equipment is too heavy to be feasible in battle, though, again, this doesn't explain how you're lugging around a suit of full plate armor you're too weak to wear, as it is actually harder to carry a suit of full plate than it is to wear it)Īnother odd effect, usually found in Adventure and Role-Playing games, is an inventory limit on a single kind of item. Put another way, as long as you can't see it, it weighs nothing. One odd effect of the Hyperspace Arsenal is that characters may struggle to support an item that they have "taken out" or "equipped," and they may not be able to wear something at all if they're not strong enough - yet presumably they're carrying this very item around all the time. The reverse occurs in many text adventures, where (primarily for design reasons) the player character could only carry a specific number of items (often five) at any one same time.

Some less-than-serious works, such as Space Quest, Simon the Sorcerer or Monkey Island, take this very literally. In fandom, this trope is often "justified" with the supposition that the Hyperspace Inventory is actually kept in the character's pants (which actually serves to answer exactly none of the objections to the trope). The result, more often than not, is the more annoying variety of Inventory Management Puzzle (and often leading to its own ridiculous situations - bazookas regularly take up as much space as gum wrappers, and in weapon-limited First Person Shooters you might be able to carry around a rocket launcher and a heavy machine gun, but lord forbid you try to carry around three pistols). This can be more realistic as in Halo's rule of no more than two weapons at once or still kind of exaggerated, as in many Adventure Games' "you can only carry twelve items"-type ruling. Some games may choose to restrict inventory for balance reasons: It might upset the difficulty curve if the protagonist can carry around an infinite amount of healing items. In practice, a Hyperspace Arsenal serves to reduce the more annoying aspects of inventory management, removing the need to constantly shuffle stuff in and out of your backpack.

It seems they've put them away in the same realm where Hyperspace Mallets are kept. What's more, when you see them during cutscenes in first-person games and third-person games, you can't see where they've stowed these things, even when they're wearing clothes that are more or less form-fitting. It doesn't limit their ability to run and jump and crawl through small spaces at all. Video game characters, particularly in Adventure Games and First Person Shooters, have the seemingly superhuman ability to carry incredible amounts of stuff with them at one time, usually an array of weapons along with the ammunition for each one.
