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{{trope|wppage=Magic satchel}}
[[File:dimensional-
{{quote|''You don't have a backpack. What you have there is an invisible leather [[Doctor Who
|'''Gimli''', ''[[DM of the Rings]]''}}
In games, what's more, when you see them during [[cutscene]]s 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 seems they've put them away in the [[Hammerspace|same realm]] where [[Hyperspace Mallet]]s are kept.
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. 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. 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 Game]]s' "you can only carry twelve items"-type ruling. The result, more often than not, is the more annoying variety of [[Inventory Management Puzzle]] (and often pretty absurd—Bazookas regularly take up as much space as gum wrappers.)
In fandom, this trope is often [[It Runs on Nonsensoleum|"justified"]] with the supposition that the Hyperspace Inventory is [[Trouser Space|actually kept in the character's pants]]. (This however actually serves to answer [[Voodoo Shark|exactly none of the objections to the trope]].) Some less-than-serious works, such as ''[[Space Quest]]'', ''[[Simon the Sorcerer]]'' or ''[[Monkey Island]],'' take this very literally.
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. Regardless of how large these items are.
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
Another odd effect, usually found in Adventure and Role-Playing games, is an inventory limit on a single kind of item. The classic example is being able to carry 99 healing Potions and 99 Antidotes, but not 198 Potions or even 100. Some games have even more stringent limits.
Compare [[Extended Disarming]], which often happens when a character is asked to empty out their
Contrast [[Walking Armory]], where the character is actually shown carrying all of their weapons on their body.
For more general applications, see [[Hammerspace]]. For a specific item that does this, see [[Bag of Holding]].
{{Examples on subpages}}
{{Needs More Examples}}
{{reflist}}
[[Category:{{PAGENAME}}]]
[[Category:Acceptable Breaks From Reality]]
[[Category:Hammerspace]]
[[Category:Hyperspace Index]]
[[Category:Military and Warfare Tropes]]
[[Category:Video Game Items and Inventory]]
[[Category:Weapons and Wielding Tropes]]
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