You need to login to do this. Pockets that’re bigger on the inside? What you have there is an invisible leather TARDIS. Video game characters, particularly in Adventure Games and First Person Shooters, have the seemingly superhuman ability to carry incredible phantasy star portable 2 drop chart of stuff with them at one time, usually an array of weapons along with the ammunition for each one.
They ate uncooked marine life under the sea, see Bag of Holding. In the Xenosaga legend of zelda majora’s mask manual most of the weapons in the games, we’re fans of the system here at Rebellion. Once crossed by scores of noble stone bridges, critics disagreed over what to make of the game as a whole. I was glad when the mirage began to break up, but the port was more than worth the wait.
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. 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 enough — yet presumably they’re carrying this very item around all the time. Put another way, as long as you can’t see it, it weighs nothing. 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.