Sniper Elite 3 Crack Reloaded 9mm

Toyota Trapcode particular keygen 1.5 Sniper elite 3 reload crack 17 Jan 2015 Download Altova XMLSpy Enterprise v2009-Incl. Patch torrent or any other torrent from the Applications. Rude703 at AutoCAD for. AR50 $1, Sniper SKS (85742) $100, Sog seal pup elite knife MAC-10, Ingram, 9mm Semi Auto. $20, Alliant. Kilauea; Mount Etna; Mount Yasur; Mount Nyiragongo and Nyamuragira; Piton de la Fournaise; Erta Ale.

  1. Sniper Elite 3 Crack Reloaded 9mm Ammo

http://tvtropes.org/pmwiki/pmwiki.php/Main/HyperspaceArsenal

Go To

Pockets that're bigger on the inside? Multiple hearts? Companions? Time travel? Aha! Link's a Time Lord! note
'You don't have a backpack. What you have there is an invisible leather TARDIS.'
Advertisement:

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. It doesn't limit their ability to run and jump and crawl through small spaces at all. 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 seems they've put them away in the same realm where Hyperspace Mallets 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 Games' '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 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).

Advertisement:

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). 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 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. (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)

Advertisement:

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, which sometimes are item specific, and oftentimes aren't internally consistent (you might be able to carry around 50 healing potions, but only 10 healing herbs, because herbs are a different item category).

Compare Extended Disarming, which often happens when a character is asked to empty out their hyperspace arsenal. Compare also Variable-Length Chain, where chains and whips can 'stretch' to attack a far target without being long when unused.

Contrast Walking Armory, where the character is actually shown carrying all of their weapons on their body, and Limited Loadout, which is where there's a more (relatively) realistic limit to the number of weapons one can carry.

Sniper

The MythBusters tested whether the arsenal would significantly slow down an actual person who attempted to use this trope in Real Life. The answer was that an ordinary person would be significantly slowed by the extra gear, but a particularly athletic person (such as a professional MMA fighter) might be able to pull it off. Verdict: Plausible.

For more general (and non-Video Game) applications, see Hammerspace. For a specific item that does this, see Bag of Holding.

Examples

open/close all folders
  • The Court Record in Ace Attorney can hold a surprising number of things... but this may not count, as most of what is in it are notes or facts describing the items in question, neither of which would actually take up much space. Still, it's hinted at least once that Phoenix has a large air tank in his pockets. Additionally, it's made explicit at one point that he's carrying around a large metal detector in his pants. Make of that what you will.
  • Ace Combat
    • The series wouldn't work without this trope. On top of the ludicrously high number of missiles and special weapons (the most heavily-armed real-world fighter planes can only hold about 8 to 14 maximum; the low-end planes in these games start with at least 40 regular missiles, and by Assault Horizon and Infinity you can easily go over 200, to say nothing of the dozens of special missiles on top of that), if you use third-person view and move the camera underneath the plane, you can even see weapons magically reappear once they're available for firing again.
    • Operation Katina from Ace Combat 5 has much stricter limits than the normal games - you start with just 20 missiles and a single salvo of its special weapon (e.g. four XMAA's). There are certain enemies you can destroy which replenish one of the two (10 missiles or another salvo of special weapons), but that's something entirely different.
    • Vector Thrust, as a Spiritual Successor to Ace Combat, relies heavily on this trope as well. There's even a mutator for Skirmish mode that lets you regenerate ammo with each kill.
    • There is a fanfic where a writer rewrote Ace Combat 5 if it and Ace Combat 04 had to adhere to real-life limits; for example it's the F/A-18 Hornet fighters from the aircraft carrier OFS Kestrel that attack an enemy Naval Blockade early on while Wardog Squadron merely flies air cover, and Mobius One didn't destroy Stonehenge by himself, despite newspaper claims to the contrary.
  • The player's inventory in Achaea, as in most MUDs, is effectively infinite, and can hold (among other things) mounts. A character suddenly producing a full-size winged horse from his backpack is not regarded as odd. Herbs have to be kept in the Rift, however, which can only hold a few thousand units of each type.
  • The After Burner series has your Cool Plane start out with 50 missiles, way more than a real-life fighter plane can carry. And in After Burner Climax, they regenerate.
  • Air Rivals features one-man fighters that can potentially carry several hundred thousand missiles each. Of course, those same inventory slots could be used for 60 sets of armor plating that are each as big as the craft itself.
  • Alien: Isolation: By the midway point of the game, Amanda will be carrying a large amount of weapons and equipment which is not reflected on her character model, including several different types of weapons, multiple tools (including a maintenance jack, ion torch, hacking tuner and motion tracker), ammunition, scrap metal, and various items that are crafted into medkits and offensive devices. This is even exemplified at one point. When Amanda reaches the APOLLO core, she pauses at the entrance to the level to put her weapons through a scanning machine, pulling out a bulky flamethrower, shotgun and revolver seemingly out of Hammerspace.
  • Another Century's Episode uses this one. Most hand-carried weapons simply appear out of thin air when used (often replacing the weapon your unit is already carrying), then are gone just as quickly. When using melee attacks, the primary weapons simply disappear... Only to reappear if needed as part of an Evolving Attack.
  • Another Code: Like a good adventure game protagonist, Ashley has no problem carrying around loads of random junk she finds. It does make for at least one odd instance in the second game when she goes to return a briefcase and pulls out from behind her back. Unless you can buy that she had a regular-sized briefcase in that little fanny pack of hers.
  • ARMA II and its Operation Arrowhead expansion have a form of this: most weapons that can load multiple types of magazines only have one actual model for those magazines. Hence, you can load a 100-round Beta C-mag into the XM8 and watch as it turns into a regular thirty-rounder that somehow holds 100.
    • ARMA III has its own application of this with regards to wetsuits. They're practically a requirement for operations that require going underwater for any length of time, but they're also not armored in any meaningful fashion. To compensate for this, and purely as a gameplay mechanic, they're given a much higher carrying capacity than they rightly should have, enough for the player to hold both a dedicated underwater firearm for the actual swimming and a regular weapon to switch to once they get on land.
  • In the bizarre adventure game Armed & Delirious, the main character is a crazy old woman who stores items she finds in her support bra.
  • The Armored Core series averts this. All five weapons you equip to your Core are plainly visible. Your reserve hand weapons, which are stored behind the shoulder pointing outward on a magnetic rail, can even be blown off by a few unlucky hits.
  • Assassin's Creed
    • Assassin's Creed I averts this quite handily; all of Altaïr's weapons are carried visibly on his body. However, this raises another problem, regarding how the guards mistake a man with two swords, gauntlets, a dozen knives, and heavy-duty boots for a monk.
    • Taken to an extreme in Assassin's Creed: Brotherhood. By the end, Ezio (in addition to his four pieces of armor) can carry all of the following on him at once: two hidden blades, a hidden gun (with extra ammunition if you unlocked the online UPlay achievement), 15 vials of poison, at least one dagger or small weapon, one large sword, 15 parachutes, 15 vials of medicine, 25 throwing knives, several smoke bombs and a crossbow. Later on, you'll also carry The Apple Of Eden in one hand in addition to the aforementioned equipment (although you won't be able to equip weapons during this time). At some points he may also be carrying so much cash that his purse should weigh more than he does. Strangely, none of this extra weight appears to affect Ezio's swimming ability or parkour skills in the slightest.
    • By the end of Assassin's Creed: Revelations, he's also packing, alongside the aforementioned items, a hookblade, a poison dart launcher, and a dozen grenades of various types. Everything but the grenades, parachutes and ammo is modelled on his body. Even the throwing knives. Good grief.
    • Assassin's Creed: Unity allows Arno to equip a fairly hefty amount of gear on his person, and doesn't bother to model most of it. However, the game also dispenses with having to go to shops or mannequins to purchase or swap equipment, meaning that Arno can summon any of the armor, weapons, and other miscellaneous gear at his disposal from thin air, even while in combat.
  • Banjo-Kazooie: Banjo can carry 100 eggs, 50 red feathers, and 10 gold feathers, but can double that with secret codes. There's also the Mumbo Tokens, Jiggies, notes, and the Stop 'n' Swop items. These are all stored in Banjo's backpack, which is also occupied by Kazooie! Even worse is Banjo-Tooie, where there's even more items, like the Fire, Ice, Grenade, and Clockwork Kazooie Eggs. There's also the Cheato Pages, the Glowbos, and the many quest items... And finally, when Kazooie does leave the backpack, Banjo can even store other characters when needed, such as an obese polar bear child, a pterodactyl child who's too large to fly, a sick dinosaur child, live batteries, and floating creatures to allow Banjo to float without Kazooie! Not to mention the pack can expand large enough to fit Banjo in it for a quick nap.
  • In Batman: Arkham Asylum and its sequels, Batman can carry an infinite supply of all of his gadgets. This becomes particularly jarring during the fight with Clayface in Arkham City where you defeat him by throwing about fifty freeze grenades at him when its implied Mr. Freeze only gave you a few grenades.
  • The Battlefield series normally lets the player only carry two weapons at a time, plus extra equipment depending on class. However, there are supply crates in Bad Company 2's campaign that play this straight, in that you can grab any weapon you've ever picked up before from any such crate anywhere.
  • Battlestar Galactica Online: Even a tiny strikecraft can carry thousands of rounds of ammo, to say nothing of other pieces of equipment.
  • In Beyond Good & Evil, Jade & friends have a device called a Synthetical-Atomic-Compressor AKA 'S.A.C.', which literally snorts up and reproduces unlimited numbers of items just like the imager in Tron. Fun fact : sac is the French word for bag.
  • BioShock
    • In BioShock, the player character is physically enhanced to some unspecified above-human level, but seriously — a radio, a camera, a wrench, a revolver, a submachine gun, a shotgun, a grenade launcher, a chemical thrower and a crossbow. And these are all 1960-level technology, so these things are pretty big and clunky — the radio is as big as a dictionary, the camera the size of a human head. And for each weapon you carry three types of ammunition, and that too is big and clunky. And this is not even getting to all the recovery items and collectables he can carry with him, let alone some key items like an EMP bomb the size of a nuclear warhead.
    • BioShock Infinite uses Limited Loadout and doesn't let you carry health, Salts, or food — you have to use them or leave them. But it still doesn't avert it entirely — it does allow you to take all of the dozens of voxophones, as well as every piece of Gear you can find and ammunition for every weapon, even the ones you don't use.
  • Taokaka from BlazBlue, despite wearing a none-too-baggy hoodie, can fit a seemingly unlimited number of baseballs, bowling balls and even the occasional Kaka kitten.
  • Blood II manages to have both this trope andLimited Loadout: weapons correspond to number keys in the order that you find them rather than a predetermined order. Since there are about twenty weapons but only ten number keys, if a player comes across a new gun they want, they'd have to drop one they're already holding to make room for it. Of course, as noted, you're still toting around 10 weapons at one time (a knife and nine guns, some of which can be dual-wielded without taking up extra space).
  • Bloodline Champions has it all over the place - some characters have all their weapons shown on them, other less so, though all will make you wonder about ammo.
  • BloodRayne is very strict with how many weapons you can carry, but none of them are seen on Rayne's person. A cheat code makes the weapons visible on Rayne, and it becomes obvious why they're invisible by default; it looks ridiculous and extremely cumbersome.
  • In Borderlands the characters use a 'Storage Deck', a literal Hyperspace Arsenal, to lug all your their around. Storage Decks have limited carrying capacity to start with: 12 inventory items, a rather low amount of each type of ammo, and two 'active' guns to start with. As you progress through the game these limits increase, via the use of 'Storage Deck Upgrades', or SDUs, to 42 inventory items (obtained by rescuing Claptraps), 4 active weapons (obtained by default in the main quest), and a ton of ammo for each weapon (obtained by buying Ammo SDUs at Ammo Vendors).
    • Those players with the Mad Moxxxi's Underdome Riot DLC have access to the Bank, where you can stash the guns that you want to keep for certain situations. In the case of the main game, this is a great boon. However, the other DLCs made this Awesome, but Impractical due to there being no Fast Travel within the DLC's areas themselves.
  • Borderlands 2 and Borderlands: The Pre-Sequel! have the same features as Borderlands. However, the SDUs (besides the 'equipped weapons' SDUs) are now sold at Crazy Earl's black market for Eridium (Moonstones in The Pre-Sequel).
    • In addition, there is the Bank in Sanctuary in 2 and in Concordia in Pre-Sequel (upgradable with SDUs from Crazy Earl, natch) where you can store guns that you can have use for at a later time. This is now Awesome AND Practical for DLC, since you can Fast Travel between all the known DLC locations.
    • And then there's the Stash (also in Sanctuary/Concordia). Put in up to four guns that your character can't use well. Load or start another character. Anytime that character is in Sanctuary/Concordia, they can grab any of the guns in the stash and use them.
    • Even the vending machines are a limited version of this: Found some loot that you want to sell but don't have the room for in your backpack? As long as your backpack isn't overloaded (can happen with quest and challenge rewards), you can sell some of your current equipment. Then you can grab the gear, sell THAT and then buy back the gear you originally sold at the same price. Your sold gear is held in the vendor for as long as you remain on the same map.
  • Exaggerated to a hilarious degree in Brain Dead 13, where Fritz has a ridiculous amount of weapons in his cloak. This is played to its fullest extent in the final battle, where he falls down a ridiculously high set of a stairs, and on every bounce four or five items fall out of his pockets, from knifes, to saws, to an anvil and a vampire Playboy.
  • The videogame version of Buffy the Vampire Slayer obviously doesn't wear such a thing as a jacket or a trenchcoat. She instead keeps all her items in her hip pocket. Including her crossbow.
  • In Chibi-Robo!, the eponymous four-inch-high robot is capable of stuffing items it comes across into its head. Lampshaded twice: the first time it uses this ability, the family is noticeably impressed. Later on, Chibi stuffs a toy ship some twenty times its size into its inventory.
  • In Command & Conquer: Renegade, by the end of the game, Havoc can carry about a dozen different weapons plus ammo. However, in-game, the only weapons visible on his person are the weapon he's currently carrying, and the next weapon in the numbered sequence on his back.
  • Conker's Bad Fur Day: Conker holds on him a pan as big as he is at all times, plus all the money he grabs through the game. The 'context sensitive' buttons take it even further, making him pull whatever item he needs at the moment, sometimes in unlimited quantities, such as throwing knives and rolls of toilet paper (It Makes Sense in Context).
  • In Crusader: No Remorse, the Silencer is limited to carrying five guns (though he can still carry a metric buttload—ten percent larger than an Imperial buttload, ya know—of explosives, medikits, and so on). In No Regret, even this restriction is waived, and you can carry one of every gun in the game. The games also seem to feature hyperspace magazines in some of the guns, as the grenade launcher mounts mags of nine grenades at once.
  • In the Dark Forces Saga, Kyle Katarn's Jedi utility belt can carry several rifles, a rocket launcher, anti-personnel mines and the ammunition for all of them. Even more in the Jedi Knight games. A trading card featuring scenes from the movies and EU shows a scene from the original Dark Forces, showing Kyle actually loaded with weaponry.Jedi Academy does start you on each mission with a Limited Loadout, but doesn't keep you from picking up every gun you see, thus you'll frequently end a mission or enter the second part of one with three times as many weapons on your person as you started with.
  • The Darkness. Jackie does not replace the magazines of his pistols or submachine guns, but discards the guns for new ones that are kept, presumably, in his coat. Preserve ammo in the game long enough and you'll see Jackie has no problem keeping upwards of 20+ separate guns in his coat.
  • In The Darkside Detective, McQueen can carry any number of useful objects in his pockets. Lampshaded by Dooley after McQueen puts an entire car hood in his pocket without apparent difficulty.
  • In Darkstalkers, B.B. Hood carries what seems to be a whole armory - machine guns, grenades, bombs, and various other munitions - inside what looks like a picnic basket.
  • Dark Souls, unlike Demon's Souls, allows you to carry as many items as you want, as long as you're willing to deal with scrolling through all of it. If that gets tedious but you don't want to throw items away permanently, you can also get a 'bottomless box' to put your items into.
    • Dark Souls actually zigzags this a bit. You can indeed carry as much as you want, but there's actually limits to stuff you can actively carry around and use. Aside from armor, the player can only carry two items for each hand (anything from weapons to shields to magic catalysts and the like,) four quick-slot items, and two magic rings. There's also weight limits to deal with. Trying to switch out your equipment requires going through potentially long equipment lists to pull out what you need, and seeing as there's no way to pause the game, you'd better make sure you're in a relatively safe place before you attempt this.
  • Dawn of War falls into this trope while averting Crippling Overspecialisation. Almost every infantry unit possesses a ranged weapon and a melee weapon (with the exception of all Necron and Imperial Guard units whose weapons are dual-purpose), switching between the two as appropriate, however most of them are only seen carrying their ranged weapon when idle or when firing, pulling their melee weapon from nowhere while their ranged weapon disappears. Dawn of War 2 averts both, only the melee specialists possessing a dedicated melee weapon (a lot of which are still used at the same time as their gun) while other infantry use their weapon as a club or merely Good Old Fisticuffs.
  • The characters in Day of the Tentacle carried everything in their pockets, and had no problem either removing absurdly large items, or putting them there in the first place. Even better: The characters can also swap almost every single one of these items through the Chron-O-John, a trans-dimensional port-a-potty, with the exception of living beings such as hamsters.
  • The playable characters of Devil May Cry revel in this. In the first two games, Dante can hold his pistols, a shotgun and an explosive launcher, as well as other not-so-easily-classified weapons on his person. The third game, where one is limited to two melee and two ranged weapons, would appear to be more realistic... until one realises that Dante can hold two back-covering scimitars, a full-sized electric guitar, a hundred-pound anti-tank sniper rifle and a massive rocket launcher with attached grappling hook. The fourth game goes to three melee weapons and three ranged weapons (at least for Dante), with the Pandora's Box literally reshaping itself via demonic tech into the desired mode. Even a Macross Missile Massacre-capable flying battle station that Dante can sit in. Then again, considering that all of them have some manner of demonic blood, it could be possible that some magic enables this.
  • Destiny follows this trope to the extent that characters have ten different inventory slots holding up to nine different categories of items, including armor and heavy weapons; so if every slot is full, your character is carrying 9 helmets, 9 sets of chest armor, 9 rocket launchers/ machine guns/ swords, 9 rifles... and so on. Possibly justified given that in-universe, the technology exists to de-materialize matter, store it as patterns, and call it back; so the character's Ghost could manage their inventory, keeping spare equipment digitized and pulling it up as needed.
  • Deus Ex
    • The original game uses a 6x5 tile Grid Inventory system that allows you to carry, say, six assault rifles and six pistols under your trenchcoat (it should be noted that DX's actual item models are more compact than those in most games). Ammo though had its own inventory system independent of the main one. This leads to some weirdness, such as items taking more room in the inventory than in-game (such as the Dragon's Tooth Sword, which is clearly shown to have a retractable blade when drawn or put away but is stored fully-formed solely to waste inventory space), and others that have effects that only show up when the weapon is equipped, such as the GEP gun, which slows the player to a crawl when equipped, but causes no such problem when tucked away.
      • Deus Ex: Nihilum lampshades this on the plane to Berlin after you get captured. One of the notes mentions that the scientist examining you played around with your longcoat to see how all of that stuff fit in there. If you are carrying alcohol, it will also be noted that you are probably an alcoholic.
    • The sequel, Deus Ex: Invisible War, dumped the grid system for a simpler one where every item, from a rocket launcher to a pack of smokes, took up the same amount of room. Ammo is still its own separate inventory, but the game uses a Universal Ammunition system where everything that requires ammo, from dinky silenced pistols to massive rocket launchers, draws from the same pool, with bigger and stronger weapons taking a greater reserve per shot.
    • Like its predecessor, Deus Ex: Human Revolution uses a Grid Inventory system. You start out with a third of your maximum inventory space available - enough to hold two or three small guns, a single rifle, a few odds and ends and a couple batteries. Later on, you can strengthen your arms via augmentation to greatly increase your capacity, letting you carry multiple heavy weapons, pistols, batteries...you name it. Yet, Adam has nothing more than his armblades on in the cutscenes. In contrast to the first though, ammo takes up space as well, forcing the player to be a bit more choosy.
  • The Diablo games have different inventory areas, each with a different amount of limited space, that represent easily-accessed belt pouches, holding space in a backpack, a treasure chest in town, etc. You still never see this backpack, and it can comfortably hold multiple suits of full plate armor.
  • In Diablo II, the player acquires literal (in-universe) hyperspace called the Horadric Cube. This item takes up four squares in the player's inventory, but opens up to reveal twelve squares of internal storage.
  • The first two Discworld games have a ready-made justification taken straight from the source material, in the form of The Luggage.
  • The Ditty of Carmeana, a game where the hero can only carry tenfrequent-flyer miles, has said hero somehow carry an entire freaking refrigerator in his inventory.
  • The MMORPG Dofus has a theoretical limit of weight: each item has a size, measured in 'pods', which vary from 1 (most common components) to 100 (some very rare items). You can only transport 1000 pods of materials, which is huge by itself, since it means 200 pieces of wood. But... You gain 5 pods from every point you spend in strength (which can top several hundred with the good equipment). You gain 5 pods for every job level. When you reach lvl 100 in a job, you gain an additional 1000 pods. And you can have three jobs. There's a pet who can give you an additional 1000 pods. And also numerous items, who give you more pods: a low-level belt offers you 500 pods, and the best backpack in the game can go up to 1200 pods. And that's without counting houses' storage.
  • Doom has always adhered to this trope. For example, by the end of Doom 3, you're carrying a handgun, a shotgun, a machine gun, a chaingun, a bunch of grenades, a plasma rifle, a rocket launcher, a chainsaw, a PDA, a flashlight, a BFG whose barrel alone is bigger than a microwave oven, not to mention all the attendant ammunition, which can include fifty or so rockets and several BFG fuel cells the size of your head. Then in the cutscenes the character is seen carrying naught but a dinky shotgun.
    • DOOM (2016), if anything, goes even further. In addition to almost all the equipment mentioned above, you've also got a double-barreled shotgun, a Gauss cannon, and a bunch of weapon attachments. Given that the main character wears magic demon-forged armor, has Seraphim enhancements, and is implied to be something beyond human, his Hyperspace Arsenal is presumably part of his powerset.
  • Dragon Age: Origins: Every different item type takes up the same space in your inventory. That is to say 99 Health Poultices takes up the same space as 1 Health Poultice. Each weapon and armor piece also takes up an inventory space on its own. By the way, you start out with an inventory limit of 70 and it can go up to 125 with backpacks. So in theory you could lug around hundreds of potions and dozens of weapons and pieces of armor. Plot-relevant items don't take up any space either. Of course the only things you see on your characters are equipped items.
  • Dragon Quest series limits the number of items your party can carry including your equipment in battle. Some of the early games have a vault to store your items. Since then, you carry a Bag of Holding with no limit of items you can carry. If the player party's inventory is full, additional items are placed into the bag. Items in your bag cannot be used during battle.
  • Caim can carry eight weapons in Drakengard. 'Only eight?' you might ask, but given some of the odd dimensions of some of them, and the fact that no one of human stature could comfortably carry three axes and four staffs whilst fending off entire armies of baddies...
  • In Dubloon, your inventory can hold up to 4 pages of items. It doesn't count how many of each item you have however, so you can end up with 99 Shake-Bombs and still have space for a jerky.
  • Dungeon Siege sort of plays and averts this one. Although your inventory is grid-based, your speed is never affected by how much you're carrying, and the only thing you can see in your character, just like in Morrowind and Oblivion, is your armor and your currently equipped weapon. However, as you keep stashing your items into your packmules, you can see how the stack of bags and crates they're carrying starts growing.
  • Dynasty Warriors: Gundam plays this straight, with each Mobile Suit pulling new weapons out of thin air for their appropriate attacks. The one aversion is the Full Armor Unicorn in Reborn, which not only has all its heavy ordinance visible on its model, but averts Bottomless Magazines and discards each as it's used up.
  • Dwarf Fortress downplays this to some extent: all items have weight, and adventurers will be slowed down if they try to carry too much, where 'too much' is based on their body size, strength and toughness stats. However, there is no actual limit to the amount of items an adventurer can carry in their backpack, and there is a minimum speed where they cannot be slowed down any further, no matter how many additional items they are carrying. This can include things like multiple sperm whale corpses.
  • EarthBound acknowledges the problem by using a courier service to drop off and pick up items that the characters don't have room to carry — but then again, a packet of salt seems to occupy the same space in the characters' pocket as a bazooka, or even a bicycle.
  • Earth Defense Force: Players can carry a variety of rather huge weapons that would be both heavy and cumbersome to haul around but can readily switch between them.
  • The Elder Scrolls:
    • Throughout the series, the only real limit on what you can carry is your 'Encumbrance' limit, determined by your Strength attribute (and Stamina in Skyrim). You can have an infinite number of items on your person (including numerous large weapons, sets of armor, thousands of arrows, enough food to feed an army, enough books to fill a library, gallons of potions, literally millions of gold coins, etc.) and none of it will show unless you specifically equip them. As long as the combined weight of the items is below your Encumbrance limit, you can move around without issue. (And Skyrim changes the system so that you can't run while over-encumbered, but you can still walk. You can carry literally billions of tons of items and move, albeit it at a snail's pace.)
    • In Daggerfall you can't pass a row of shrubbery while on a horse. So you have to get off the horse, jump over it, and get on again. At this point, Fridge Logic suggests horses are kept in the hyperspace arsenal too, thus making Tamriel horses infinitely more awesome than Earth horses. It's also possible to climb up a city walls from the outside, climb down on the inside, and get on your horse. It goes even further by allowing you to carry a cart which has a ludicrous weight limit which you could take anywhere (including the wall climbing trick mentioned above) except inside dungeons.
  • The Enchanted Cave lets you carry lots of weapons, armor, healing items and crafting items.
  • In EverQuest II, your character is limited to what he can carry by their strength. But, after gaining no more than thirty levels or so, assuming you're not a Squishy Wizard type, you'll be easily able to carry six solid steel, 100lb strongboxes full of junk. Harvestables in the game also have a negligible weight and can stack in to groups of 100, so you can carry tens of thousands of units of rocks, precious minerals, gemstones and lumber without any decrease in movement speed. Also, you are able to craft and carry around furniture, even going so far as being able to fit two dozen full-sized four post beds inside one of the aforementioned strong boxes.
  • In Fable the character cannot properly carry around a weapon if it is too heavy, but can carry around an apparently unlimited amount of weaponry, food, augments, etc. In Fable II you can carry around freakin' furniture.
  • Fallout
    • Falloutlampshaded this with the perk Pack Rat (which increases your carrying capacity); the picture for it showed Vault Boy stuffing a grandfather clock into his backpack. The second game was particularly odd in that the trunk of the car could carry any amount of items as long as its very high weight capacity wasn't exceeded, but if an item would exceed it, the game told you that there was no more space in the trunk. This leads to some of the best animations ever, such as when the Vault Dweller pulls a Bozar out of his/her pants with a distinct heaving motion.
    • The player's inventory itself in Fallout 3 is limited by weight, but ammunition and chems don't weigh anything. Thus, you can be carrying so much that a single knife slows you down, but you can still pick up 500 rounds of 5.56mm ammunition (or 500 rockets, for that matter) no problem. Much worse even, though there is a carrying limit, it is usually ridiculously high - you start with a base 150-pound limit and can carry 10 more pounds for each point in the Strength stat. A character with a decent strength score has no problem carrying all kinds of firepower, including a miniature nuke catapult, a small assortment of chosen melee weapons and can still pick up an entire wardrobe of combat armor and several backpacks full of loot, and all you can see of it is what the character is currently wearing and armed with. This has the added charm of being able to stuff a rocket launcher inside a first aid kit or the eyeball from a dead Raider.
    • Fallout: New Vegas'sHardcore mode has ammo take up weight, although stimpacks, chems, and a few other small items are still 'weightless' without a game mod like one made by the game's director J.E. Sawyer. One odd bit outside Hardcore mode is that, while the fully-formed ammo itself is weightless, unformed lead to make more bullets with is not - although it weighs so little that you have to be carrying 714 units of it, enough to craft an average of 44 rounds for any standard ammo type, to have a full pound of it. Even more bizarre is that all of the other components to make ammo - casings, gunpowder and primers - are weightless even in Hardcore. This has lead to some Hardcore players breaking down the majority of their ammo if they don't need it so they technically have it on-hand without eating into their carrying capacity..
    • Averted even harder with Fallout 4's Version 1.5 Survival Mode overhaul, where ammo weight is more significant than in FONV Hardcore, e.g. Mini-Nukes weigh 12 pounds a piece, Stimpaks and other drugs have weight as well, and the player's base carrying capacity is reduced like in the FONV J.E. Sawyer Mod, limiting you to carrying about two or three weapons at a time.
    • Half-Brother Fallout Tactics: Brotherhood of Steel uses a weight system. Carrying too much slows down a character, and eventually stops them moving at all. That doesn't stop you parking a waif in the exit scenario area and then getting other characters to load them up with a dozen heavy machine guns and a score of assault rifles - and they will somehow manage to carry them all back to your base when the rest of the squad joins them.
  • F.E.A.R. only lets you carry 3 weapons at a time, but places no limit on how big those weapons can be. Your character can thus carry the 3 biggest guns in the game, the rocket launcher, repeating cannon and energy beam weapon, all at the same time. It's notable that the first 2 weapons on that list are almost as big as the character himself, but they will only slow him down if he is physically carrying one of them in his hands - holster them all to fight with Good Old Fisticuffs and you can move faster than most enemies in the game. F.E.A.R. 2 ups the number of weapons to 4, and still has no limit on how big they are - holding the missile launcher, .50-cal sniper rifle, pulse weapon and napalm launcher all at the same time is still fair game.
  • Final Fantasy
    • The NES version of Final Fantasy I does it both ways, giving players a bottomless joint inventory for consumable items, but providing a extremely small inventory for equippable items, which each character must carry separately. Some dungeons have so many equippable items that multiple trips are necessary to loot the dungeon without having to throw some of the equipment away!
    • Further sequels have a giant chocobo acting as storage for your extra units, but you can still carry a ridiculous amount of stuff with you. After Final Fantasy V, your party can be lugging 99 of everything (potions, swords, various things you can throw at the enemy, and armor) and enough money to ruin the world economy several times over.
    • Final Fantasy: The 4 Heroes of Light tries to limit things by limiting the player to 15 items per character, but there's nothing theoretically stopping you for, for instance, carrying around 15 axes. And then there are the hundreds of gems you end up lugging around by the end of the game.
    • In Final Fantasy Tactics, enemy units have infinite stores of consumable items and throwable weapons; you can exploit the latter with the Thief reaction skill 'Catch' to get otherwise rare items.
    • One particular scene in Final Fantasy X shows Auron handing Tidus a sword we didn't see beforehand, before pulling out his own. Yuna also gets a mention for having her staff appear while decked out in wedding garb.
    • In Final Fantasy XII, Larsa has an infinite supply of potions (unless you're playing the International Version, in which case he uses yours).
    • Many of the characters in the Dissidia Final Fantasy games seem to be able to summon their weapons at will. The notable exception is Firion, who is seen to carry seven weapons around with him at all times. Conversely, Vaan is a particular offender, being able to wield even more weapons than Firion, but he summons them as he needs them (in fitting with his gimmick of switching between weapons for better attacks). Bartz at least has possible excuse that the weapons that he summons are but imitations of those of his teammates, and so may not be useable by anyone else for any other purpose.
    • Justified in Final Fantasy XV. Noctis, the Player Character, is of Royal Blood and the only member of the party who can use magic. In addition to a Flash Step, this also gives him the ability to carry his weapons around this way, materializing them if and when needed. This is taken to its logical conclusion with a Collection Sidequest where Noct finds Ancestral Weapons belonging to his forebears, which are then deployed in both of his Limit Breaks (one allowing him to use one, the other all of them together).
  • Freedroid RPG has a Player Character carrying around a reasonable backpack worth of equipment. Except he doesn't have a backpack.
  • Gaia Online zOMG: Ignoring the fact that most players routinely carry copious amounts of clothing, weapons, armor, animals, and on occasion children in their inventory as costume items, many attacks involve pulling a weapon from nowhere, using it, and then having it disappear almost instantly. This is explained away as G'hi energy being manipulated by the character's rings to form the weapon. But in a game that has you killing plungers and lawn gnomes, a Hyperspace Arsenal only adds to the charm. (Plus the ring that lets you fire 4 guns at once is really cool.)
  • The main character in the videogame version of The Godfather keeps a massive arsenal — a shotgun, 2 handguns, a Tommy gun, garrote wire, 1 stick of dynamite, 4 Molotovs, 1 bomb, and a burning two by four in some versions, along with all the attendant ammo — inside of his shirt. Plus you can upgrade your Street Smarts to increase the carry limit on your throwables, and upgrading your weapons increases the max ammo capacity.
  • GoldenEye (1997) allows Mr. Bond to carry all weapons available in the game without trouble, which includes stuff like rocket and grenade launchers. Through some exploits, it's possible to see cutscenes of Bond, say, stuffing a rocket launcher down his pants and having it magically disappear before he leaves.
  • Arthur from Ghosts 'n Goblins can produce an infinite number of lances from nowhere, to which they quickly return. And judging that he can still hang onto them when he loses his armor, the only logical explanation is that he keeps them in his boxers.
  • The hero in the Gothic series can carry an infinite amount of anything he finds. It is not unusual to be carrying large quantities of weapons, a dozen suits of armour, and enough various foodstuffs to feed an army for a year. This is even more noticeable in Gothic 3 where some of the carryable items include large crates full of (presumably) heavy goods, barrels full of fish, and unbelievably large plants which have somehow never even been flattened when the hero takes them back out to eat them.
  • The 'heroes' of the Grand Theft Auto series find room for a very large arsenal in their pants. Niko Bellic, of Grand Theft Auto IV, for example, is capable of carrying a pistol, shotgun, submachine gun, assault rifle, sniper rifle, a rocket launcher, 25 grenades, and a baseball bat, along with enough ammunition for each to take out a small army. In fact, since C.J. (the protagonist of Grand Theft Auto: San Andreas) is capable of changing his clothes, he could conceivably be carrying around a rocket launcher, a shotgun, and an assortment of other weapons in his boxers.
    • Grand Theft Auto V takes this Up to Eleven by allowing players to keep every variety of weapon, with the various protagonists of Story Mode and GTA: Online keeping as many as 14 different melee weapons, 11 pistols including a stun gun and a flare gun, 5 submachine guns, 7 shotguns including a musket, 6 assault rifles, 3 light machine guns, 3 sniper rifles, 6 varieties of heavy weapons including 4 different explosive launchers, a minigun and a railgun, along with 5 different thrown explosives. And that's not even mentioning the potential maximum ammo count of 9999 bullets per weapon category and 25 of each thrown explosive.
  • In Grim Fandango, Manny Calavera tucks all manner of bulky items, from fire extinguishers to metal detectors, inside his jacket. Then again, he does have a hollow torso... One notable item is a scythe, taller than he is, which he carefully folds up first.
  • The Half-Life series demonstrates this trope particularly well. The player character, Gordon Freeman, typically starts off with a crowbar, then expands his inventory to include a pistol, a revolver, at least two types of machine guns, hand grenades, a rocket launcher, and many more. The first game in the series is the worst perpetrator, as there are more weapons to collect as well as a much higher limit on how much ammunition can be carried, including but not limited to what is essentially a nuclear cannon (with boxes of depleted uranium for ammunition) attached to a backpack-sized generator. The Powered Armor cleverly masquerading as a hazard suit makes the weight issue more believable, but not where he puts all of it.
  • Halo allows you to carry just two weapons and about eight grenades, although you can also carry as many as four steamer trunk-sized boxes of rockets along with your 4 foot long rocket launcher. You are usually playing as a genetically-engineered Super Soldier in Powered Armour strong enough to flip over tanks; the only issue is where the ammo goes. Games from Halo 3 onward further avert this, with both of the player's weapons being visible (unless you pick up a turret), though they still have no ammo pouches. A Bungie employee once explained Master Chief's ability to just stick a gun on his back as being a result of his armor being magnetized in some way. On the ammo and grenade supply: 'Who knows? It's magic.' This example is conspicuous because a large fraction of the serious-shooter gaming-industry followed Bungie's lead in limiting the player's arsenal, thus making this trope less common in the genre.
  • An exception is the videogame version of The Hitchhiker's Guide to the Galaxy. Arthur Dent can only carry a limited number of items and will start dropping other items if this limit is reached. The Hyperspace Arsenal is then Handwaved once the purpose of the Thing Your Aunt Gave You Which You Don't Know What It Is is discovered. It is basically something in which every item, with the exception of the spare improbability drive, can be placed. If the item is dropped it will magically return to your inventory a few turns later.
  • Hitman
    • In Codename 47, the eponymous character can put certain small items away inside his jacket. When he switches to swimming trunks in order to infiltrate a sauna, the same animation of him putting things away into his jacket is used, making it look like he reaches inside his own chest.
    • The sequel, Silent Assassin, takes the middle road. You can only carry a single 'large' weapon, be it a Katana, an AK-47, or an anti-materiel rifle — but you can still stuff a lot of small arms inside your shirt: 3 different knives, 8 pistols, a revolver, a small SMG, a sawed-off shotgun, a bottle of anaesthetic and his trademark piano-wire. Also notable is that he can apparently transfer this entire arsenal to the jacket of another disguise in a matter of seconds.
    • Blood Money went marginally more reasonable by only allowing 47 to start out a mission with one handgun, one SMG, and one unconcealable weapon alongside his non-gun equipment. Any collected handguns and SMGs can still be concealed on 47's person, but the inclusion of an ICA weapons storage crate could allow the player to feign realism.
  • Hotel Dusk: Room 215 and its sequel Last Window isn't quite as bad about it as other games, as the items Kyle carries are mostly small enough that he could easily carry the majority of them in his pockets and even puts some away when he's done with them, but towards the end, the sheer number does get a little silly. A much more obvious and ridiculous moments comes in Last Window where he has to avert The Pirates Who Don't Do Anything and actually do his job as a salesman, which involves shoving every potential product into his inventory at once, enough to fill a small cardboard box and including two large bottles of laundry soap, and still walk around just fine.
  • The Infinity Engine games (Baldur's Gate, Planescape: Torment, and so on) use this indiscriminately. Each character is given a carry weight and twenty inventory slots. It doesn't matter if it's the shell of an ankheg (bug so large the exoskeleton alone of weighs 50 pounds) or a single, tightly-rolled scroll (effectively weightless). The weight limit believably penalizes weaker characters, who end up carrying a lot of gems and scrolls if you spend a lot of time away from settlements with stores. The space penalty was less believable on stronger characters, who could carry as many gems and scrolls as the weaker characters—and nothing more except the equipment on their person.
    • Baldur's Gate II also had several in-universe items that allowed the player to access hyperspace storage. The Bag of Holding is found midway through the game, and allows the player to dump scores of armor sets, weapons and various items into it, making it much easier to cart around large amounts of goods. The Bag/Case/Quiver of Plenty also allowed the player to have unlimited bullets, bolts and arrows, respectively.
  • Reconstructed in Iji, as the title character only carries one gun, but that gun can rearrange its insides to make different weapons, whether Iji picks them up or combines two other guns; switching to another gun requires brief cooldown period. By the end of the game, it's possible to have sixteen weapons, ranging from shotguns and machine guns to triple rocket launchers and automatic shotguns to plasma cannons and explosive lasers to weapons normally reserved forspace combat.
  • Jet Force Gemini: You can cary a standard pistol, frag grenades, flares, machine gun, sniper rifle, homing rocket launcher, tri-rocket launcher, shuriken, fish food...
  • Appears in The Journeyman Project, where Gage can carry a rather impressive number of items, including a hand-sized key, some huge wire cutters, and a stun gun, all while wearing a skin-tight Biosuit. The remake gives him larger items, and turns the stun gun from a pistol into a rifle, but no new pockets to carry the stuff. Buried in Time features a diagram of the Jumpsuit in the manual, with one thing labeled 'Null-Time Pocket Generator,' likely an interdimensional pocket as a better excuse for carrying all this junk than most point-and-click adventure games have.
  • Just Cause 2 averts this with weapons; Rico can only carry three at a time (all three of which are visible on his person at all times), with a reasonable amount of ammo for each one. But he can summon up a parachute from his backpack, throw it away, and create another one an unlimited number of times. Also done inconsistently with his arm-mounted grappling hook, which is clearly shown to have a limited range, but can actually shoot out the entire line, both ends tied to different things, and still be able to use it as soon as that line snaps.
  • Kingdom Hearts does this a lot. Almost every character is able to bring out their weapon out of nowhere at a moment's notice and then make it disappear again just as quickly. Granted, Sora and the other Keybearers can summon Keyblades via magic, likewise with the Organization and their weapons. Unlike many other video games, the weapon upgrades are easily portable keychains, not entirely new weapons. (Well, Donald and Goofy are the exception to this, but they're classic toons anyway)
  • Kingdom of Loathing's developers considered having a limited inventory at some point, but all that's left of this idea is a few rare 'container' items, which were eventually converted into items for the newly-introduced 'back' slot. Currently, your character can carry any number of different items, and billions of copies of any of them—even stuff like wedding cakes, 'ridiculously huge swords,' and BRICKO constructions the size of aircraft carriers—without becoming encumbered in the slightest.
  • The King's Quest PC game series from the 1980s always had the main character carrying dozens of possessions by game's end. The official hint books gamers could purchase for the games actually included the question 'Where does my hero keep all that stuff he's carrying?' with the answer being 'The same place Superman keeps his street clothes when he flies.'.
  • Knights of the Old Republic: You can carry around three times the weight of your starship in thermal detonators, datapads, blaster pistols and medical supplies without breaking a sweat.
  • Joel from The Last of Us somehow finds room in his backpack to carry three handguns. a Sawed-Off Shotgun, a full-sized shotgun, a rifle, a bow, a flamethrower, and an assault rifle.
  • Lampshaded in Luigi's Mansion: Dark Moon. Luigi is able to fit anything Professor Gadd gives him in his pockets, no matter how big it is, and in one scene, Gadd comments how 'fortunate it is [he] has such deep pockets.'
  • Left 4 Dead and its sequel mostly avert this. Each survivor can carry one primary weapon as well as a pair of pistols or a melee weapon, a medkit, defibrillator or explosive/incendiary ammo pack for four people, a grenade and a bottle of painkillers or adrenaline injector. All of a character's equipment is shown on the model, but the ammo seems to be stored in hyperspace. It should be noted that 'ammo' in the game is only picked up in an ammo pile. The only other way to get more ammo is to pick up a different weapon.
  • In Legend of Mana, you can not only carry a truly impressive amount of items and equipment (including magical instruments bigger than you are), your inventory also contains entire worlds (in the form of magical artifacts).
  • The Legend of Zelda:
    • Link, in all of his iterations, has a huge carrying capacity. This is explicitly expanded, with regards to bombs, arrows, and Rupees, by several fairies and items in later titles. Perhaps even stranger, Link has kept iron boots and a huge ball and chain, both of which slow the character down immensely—when they're equipped. As soon as he puts them away, their weight disappears. It's kind of amusing to watch Link stand on a giant button, which doesn't shift under his weight, then change into his heavy metal boots, causing the button to sink.
    • This picture shows what it be like if Link from the original game was carrying everything without a Hyperspace Arsenal. For those of you playing at home, that's a sword, a shield, a bow, a wand, a bracelet, a boomerang, a flute, a jar, a bomb, a key, a book, a ladder, a raft, and two different types of arrows. By all the laws of nature he should be over encumbered. And that's nothing compared to the later titles.
    • The Legend of Zelda: Link's Awakening parodies this trope with a goblin you can awaken in three different spots to increase your carrying capacity for bombs, magic powder, and arrows. He's trying to punish you for waking him up from a great nap, and from his perspective he's doing so by giving Link a ton of extra shit you have to carry around everywhere, unaware that it doesn't encumber him in the slightest.
    • The Legend of Zelda: Majora's Mask doesn't only let Link carry more masks than he weighs and tons of other equipment (including a sword as tall as his human form), but lets him also carry a princess in a bottle in his pockets, and a Goron-sized barrel full of gunpowder as if it was a keychain. The mask salesman, oddly, needs a comically oversized backpack for his collection, even though Link carries dozens of masks apparently between the fibers of his tunic.
    • The Legend of Zelda: Twilight Princess shows early on that Midna is using magic to hold onto Link's items when he's not using them. Visually, he still pulls impossible things from his back pouch.
    • The Legend of Zelda: Skyward Sword does include an Inventory Management Puzzle, limiting some of his items to a pouch with 4 to 8 slots, which includes the classic bottles, shields, medals, and items to expand the ammo capacity of some of his weapons. The weapons themselves, the various Plot Coupons, and a staggering variety of treasures and insects used for Item Crafting don't count toward this limit. Some items are also too big to be carried by Link himself. There is, however, a point where Link reaches into his pocket and pulls out a fruit picked from the Tree of Life—an item that's nearly as big as he is. One must wonder if those Adventure Pouches are actually small Bags of Holding.
    • The Legend of Zelda: Breath of the Wild shows all his currently equipped weapons on his back (including, for the first time, his bow), and he can only carry a limited number of said weapons total, but it's all still way more than would be realistic.
    • In Link's cameo appearances in Super Smash Bros. and SoulCalibur, his inventory is similarly impressive, and all of his 'item retrieval' animations show him pulling bombs and boomerangs out of his hat, while arrows come from the quiver on his back; all three items can be used at will.
  • Leisure Suit Larry:
    • Leisure Suit Larry 2: Looking for Love (in Several Wrong Places) does this with a vending machine. Unrelated circumstances mean that you can't actually leave the room with it alive, however. The exact circumstances are that Larry decides to get a Big Gulp drink. Which is about 32 gallons. The cup is as tall as he is. It takes two minutes of real time to fill it up. After filling it up, the second person narration idly wonders how you're going to carry that beast, before remembering 'Oh wait, adventure game', at which point Larry stuffs the whole thing into his inside jacket pocket.
    • Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work contains a section where Passionate Patti has to ride down a glass elevator naked, carrying a full inventory of items. Suffice to say, it might be best not to ask where she was keeping it all.
  • The Lord of the Rings Online:
    • Inventory consists of five bags with 15 slots each, and each slot can hold either a piece of jewelry, a weapon, a piece of armor, 10 pieces of Vendor Trash, 50 Healing Potions or servings of food, or 100 pieces of crafting material, such as ingots of iron. Assuming each ingot masses one kilogram, a character (even a Hobbit) could potentially carry seven and a half metric tons of metal with no effect on their speed, fighting ability or appearance. On top of this, most quest items don't take up any of this inventory space, such as 30 crates of confiscated goods, and you can be on at least 40 quests at a time.
    • Lampshaded with one quest arc in Buckland: three NPCs send you out on Fetch Quests for goods their employer's inn needs. After completing these quests, they have so much stuff that they need a wagon to get it to the inn. One in particular states that 'adventurers must be resourceful folk', since he can't figure out how you were able to carry ten bear hides, three pristine bear carcasses, three pristine wolf carcasses and three boar heads all at the same time.
  • Lost in Blue presents an odd example. Your characters' bags have enough capacity to hold exactly twenty items. It doesn't matter what they are. Just twenty items. One has to wonder how Jack and Amy can only manage to hold twenty leaves at one time, yet somehow manage to shove twenty logs down their asses.
  • Love Nikki - Dress Up Queen: In story mode, Nikki can use any of the hundreds of pieces of clothing in the Wardrobe to assemble an outfit on the spot for a styling contest. After defeating Mela in level 1-9, Mela says she 'did not bring her collection' to the Lilith Kingdom (implying she lost because she didn't have her best clothes with her), so this ability is apparently unique to Nikki.
  • Mafia: The City of Lost Heaven averts this trope to an extent. Tommy Angelo's longcoat is large enough to hide five pistols, one two-handed weapon (shotgun, Tommy gun or a baseball bat) and about five magazines for each weapon. That's quite a lot, but reasonably fittable under a longcoat with a sufficient number of pockets. The longcoat does not appear nearly as bulky as should, and the rattling of all the metal might sound quite suspicious, but then again, it's a videogame after all.
  • While the inventory MapleStory is suitably huge, previous to the Big Bang patch you end up holding so many doodads (especially if you have several 20 Bear Asses quests running or you're hoarding drops just in case) that you'll find yourself hurting for space very, very quickly.
  • Marathon paid no attention to weapon or ammunition bulk/capacity, allowing all possible weapons (including rocket launcher, assault machine gun, and flamethrower) to be carried simultaneously. When set to Total Carnage difficulty, the game also allows you to carry unlimited ammo. And in Marathon: Evil, instead of a rifle, you have a freaking GATLING GUN.
  • Mass Effect both averts and falls victim to this trope:
    • All weapons in the game are capable of collapsing to roughly half their normal size. Those you have equipped on your person simply clip onto several hardpoints of your body armor and switching between them takes a few moments, requiring the player to think strategically. Ammunition is a non-issue since all guns work on a sophisticated system that simply shaves tiny chunks off an inserted cube of metal and propels them via a miniature mass accelerator - it takes days of continued fighting for a gun to run dry.
    • On the other hand, you can also carry up to 150 other items on your person at all times, including guns, upgrades, and even entire suits of body armor. It is stated in the codex that all upgrades consist of computerized blueprints and some specialized parts, with omni-gel used to affix them, but the weapons and armor are still physical objects.
    • The sequels avert this by ditching inventories altogether. Every weapon must be equipped before each mission, and the rest are kept on the Normandy.
  • Max Payne tucks his Berettas, Desert Eagles, shotguns, Ingrams, Kalashnikov, Jackhammer, grenades, Molotov cocktails etc, into his trenchcoat when he's not using them. The game attempts to make it more realistic in the cut scenes (untraditionally so), where Max is shown tugging around a huge black bag roughly since the time he acquires the 'heavy duty persuaders' like the M16 and the Sniper Rifle. The third game averts this by only allowing him to carry two pistols and one rifle at a time, and he has to drop the rifle if he wants to use the two pistols at the same time.
  • There is a noteworthy scene in Mean Streets where Tex Murphy, who had been carrying a large, ornate birdcage in his pocket, pulls it out. In one of the cutscenes in Pandora Directive, Tex pulls a ten-foot pole out of his trenchcoat, very slowly and deliberately.
  • In Mercenaries: Playground of Destruction, you can only carry two weapons and grenades, and the weapons are always visible, though you still carry an improbable amount of ammunition. Not to mention the various smoke grenades, radio beacons, laser designators, satellite uplinks, and multifarious support items you can carry. In the sequel, your character picks up briefcases full of money and car gas tanks, both of which just magically transport themselves into your stockpile.
  • Metal Gear
    • Metal Gear Solid starts its main character out carrying nothing but a pack of cigarettes... but Solid Snake quickly winds up carrying a pistol, an assault rifle, a sniper rifle, two rocket launchers, a metal detector, a cache of Claymore mines, enough rations for a week's march, and three cardboard boxes big enough to hide under.
    • Raiden of Metal Gear Solid 2: Sons of Liberty has similarly large amounts of equipment. By the end of the game he has two pistols, four rifles, two rocket launchers, a revolver grenade launcher, multiple frag and stun grenades, caches of both Claymores and C4, a high-frequency blade, Snake's pack of cigarettes, coolant spray, multiple rations, five boxes big enough to hide under, body armor, an enemy uniform, two pairs of enhanced-vision goggles, multiple bandages and Pentazemin pills, multiple magazines (of both empty 'gun' and 'pornographic' varieties), binoculars, a camera, four different anti-personnel or explosive sensors, and a cell phone. Adding on to that in New Game+ is about 361 pairs of stolen enemy dog tags. All that is ever physically on his person are one of the pistols, the high-frequency blade, and his own dog tags after a specific point late in the game, alongside the uniform, body armor, or one of the unlockable wigs if they're equipped.
    • Metal Gear Solid 3: Snake Eater adds, besides an armory's worth of firepower: caged animals (which can be as large as a Giant Anaconda), medical supplies, changes of camouflage clothes, and a collection of dead carcasses up to the size of an alligator or mountain goat. The series concept artist once had a shot at drawing the hero wearing his equipment, but forgot about the boxes.
      • The game does provide a backpack inventory system; the player can equip a limited number of weapons and items that can be accessed without going to the pause menu, with everything else stored in the backpack. The items themselves each have a set weight, and the amount of items equipped affects Snake's stamina drain; the backpack items apparently lose their weight when not equipped. In addition, the only items Snake is seen holding is whatever you have selected as his active items. And this doesn't even include the medical items, which are inventoried under the 'Cure' option in the pause menu, and which Snake keeps on him even when he doesn't have his backpack. The pack itself would not be able in real life to carry everything Snake accumulates, but it could manage the few items he starts the game with.
    • In Metal Gear Solid 4: Guns of the Patriots, Snake gains the Metal Gear Mk 2, a little robot the size of a small cat that holds his extra inventory, including automatically selling any spare weapons he picks up to Drebin. However, it still doesn't explain Snake carrying two assault rifles, a pistol, an anti-materiel rifle, a drum can, various bits of random inventory pieces (camera, the aforementioned cigarettes, syringes, etc.), and a twenty-kilo railgun capable of destroying APCs in one hit. At least. The only thing he keeps visibly on him is his knife, in a back holster, and a handgun in a hip holster.
  • Justified in Metroid, where the canonical explanation is that all of the items Samus acquires are converted between mass and energy as needed thanks to the Chozotechnology of her Power Suit interfacing with Samus's willpower (hence why she can make the suit disappear and reappear on her body, or why the suit can begin fading away on its own during times of extreme emotional upheaval). The first two games of the Metroid Prime Trilogy attempt to make this more explicit by depicted missiles and bombs as outright energy charges without the conversion to physical objects, though this is dispensed with for the missiles in Metroid Prime 3: Corruption to make the concept of Ice Missiles more intuitive. Played straight with the Energy Cells from the same game, which are bulky physical objects with no means of mass-to-energy conversion, being Galactic Federation rather than Chozo technology.
    The Zero Suit in turn seems to have its own method of mass/energy storage as a sort of failsafe, given that Samus retains all of her upgrades after being stripped of her Power Suit toward the end of Metroid: Zero Mission but is unable to utilize any of them save her Energy Tanks until she manages to acquire a second Power Suit.
  • In Might and Magic VI and successors, you have a finite but large inventory - enough for, say, four suits of plate armour, or twelve or more spears, or about fifty potions. None of this space is occupied by food, gold or ammunition (arrows and crossbow bolts don't exist as items in the game, but the weapon's efficacy is unhindered). Dead party members are not only still ambulatory but retain their full inventory capacity, even if reduced to their component molecules (eradicated).
  • In Minecraft, the volume of material that can be carried around is about the size of a decent swimming pool (50 x 20 x 2 meters and more than 300 cubic meters to spare). If the player has an inventory filled with gold blocks (36 stacks of 64) then assuming the cubes are 1 cubit meter, Steve is effortlessly carrying 44.5 thousand metric tonnesnote . (You can also wear a full suit of gold armor, made with about 2 2/3 blocks' worth of gold, along with the 36 stacks.) The game does however limit you to carrying 36 slots of items, and items stack in different quantities. Most items stack in units of 64, but some, such as snowballs, only carry in stacks of sixteen. This can lead to weird scenarios where you can't pick up a single piece of coal, because your inventory is full of string.
  • Monkey Island
    • Guybrush Threepwood stuffs the various items he finds in his pants. This is simultaneously lampshaded and handwaved by explaining that Guybrush's pants are 'baggy fit'. The ridiculousness of this is acknowledged when he pulls a twelve-foot ladder out of his pocket. Not a euphemism, ladies.
    • In one memorable scene during Monkey Island 2: LeChuck's Revenge, Guybrush picks up a dog, stuffs it into his coat, and smiles at the screen. Not to mention that he can pick up a petrified monkey too, and hold BOTH in his pockets at the same time. There is also a scene where Guybrush goes diving to recover the figurehead from a sunken ship. After struggling to move the obviously extremely heavy thing for a few moments, he puts it under his coat, and then has no trouble moving around with it.
    • The more cartoony feel of the third game, The Curse of Monkey Island, enables the animators to make a joke out of this, having him shooting a knowing glance at the camera as he pulls a bargepole out of his pocket, or animating him holding out the waistband, dropping the item in and his trouser leg billowing. Joked with when he gets a bottomless cup, which literally has no bottom. The lemonade simply falls through it.
    • Two scenes in The Secret of Monkey Island play with this. When incarcerated by the cannibals, Guybrush can fit a banana picker as long as he is tall in his pants with nary a bulge, but can't escape with it through a hole in the floor because it's too large. In an earlier puzzle, Guybrush is tied to a heavy weight to hold him underwater until he drowns. He escapes by simply picking the weight up and putting it in his inventory, whereupon it ceases to weigh him down.
  • Mount & Blade: You have a limited amount of spaces in your inventory, but even on the most basic level, you can hold dozens of swords, spears, crossbows, bows, food, books, clothing, armor, even dozens of horses in your inventory. The inventory is somewhat symbolic. You use the horses as pack animals to increase your speed on the world map (while item weight decreases it). If you look behind you right after starting a battle, you'll see a small cart which you can use to swap your equipped items if needed. Those extra horses aren't visible though.
  • Nancy Drew: In The Ghost of Thornton Hall, Nancy literally carries around a cotton picker. Plus about 12 oranges. In other games she usually juggles at least two or three keys and other various small items. She's also been known to lug around completely full mouse traps, dozens of glass eyes, firewood, metal slugs, and bags full of food and/or candy.
  • In Nethack, the player's inventory is limited both by number of items (52, although items such as same-color potions or gems can stack) and net weight of all the items. Increasing the strength stat allows the player to carry heavier loads, while tools such as sacks can be used to increase numerical capacity. There are in particular Bags of Holding, which reduce the weight of items stored therein.
  • Neverwinter Nights uses a grid system to 'limit' what you can carry. Never mind that you have room for at least a dozen sets of full plate armor. There are also magical bags (and their more powerful cousins, bags of holding) which reduce or eliminate the weight of items along with making them take up only as much space as the bag itself. The weight limit for strong characters can easily be a couple hundred pounds (prior to any magic items which boost strength), without limiting movement speed or ability to fight; it can be much, much more if one is willing to walk at a speed of a foot a minute. Of course, aside from clothing and worn armor, no equipment is visible on the character. The sequel doesn't bother trying to limit it this way and allows you to carry 140-some-odd items regardless of size, only limiting by weight.
  • Ryu Hayabusa in the remake of Ninja Gaiden carries an arsenal in a skintight, pocket-less leather outfit that would be humourously over-the-top were he not a murderous out-for-revengeNinja. It includes four different katana, two different types of nunchaku, a warhammer, two BFS, a large wooden oar, a spear gun and a variety of other items.
  • In Ōkami, Ammy can carry bags of feed, damaging items, jugs of sake, technique scrolls, and all of her weapons despite being a wolf with no pockets. Then again, she is a Goddess, so magic is most likely involved.
  • Oni, an earlier game from the creators of Halo, only allows you to carry one weapon at a time, as well as a limited number of ammo clips and health recovery items. The game was focused on martial arts, so this limit kept the focus off shooting. The main character can still make her weapon disappear by holstering it, though, and even the moderate supply limit is invisible on her Latex Space Suit uniform.
  • Everyone in Overwatch carries infinite ammo for their weapons. Special mention given to Reaper, who has an endless supply of loaded twin shotguns in his longcoat, in which said shotguns are thrown away whenever he ran out of ammo; and Junkrat, who has an endless supply of the tire thing on his back that he uses for his ultimate.
  • The Painkiller hero holds five large weapons, yet is never seen with anything but the shotgun on his person in cutscenes.
  • Parasite Eve 2 has limited inventory but provides storage boxes. Unlike the storage boxes of many Resident Evil games, these are not interconnected. Similarly, the game annoyingly considers a key to be the same size as a handgun. And the game has a lot of keys. This makes a keyring one of the most important items in the game, because it allows you to store many of them on one square.
  • PAYDAY The Heist has the robbers carry 3 guns, which range from handguns, rifles/shotguns/light machine guns, and a secondary shotgun or sub machine gun. There's no visible straps on the characters and the size of the bulkier weapons would realistically be impossible to hide in the inside of a suit. The sequel tries to be a bit more realistic by limiting people to two guns, and the expanded amount of weapon mods make it possible to make most guns smaller and more concealable, not to mention each weapon has different amounts of visibility, which determines how fast civilians and guards notice you during stealth. For both games, before a heist goes loud, you can look inside a player character's model and see that their gun is actually floating inside their bodies.
  • Phantasy Star
    • Phantasy Star shows this trope, particularly in Phantasy Star Online and Phantasy Star Universe. The latter however explains it with 'nanotranser' technology, a sort of Clarke's Third Law Bag of Holding that's worn somewhere on a character's body, and projects stored objects into realspace as needed. Not only is this trope played with a bit in the game's Offline Story Mode, when Tonnio steals the protagonist Ethan Waber's nanotranser, and thus his weapons, money... and clothes, but the hyperspace arsenal was also the climax of the first story arc. The enemy at large was dealt with by shoving it into a Hammerspace induced by a giant, Lost Technology nanotranser called the Confinement System.
    • Phantasy Star IV: In addition to the usual items and old weapons, the party casually carries around two tanks and a hydrofoil, each of which can comfortably fit the entire party in its cockpit. One can only assume hyperspace technology is involved, since the game itself offers no explanation as to why each vehicle inhabits the same amount of space as, say, a chocolate bar.
    • Universe puts them to good use in one mission, where Ethan helps a Lou rescue another Lou who was injured. Rather than physically carry her double all the way back through a hostile area, Lou simply puts her into her nanotranser.
  • Lampshaded in Pitfall: The Lost Expedition when Pitfall Harry picked up a hang glider then commented in surprise on how it fit into his backpack, adding 'Let's not question it.'
  • The Perils of Akumos: The narration breaks the fourth wall when you pick up a large potted plant, dismissing your ability to carry it as inherent to adventure games.
  • Pokémon is another ridiculous example, especially in Pokémon Diamond and Pearl, where the item cap was changed from 99 to 999, along with item storage on the computer. By the end of the game you're carrying a Coin Case, a Fashion Case, an Explorer Kit, a bunch of keys, a bicycle (which would be too large unless it were a folding bike as stated in Red/Blue), various notepads, a Poffin Case, a Seal Case, a Secret Potion, a Town Map, and a Vs. Seeker, all in the Key Items pocket of the backpack. Add on top of that, the various medicines for your Pokémon, as well as the Poké Balls, CD-shaped TMs and HMs, Berries, Mail, and the Pokédex and Pokétch that you carry outside of the bag! The player character sure knows how to pack.
  • Postal:
    • Postal 2 is a particularly big offender: not only will The Postal Dude be carrying multiple melee weapons, a pistol, a shotgun, an automatic rifle, grenades, gasoline cans, a hunting rifle, and two types of launchers all at once, but he's also got another inventory for carrying other goods, like cash, milk, lunch bags, crack pipes, books, and cats. Multiple cats. Naturally, he doesn't seem burdened by it one bit. This gets particularly ridiculous if you die in-game, as any character who dies drops all of their weapons and inventory items; where NPCs only ever drop at most two of each, the death of the Postal Dude will be proceeded by a veritable cascade of guns, food, money, and other assorted clutter exploding out of his still-falling corpse, bouncing off of each other and covering the better part of a ten-foot radius around wherever he falls. His inventory only expands with patches and the DLC added after the Steam release; as of Paradise Lost he can have upwards of 20 melee weapons, three pistols, four shotguns, two automatics, five types of grenades, a full gas can and two or three different weapons that run on it, three or four launchers, and assorted other unique weapons on top of that.
    • The add-on Apocalypse Weekend pokes fun at this (while taking it to huge extremes) by having him acquire a nuclear warhead bigger than himself and stuffing it within his trenchcoat. When he gets to Bullfish Interactive headquarters, he grunts with effort from pulling the warhead out of his coat and setting it down with an earth-rattling THOOOM.
  • In [PROTOTYPE], the guns and vehicles you pick up from the Marines and Blackwatch troopers have an intriguingly high amount of ammo, and still increases with each mastery level. 4-7 rounds for the missile launcher, 500-800 rounds for the machine gun, 8-20 rockets on the APC...
  • Puzzle Pirates: Your ships have a definite volume and weight in the hold, but your player character can carry a truly ridiculous amount of items (including furniture) in your inventory and as much money as you can earn.
  • Rage, in the tradition of id Software games, embraces this trope. By the end of the game, the player will be carrying a pistol, a shotgun (two if you have the Anarchy Edition DLC), an assault rifle, a sniper rifle, a crossbow, a submachine gun, a rocket launcher, and a minigun. And that's just the weapons. You're also likely be carrying a load of quick use items, Item Crafting components, and a bunch of Vendor Trash. Unlike Fallout, there's no restrictions on how much junk you can carry.
  • In the Ratchet & Clank series, the eponymous Ratchet is a small, furry, semi-feline alien who seems to be able to carry more than two dozen weapons, some much larger than himself! When walking around unarmed, these weapons are completely invisible, and seem to just fold out into his arms when needed. A lampshade is hung on this in Ratchet & Clank: Up Your Arsenal, in the death course/death arena show 'Annihilation Nation', when the announcer asks the all-important question, 'Where's he keepin' all these guns? I mean, come on!'
    • The movie that Ratchet & Clank (2016) is based on explains it with telequipping, which teleports a weapon or gadget from the Hall of Heroes into your hands whilst wearing a Galactic Ranger Protosuit, and both works share the same visuals for this feature. In the game this is actually a plot hole, because Ratchet can telequip before being inducted into the Rangers (but given that Captain Qwark is telling the story...). Previous games mentioned that he kept his guns in a Hyperspace Ring that stores them when he's not using them.
  • Resident Evil:
    • The series's take on this is relatively realistic: each item has to fit in a grid of space inside a backpack, suitcase, or whatnot. That said container (up to an 'attaché case' large enough to contain the hero himself) is never actually visible is an exercise for the interested reader. Still, characters often find a way of stuffing a rocket launcher or an M4A1 assault rifle inside their pockets.
    • In Resident Evil 3: Nemesis, Jill Valentine is wearing a tube top and miniskirt (and later does get an equipment harness), but manages to carry much more than the temporarily playable Carlos, who's wearing combat gear with plenty of pockets, and is demonstrably stronger than her (he can shove objects that she can't).
    • The Merchant in Resident Evil 4 is a huge example of this. He has, at one point, several handguns, three shotguns, two rifles, the minethrower, the TMP, all of the attache cases, the RPG, the Chicago Typewriter, the Infinite RPG, and a multitude of consumable items.
    • Resident Evil 5 takes this trope and creates a bizarre sub-branch. Any weapons larger than a handgun are visible on your body when they aren't equipped (i.e. if you're running around with an unequipped rocket launcher, you can see it attached to the character's back, though how it stays magically stuck there without any visible straps is anyone's guess). However, if you have more than two weapons in your inventory, one of them will disappear into thin air when you switch weapons, depending on what order you switch.
      • Moreover, since the fifth game's inventory system features nine grid slots that each carry one type of item (rather than different items taking up different amounts of grid space a la Resident Evil 4), carrying nine Green Herbs somehow ends up being just as strenuous to the player characters as lugging around nine rocket launchers.
  • Exception: In Rise of the Triad, you can carry just two pistols, a machine gun and a single 'heavy weapon' (usually a rocket launcher). That still leaves the question of where the player character manages to store ten rockets and an infinite supply of bullets while wearing a T-shirt and black uniform trousers.
  • Robotech: Battlecry uses this trope just like Ace Combat above. The game attempts to justify this by claiming that the missile racks are reloaded from internal stores. An infinite number of missile reloads.
  • In Rune, one of each class of stowed weapon (big sword on back, small sword on leg, axe on other leg, etc...) is always visible. However, the player can carry about 3 of each class simultaneously, and the really humongous weapons shrink when stowed.
  • In Runescape, each player has a 28-space inventory. However, even some of the largest items only take up one space. This means that it's possible to, among many other things, carry 28 cooked sharks with you at a time!
  • Saints Row:
    • In Saints Row 2 you can only carry one weapon of each category at a time unless dual-wielding pistols or machine pistols (in which case they have to be of the same model), but that still theoretically allows for multiple long guns. Still less unrealistic than how nobody gives a hoot when he's visibly carrying around weapons (unless he points it at them), or how rivals (such as the Ronin) can be strolling down the sidewalk with katanas over their shoulders.
    • In Saints Row: The Third the Boss now pulls weapons of of the front of their pants, regardless of size and pointiness. Even if they aren't wearing any pants. This is carried over to Saints Row IV.
  • In the Sam & Max series, Sam wears a giant trenchcoat and generally only carries small items. Feasible. But Max wears no clothing at all, and not only carries a gun, but in The Devil's Playhouse, he carries multiple toys of power. When various villains take Sam's items, they're unable to take Max's (except in one case, where Max was actively using the item taken when captured), as they don't know where Max keeps them. And in Reality 2.0, during a 'text adventure' sequence, Sam is surprised when he's able to carry an entire (unseen) building. This is finally explained at the end of season three, when Sam goes inside Max's body and can explore his legs, arms, brain, stomach ... and inventory, which on Max is apparently an unspecified bodily orifice. Max is still carrying items from Sam & Max Hit the Road in there.
  • Scarface: The World Is Yours
    • Tony Montana can only hold three weapons, four if upgraded, and only one of each 'type' (pistols, SMGs, assault rifles). However, they are nowhere to be seen on his business-attired person. Furthermore, the 'restriction' doesn't prevent him from carrying a missile launcher, SAW, shotgun and sniper rifle, along with the attendant ammo. Add to that the fact that Tony can swap his arsenal from outfit to outfit.
    • Somewhat more amusingly used with leaders of enemy gangs, who cough up on death a large box of cash they could not possibly have fit into their clothing.
    • Similarly, the arms street dealers somehow pack an inventory limited only by Tony's considerable finances.
  • In Scratches, at one point the player free-rappels out an upstairs window and climbs into a lower one while carrying a magnifying glass, four keys, a large knife, a kerosene lantern, a grinding tool, a stethoscope, a newspaper, an oilcan, and a hammer — in a driving rain (which has served as a sort of meteorological Insurmountable Waist-Height Fence, keeping him inside the house).
  • Trials of Mana has a ring menu which allows you to carry a limited number of infinite-use items and/or consumables (up to 9 of a single type of consumable), but outside of battle you have access an almost bottomless inventory of everything you've picked up (i.e., that inventory holds a maximum of 99 of everything).
  • Serious Sam has the eponymous main character toting around an impossible arsenal that includes things like a minigun that's longer than he is tall, an only slightly smaller chainsaw, and a ridiculously huge cannon, unaffected by their weight. For comical effect, the weapon switch animations (when using the 3rd person view) show the character tucking all of these in the back pocket of his jeans. However, there is a part during The First Encounter where you keep your weapons but have to drop all the ammo except for shotgun shells, because you traveled through the desert for a few days. Somewhat strange, considering the above fact.
  • Silent Hill series is guilty of this (though given the ambiguous nature of the town, it's not sure if the characters are lugging around actual items or merely the psychic manifestations of them):
    • An especially ridiculous example is a 'Great Knife' from Silent Hill 2, which is huge and extremely heavy and hard to use... but you can still stuff it into your clothes, at which point it seems to lose all weight.
    • Travis from Silent Hill: Origins deserves a special mention as he manages to stuff up to 20 portable TVs in his jacket. Also: enough bottles of alcohol to start a distillery; more sledgehammers than Triple-H's closet; more tire irons and wrenches than a hardware store; and a couple of katanas to make every aspiring Samurai or Bruce Willis happy. All. At. Once.
    • They tried to avert it in Silent Hill 4. The inventory is limited — however, you now have the hyperspace box in your apartment. Further, you are limited to slots, not space. So a pickaxe takes up the same amount of space on your person as some coins.
    • While the player character in Silent Hill: Shattered Memories is an Actual Pacifist (and thus doesn't carry weapons), the inventory still consists of an astonishing number of flares and mementos.
  • Simon the Sorcerer has an animation of Simon stuffing a ladder into his hat. Granted, it is a magical hat.
  • The Sims: The titular Sims pull everything out of their pockets(even when they're wearing swimsuits). While weapons aren't involved, it deserves mentioning here due to the sheer variety of impossible things Sims can carry in their pockets, including a whole crop of vegetables, cars and helicopters. A pirate shipwreck? Why not?
  • Skullgirls has a few playable characters who have a large amount of weapons carried on their person but otherwise don't appear to be armed. Peacock is justified, as she is a Reality Warper and is actually conjuring the items and beings in-battle. There is no explanation for Big Band, however, despite there being at least several dozen weapons underneath that trenchcoat, all of which he can equip instantly and some of which are even larger than he is.
  • Sonic the Hedgehog: Tails, especially in Tails Adventure, where he has bombs, a hammer, remote controlled bombs, a remote controlled robot, even bigger bombs, and a helmet as big as he is that he can just pull out of nowhere, among other things. Even in other games, Tails has a tendency to pull tools and a handheld computer as large as his head out of absolutely nowhere.
  • Justified in The Space Bar. The main character has a futuristic PDA which can dematerialize and digitize objects into its internal storage and then rematerialize them as needed.
  • The Space Quest series of adventure games makes fun of this trope more than once.
    • In Space Quest 2 upon picking up a wastebasket the narrator responds 'Aren't you amazed by how much stuff an adventure game hero can carry? You've just got to know how to pack.'
    • In Space Quest 3, Roger must stuff a ladder as long as himself into his pants. The narrator comments on how much empty space he must have down there.
    • In Space Quest 6, hero Roger Wilco picks up a large 2x4 board, and the game's narrator says, 'Bet you can't fit that in your pants!' Roger does, and the narrator is genuinely surprised.
  • Star Fox:
    • In Star Fox Adventures the only limits on what you can carry are on scarabs and bafomdads, both of which can be upgrade by buying bigger bags for them. Krystal isn't playable long enough to accumulate much of an inventory, but you still have to wonder where she carried that large brass key when she's wearing nothing more than a loincloth and a bikini top.
    • In Star Fox: Assault, the only other game in the series with 'on-foot' segments, characters are capable of carrying multiple heavy weapons at once (including sniper rifles, miniguns, and rocket launchers) but the only one visible is the one they are currently using.
  • Star Trek: Elite Force offered an in-game explanation of this phenomenon; characters carried a 'transporter buffer' which could store bulky weapons using some variant of Star Trek's familiar transporter technology. Visual effects show weapons and items being transported in and out of the character's hands.
  • Super Mario Bros.:
    • Mario himself has always been able to carry at least 99 coins as big as his (regular) self in his pockets; this carrying capacity expands in the various RPGs, along with the ability to carry a couple dozen curative items, keys, clothes, weapons, and plot coupons.
    • Since Super Mario Bros., the Hammer Bros. have been recklessly throwing mass quantities of large hammers into the air out of nowhere. This is briefly lampshaded by Goombella in Paper Mario: The Thousand-Year Door when she asks the exact same question.
  • Super Robot Wars uses this trope with reckless abandon, ironically enough, with its Real Robot units. Super Robots are generally not allowed to carry extra equipment, but their more 'realistic' counterparts can be toting around Laser Swords, Attack Drones, lots and lots of missiles, and all manner of BFG imaginable, as long as it falls under an unusually high carrying capacity. No explanation as to how this is even remotely possible is ever given.
  • Super Smash Bros.: If the character has a Hyperspace Arsenal in their home game, such as Link and Snake, chances are they bring the arsenal with them. This said, the most notable examples are Villager, whose deep pockets became a gameplay mechanic, allowing him to hold any item in his person for later use, which includes all kinds of enemy projectiles for a Catch and Return; and Rosalina, who attacks with all kinds of cosmic formations since she just so happens to hold the entire cosmos beneath her gown.
  • SWAT 4 averts this—your inventory is limited to one long gun, one pistol, about three magazines each, and various other small bits of equipment SWAT officers would be expected to take on missions, all of which are either one infinitely-usable item (opti-wand) or five of one-time-use items (door wedges, flashbangs, etc.). SWAT 3 was a bit more blatant: while grenades and breaching charges were still heavily limited, you were carrying upwards of 12 magazines for both your guns (generally a mix of hollow point and full metal jacket bullets). Plus, in both games you're carrying an infinite number of handcuffs or zipties to secure hostages or surrendering suspects.
  • A Syndicate agent is capable of packing eight miniguns without spoiling the line of their coat. Syndicate Wars changed this, so your agent would take one weapon and generate the energy-ammo from a internal generator, but it still meant they could be a walking war, carrying a minigun, laser, plasma lance, four nuclear grenades, gas grenades, medikits, auto-guard sentinel... Regrettably averted in the remake, which conforms to the now-standard two-gun setup.
  • The Syphon Filter series:
    • Earlier games had Agent Logan carry multiple pistols, shotguns, submachineguns, assault rifles (yes, they're all plural), a sniper rifle, a taser, a flashlight, explosives, MacGuffins and Plot Coupons all in his pants. Literally—in the first game, an animation shows Logan reaching into and picking the item from his pocket, producing anything from a plausible 9mm to an absolutely absurd sniper rifle (the animation was removed in Syphon Filter 2 and later in favor of an instantaneous switch of weapons).
    • The later games averted the trope. You're only allowed to carry one type of weapon per 'hardpoint', and unused weapons are clearly shown being worn by the agent on his back. However, it's still not clear where Logan is able to carry five spare magazines for each projectile weapon he's carrying.
  • In Tales of Maj'Eyal you gain, early on, access to the Transmorgification Chest, which automatically stores infinite items, renders them weightless, and automatically sells them whenever you change zones or floors of a dungeon. The catch is that you can't use any of the items in the chest; you can transfer them to to your normal inventory, and then deal with weight restrictions.
  • In Tales of Symphonia, when the characters receive a boat they shrink it into a little box so they can conveniently carry it around. One might think this must be the way they are carrying all of their considerable arsenal of items, but most of the characters are surprised to learn about the shrinking boat in a box.
  • In Terranigma the main character Ark has a literal hyperspace arsenal he can walk around in. This is actually somewhat annoying, as traditional equipment screen are much faster and easier to navigate. He only walks around in specific plot points. For most of the game, it's a traditional inventory navigation scheme.
  • TerraTech has a fairly literal example, with loose blocks being sucked into the player's inventory by a 'Singularity Containment Device'. The player can store tens of thousands of blocks without any consequence and pull one out at any time, or even deploy an entire tech.
  • The Thief franchise both averts and plays the trope straight:
    • This trope (and Bag of Holding) was referenced by the developers as something they wanted to avoid in the original trilogy, via having Garrett lose most of his consumable items (including bombs, arrows and potions) between levels.
    • That said, Garrett can apparently carry his tools, weapons, ammunition and all the wealth of a richly appointed mansion or an entire freaking museum inside his cloak, since he's never depicted with any bags. Presumably Keeper training includes instructions on how to access an inter-dimensional pocket. One mission even has him carrying around a gramophone, and another four stone tablets the size of his head!
    • In Thief, Garrett can carry all of the following on him at once: a dagger, his bow, several types of arrows, flash bombs, key items and several implements (including a wrench, prybar, wirecutter and razor) on him at all times, though none of this is seen in cutscenes. Likewise, he can also continue to sneak around while carrying several hundred wine glasses and enough cutlery to open a restaurant.
  • Parodied in the Tomba! series. Tomba, the main character, is a pink haired caveboy wearing nothing more than a grass skirt. Early on, he reveals to an NPC that he keeps everything in the inventory in his stomach and vomits it up as necessary. Yes, even living livestock needed for sidequests, as demonstrated when he rescues some baby chicks, swallows them, and throws them up later — alive and perfectly fine. A lampshade is hung by the same NPC he reveals it to, who asks what else he keeps in there, only to add, 'No, don't tell me...'
  • Lara Croft from Tomb Raider has her infamous tiny backpack. Her twin pistols rest in holsters, and in later games she wears one long gun on her back, but switching weapons makes it magically swap to a different one. (A cynical observer may remark that the backpack exists to counterbalance her implausibly giant chest.)
  • The backpack is also played with in the Lara Croft: Tomb Raider movie. In the TR games, if Lara puts an object close to her backpack, it magically teleports into it. If she needs something from it, she puts her hand close, and voila! In the movies, she is never actually shown to put anything in her backpack; instead, she simply puts it close, the camera cuts away to another scene, and no one mentions it again.
  • In Total Distortion, the player character carries a guitar case which functions as an interdimensional portal to their own personal dimension. This guitar-case dimension's only purpose is to provide you with storage space for indeterminate amounts of items that you can find or make in your kitchen. In-universe, this is the primary use for the alternate dimensions - to greatly expedite shipping by teleporting items into another dimension and then teleport them back out at the point of delivery. The only limitation is that the larger the object, the more energy it takes to transport it.
  • Touhou:
    • Thanks to her mastery of boundaries, including dimensional ones, Yukari Yakumo has this as an explicit power - she just opens a gate to wherever what she needs is stored and grabs it. Thanks to this, she's been seen making use of such weapons as falling tombstones, flying signposts, and even a train.
    • Sakuya has an effectively infinite supply of knives due to her manipulation of space-time, both literally pulling them from a hyperspace storage place and the knives returning to said storage after they're used. In game this manifests as the player being on the receiving end of a solid wall of knives.
    • This also applies to anyone that uses a non-magical gimmick, such as Reimu and Sanae's exorcism seals, Alice's dolls, and Komachi's coins.
  • Lampshaded in The Trail Of Anguish as well, where you question your ability to carry your many items on a formal dinner. Your date, as it turns out, has a hyperspace arsenal or his own.
  • Turok 2: Turok carries 23 different weapons with him: A Flare Gun, both the Talon and the War Blade, two bows, two pistols (regular and bulky burst-mode versions), a tranquilizer gun, a tazer dart rifle, two shotguns (a regular one and the bulkier Shredder), a plasma-based Sniper Rifle, the Firestorm Cannon, the Cerebral Bore, six bulky flashbang grenades, a gun that shoots proximity mines, a grenade launcher, a flamethrower, a serrated Battle Boomerang, a Harpoon Gun, a tri-shot rocket launcher, a torpedo launcher (it doubles as an underwater jet, and is very bulky), and, finally, a Nuke. Not to mention ammo and some artifacts you carried on occasion. Granted this is all carried in his Light Burden, a Bag of Holding.
  • Unreal has your character carrying an arsenal of bulky, unwieldy weapons, then, when (s)he dies, the camera pulls back to see that not only is (s)he not visibly carrying anything, his/her clothes are skimpy and skin-tight to the point that (s)he couldn't be concealing so much as a pocketknife.
  • Partly averted in A Vampyre Story. If it's small enough that it could logically be placed in a purse or small satchel, Mona will take it with her, regardless of the danger of spilling, anything else she's carrying, or even the fact that she doesn't actually have a purse or small satchel. Anything that's too large or cumbersome (or that involve Froderick interacting with something else), she leaves where it is, but says she'll make a note of it and gains a ghostly blue icon of the item or combination. When the icon is used with it's requisite puzzle, it first shows Mona retrieving the item in question.
  • Interestingly subverted in Vanquish. You have the new prototype BLADE (Battlefield Logic ADaptable Electronic) weapon, an expandable carbon nanotube device which can re-arrange itself into any weapon stored in its memory, including weapons bigger than your torso. The catch is, the data needed to make up a whole gun-sized object, down to the molecular level, is so much that the gun's hard drive can only store three configurations at a time. These can be swapped by scanning different guns, which also provide more ammo.
  • Mostly averted in Vega Strike. Whatever you can physically fit that million-ton mining equipment in your ship's hold, you can transport—but this will impair maneuverability, unless your ship already was several times more massive. It's very noticeable on the starting ship — Llama is a light shuttle supposed to carry things like gases and food, so while it's pretty agile when empty, grabbing all available metals and stones off a mining base may take about 2/3 of the hold, but raise mass beyond 3700% of norm, making it almost impossible to dock with anything smaller than a planet. All ammo in gun mounts and missile bays is counted by volume, too — and some milspec ships can pack more than a basic version. Still, hardpoints for weapons as such are not measured even when internal, and it sometimes is hard to see how all the equipment you've outfitted your fighter with fits in there. It's no wonder to have 10,000 Ion Burster ammo per slot when they're 5 grams each, but with mass drivers...
  • Vietcong averts this trope and plays it straight at the same time. The main hero, Steve Hawkins, can carry one primary weapon (rifle, submachine gun, grenade launcher ...), one pistol, one combat knife, four grenades, one medkit, a few flares, a flashlight and several magazines for each ammunition type (the fact that several weapons use the same ammunition definitely helps here) ... and that's it. On the other hand, the team's engineer can carry what seems an infinite load of ammo (and in an interesting twist, he only carries ammunition for American weapons - you have to loot killed enemies if you want to pick up and use that PPS-41 Russian submachine gun), and the medic's supply of medkits seems infinite as well.
  • In The Walking Dead Lee is shown stuffing a car battery down the pack of his pants. There's no protrusion, nor does the 40 odd pounds of weight slow him down in the slightest.
  • In Warhawk you can carry an entire arsenal including a machine gun, missile launcher, sniper rifle, binoculars, two types of land mines, a knife, a wrench, a flame thrower, a pistol, grenades, and ammo for everything. Additionally, if a player is killed they drop it all in a huge backpack about as big as a person which can be absorbed by anyone who gets near it.
  • The RPG Wasteland limited each party member to 30 slots. An apple was the same as a (variably-sized) box of 7.62mm ammo, a rake, a chainsaw, an assault rifle, and a meson cannon. One popular trick is to load your party down at generation with 30 pistols each, then drag yourselves to the nearest gun shop and get rifles.
  • In The Witcher, the player can hold 1 silver sword 2 iron swords/axes/maces/big weapon and a dagger/smallflail/torch, fair enough, as the protagonist is a Witcher who is meant to be inhumanly strong (and real weapons don't weigh as much as fiction makes them out to). The rest of the inventory gets confuseing though, as you can hold the brains of 50 of the roughly human sized Drowner monsters or 1-50 teath in a single slot of your alchemy pouch, same for 10 bottles of alcohol or a small gemstone in the main inventory. (Note:The game does not have a weight system on top of it) In Witcher 3, however, player gets a horse which always roams nearby if not rided and carries saddlebags of limited capacity. Fair enough.
  • Wolfenstein:
    • Return to Castle Wolfenstein: By the end of this game if you collect everything you have a grand total of twelve guns, a rocket launcher, a flamethrower, a Tesla gun and two types of grenades plus all your ammunition.
    • Wolfenstein continues the tradition. By the end of the game, you'll be carry three real-life guns, a rocket launcher, a flamethrower, a Tesla Gun, a particle cannon, and a Disintegrator Ray.
    • Wolfenstein: The New Order keeps up the tradition to the end, with two each of knives, pistols, shotguns, assault rifles (with rocket launcher attachments), and sniper rifles (with laser gun attachments), along with a few grenades, a giant auto-targeting laser gun and up to one laser minigun. Oh, and all that armor made from scraps you shoot off your enemies.
  • Wolf Team plays this one in spades. While you can only carry a big gun, a pistol, and some nades, your encumberence is affected by the really big weapons, such as the portable mounted machine guns, which are the size of three men and have to be deployed to fire. However, if you switch to yout pistol or knife, the giant gun goes away and you can now walk or run at full speed. Oftentimes you will see hordes of players running with knives during the beginning of Capture the Flag mode just to run faster.
  • World of Warcraftexplains this (somewhat) by giving the player a magical knapsack which can carry 16 items, which they can never remove or lose. They can also find or buy up to four 'pouches' of sizes ranging from 4 to 30 items (or 36 for specialty bags). Items always take up only one slot, and for most unequippable items each slot can hold several of the same type at once for possibly ridiculous results. You never have trouble fitting them into the mouth of the bag. Money, toys, companion pets, and mounts are also stored outside your bags.
  • X-COM: UFO Defense uses a grid inventory in which each unit has a certain number of cells, in different shapes, on his belt, limbs, in his hands, and in his backpack. However, the backpack and items carried are never actually shown, except for the gun they hold. It still qualifies as this trope as most player-controlled units are perfectly capable of stowing a human body (unconscious or dead) or most alien corpses. In both cases, the mass is not visible, though it has a seriously detrimental effect on how quickly the unit can move per turn.
  • In the Xenosaga series most of the weapons in the games, as well as the mecha in the third installment, are in fact pulled from a literal hyperspace arsenal, with visual effects showing them 'warping in' when a character needs to use them. Jr. and Jin, however, prefer to carry their weapons the old-fashioned way. Jr. has, at least in the third game, a pair of holsters and Jin carries the sheath strapped to his waist. In the first game, KOS-MOS pulls the gun out of the pouch on her right leg.
  • Somewhat justified in ZanZarah: The Hidden Portal as the fairy bag Amy receives upon arrival to Magical Land is flat-out given a description of 'an extremely useful invention that can hold an almost unlimited ammount of items without changing its weight or size'.
  • Lampshaded in Zork: Grand Inquisitor when the player puts a large vacuum on a vending machine and Delboz comments 'Just where were you keeping that?'
  • Players in Ryzom have an inventory that limits them to 999 of most raw materials, EXP catalysts, and ammunition, as well as a 'bulk' meter that caps at 300 (and a weight system that penalizes you if you carry too much, though this is only really a problem for gunners). However, you can still carry a lot of things in there, such as a whole other set of armor, a full set of jewelry, and a few weapons, a few of which can be at least 8 feet long.
  • Ubiquitous in Vampire: The Masquerade – Bloodlines, but special mention goes to Chastity, a Society of Leopold huntress under cover as a stripper, who somehow pulls a katana out of her see-through bra-and-panties ensemble the second she lays eyes on you.
  • By the end of either game in the Fairune series, you'll be carrying around at least two useless tools, a bottle, a large, talking book and a fragment of magic and a lifesize statue of yourself! Though with what else is done over the course of the game, it's pretty smalltime...
  • Since there's no limit in Risk of Rain on the number of items you can carry at the same time, you can easily find yourself carrying ridiculous amounts of gear if you make it a point to open every chest you come across: it's entirely possible to end up carrying multiple copies of every item in the game if you keep replaying the levels long enough or abuse the Easter Egg area in the third level by endlessly killing the respawning boss.
  • Road Redemption: By the end of the campaign, you can have a pipe wrench, a shovel, a taser, a pistol, a machine gun, a shotgun, a grappling hook, a grenade launcher with three grenades, three plastic explosives, and ten pipe bombs, all coexisting happily in hidden compartments on your bike. You also have a sword, but that Sticks to the Back.
  • Batman: The Bat clan's utility belts are usually where all their gear is assumed to be held but sometimes there's just no possible way they had room for an item or the number of items they use in the things. This is especially prevalent when they substitute small streamlined canisters for the pouches like on Tim's first Robin costume.
  • Axis Powers Hetalia fanfic Gankona, Unnachgiebig, Unità: Parodied several times. From clothes to books to Death Notes to flowers, the characters' backs can store them all.
    'It's alright Italia-kun. I always bring spare cosplays with me.' He reached into some sort of secret compartment behind his back, pulling out an identical outfit to the one the brunet was currently wearing. Seriously, how do anime characters have such an ability?
    Japan disappeared into a bathroom for a short amount of time before reappearing, now clad in a sharp black suit and tie with a white dress shirt and black pants, taking hexagonal glasses from his pocket—or wherever anime characters store all their stuff—before putting them on.
    'Humph.' The larger scoffed back. He then reached into the magical space all anime characters have, whipping out a book conveniently titled 'How to Catch a Runaway Italian'.
    Both reached into the magical space all anime characters have, extracting black notebooks—Japan's having unidentifiable symbols on its cover as Italy's had 'Death Note' clearly printed on it in gothic letters—before taking out pens and colored pencils as well, opening the pages before scrawling in them.
    Giggling, the auburn reached into the magical space all anime characters have, an exquisite bouquet of utmost grandeur popping out from behind his back. 'Tada!'
  • A Crown of Stars: Justified. Avalon Empire soldiers have a technique called “Holdout Pocket”. It is a little spatial fold tied to their personal space that they use to store weapons –among other things-.
    Shinji:“Where did you get this?”
    TJ:“Holdout Pocket technique. A little spatial fold tied to your personal space, good for keeping an emergency backup weapon or something handy. I also keep cold drinks in mine. It’s not a hard trick to learn. First year Weapon Theory stuff. I could probably teach you pretty quickly if you’ve got a gun or a knife you’d like to try it on.”
  • Thousand Shinji:
    • Asuka did not know how hers worked, but whenever she required a weapon it appeared on her hand, and it disappeared when she no longer needed it. She keeps as many weapons as she wants of all shapes and sizes, although she shows preference for axes.
    • Unit 02 pulls weapons out of nothingness during its Bloodthirster transformation.
  • The Truth and the Tempest, a Ranma ½ fanfic, actually explains Akane's Hyperspace Mallet ability and expands it into a limited version of this: she's unknowingly been using the Zaimoku-ken (translated as 'Timber Strike'), a ki technique that can fetch just about any wooden weapon as needed, such as a mallet, bokken or tonfa. Akane herself explains that she learned it when she found a scroll that mentioned the phrase 'loyal hammer', but just assumed it was a hidden weapons technique like Mousse or other martial artists use until it was explained to her.
  • Origins, a Mass Effect/Star Wars/Borderlands/HaloMassive Multiplayer Crossover uses Borderlands version of this as-is, but new rules are made for them. Water cannot be stored (it becomes toxic if you do). Items can be 'half'-stored (Athena's rifle is broken in half when the Storage Deck's power fails and she's only pulled it part-way). Samantha Shepard discusses how much she enjoys exploiting the notion of such things, since she was used to her Limited Loadout.
  • In Wonderful!, whenever Taylor needs a weapon, it instantly appears on her hands.
  • Ready Player One, being set mostly inside an MMO-style virtual world, generally has this trope in effect. However, it doesn't seem to apply to all items, because at one point Wade mentions using a magic spell to shrink his spaceship down to fit in his pocket.
  • Kamen Rider Gaim has a literal example of this with the title character's Super Mode Kiwami Arms, which can summon every other Armored Rider's weapons from thin air just by activating the lock-and-key mechanism that makes up his Transformation Trinket. This gives him access to: two different swords, a flail, kunai, a lance, a mace, a handgun, wind and fire wheels, a shield, two kinds of spears, a hammer, paired serrated swords, bows, and his personal BFG-slash-BFSnote . And if that wasn't enough, he can use telekinesis to fling the summoned weapons at his enemies.
  • The Mythbusters test of the trope occurred during their 'Video Game Special' and involved an FPS-style combat course modeled after Doom. Adam and Jamie ran the course once discarding each weapon as they picked up a new one, then did it again keeping each new piece of equipment as they found it until they were carrying an 80-pound load. Both struggled visibly during the second run, taking nearly twice as long to complete the course as they did the first time through. Professional MMA fighter Brendan Schaub, on the other hand, made it through the course just as fast with the full load as he did unencumbered - not only that, but in his enthusiasm he forgot to actually use the backpack to store any of the items he was carrying, and still finished the course faster encumbered than either Adam or Jamie managed in their control runs, leading to the 'Plausible' verdict.
  • Blake's 7 had a tendency to this due to characters' tendency to wear very tight leather costumes or evening gowns, but Dayna became particularly notorious for her ability to produce large guns and bombs between shots without having had anywhere to stash them.
  • Destroy the Godmodder: Practically every plot-relevant character, including the players and the Godmodder himself, have this. Considering the amount of stuff made by the Alchemiter, it's practically a requirement.
  • Zig-Zagging Trope in Dungeons & Dragons. While characters have a weight limit based on Strength (and lose mobility if they go over this limit), that's the only concession to reality with regards to what someone can carry on their person. For example, any Fighter worth his salt would be lugging around a small armory's worth of weapons and ammunition in order to deal with creatures who only take damage under certain circumstances. However, with bags of holding and portable holes, this trope can be invoked literally.
  • Only War mostly averts it with a carry limit calculated from the character's combined Strength and Toughness plus some can be carried by the comrade. They typically sum to more or less realistic numbers. And this being Warhammer 40,000, many weapons are incredibly heavy.
    • While the chart for this goes up to two and a quarter metric tonnes, this requires stats completely unattainable to the player (both at 100, virtually impossible to get them past 75).
    • Played straight with a number of minor items considered weightless. Weightless items are either things genuinely so small their weight would be negligible - like an exhaustively named pen - or things that losing capacity on would be a pain, such as most of the Universal Standard Kit, a rather large collection of fluff-relevant but gameplay-useless stuff invariably supplied to all players.
  • Flipside: Justified thanks to the ready availability of magic and magic items in the setting. Maytag's ability to produce a bewildering variety of random objects out of thin air is eventually explained as coming from a Bag of Holding purse that places a Summon to Hand enchantment on its contents.
  • In El Goonish Shive, Susan summoning spell appears like this but she's actually just summoning magical copies of the contents of a physical box.
  • Kaeloo: Mr. Cat has an arsenal of weapons which he can randomly pull out at any time, which consists mostly of bazookas, guns, chainsaws, knives, mallets and others. Lampshaded in one episode where he says he is carrying a bazooka, a chainsaw and a cluster bomb, while his hands are completely empty.

Index

http://tvtropes.org/pmwiki/pmwiki.php/Main/MoreDakka

Go To

Never enuff DAKKA!note
'The theory goes like this: You pull the trigger on a machine gun until the whole world turns into blood, and it is awesome. You can't argue with that; that's science.'
Cracked, '5 Weapons Myths You Probably Believe (Thanks to Movies)'
Advertisement:

More Dakka is the art of solving problems by unloading as many rounds of ammunition at them as possible.

While Improbable Aiming Skills are all very well and good, sometimes you just need to throw a wall of bullets at the target — perhaps your foe can Dodge the Bullet, or you're up against a whole army of Mooks at once. Modern automatic weapons can achieve the rates of fire required for more dakka all by themselves, but using a whole bunch of slower-firing guns works too. More Dakka can even work against targets where conventional attacks are normally ineffective — even if each shot only does Scratch Damage, it will succumb to a Death of a Thousand Cuts eventually. After all, There Is No Kill Like Overkill... or so we are lead to believe. Occasionally, the only point of a seemingly overwhelming and gratuitous show of force is to hammer home the point that the Monster of the Weeksimply cannot be defeated through ordinary means. Aim is also a factor: large volumes of fire accomplish surprisingly little in the case of A-Team Firing or if the shooters are graduates of the Imperial Stormtrooper Marksmanship Academy.

Advertisement:

Gatling Good is a common way of achieving More Dakka, and you can expect to see gratuitous camera shots devoted to torrents of shell casings produced by the volume of fire. If you're strong enough, you always have an option of taking a heavier weapon off its mount. On a more restrained scale, The Gunslinger may specialize in squeezing More Dakka out of seemingly ordinary firearms with Guns Akimbo, which can also be downright terrifying.

May result in a Multiple Gunshot Death. See Macross Missile Massacre, which is basically this except with missiles, and Bullet Hell, which is the Logical Extreme version of this trope in video games. If dealing with energy weapons (IE: weapons powered by electrical/plasma/etc instead of bullets), its counterpart is Beam Spam. Contrast Improbable Aiming Skills, when a character uses amazing accuracy instead of volume of fire. Not to Be Confused withbaka, as there certainly IS such a thing as too muchbaka. Also not to be confused with Dhaka.

Advertisement:

Related to When All You Have Is a Hammer..., More Dakka is a Sub-Trope of Spam Attack, but with bullets. The name comes from the Ork onomatopoeia for machine gun firing, and subsequently the Ork term for rapid fire capacity: 'dakka-dakka-dakka-dakka...'

AN' DERE AIN'T NO SUCH FING AS ENUFF DAKKA, YA GROT! Enuff'z more than ya got an' less than too much an' there ain't no such fing as too much dakka. Say dere is, and me Squiggoff'z eatin' tonight!Translation

Examples:

open/close all folders
  • In Attack on Titan, hundreds of hook-tipped wires are fired explosively from barrels in the attempt to capture the Female Titan, giving this effect.
  • In Battle Royale Kiriyama sprays his targets with bullets fairly often. This earned him the name 'The Machine Gun Killer'.
  • The Gundam series frequently features massive volumes of fire, usually from multiple Gatling Good rotary cannons.
    • The Ez8 from Mobile Suit Gundam: The 08th MS Team; unlike the standard RX-79[G] Gundams, the Ez8 carries machine guns in its head to fire more rounds per second.
    • The RX-78NT-1 'Alex' Gundam from Mobile Suit Gundam 0080: War in the Pocket, carries Gatling guns hidden beneath armor panels in both forearms which are used as the suit's secondary but most distinctive weapons.
    • Gundam Heavyarms from Mobile Suit Gundam Wing - In its original state it carries a Gatling gun longer than either arm as its primary weapon, twin Gatling guns hidden in its chest compartment, twin machine guns in the collar and twin Vulcan cannons in the head. Near the end of the series it gets upgraded to carry a twin Gatling gun, still longer than either arm.
      • Gundam Heavyarms Custom from the OVA Endless Waltz carries TWIN dual beam Gatling guns as its primary weapon and FOUR Gatling guns in its chest* . This version of Heavyarms lacks any melee weapon unlike its appearance in the TV series.
      • More Dakka is the general concept of all upgrades in Gundam Wing.
    • The Gundam Leopard from After War Gundam X follows in the footsteps of the Heavyarms from Wing with a multitude of gatling guns, grenade launchers and missile launchers throughout it body. The piece de résistance however is the giant 'Inner Arm Gatling' on its left arm. The later Gundam Leopard Destroy replaces this with Twin Beam Cylinders gatlings, one on each arm, to play this trope even straighter. Its Gunpla counterpart, the Leopard Da Vinci of Gundam Build Fighters Try, has a stupidly large set of weaponry in its 'Heavy Armament Mode', including two beam cannons, two sets of missile launchers, two Heavy Beam Gatlings, and a beam rifle with a beam shotgun attached.
    • Mobile Suit Gundam SEED has the Mobile suit Embedded Tactical Enforcers, or 'METEOR' which is equiped with four beam cannons and 77 missile launchers, as well as the various shoulder, hip, chest, and DRAGOON based weaponry the mobile suits may already have.
    • Mobile Suit Gundam SEED Destiny has the 'GFAS-X1 Gundam Destroy' Transforming Mecha, which manages to achieve More Dakka, Wave Motion Gun, Beam SpamandMacross Missile Massacre all at the same time. It has no fewer than four 75mm automatic chainguns, but these are almost side-arms compared to the sixWave Motion Guns it sports between its two modes (two twin-barreled high-energy beam cannons on its back as a mobile armor, three 1580mm chest-mounted cannons and one 200mm face-mounted cannon that fire multi-phase energy in mobile suit mode), twenty thermal-plasma composite cannons, ten beam cannons (which can be detached as a pair of Attack Drones sporting five cannons each), and twenty-four missile launchers.
    • In Mobile Suit Gundam Unicorn, we have the Full Armor Unicorn Gundam, which adds rocket launchers, bazookas, grenade launchers, hand grenades and three shields armed with twin beam Gatling guns that, thanks to the Psychoframe attached to both the Unicorn and the shields, also allow them to function as Attack Drones.
  • In all versions of Ghost in the Shell, Section 9 and other gun-using entities frequently use lots of automatic fire. Both the Major and Batou often use submachine guns or assault rifles on full-auto, and the Tachikoma Spider Tanks are mounted with tri-barreled Gatling guns. Heavy automatic fire is usually needed due to fighting armored or cyborg opponents. All the bullets flying also makes it harder for the faster enemies to avoid being hit.
  • In one episode of Code Geass R2, Cornelia straps an arsenal of guns onto a hijacked Knightmare Frame to destroy the Siegfried.
  • The Millennium Earl in D.Gray-Man will sometimes send hordes of low-level Akuma after the heroes. Since each Akuma is a living (sort of) machine gun, this naturally results in More Dakka.
  • Put rather eloquently in Nobunagun: 'If one gun isn't enough: two! If two guns isn't enough: three!' Bear in mind that the guns in question are whopping great miniguns.
  • Karen in Soul Link loves to use as much as dakka as possible. Near the end, most of the enemies she's fighting having a Healing Factor working in their favor, but enough dakka will finish them off, so she can fare well.
  • Although absent from the anime, the Trigun manga features a certain group who are Masters of Dakka. This is demonstrated when their premier fighter Livio the Double Fang is introduced, whose dual Punishers can shoot forwards, backwards, left, and right at the same time. There's so much dakka in the fight between him and Nicholas that you can barely see what's happening.
  • In Yozakura Quartet, Kotoha Isone is a girl that can summon anything by emphasizing the name of the object. Being a gun nut with a focus on German WW2 hardware, this leads to her using anything from machine guns to Flak 88 anti-aircraft cannons..
  • Katekyō Hitman Reborn!: Gokudera's Flame Arrow has many types of modes or bullets, depending on what combination of Flames Gokudera uses. One set of bullets turns his cannon-like weapon into a machine gun. Apparently, it took him a while to hit Gamma with any of these rounds of bullets.
  • In Super Dimension Fortress Macross/Robotech, there is the Daedalus Attack. The Daedalus, one of the 'arms' of the SDF-1, is shoved through the hull of an enemy cruiser while every mecha on board is moved to its bow. Once in position, the forward bay is opened, and all the drones fire everything they have inside the enemy ship.
    • The Macross franchise in general also has a tradition of armored versions of their variable fighters who play this trope straight, starting with the VF-1J GBP1S Armored Valkyrie that Hikaru uses in one episode of the original and culminating with the VF-25S/F APS-25A/MFS25 Armored Messiah from Macross Frontier that not only adds more guns and missiles (including 4 nukes) than any prior armored pack, but is also the first that can transform into fighter and gerwalk modes.
    • Then there's the Earth defense fleet shown in Macross Plus. The amount of dakka parked over the Earth is said by many to rival even that of Holy Terra with hundreds of thousands of warships and satellites on top of 6 Grand Cannons, each capable of taking out over half a million ships in one shot. It's a common joke among the fandom that you can walk across low Earth orbit with the amount of ordnance parked up there.
  • This is done many times in Hellsing. Alucard wields pistols that can apparently fire more than their own weight in bullets without reloading.
    • Taken to the extreme with Seras and her Harkonnen II, a pair of 30mm cannons weighing over 500 kilos each. While they're only semi-automatic weapons and should avert the trope, Seras can pull the trigger fast enough to make the trope apply, something she does to great effect against a Nazi airship sent to attack Hellsing HQ.
  • 'Target' Kevin's twelve barreled shotgun in Gun Blaze West. The protagonists later find that he has several more twelve barrelled shotguns and dual wields them to demolish a building.
  • Chao of Mahou Sensei Negima! uses magic to fire a wall of bullets at her opponent without a gun. Haruna apparently followed this philosophy when designing Sayo's robot body. Then later on, she makes a gatling gun for Sayo.
  • FLCL Episode 5 takes this to extreme levels, starting off with a simple duel with toy guns (and one real sniper weapon), then taking it into a duel with actual guns between Haruko and Amarao (backed up by dozens of agents), and culminating in the creation of a Humongous Mechahand, with a hand on the end of each finger, and a different type of gun in each of these hands. Even the episode's Japanese name, Bura-bure (in the English dub, it was called Brittle Bullet) is onomatopoeic of gunfire.
  • Cisqua from Elemental Gelade is armed with tons of artillery, including missile launchers and machine guns, and usually relies on ridiculous rapid-fire to fight.
  • Nearly all of the characters in Black Lagoon are fans of this trope, but the Church of Violence takes this to a new level.
  • Briareos from Appleseed engages a swarm of drones while wielding two large guns in his landmate's hands as well as a third, more conventionally-sized rifle in his own hands. The point of the Hecatonchires chassis is to be able to simultaneously juggle multiple weapon systems engaged with multiple targets at once.
  • Rurouni Kenshin uses this when Kanryuu, an illegal arms/drugs dealer decides to bring a machine gun to a swordfight. Kenshin can barely outrun the hail of bullets, but Aoshi gets his kneecaps shot and has to watch his loyal minions make a Heroic Sacrifice to buy Kenshin enough time to get his sword back.
  • s-CRY-ed has Hannish Lightning, at least in the manga, whose Alter is a gun. Then lots of guns. Then when he hits top rank, his entire BODY is guns. Attached to guns. Quite possibly firing guns which shoot you as they hurtle towards you. As Asuka Tachibana commented, 'I've got the balls, Akira's got the rod, and Hannish ain't shooting blanks!'
  • One episode of City Hunter has Kaori causing destruction and mayhem in a storage complex over an orphanage. With Big Guns, Grenades, and Rocket Launchers. Never mind that she missed all the bad guys.
  • Hoshimura Makina in Corpse Princess totes around a brace of MAC-11/9mm machine pistols.
  • Arnage of Huckebein from Magical Record Lyrical Nanoha Force. In the first battle we see her in, she was targeted by approximately twenty five million energy bullets. She responded by activating her Divider, which comprised of a pair of gatling guns strapped together and a multiple rocket launcher. She then proceeded to counter the entireBeam Spam barrage with a combination of this and Macross Missile Massacre.
    • Reinforce did this earlier Magical Girl Lyrical Nanoha A's when she upgraded Fate's Photon Lancer to Photon Lancer Genocide Shift.
  • The 'multiple-fire rifle' from Lone Wolf and Cub definitely counts. Since the setting is in the Edo period, the other gunsmiths aren't able to make more than matchlock rifles with excessive decoration, one character pushes gun technology by making a man-portable volley gun. It's a BFG with several barrels that fire at once, creating a shotgun-like spread weapon. The main character makes use of the gun several times, each time to devastating effect.
  • Tengen Toppa Gurren Lagann contains examples of this, most notably Attenborough's creation of a weapon that fires on every point in space time. The series CMoA page claims this is enough dakka, but is proven wrong as the movie adaptations contains even more dakka.
  • Aureolus Izzard from A Certain Magical Index uses his Reality Warper powers to make his gun turn into dozens of gun barrels and unleashes Bullet Hell on Touma.
  • The Black★Rock Shooter winter 2011-2012 anime is an excuse to show off how much dakka a girl can pack.
  • Fullmetal Alchemist: This is Basque Grand, the Ironblood Alchemist's entire schtick—he summons an arsenal of primitive cannons, flying chains, and other weapons, and blasts away until the target is no longer moving.
  • Puella Magi Madoka Magica:
    • Homura Akemi fights using regular guns. Thanks to her magical powers (namely, a Hyperspace Arsenal hidden in her sleeve and to a small extent), she can drown her enemies in bullets, rocketsor explosives in the bat of an eye.
    • Mami Tomoe has been shown to achieve overwhelming amounts of bullet curtains while using her magic, which is quite a feat on itself, considering she uses single-shot muskets as her weapon of choice.
    • Naturally, when these two fight in Puella Magi Madoka Magica the Movie: Rebellion (while time is stopped, no less), it results in a spectacular display with bullets flying in just about every possible direction resulting in what can best be described as a starburst of dakka. Once time resumes, the destruction caused by bullets alone leaves the area looking like something out of the London blitz.
    • Homura's Limit Break in the game Magia Record is her first firing a few normal bullets, then throwing grenades, stopping time, and then letting them all loose, resulting in much damage.
  • Chuuya Nakahara uses this trope in a somewhat unusual manner. He utilizes his Gravity Master powers to rain hundreds of bullets down on enemies at one point, similarly to the Mami example mentioned above.
  • Neon Genesis Evangelion: This is pretty much the first method Tokyo-3 and Shinji use to try and kill an Angel. It never works. Shinji never learned his lesson as he doesn't even hesitate to try shooting an Angel first. Lampshaded by Ritsuko when Tokyo-3 bombards Ramiel with bullets and missiles, commenting on how the authorities won't be happy until every last bullet is used and that it's a waste of the taxpayers' money.
  • This is basically Leena's entire strategy in Zoids: New Century. Her custom-made Zoid is outfitted with a bazillion guns and missile launchers (ironically so, since it was supposed to be a sniping Zoid) that she abuses with absolute abandon. Needless to say, there are many many explosions whenever she's around.
  • A common but practically futile tactic used in Assassination Classroom. Koro-sensei, the target, can easily dodge every ounce of rapid fire dakka aimed at him using his super-speed. As the series progresses, the students start coming up with more creative uses of this strategy, such as aiming around him to reduce his concentration and seal off possible escape routes.
  • This trope is the bread and butter of Chris Yukine from Senki Zesshou Symphogear. Her preferred Armed Gear configuration is Billion Maiden, a set of GatlingGuns Akimbo each roughly her size, and it only gets better from there.
  • Nectar Of Dharani: Gatling guns have just recently been invented, so The Empire has chainguns capable of firing forty rounds every ten seconds. Note that in the real world, our best machine guns can fire anywhere from three hundred to a thousand rounds every ten seconds.
  • War Machine has been adding more and more guns to his armor. For an illustration of the result, check out the picture for the There Is No Kill Like Overkill trope. For a while, Rhodey's armor had the capability to magnetically lock any piece of machinery to itself, meaning he could repurpose any weapon he found from downed enemies or destroyed vehicles. Even at his current, normal weapon loadout, he's more heavily armed than pretty much any Marvel hero.
  • Deadpool has this on his mind at all times. He even has a comic issue, specifically the second issue, named after this trope! Not to mention he has a shelf in his (now-vanished) video game with a Three Barreled Chain Gun, a multitude of automatic weaponry, and a special pistol that resembles a certain 'Noisy Cricket'.
  • Iron Man of course used the War Machine at one point, and while not quite as stacked as the specialty armors even the typical Iron Man armor is loaded with weapons. A one-shot from a few years ago had the onboard computer engaging '*** It, Fire Everything!' mode.
  • Fables came up with a fine mix of modern-day weaponry and Fable tactics: Take one flying ship (powered by flying carpets), load with all the guns that can fit and set up a chain of ammo depots around the world that can be accessed instantly by teleportation, and rain a never-ending solid wall of hot lead on the enemy armies for hours and hours.
  • X-Force (Kyle & Yost run)) #14. The team is in an alternate post-Apocalyptic future and surrounded. Insane Future Deadpool's response is more handgun dakka.
  • Superman: At Earth's End has a prime example in the form of the Expunger, a gun that consists, essentially, of multiple Vulcan cannons strapped together.
  • The Punisher:
    • Frank Castle has used an M60 medium machine gun numerous times, frequently firing hundreds of rounds out of it to slaughter his enemies.
    • During the 'Welcome Back, Frank' storyline, Frank stalks a hitman hired to kill him. He notes the man is a Gunslinger who outdrew three out of four state troopers, and dodged the bullet of the fourth. Frank guns him down with a submachine gun, and notes that dodging a bullet doesn't mean you can dodge thirty of them.
  • Sin City uses this a lot. When Marv is finally captured, the corrupt cops pour bullets into him from submachine guns. Another great example is the ending to The Big Fat Kill, when Dwight and the prostitutes turn an alley into a killbox, pumping hundreds of rounds into the antagonists trapped down there.
  • Cable frequently carries multiple large firearms, often with an excessive number of nonsensically placed magazines. He usually fires a lot of bullets out of them. Many of the future weapons he carried were just as ridiculous.
  • Freaking Hawkeye pulled this off in his first appearance in the Ultimate Universe. With a bow and arrows. Improbable Aiming Skills doesn't cover the amount of people he takes down.
  • The Amazing Fantasy volume 2 headliner Vegas featured Sixgun, a member of the mutant gang Vegas used to run with. He's got six different handguns on his person, and with the help of his powers, likes to use them all at once; the first time he shows this off to the reader, he obliterates a cactus.
  • As proof of how toughThe Juggernaut is, in the two-part story where Spider-Man fought him for the first time, a SWAT team set a roadblock for the villain on a city street, and when he refused to halt, opened fire with machine gun fire that the narration called 'enough to reduce a house to splinters'. But it didn't even slow him down.
  • Notably averted and subverted during the run of Preacher, where machine gun wielding mooks who graduated from the Stormtrooper School of Marksmanship either always miss or never inflict more than a flesh wound, and all the named characters use either pistols or rifles that fire one shot at a time are much more effective. And the ultimate weapons in all the cosmos are a simple pair of late 1800s Colt Revolvers... if you can call a pair of guns forged by the Devil himself from the melted down essence of the first Angel of Death's sword and designed to never miss, never run out of ammo, and always inflict a lethal wound simple. And just for added fun, those guns are in the hands of an Implacable Man who doesn't even flinch from a direct hit from a nuke.note Youtell him he's not packing enough dakka.
  • During Jean-Paul Valley's tenure as Batman, he had a shuriken launcher built into his metallic gauntlets. By the time he reaches his final armor upgrade, it's magazine-fed and its settings reach a point where it could probably cleave a man in half (it certainly did its targets)
  • Judge Dredd: This is basically the only way to take out the Dark Judges since being reanimated corpses they don't feel pain. Just keep shooting until there's nothing left and pray you have something to capture their spirits with. Judge Fire is even worse because he's (obviously) also immune to the Lawgiver's incendiary bullets.
  • Used gruesomely in Shell Shock, where the heavy machine guns are used to massacre POW's.
  • Jago tries this on Lind during the Ah! My Goddess fic 'Ah! Archfall!', using an Iowa Class battleship, which as it turned out was distraction for an orbital strike. All it does is piss her off.
  • The Dreadnought from Sonic X: Dark Chaos is built entirely around this trope. It seems unarmed at first glance, until it reveals its extremely powerful hidden arsenal. It's actually described as carrying 'enough guns to make an Ork blush.'. And during the final battle, the ship unleashes Super Duper Mega Ultra Extreme Wizard Mode - turning it into a flying mass of guns and missile launchers that promptly massacres an entire Demon battle group. While playing the 1812 Overture at full volume.
    • Eric the Hedgehog's character basically revolves around this trope, and his Super form takes it Up to Eleven - rather than giving him new powers or speed like Sonic, it allows him to conjure gigantic guns out of thin air via Clap Your Hands If You Believe.
  • Quite common in the The Terminators: Army of Legend series, but memorable during Commander Alex Vaughn and Commander Spyro's first encounter with the Maxian Elite Officers and the Maxian military commander, named General 'Necro' in the third volume. Due to their mutations, the Elites can heal injuries alarmingly quick, the only way to kill them is to almost literally fill them with lead. Lampshaded as Alex responds to this trope directly.
  • Iron Hearts: This is Trixie's favored tactic, usually accomplished by levitating thirty or so boltguns up at once and firing until they click empty.
    Twilight: Trixie?! How can you possibly aim thirty weapons at once?!
    Trixie: AIMING IS FOR THOSE WHO ONLY HAVE ONE GUN!!
  • In Cenotaph while considering how a Thinker might be a more dangerous opponent, Taylor decides the best answer is 'More bees.'
  • My Immortal: Ebony shoots at Snape and Lupin 'a gazillion times' for spying on her in her bathroom. She also has the aiming ability of an ork since all she manages to do is break the lens of their camera.
  • Light and Dark The Adventures of Dark Yagami: Where to start? How about the gun Dark uses to shoot 1,000,000 stormtroopers? You read that right, one million stormtroopers. He gets these kills in 100,000 rounds, fed from a magazine any Ork would envy, with such impeccable accuracy that he inflicts lethal wounds on ten men for every single bullet. That's not even the best part. He does all of this in the span of ten minutes. That's 10,000 rounds per minute on average. To put that in perspective, the GAU-17/A a.k.a. M134 minigun maxes out at six thousand rounds per minute. DAKKA.
  • The All Guardsmen Party are firm believers in solving problems by shooting them with extreme prejudice, and the more firepower they can bring to bear, the better. Heavy, Tink and Twitch are the usual suspects.
    Our 'experiments' had established that las fire and grenades didn't do much to the shield, but since we were guardsmen we felt sure that enough faith and firepower could solve anything. We set up positions around the shield and started continuously plinking las fire into it, because when you have a fusion reactor to recharge your cells from you might as well lay down some indiscriminate suppressive fire.
  • One scene of Batman: Year One shows Batman ducking into the shadows. Afterward, the police squad who happen to be chasing him simply open up with their assault rifles, and keep firing at the same spot for ten seconds. One wonders who trained these police.
  • Being a supervillain, Gru from Despicable Me understands the importance of dakka. Watch a beautiful demonstration here.
    • Some Orkeologists may argue that the weapon Gru is using is possessed more of Shooty than it is of Dakka.
  • The Korean animated movie Aachi and Ssipak cannot go a single fight scene without a ridiculous number of bullets flying in every direction, even if there are only two unarmed targets.
  • The Matrix likes this one.
    • There's the memorable scene in the original when Neo fires a minigun from a helicopter to kill three Agents, complete with gratuitous Slow Motion shots devoted to the shell casings falling from the gun.
    • In the sequels, there's the huge machine guns mounted on Zion's resident Mini-Mecha and ships with turrets mounting dual machine guns. The Merovingian's mooks also used this trope unsuccessfully in The Matrix Reloaded against Neo, who doesn't need to Dodge the Bullet anymore, so it makes no difference how many there are.
  • Rambo: John Rambo loves full-auto fire, starting after the first film. In the fourth film, he uses a .50 caliber machine gun to kill the driver of the truck it's mounted on. A thirteen-round burst at a range of two or three feet was certainly gratuitous.
  • The Predator series.
    • Predator. In an early scene, the commandos cut down a good portion of the surrounding jungle with automatic fire from assault rifles, the famous 'Old Painless' handheld minigun, rand grenade launchers.
    • Predator 2. When the Predator attacks the Jamaicans in the Colombian drug lord's apartment they unload a huge amount of firepower at him.
    • Predators. In a nod to the first film, Husky Russkie Nikolai uses a handheld minigun similar to Blain's 'Old Painless.' He successfully kills a number of Predator hounds by shooting them a lot.
  • Commando features multiple scenes with far more automatic fire than was absolutely necessary.
  • It's a staple of the Terminator films to have at least one scene worshipping this trope, but undoubtedly the best and most memorable is the T101's minigun rampage against the police at the Cyberdyne building in Terminator 2: Judgment Day. Surprisingly for this trope, it's literally Bloodless Carnage because John Connor ordered the T-101 not to kill anybody; the Terminator's HUD implies that nobody was even injured. ('Casualties: 0.0', suggesting that it might have assigned a decimal point for someone with a bullet wound who was not dead.)
  • Superman Returns features a scene in which Superman walks directly into the fire of a massive gatling gun, ending with the famous 'bullet to the eye' shot.
  • Hot Shots! Part Deux, parodies the need for dakka in Rambo, Commando, and other action movies from The '80s. There's a scene where Topper Harley (Charlie Sheen) kills people just by throwing bullets at them. Part of that scene even has a 'kill counter' that points out when the scene's kill count has surpassed that of other films, finally declaring the film to be 'The Bloodiest Movie Ever'. If that weren't enough, there's also Topper standing in the last little bit of the boat up to his waist in spent brass as he decimates the Iraqi navy.
  • The climactic battle of The Rundown is absolutely loaded with Dakka flying in all directions. It makes the movie.
  • The visit to Udre Belicoff's in the Hitman film culminates in the arms dealer failing to kill 47 with twin light machine guns.
  • The Gauntlet. This Clint Eastwood film had very decent Dakka for its time, including ballistic demolition of a house by way of massive firearm barrage and driving a DIY armored bus through a literal rain of bullets.
  • The Fifth Element had the villain showing off how his shiny new gun has homing dakka. He still isn't able to kill the heroine with it.
  • Dick Tracy has more tommy gun use than most PG-rated movies. (The gun use is cartoonish to make it resemble the comic strips, and true to Cartoon Physics, Flat Top even uses one to write a message on a wall with bullets in the opening scene.) In the novelization of the movie, when Tracy investigates, the other police are upset when he tells them to gather every spent shell as evidence, because they know it will take a very long time to do that. There are just so many.
  • Police Academy 6 had series Gun Nut Tackleberry do a similar thing. In response to his opponent's own Gunslinger skills making a smiley with a pistol and an SMG ('Cute.'), he writes 'Have A Nice Day' on the wall with his gun.
  • Turned hilariously Up to Eleven in Raising Arizona, in an extended shootout where everyone down to the grocery-store butcher is packing massive heat. And all because Nicolas Cage stole a bag of Huggies.
  • The federal agents in The Rocketeer are largely portrayed as incompetent bullies, but what they lack in ability, they make up for in enthusiasm. Much to the dismay of the heroes, who get caught up between the feds and the bad guy's Implacable Man.
  • The 'Death Blossom' attack of The Last Starfighter. Justified in this case, as it's a one-shot last-resort weapon meant to take out all enemies at close range.
  • Standard procedure in Aliens. Especially during the ambush scene, complete with machine guns and automatic firing while yelling incoherently. 'Short, controlled bursts,' indeed.
    • While Ripley's improvisation, taping a flame thrower to a pulse rifle, did not create a weapon wif more Dakka in the purest sense of the word, it was certainly consistent with the spirit of the thing and would have received an appreciative nod from any discerning Mekboy.
  • A scene in Maniac Cop 2 has the eponymous Ax-Crazy Officer Matt Cordell sneak into the police station, shoot everyone in the target range and afterward abandon his gun for a much, much bigger one before going upstairs into the offices and shooting everyone, crashing through several walls (both solid and glass) in the process.
  • In RoboCop (1987), ED-209, the title character's replacement/rival product, is a walking metal armory, made to simply obliterate all lawbreakers.
  • The Godfather: Sonny Corleone may have been a tough son-of-a-bitch, but it's hard to believe that they really needed to shoot him about three hundred times with five or so Tommy Guns from all directions in order to kill him. Then again, this was a rival gang doing the shooting, so (1) they want to make sure he's dead, and (2) There Is No Kill Like Overkill helps to send a message to their rivals: cross us at your peril. Unfortunately for said rivals, Michael basically responded, 'You want a war?! You got it!' and proceeded to take out the rival gangs without mercy.
  • The Mobile Infantry in Starship Troopers have Bottomless Magazines in their epic futuristic assault rifles, except where the plot demands. The troops in the original novel have even more dakka.
    • It should noted that, at the time of its release, Starship Troopers held the record for most ammunition used in a movie ever.
  • Star Trek (2009): The Enterprise has a more dakka than its original series counterpart, in the form of lots of fast-firing point defense turrets, which complement the multiple phaser banks and rapid-firing photon torpedo launchers nicely.
  • The Wild Bunch is a classic example with the climactic battle with the Bunch using a heavy machine gun, an example of the modern times they have no place in, to make one final stand for some semblance of honor like the old days.
  • The eponymous vehicle in The War Wagon is equipped with a Gatling Gun, to complement the rifles of the escorting cowboys, in a Wild West attempt at More Dakka.
  • Der Clown: Payday: The three main villains seem to carry their machine guns wherever they go, always with the finger on the trigger, and use them almost wherever they please since they've got Bottomless Magazines anyway. It's also hard to believe that a German Sondereinsatzkommando (SWAT) would fire their submachine guns at full auto.
  • In Ultraviolet, the heroine uses extradimensional space/folding technology to almost achieve enuff dakka.
  • Waterworld: The hellgunner on the Deacon's barge.
  • V for Vendetta. Creedy brings a squad of Fingermen with fifteen-round semiautomatic pistols along to hunt for V near the climax. The mooks even form a semicircular firing squad and open fire in unison, led by Creedy's heavy revolver, as they empty their pistols into V. An armored breastplate under V's cloak keeps him on his feet long enough to kill all of them (including Creedy), but enough rounds penetrate it to inflict fatal injuries.
  • Troma's War: At the time, the record holder for most bullets fired in a single movie.
  • One of the Graboids in Tremors makes the fatal decision to bust into the basement of the local gun nut. The firearms enthusiast, assisted by his wife, summarily proceeds to unleash his entire private arsenal on the thing. Starting with submachine guns and assault rifles, moving through other submachine guns and assault rifles, bolt-action rifles, dual-wielding pistols, and finally two shots from a massive elephant gun to deliver the coup-de-grace. If anyone might have enuff dakka, it's Burt Gummer
    Burt: Broke into the wrong goddamn rec room, didn't you you bastard!
  • The lack of this is a plot point in Tremors 2: Aftershocks. Thinking they were 'just' up against Graboids, Burt has a selection of large, high-powered rifles at his disposal, since the Graboids in the first film were Immune to Bullets while underground, since it's very difficult to shoot through dirt. When the Graboids turn into much smaller, faster, and more plentiful Shriekers, Burt laments the fact that he's carrying entirely the wrong kinds of weapons to deal with the creatures, and what he did have had been used up in his first encounter with them.
    Burt: I am completely out of ammo. I don't think that's ever happened to me before.
  • Tremors 3: Back to Perfection opens with Burt having become a semi-full-time Graboid Exterminator. When officials have allowed an infestation to advance to the Screamer stage, he brings along a new toy: a modified, multi-barreled, mechanized anti-aircraft gun. Baiting the things in with heat sources, the look on his face as dozens of them rise over the hill and he opens fire is like a kid on Christmas morning. Knowing Burt though, he's probably disappointed he couldn't get incendiary ammunition.
  • The Expendables is a Genre Throwback to over-the-top 80's action movies, and 90% of the All-Star Cast already have doctorates in Dakkanomics. For this movie, More Dakka isn't just required, it's expected.
  • Red loves this trope. A notable example is when a hit squad shows up at Frank's house in the wee small hours of the morning. A line of men marches toward the house with automatic weapons going full blast, the bullets tearing the house to bits. This goes on for quite some time.
  • Sherlock Holmes: A Game of Shadows: Not only is there more shooting than the first movie, there's a Gatling gun at some point. Watson also picks up an early LMG and uses it.
    • Watson also gets to express the Engineer's philosophy when Moran has him pinned down from a sniper perch. He got more gun.
  • The chief tactic of the British in Zulu.
    • Whatever happens, we have got/The Maxim gun and they have not.
  • Matt LeBlanc's Airstream trailer is machine-gunned into scrap in the 2000 Charlie's Angels movie.
  • In Iron Man 2, War Machine, just like his comic book counterpart, is essentially an Iron Man suit fitted with every gun they can strap to it.
    Hammer: Which one?
  • Dredd 3D. Ma-Ma unloads on Dredd and Anderson with threemassive gatling guns. The results are kind of mind-blowing. She turns the entire floor they're on into rubble, civilians included, and is still savvy enough not to write the Judges off unless her people find their bodies... or what's left of them.
  • Robot has the Brainwashed and CrazyRidiculously Human Robot Chitti, who survives some 50 soldiers shooting at him, before grabbing their guns with Selective Magnetism and shooting back with them. As in, 50 automatic rifles at once. And that's HARDLYthe biggest thingabout this movie.
    'Happy Diwali, folks!'
  • Jason Goes to Hell: The Final Friday opens with the FBI setting a trap for Jason, and unloading on him with a small army. As noted in the page intro, this is enough overkill to put down even someone who's Immune to Bullets... but only for a while.
  • Ordell Robbie of Jackie Brown is apparently a fan:
    Robbie: AK-47: The very best there is. When you absolutely, positively got to kill every motherfucker in the room, accept no substitutes.
  • The Underworld (2003) films are fond of this. The prequel, Rise of the Lycans, is excepted for obvious reasons.
  • In Star Trek Into Darkness, Harrison doesn't skimp on bullets when he wants to kill something.
  • Played straight in Bonnie and Clyde. During the end scene (and in the real-life event), the local police fill both of them up with enough lead to start a type foundry. It's quite literally 45 straight seconds of non-stop fire from six Thompson .45 ACP sub-machine guns.
  • This was basically Omura's Final Solution to the Samurai problem in The Last Samurai: a row of gatling guns to mow them all down.
  • Elysium: Besides some glorious shots of an AKM slow-motion exploding a robot, the two varieties of Elysian assault rifle fire at a minigun-like buzz, along with one of the gang members' chainsaw-gripped machine gun and a door-mounted gauss heavy machine gun.
  • Everyone knows that in a fight between a Jedi and someone with a blaster, the Jedi is going to win; simply put, the Force allows them to react faster than the person can shoot, even on full-auto, and deflect their blaster shots. So how exactly could Order 66 be carried out by a bunch of blaster-wielding Clone Troopers? Because there's a lot of blaster wielding Clone Troopers, and use of this trope overwhelms even a Jedi's ability to react, especially when caught from behind. Averted in pretty much every other use in the film series, ever.
  • Pretty much deconstructed by the final shootout in Scarface (1983): Sosa sends several dozen men to kill Tony in revenge for what he did in Paris. They enter his mansion and pump him full of lead with their guns on full auto (this film is also a great example for Bottomless Magazines). Tony himself is so coked up that it seems the probably thousands of bullets can't do him any harm while he mows down the bad guys on full auto himself, having to reload twice, but after completely unrealistic numbers of rounds. What eventually kills him is both barrels of a double-barrel shotgun emptied into his back at point blank range.
  • Parodied in the Rambo spoof segment in UHF:
    • George (as Rambo) is being shot at by a bad guy with a submachine gun. At 'hold down the trigger' full auto. With unlimited ammo. From a distance of maybe four feet. Not that he lands one single hit. George eventually blows him up with an explosive arrow.
    • After retrieving the machine gun, George seems to find it to his liking to blow up stuff, squeezing the trigger in one go. The gun is actually not even loaded.
  • In The Hunger Games: Mockingjay Part 2, one of the traps in the Capitol is a pair of machine guns that fire about 500 rounds when they are triggered. Star Squad 451 is even slightly amused by this trap when it completely destroys a gate with only normal bullets.
  • In Death Wish 3, there's a memorable scene where Paul Kersey uses a M1919 Browning machinegun to mow down Fraker's gang.
  • The Shadowrun story anthology Into The Shadows has a number of examples of this trope. The best is probably in 'It's All Done With Mirrors', when a junkyard is attacked with 'more ordnance.. ..than was used in all fifty-seven James Bond movies combined.'
  • Reason in Snow Crash, a 3mm Gatling Railgun powered by a thermonuclear reactor with a rate of fire sufficient to reduce boatloads of pirates to a fine red mist before they can blink and rip giant, gaping, molten holes through aircraft carriers.
  • While the Vickers in Cryptonomicon doesn't have a fantastic rate of fire, it more than makes up for it in its ability to continuously fire a nonstop stream of bullets capable of tearing apart a detachment of German soldiers and mowing the grass just for the hell of it.
  • In The Dark Tower novel The Drawing of the Three, when Balazar, a major drug lord in New York, and his cronies take on Roland (the Gunslinger) and Eddie, this trope is in effect.
  • The weaponry of the Armored Combat Suits in John Ringo's Legacy of the Aldenata series. Rapid-fire grav-railguns that have a muzzle velocity just short of the speed of light. If the round doesn't hit something, it will continue on for a long, long time. There's also the Grim Reaper suits, which apply that principle to mortar grenades and shotguns. And the Posleen, who are a race built around More Dakka.
  • The War Against the Chtorr. The AM-280 rifle with EV-helmet and Laser Sight, firing hyper-velocity 18-grain needles at up to 3000 rounds per minute. Necessary as the unusual biology of the Chtorran worms makes them effectively Immune to Bullets; even though the protagonist empties a couple of magazines into a rampaging Chtorran he still doesn't kill it.
  • The Honor Harrington books feature tribarrels, the largest of the major types of hand weapons. They seem to be essentially high-tech miniguns. Plus, military doctrine when it comes down to actually firing boils down to 'put as many missiles into space as is humanly possible.'
  • Biggles once put in something called a zone call on a patch of woodland where a German attack force was hiding out. The result was every single weapon within ten miles firing on that one little wood. (Note: This was an actual American tactical innovation, called 'all guns in range,' in WWII. The Germans thought it was both crazy and extremely unfair.)
  • In Matthew Reilly's book Scarecrow, the bounty hunting group IG-88 use electrically powered guns that supposedly fire at 10000rpm. That is 167 rounds every second, at least five times more than the average assault rifle's magazine capacity. His third novel featured the (real) G11, referred to throughout as a 'supermachine gun'. The above example, from a later book, is referred to as a 'hypermachine gun'.
  • 1632 series:
    • The M60 machine gun that Frank Jackson 'appropriated' when leaving Vietnam made quite an impression on the armies fighting the Americans and Swedes.
    • The 'lots of non-automatic guns firing' variant is employed by a Danish navy captain in bringing down Hans Richter's aircraft in 1633.
    • This trope is the reason that the 'flying artillery' and mitrailleuse (both based on Real Life weapons) are employed by the army and navy, respectively, in an application of rapid fire within the tech base of the time.
  • Robert Rankin's Armageddon II: The B-Movie made a Running Gag out of every armed person turning up with 'a rotary machine gun, like the one Blain had in Predator.' He also added a minigun to Hollow Chocolate Bunnies of the Apocalypse for no adequately explained reason.
  • Sharpe: Sergeant Patrick Harper's signature weapon is a naval volley gun, a gun with seven barrels firing pistol bullets simultaneously that was originally designed for use in naval battles to clear enemies out of ships' rigging, but the weapon's kick was too strong for most men to handle. Good thing Harper's a Gentle Giant. Naturally, Sharpe gets to use the thing a few times himself.
  • Being unabashedly in the action story genre, most of John Ringo's Paladin of Shadows series makes heavy use of this trope, including a paean to Rule of Cool with several characters running and gunning with M60E machine guns, in Unto the Breach.
  • In Space Marine Battles, There Is No Kill Like Overkill, so seeing the Space Marines fire a wall of lead thick enough to walk on it at their enemies is something of a common sight.
  • Subverted in Max Brooks' The Zombie Survival Guide. In the chapter on Weapons and Combat Techniques, Brooks reminds the reader that 'you are going for a head shot: one bullet, precisely placed. As the machine gun is designed for saturation fire, it may take hundreds, even thousands of rounds for one, randomly lethal shot.'
    • Carried over in World War Z where one of the many blunders made during the Battle of Yonkers was using automatic weapons in place of precision shooting.
  • In John Ringo and David Weber's Prince Roger series, Rastar Komas Ta'Norton is a native of the planet Marduk. He has four arms, and consequently, four hands, each of which can hold and fire a pistol. At the same time. He does this while riding, well, a dinosaur. He can also do this with swords.
  • In the Mack Maloney series Wingman, the main character retrofits his plane, the world's last F-16, to carry 6 M61-A1 Vulcans.
    • Also featured are a pair of C-5 Galaxy cargo planes (some of the largest planes period), Nozo and Bozo. The former carries 21 GAU-8 Avenger 30mm Gatling guns, while the latter has a mixed array of artillery, grenade launchers, rocket launchers, Gatling guns, and anti-aircraft guns.
  • Thanks to his massive size, 'Try Again' Bragg of Dan Abnett's Gaunt's Ghosts series of Warhammer 40,000 novels can carry around immense chainguns and the like, which is just as well due to the poor aim that earned him his nickname.
  • In one episode of the Bandy Papers novels, then-disgraced WWI fighter pilot Bart Bandy joined a Canadian Bicycle Infantry Company on the Western Front during the last German offensive, which broke through the trenches and deeper into France. Every man of the company carried a Lewis Gun, a light air-cooled machine gun, allowing the unit to stop an attacking German infantry battalion in its tracks with massed firepower.
  • After the monkeys and birds manage to outwit The Twits several times, Mr. and Mrs. Twit decide to go purchase guns and shoot them all, especially 'the kind that spray a hundred bullets a second!'
  • In The Powder Mage Trilogy the powder mages' magic gives them incredible control over gunpowder and firearms. They mostly use it for Improbable Aiming Skills as their powers let them turn a musket ball into a miniature guided missile with an incredible range. However, a master like Tamas can simply toss a sack full of musket balls into the air and give each individual ball the same momentum as if was being fired from a gun. Depending on how he times it, it will have the effect of a giant shotgun firing dozens of large pellets at once or the effect of a machine gun firing them in quick succession. So you get the effect of a modern machine gun using just blackpowder and lead balls but with no actual firearm present.
  • Harry Harrison's rebels in his Homeworld trilogy equip their ships with hypervelocity railcannon firing kilogram balls of aluminum (because beam weapons are useless at long range) so rapidly that the stream of cannonballs looks like a solid bar.
  • In the Gatling novels, Gatling carries a Light Maxim Gun that has been modified to allow him to fire it from the hip. Pretty much anyone who uses a fully automatic weapon in The Wild West qualifies using More Dakka.
  • This trope is omnipresent in Andromeda. Most ships are armed with relatively low-yield weapons (for sci-fi space warfare) with incredibly high rates of fire. This often crosses over with a Macross Missile Massacre, as kinetic missiles are also fired in huge volleys. For the ultimate example, see the Siege Perilous-class Deep Stand-off Attack Ship II (180 missile launchers, 24 point-defense laser turrets, 4 AP cannons). Its goal is to kill fleets with more dakka. In ground combat, most also tend to prefer more dakka guns with the added bonus that most such weapons fire guided drones.
  • Angel has Wesley, armed with two guns, shooting at the seemingly invincibleBeast repeatedly with no effect. When he runs out of ammo, he takes out another bigger gun and continues to shoot while walking closer to said enemy. It doesn't work.
    • Wesley also shows himself to be a proficient A- and D-type even in the early days of Angel, pinning a loan-shark's gun-holding hand to the wall with a crossbow bolt before he can loose a shot and turning the dropped gun on his hired hands before they've drawn in 'The Ring' and puncturing a fast-moving canister of liquid nitrogen with a handgun in 'Expecting'.
  • The A-Team has so much dakka that its name is written with it in the title sequence. Also, B.A. is sometimes seen wielding a machine gun as a handgun.
  • In Auction Kings, Paul has sold a couple cannons, along with the usual antique guns.
  • Many races in Babylon 5 can do this, but Earth Alliance and the Centauri Republic are the best at it: Earth Alliance weapons can fire with average speed and sufficient accuracy to shoot down enemy fire, while Centauri weapons fire so fast that a single Centauri warship could casually overwhelm the interceptors (the guns with that extreme accuracy) of the titular station while firing on a Narn warship and a squadron of Starfuries.
  • The defense mechanism of the eponymous ship in the new Battlestar Galactica is to simply open fire in flak mode with all of its many hundreds of point-defence guns and main batteries in all directions simultaneously, creating a 360-degree blizzard of fire around the ship which is quite effective at obliterating anything that comes near it. Another battlestar, the Pegasus, has even more dakka, armed with frontal batteries capable of putting enormous holes in Cylon basestars.
    • The Galactica is on the receiving end in the final battle, when they jump right next to the Cylon colony-world and immediately find themselves being hammered from three sides by quad-barreled rapid-firing cannons.
  • Buffy the Vampire Slayer: Simone constantly wants bigger and better weapons.
  • Deconstructed on a season 3 episode of Burn Notice where a guy attacks Michael and Sam with a MAC-10, a submachine gun that is the Real Life embodiment (Michael's voice-over rightfully calls it one of the most inaccurate guns on the planet). They dive behind cover and wait for the guy's full-auto Dakka to burn through the clip in about five seconds, then capture him when he tries to reload.
    • Used by the CIA response team in season 7 ep. 2, whose hostage rescue plan consists of unloading a half-dozen machine guns at the building where the bad guy is holed up with his hostage.
  • One episode of CSI: Miami revolved around the bad guys stealing a gun that shot so many rounds at once so quickly that it was called the 'Vaporizer Gun'. It's shown in action in the opening stinger. It's a thinly-disguised version of the Metal Storm system.
    • But manages to leave remarkably little evidence in the form of spent bullets for the investigators.
  • On the Deadliest Warrior episode 'Mafia vs. Yakuza', the Tommy gun completely obliterates a dummy restaurant with at least five slugs in each of the five dummies—and then they replay it in slow motion. More Dakka indeed.
  • Doctor Who:
    • 'The Family of Blood': A Vickers machine gun is used against the Family's army of scarecrows during their attack on the school.
    • In a non-weapon example in 'The Woman Who Fell to Earth', while building her new sonic screwdriver, the Doctor prepares to melt several spoons to make the casing, and is disappointed with the handheld blowtorch available. Smash Cut to her gleefully wielding a much larger, double-nozzle torch to melt them.
  • Get Smart: Maxwell Smart had a 3-in-1-gun which shot to three directions at once. OK, definitely not enuff Dakka, but it was effective in that episode.

Sniper Elite 3 Crack Reloaded 9mm Ammo

  • If there is one show on TV that takes the concept of more dakka and runs with it, it has to be MythBusters. ANY episode involving firearms, explosives, incineration, or destruction in any form (and a few that don't) will be cranked up to as big and loud and damaging as possible (and possibly continue to be cranked up).
    • An M134 minigun has been used twice on the show: once by Jamie to test the myth behind the phrase 'easy as shooting fish in a barrel' (Adam: 'Was that easy?' Jamie: 'Yeah, pretty easy.'), and once by Kari to test if it's possible to saw a tree in half with automatic fire (it is).
  • The NUMB3RS episode 'Arm in Arms' involved a stolen shipment of guns with a frighteningly high firing rate and muzzle velocity — from which Otto calculated that the guns would overheat and explode if they were used for more than short bursts.
  • Sons of Guns lives off this trope. They once linked three M-16s together to fire simultaneously.
    • They also built a rig to mount and fire four MG-42s at once. The client who asked for this originally wanted it to use .50 caliber Browning M2s, but changed his mind when it was calculated that a minute's ammo alone would cost thousands of dollars.
  • Stargate-verse:
    • In Stargate SG-1, this is one of the key advantages of human projectile weapons over Goa'uld energy weapons. At least until Anubis equipped his Kull Warriors with rapid-fire staff weapons. Then the humans switched to slower firing weapons that worked on the otherwise invincible warriors.
    • The humans also use this trope when they construct their own starships. Rather than arm them with energy weapons (that comes later since they don't know how at first), they have automatic railguns. These are used to great effect on Stargate Atlantis during the Wraith attack at the end of Season One.
  • In Star Trek: The Next Generation episode 'The Best of Both Worlds', we see that the Enterprise-D can, indeed, boast impressive dakka. If only someone besides Worf pulled the trigger.
  • Star Trek: Deep Space Nine: The episode 'The Way of the Warrior' had Deep Space Nine show off the preparations Starfleet had made for the Dominion: dozens of torpedo launchers and phaser banks pop out and engage a Klingon battle fleet, pounding them with a combination of Beam Spam and Macross Missile Massacre.
  • Super Sentai and Power Rangers have made it a regular feature for the Megazord, the Rangers' most often used giant robot, to gain More Dakka via combining with newer robots.
  • In the Winter Olympics Special on Top Gear, Jeremy Clarkson substituted an MP5 for the usual rifle in the biathlon. Notably, he shows why this is a bad idea in reality. Against James May, who uses the standard sporting rifle, he does terribly. If you want a reference, at one point Jeremy manages to knock down a tree with his gunfire.
  • In the Underbelly: A Tale of Two Cities episode 'Business as Usual', Ray Chuck Bennett plans to kill the Kane brothers. He does it by purchasing three machine guns and pumping a full magazine of dakka from each into Les Kane. This was too much for even veteran mobster Bob Trimbolie.
  • In Terminator 3: Rise of the Machines, weapons are collected by repeatedly shooting the center ramp, which provide various bonuses and increases the Assault award. Furthermore, the player must collect multiple RPGs to reach the Wizard Mode.
  • This trope is the main premise of the aptly-named Firepower
  • Done in Mr. Game'sMac Attack — the backbox and playfield art is covered in large-bore cannons, while the player's Attack Base has eight gun barrels visible, and that's before counting the two pinball-launching cannons on the cabinet.
  • Operation: Thunder is all about waging a nonstop aerial assault against the enemy, unleashing a barrage of missiles and blowing up large chunks of mountainous terrain.
  • Used frequently Destroy the Godmodder by the technology-based players. Thanks to the Alchemy system in DTG2, ridiculously over-the-top guns can became signature weapons.
    • Pionoplayer's Ultimatum is the 'king' of all More Dakka weapons.
  • The Trope Namer (and greatest example in all of fiction) of this trope is Warhammer 40,000's Orks, who like their guns to be big and loud and don't really care much about accuracy. This gives them a tremendous enthusiasm for dakka. The phrase 'more dakka' itself is from a weapon upgrade in an old version of Codex Orks, 'Kustom Job: More Dakka'. 'Enuff dakka', like 'enuff choppa', is the preserve of the Ork gods, but something every Mekboy aspires to one day create.
    • The Ork Stompa is one of the most impressive bits of gun-encrusted Greenskin overengineering. It's a vaguely humanoid heap of scrap metal, armed with four 'big shoota' machine guns (one of them twin-linked for extra karnage), three grot-guided missiles (and the option for two more), a flamethrower, a deff kannon (which produces a blast the size of a dinner plate that will reduce nearly everything it hits to chunky salsa), one of the largest chainsaws in the game, and the 'supa-gatler', a gatling gun so nice that it fires between two and twelve shots, three times a turn, up until a double is rolled and it runs out of ammo.
    • The Hurricane Bolter lives this trope. It's literally six 'assault rifles' glued together. We put 'assault rifles' in quotes because they fire 30mm rockets instead of bullets. Some variants of Space Marine Land Raiders have two Hurricane Bolters, plus a double-mount 40mm Gatling cannon (imagine two turbo-charged GAU-8s glued together), PLUS either another double barreled 30mm 'assault rifle' OR an anti-armor heat ray straight out of The War of the Worlds. Then fill it with about 20,000 rounds of ammunition.
      • Then stuff eight seven-foot tall, genetically enhanced, nigh-invulnerable killing machines encased in about ten tons of Powered Armor (plus teleporters) in the back, and equip them with similar weapons. Then add a fantastically advanced AI that can operate the tank better than its crew, and cover it in claymore mines to kill anyone able to get close. Finally, pour on a complete lack of anything even remotely resembling subtlety. Then you have a Crusader-pattern Land Raider.
      • Said super soldiers are also equipped with wrist-mounted, automatic 40mm grenade launchers. And one person in the squad can carry a GAU-8 as a heavy weapon, while another can have an automatic rocket launcher. Back those up with Dreadnoughts, fallen space marines on life support and entombed in armored sarcophagi with mounted autocannons and rocket launchers... really, we could go on all day.
      • Space Marines also have the Stalker anti-air support vehicle. Armed with an Icarus Stormcannon Array and controlled by a Servitor, the Stalker can fill the air with lead and can fire at two targets at the same time, allowing the Space Marines the arrogance of trying to fly!
    • Unfortunately, even with all that, you're still a long way from having enuff dakka.
    • Back to the Orks, if you tried to build a shooting-based army with them, expect to take A LOT of cheap, rapid fire guns. This is because of their low ballistic skill; literally by statistics 2/3rds of the dice you throw out will fail. Similarly, the Imperial Guard also require you to do this, not because of poor accuracy but because their guns are literally the worst in the setting, but dirt cheap. It's not uncommon to see someone throw over 100 dice every shooting phase, especially if you get within rapid fire range...
      • First rank, FIRE! Second rank, FIRE!
    • Speaking of Imperial Guard, the Leman Russ Punisher Tank Has a main gun capable of putting out 20 (!!) shots a turn, has a 3 shot gun in the hull, can take 2 more sponson mounted 3 shot guns, and a pintle mounted 3-shot gun, all totaling out to a whopping 32 shots per turn, which is about 50% more than your average SQUAD of assault rifle-wielding badasses. And, being and imperial guard tank, you can take a three-vehicle squadron of them, totaling out to one unit putting out a whopping 96 shots per turn, which is more than some entire armies do.
      • You can take three SQUADRONS of Punishers in an army, totalling nine. Eighteen if you are playing a large enough game, and given that each vehicle costs over 150 points fully armed, you are.
      • Even funnier: The Vulture mounts two of the same gun, on an airplane, and can be taken in squadrons of three at almost the same price.
    • The Emperor's Fist Tank Company allows you to field up to 12 Leman Russes (four squadrons of 3) in a single army and little else. Yes this allows you to take the Punishers as well. That's a total of 384 shots per turn with the above loadout. On top of this, the formation gives increased accuracy to the Leman Russes, so far more of those shots will hit. You can add to it by upgrading it to a full Cadian Detachment by adding another squad of Leman Russes commanded by a Commander, upping the shot count to 480.
    • Every single army during the 6th edition found itself in a precarious position with the introduction of Flyers, which were hard to hit due to the rule that all non-Skyfire shots fired at them would be snapshots (only hitting on a roll of a 6 on a 6 sided dice). As Skyfire itself is new, no models at the time had it. The only army that wasn't fazed by this was the Imperial Guard and the Orks, who had means of putting enough firepower into the air that they simply did not care about how impossible the odds were; they were only slightly worse than the conditions they're already used to!
    • Meet the Baneblade, one of the biggest, baddest tanks the Imperium can offer, which mounts 11 barrels of death.note
      • The Imperial Fists variant Stormhammer takes this up to eleven, with 24 barrels of deathnote And it was designed to deal with large mobs of Orks.
    • The Eldar also get in on this. Their primary weapon is called a Shuriken Catapult, and with good reason. It fires thousands monomolecular shurikens from an electromagnetic launcher in about 3 seconds.
    • The Tau, look at the other races of the 40k'verse, shake their heads with a sense of disappointment and sadness over their foe's refusal to join them, then begins the shooting phase with at least 8+ marker lights (laser designators, which Imperium of Man have taken to calling Valkyrie's Marks). This simply is the precursor to the oncoming storm that begins with squads firing twin barrel plasma projecting 'Pulse Rifles' and Ion based weaponry, before it ramps up with a enormous barrage of guided missiles that would have any Macross fan nodding with approval. It concludes then with Railguns that can punch clean through a Leman Russ tanks, and turns the unfortunate crew inside into unrecognizable pink paste.
    • Unfortunately for all of the above, the Dark Angels chapter of the Emperor's Finest have you all simply mewling by the wayside when it comes to sheer volume of fire. A five man command squad, accompanied by one of the Chapter's glorious Librarians, can not only carry the Banner of Devastation, a banner so glorious and zeal-inspiring that it encourages our men to fire their Boltguns (The aforementioned 30mm automatic grenade launchers) twice as fast as anyone else, but the Librarian can allow a specified unit to do so and re-roll misses. So with a 10 man squad next to the Command Squad, that amounts to 60 shots from 15 men. Given the minimum requirement for an army is 2 sets of 'troops', that would be another 10 man squad, for a total of 100 shots, with likely 40 of those re-rolling if missed. Park one of our Land Raider Crusaders next to them and it fires 24 shots from it's Hurricane Bolters and a further 4 shots from the cannon on top. The Lion would be proud.
    • And it only goes up from there with. Apocalypse gives us Super Heavy Warmachines that take the Up to Eleven setting, and squares it! The above weaponry? Weak and laughable! A Missile that removes a huge portion of anything on the battlefield from reality? Now we're talking! An attack from planetary bombardment weaponry from an orbiting ship above makes the old infamous and popular Imperial Guard squadron of 3 Basilisk long range Self-Propelled Guns look tame.
    • For the record, according to some writers of 40k Lore long ago, an Ork Spacehulk (small planetoid with bits of enormous wrecked spaceships, weaponry and propulsion systems fused to it) has roughly 0.1% of 'Enuff Dakka. And in case you're wondering, if that means if you were in theory to collect enough of these things, or equivalent of them in fire power to equal 100%, if that means one can achieve the mythical status of having 'Enuff Da—I's told ya already! Dere is neva 'enuff dakka you zoggin grot! Now stop movin' so I canz prepare ya for me Squiggoth's suppa!
      • For the record, the entire point of the '0.1% of 'Enuff Dakka' line is to show off that yes, Warhammer's writers DO have a sense of scale! Sizing up the Ork Spacehulknote to the estimated 100% of 'Enuff Dakka, you would wind up with a Terra-sized planet made entirely of guns. This is 'enuff' to arm the entirety of the Ork species to a comfortable level (though each Ork would naturally be demanding more, as an Ork is wont to do).
    • While not quite up to the levels above, the aptly named Dakkafex is a Carnifex (normally a tank-busting dino-beetle) armed with 2 sets of Twin-Linked Devourers (with extra brainleech worms!). This allows it to put out 12 twin linked shots a turn or, in laymen's terms, fire 24 little maggots in the same time an assault rifle fires 2 rounds. Much like the Imperial Guard leman russ, you can take them in broods of 3 now, giving you plenty of squishy squirmy worm dakka (that is surprisingly good at taking down aircrafts)!
    • The dakka-flyrant. This has roughly the same loadout, with an added EMP bug flamethrower, and the ability to charge other aircraft and tanks, makes this one of the best, if not the best, flying monstrous creature in the game.
    • Chaos, not being left out of the fun, comes in with the Forgefiend Daemonengine. Mounting not one, but TWO Hades Autocannons, this freak of un-nature can fire 8 autocannon shots per turn. That's 8 heavy caliber armor piercing shots in the same time as the aforementioned assault rifle fires 2 shots. If that's not enough to utterly flatten whatever it's looking at, you can opt to trade it's cannons and it's face for Ecto-plasmic cannons, which are essentially three overcharged plasma cannons firing in tandem. And all of this is mounted on what is essentially a robo-demon-dinosaur. The only thing that makes it tame compared to others is that you can't take it in squadrons, severely limiting how many you can deploy... unless you go with the Khorne Daemonkin and basically gain the ability to field up to 8 of these beauties.
    • Taken to its logical, comical degree in 8th edition with the initial Conscript rules; at 3 points a pop a single conscript is nothing to write home about. But this edition means that any weapon can harm anything, just that you are rolling on 6's. But conscripts now can receive orders just like normal guardsmen, and their one weakness (their pisspoor Leadership) can be completely negated by a nearby Commissar. Cue people using conscripts to literally drown anything and everything in a flurry of disco-light-shows. On top of that, it's calculated that an equal points amount of Conscripts, Platoon Commanders and Commissars can not only withstand the power of a Warlord Titan (the biggest warmachine in the setting), but also kill it in roughly 3 turns with only half casualties.
  • While fantasy Warhammer never will quite reach the level of its offspring IN SPACE, the Empire and Dwarf armies feature 'Helblaster Volley Guns' and 'Organ Guns' respectively, medieval gatling guns apparently inspired by some of da Vinci's sketches capable of decimating the most heavily armoured units. The Skaven, however, skip straight to an all but modern version, referred to as the Ratling Gun. It has an unfortunate habit of blowing up, however. When most armies' artillery misfires, a bad roll will result in loss of the artillery piece and its crew. When Skaven artillery misfires, it tends to result in the loss of the gun, it's crew, and everything in a fifty meter radius.
  • The hat of Cygnar in WARMACHINE. Most factions tend to put large one-shot weapons or grenade launchers on their warjacks and field artillery platforms; Cygnar will field warjacks with a minigunin each hand and machine gun emplacements that rely on volume over power.
  • Among all the automatic weaponry in BattleTech, there's the Ultra Autocannon which can be set to fire two bursts instead of one, the Federated Suns' Rotary Autocannon which can fire up to six, and the LB-X Autocannon which is a rapid-fire shotgun scaled up for a mech. The Clan Hyper-Assault Gauss is More Dakka applied to gauss weaponry. And in the BattleTech RPG, the Clans also have manportable Gauss submachine guns. P90 railguns. Proven Alien-Killing Design + Railgun Power = MORE DAKKA.
    • The physical embodiment of dakka in the setting is probably the BaneAKA the Kraken, a bulbous, 100-ton monstrosity with ten 20mm ultra autocannons to its name (and four backup machine guns, just in case). If it really has to, it can spit out 24 shells per turn. Unlike most of the dakka examples here, it's unlikely to kill anything quickly with all those small caliber rounds, but very few opponents are likely to want to stick around for a second go, and it has the ammo, heat sinks, and armor to do it all day if it wants.
  • Shadowrun has the Vindicator minigun, loved by street samurai for the insane amount of Dakka. Usually vehicle mounted, but particularly strong trolls can use them on foot. The game is full of automatic weapons and fun ways to kill people with them. More recent editions have raised the ante by adding super-machine guns to the list of available guns, which are exactly what they sound in terms of downrange dakka dispatching.
  • Feng Shui understands the need for dakka. The Autofire rules give you increased damage at the cost of an AV penalty for every three three-round bursts you throw out, and the biggest automatic weapons give you a reduced Outcome needed to put down mooks, with the biggest of the bunch being the Buro Hellharrower from the corebook and the cyber-mounted Minigun from 'Gorilla Warfare,' the Jammer sourcebook. Plus there are many Gun Schticks that address those in need of More Dakka, among them Both Guns Blazing and Carnival of Carnage from the main book, 10,000 Bullets and Bullet Storm from 'Golden Comeback,' and Who Wants Some from 'Gorilla Warfare.'
  • GURPS: Ultratech has the Grav Heavy Needler, a rifle sized weapon that fires 100 explosive armor piercing rounds per second with superscience stabilizers that give it extreme accuracy and zero recoil. Its average damage causes instant death for a normal human hit by a single round from up to a mile and a half away. A group of soldiers carrying these have almost begun the approach towards beginning to have enuff dakka.
  • DP 9's Gundam-inspired setting Jovian Chronicles has multiple examples of this. Notable examples in the personal scale are the Gauss Shotgun, which fires a rapid burst to get the multi shot effect, and a squad automatic weapon that is more than capable of cutting down an armored man with single shot, has among the highest rates of fire for a man portable weapon in game, carries hundreds of rounds of ammo, and tosses in an underslung grenade launcher for kicks. In the vehicle scale, rapid fire mass drivers are a common weapon. Even the mecha mounted sniper rifles are capable of sending out a hail of projectiles.
  • Classic Traveller. Book 4 Mercenary introduced the VRF (Very Rapid Fire) Gauss Gun, an artillery weapon that fired at a rate of 4,000 rounds per minute. The ammunition bay held 30,000 rounds.
  • New Horizon does allow for this kind of weapon... but it's prohibitively expensive.
  • Duel Masters: Almost every creature in the Fire Civilization.
  • While Exalted does not usually indulge in this, Shards of the Exalted Dream introduced the warstorm shellcaster, which is basically a machine gun the size of a man that is powered by the rage of its inner spirit. The first rule when dealing with a Solar brandishing a warstorm shellcaster? Be somewhere else. When he pulls out Steel Sunbeam Radiance, you should probably be in another city. Preferably in another country. On a different continent.
  • There are of course options for achieving a similar effect in Dungeons & Dragons. Specifically for D&D 3.5 the 'mild' version which works on ranged attacks has you placing anywhere between 12 and 24(depending on your interpretation of time-flow) separate attacks within a 6 second timespan (one round) with a bow - by hand. The more extreme version falls within the bounds of the Spam Attack trope and features melee weapons and a positive feedback loop that essentially provides you with an infinite number of attacks within the span of a single round.
  • This is often a useful investment in Infinity. Since you can fire up to your Burst value with each attack Order, high rates of fire mean more efficient use of Orders to attack, making troops with Spitfires and heavy machine guns very scary.
  • Sentinels of the Multiverse has Bunker who pilots a suit of Powered Armor that can pump out enough daka to match an entire battalion.
    BUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDABUDDA
Toys
  • Zoids has Gunbluster and Brastle Tiger. At first glance, Brastle Tiger looks underarmed with only one gun on its chest visible. Upon opening up its armor, every damn part of it is a thermic laser that also is designed to melt its targets. On the other hand, Gunbluster is just mobile gun battery with twenty different types of guns.
  • The line of Transformers for Dark of the Moon seems to encourage this with Mech Tech Weapons. The gimmick of the line is transformable guns, becoming bigger guns or melee weapons. Each figure has 5mm ports on their bodies and vehicle modes for the arming of additional weapons. Voyager Class figures take it a step further, with their guns having 5mm ports in addition to having ports on their bodies. One could have a gun covered in more guns wielded by a robot covered in even more guns.
    • And if that wasn't enough, some of the toys from that line also feature 3 mm bars for the older C-jointed weapons to clip onto, which adds yet another layer of weaponing to the already ridiculously overarmed figure.
  • While the rest of the Toa Mahri in BIONICLE carry swords, shields, spears or battle talons in addition to their humongous Cordak Gatling guns, Kongu's set comes with two Cordak launchers instead. His in-story reasoning is that in a war, two guns are simply more useful than fancy close-combat weapons.
  • Less realistic vehicles from the G.I. Joe line are festooned with guns. The Rolling Thunder, for example, has two heavy missiles each with six cluster bombs, a turret-mounted cannon with several missiles attached, a chin-mounted laser cannon, twin .50s over the cockpit, and four twin laser cannons to the sides. It also carries two detachable vehicles - a rack of six more missiles and a mini-tank with twin machine guns.
  • The Johnny Seven O.M.A. (One Man Army), a toy from the 1960s, was seven toy weapons in one, including an assault rifle, pistol, grenade launcher, etc.
  • The Hasbro Nerf Brand seem to be obsessed with getting plastic toy dart guns to throw as many foam darts as possible in the shortest time.
    • The current higest rate of fire from Nerf as of 2018 is the Hyperfire, which fires fully automatically at 5 rounds per second, or 300 rounds per minute!
  • RWBY: The weapons of both robots, such as the Atlesian Knights (who fire a hail of bullets from their fingertips) and people, are capable of overkill where firing ammo is concerned. Huntsmen often have weapons that look traditional or old-fashioned, such as axes, maces, hammers, javelins, blades, etc. However, most of them are made out of modern technology and will transform into various types of firearms. Examples include Ruby's scythe which is also a high-impact sniper rifle or Nora's war-hammer, which is also a grenade launcher. The fashionable Cocoa's handbag transforms into a rotary cannon, and Dr. Oobleck's thermos flash transforms into a flame-thrower. The exceptions seem to be Jaune and the Malachite sisters. Jaune's weapon is a sword and collapsible shield that either function as a traditional sword and shield or can combine into a dual-edged sword. The sisters rely on claw weapons and bladed heels.
    Random Fan: Is there going to be any weapon that does not somehow have a gun in it?
    Kerry Shawcross: Why would you want that?
  • The mice during the demon's invasion in Furmentation call in for more dakka when their mommoths...are dwarfed by what appears to be a Charizard.
  • Riff from Sluggy Freelance is a big believer in having more dakka. His opinion on a truck full of shotguns, grenades, laser cannons, and stake-firing Gatling guns? 'Party favors.'
  • Schlock Mercenary has 'The Seventy Maxims of Maximally Effective Mercenaries' which includes such rules as:
    • Maxim 34: If you're leaving scorch marks, you need a bigger gun.
    • Maxim 37: There is no 'overkill'. There is only 'open fire' and 'I need to reload'.
    • Schlock Mercenary also has such things as this little gem. The note says it all:
    Note: The rotating barrel assembly on the Strohl Munitions Short-barrel handcannon may give the user a wicked pinch if the weapon is held incorrectly. This makes it an unpopular selection for many military forces. Also, it can be configured to send anywhere between five hundred and five thousand projectiles per minute downrange with great accuracy, making it an exceedingly unpopular selection for the enemies of many military forces.
    • The spaceship designers know that principle too.
  • Ranger from 8-Bit Theater manages to achieve this by firing three arrows from one bow. While quad-wielding. This broke Sarda's brain.
  • Vulcan Raven's take on the subject in good old The Last Days Of FOXHOUND:
    Raven: Subtlety is a thing for philosophy, not combat. If you're going to kill somebody, you might as well kill them a whole lot.
  • FreakAngels: One character has a steam-powered gatling gun that fires massive metal arrows.
  • 'More Ammunition Than God' in the Bob and GeorgeMega Man subcomic Jailhouse Blues. Obtained from Obviously Compensating for SomethingArtillery Man.
  • Very useful against Zombies as shown in this page from the comic Dead Winter.
  • Shauna from Legostar Galactica wields a minigun in this strip. It even goes 'Dakka dakka dakka dakka'
  • The Whiteboard: Doc Nickle has so much fun with this you can practically hear him cackle, 'Dance Trope Dance!'
    • During the Zombie Apocalypse storyline in 2010, Doc and Roger roll out in the APC from Aliens, with 50,000 rounds of .50cal ammo for the turret guns. It's not specified, but given their propensity towards spam attacks, it's doubtful much (if any) of that was left by the time they were done ripping up the zombie hordes.
    • Regular paintball guns also get this kind of attention, though much of what's portrayed in the strip would be completely illegal on any reputable paintball field on the planet—and the characters are often called out on them.
    • Deconstructed with Rainman, who's trash talk is said to drown out his wallet's screams for mercy. On the other end, Bandit is either an inversion or aversion, as he DEFINITELY believes in 'enuff dakka'.
  • Jericho Jive definitely has more Brakka.
  • In Homestuck, Lord English's pool cue cane can transform into a 'super deudly' assault rifle with which he proceeds to go BRAKABRAKABRAKABRAKABRAKABRAKA on poor Hussie.
    • In addition, when Caliborn (who is all but confirmed to be the young Lord English) is exploring his land, he comes across Gamzee, who offers to be his guide. The two options both are just a picture of Caliborn's face. Whichever one you pick, it ends the same way: with Caliborn filling Gamzee with bullets over foursuccessiveFlashanimations. While elevator music plays in the background.
  • A Beginner's Guide to the End of the Universe has the protagonist upgrade his cybernetic canine companion by giving her a badass built-in minigun.
  • Tal A Kinesis, the main villain of Evil Plan thinks it would be a great idea to use a dozen handguns at once with his telekenetic ability. It looks awesome and intimidating.It is not very effective.
    • As of Chapter 14 he has practiced and perfected the technique.
  • Destroy the Godmodder: Used sometimes as a large attack, with many entities equipped with large numbers of machine guns. Now comes in weapon form: The giga gun, which has roughly three times the fire rate of a minigun and deals the same damage as a sword that can freeze things to absolute zero.
    pionoplayer, owner of the giga gun.
  • The Salvation War appears on the surface to follow this trope, with how much hell ends up being rained down on Hell in the first book. The second book however reveals that the key element of dakka, ammo, has actually run precariously low by the end of the first book, and there's no 'magic' quick-fix for rapidly rebuilding the ammo stocks any time soon.* Michael-lan mentions this trope by name:
    Michael-Lan almost snorted with laughter. 'If this was human work, you'd be dead. The favorite expressions of humans where killing is concerned are 'if some is good, more is better', 'nothing succeeds like excess' and 'more dakka'. If humans wanted to kill you, you wouldn't just be dead, your body parts would be strewn over half the Eternal City. This wasn't human work, this was somebody else.'
  • The FTO rely on this in the KateModern episode 'Answers', spraying bullets everywhere while yelling 'We will bring down the Order!' They still manage to screw up.
  • More Dakka is Serious Business.
    • Along similar lines, this parody motivational poster. 'Brute Force: If it doesn't work, you're just not using enough.'
  • This pic illustrates this trope when combined with an Incredibly Lame Pun.
  • It has been stated in some sources that Rei follows this philosophy. Also, Marikos 'loves' chainguns.
  • Sniper from the Global Guardians PBEM Universe is a Punisher-style vigilante who uses gym-bags full of guns. He thinks of himself as a hero; most of the heroes see him as a villain.
  • Dead Fantasy has Yuna unleashing a storm of bullets that even the most hardened Bullet Hell veteran would be unable to dodge after Tifa provides the team with some handy Haste magic.
  • From the pages of DeviantArt, we get the NED. More Dakka indeed.
  • In one episode of Dragon Ball Z Abridged, Vegeta screams 'Dakka, dakka, dakka!' while doing a Beam Spam attack.
  • Things Mr. Welch Is No Longer Allowed to Do in an RPG
    58: Expended ammunition is not a business expense.
  • Prolecto has this used as a solution to deal with Sonya, who is Immune to Bullets. It manages to disable her, for a bit.
  • If the Emperor Had a Text-to-Speech Device, a work based on Trope NamerWarhammer 40,000, has had several Fourth-Wall Mail Slot episodes where the God-Emperor (a cranky, cynical, arrogant, Grumpy Old Man and serial Fourth Wall Breaker) answers questions sent in. In the first of these episodes, someone naturally asked the Emperor if there would ever be enough dakka. Here is his response:
    At the point in time when bullets can pass through the interdimensional walls, when firepower takes up the entirety and eternity of space and time, all being stuck in a neverending life and death cycle as bullets recover and destroy their bodies in quick succession, while nobody can think of anything but the sheer force of the bullets flying literally everywhere in the Materium, turning the Warp itself into nothing but a sea of semi-automatic weaponry... then there will be enough dakka. [beat] Or at least almost.
  • DSBT InsaniT: Robo-Wolf can shoot a flurry of bullets from its nose.
    • ???'s Guardromon Mooks can fire a flurry of bullets from their hands to attack.
  • In an episode of Aqua Teen Hunger Force, Carl, after being harassed by a murderous family of robotic cloudcuckoolanders, asks them to play 'Count the Bullets'. Then he whips out the minigun.
    • As many people didn't consider the short clip to contain enough dakka, one Youtuber created a ten minute version.
    • The robots didn't consider it enough dakka, either: they eagerly reported the number of bullets (15,943) and asked for more, claiming that bullets are like vitamins to them.
  • In The Simpsons episode 'The Cartridge Family' (which generally pokes fun at America's gun culture — both sides of, no less) we see an NRA meeting where Moe explains how 'with a few minor adjustments you can turn a regular gun into five guns!'. None of them are automatic, though. Moe has his regular shotgun in the centre, with four others around the barrel of said shotgun, held in place by pieces of metal. There are four strings that run from the shotgun's trigger to the four other guns. Moe really doesn't like people staying in the bar too late.
  • Many Transformers, especially the god Primus from Cybertron. He's a robot that transforms into a planet the size of Saturn. In robot mode he's equipped with shoulder-mounted cannons, shoulder-mounted missile pods, wrist mounted twin barrel guns, and huge gun racks for legs with missile launchers, more missile pods, cannons, and such goodies. And did we mention he's the size of SATURN? Other people feel proud because they have 40mm cannons. He has 40Mm cannons! That's Megameters, or 1,000,000 meters. If you give him four space-exploring spaceships, and he'll merge them into the Ark, which in itself is a Mother-Of-All BFG's with the power to close a universe-eating black hole!
    • Beast Wars has Rhinox and his Chainguns of Doom.
    • As befitting an intergalactic arms dealer, Animated Swindle understands the need for moar dakka. In addition to his arm-mounted gun, he's got two over-the-shoulder guns, a gatling gun in his chest, and his hands both change into two twin-barreled guns.
    • Transformers: Prime brings us Skyquake, who's primary weapon is a Transformer-sized laser gatling cannon.
  • The Star Wars: Clone Wars miniseries has two main elements: incredibly awesome feats by the Jedi (and Grievous), and dakka. Unlike the movies, every single weapon is on full automatic at all times, and the most common tactic for both Republic and Confederacy is to place their army in front the opposing army and fire repeatedly until one side stops moving. Even the red shirts use BFGs, like a chest-mounted quad-barreled anti-ship cannon (a similar type is later seen mounted into the Millennium Falcon for point defense). Reaches its peak in the fourth episode, the Republic battle tanks possessing so much dakka that they mow through whole city blocks in mere seconds.
    • In Star Wars: The Clone Wars series this trope is one of the main reasons the Separatists have any victories at all.
  • In Ben 10: Alien Force an 'engineer' for the Forever Knights designed a 'space ship' that's just a cockpit and frame with every alien weapon they owned stuck onto it.
  • Toward the end of season four of Teen Titans, the Titans are defending the tower and Raven from a resurrected Slade and his flaming demonic army from hell, and as a finishing blow Cyborg brings out a version of his Sonic Canon that seems to be bigger than he is and proceeds to wipe out the entire army, which the Titans together had been unable to beat until then, in one shot (which also drains all of the electricity from Titans Tower and most of Cyborg's own battery). (Well, he almost wipes the army out...)
    • That's more a Wave Motion Gun since it's just 2 shots. A better example is when we finally see what the Titans Tower security system looks like when it detects an intruder. Essentially, the ceilings are LOADED with laser turrets that all lock onto hostile targets.
  • Storm Hawks:
    • One episode features Snipe constructing a new flagship with a lot of blasters. In true More Dakka spirit, he is never satisfied, and constantly demands that more be added. This is lampshaded several times, when his subordinates point out that it is now too heavy to fly.
    • In another episode, Piper convinces a band of scavengers to help her, and they do so by building a new ship out of whatever they can find — the end result is a couple of engines and mostly weapons bolted together.
    • In the pilot, this actually works against Finn. He straps a ton of guns to his Skimmer's wings in preparation for fighting the Cyclonians...but the extra weight keeps throwing off his actual aim plus weighing his ride down. He actually does better when they end up blasting several of the guns off and giving him some maneuvering room.
  • Used hilariously in one episode of Metalocalypse, where Dethklok took a trip to the Amazon. In order to make a clearing to drop the gigantic boat that would be transporting the band, Dethklok has the Klokateers destroy a gigantic portion of the forest using several high-caliber Vulcan cannons and rapid-fire rocket launchers, tearing apart the local wildlife and Crozier's soldiers. The boat landed waaaay off target.
  • Æon Flux was introduced in her first short on Liquid Television producing a notable amount of dakka—also featuring close-ups of the weapon and ejected shell casings.
  • Robot Chicken:
    • A sketch advertising the NRA to kids has a father take his son hunting. The kid takes a disturbing like of the sport and proceeds to blow the shit out of everything, including using grenades and 'Ol' Painless', a gatling gun.
    • Another sketch has a man beset by a werewolf, which he shoots. The werewolf tells him he should have used silver, but the man picks up a gatling gun and blasts the wolfman to mush. It doesn't end up working - he should have, in fact, used the silver bullets.
  • Megas XLR. When Coop isn't smashing the Monster of the Week into oblivion, he's (ab)using this method.
  • The police force in South Park, led by Officer Yates. In fact, any organization (the FBI, the military, etc.) that uses guns will rely on this trope. Given South Park's reputation for taking cartoon anti-realism Up to Eleven, the amount of dakka on whomever's side becomes completely irrelevant in the face of what the plot demands.
  • Being a show where the main characters once fought each other by piloting planets, Invader Zim naturally deserves a spot on this page. Special mention also goes to Dib's Humongous Mecha in 'Bad, Bad Rubber Piggy'... if only Zim accidentally provides itwhile trying to kill him.
    • In one episode Dib learns that irkens are horribly allergic to water, and tries to kill Zim by pushing him into a puddle. Then he challenges Zim to a water balloon fight. Naturally, Zim takes the rational approach to this challenge... and builds a space station that sucks all of the city's water to make a water balloon the size of a large asteroid and drops it on Dib, obliterating the entire city.
    • In another episode we see in Tak's flashback how Zim ruined her life by getting a humongous mecha to obliterate a vending machine that took his money, destroying half of the planet's power supply.
  • Air Enforcer from Skysurfer Strike Force has Arm Cannon and rocket launchers from the top of his shoulders all the way down to his legs. His enemy, Replicon can turn any part of his body into automatic and ballistic weaponry easily rivaling the hero.
  • Chip 'n Dale Rescue Rangers sometimes puts quite some dakka into the paws of chipmunks.
    • 'Le Purrfect Crime' has a nice Rambo-meets-Predator spoof: After suffering from Laser-Guided Amnesia, Dale is turned into RamDale by giving him a crank-operated coffee bean gun, the Decaffeinator, with an ammo container that he carries on his back.
    • In 'Good Times, Bat Times', the Rangers bring the dakka themselves: The Bagpipe Express, quickly cobbled together by Gadget, can shoot small round pebbles from one of its pipes. If you feed a whole lot of them through a funnel (which Chip does), you get fully automatic pebble spam.
  • In the Popeye cartoon, 'Olive Oyl for President,' Olive has a dream that she is US President, but the Congress is arguing so stubbornly about it that she calls up the Secretary of Love, which happens to be Cupid. Seeing the target rich environment for his arrows, he throws down his bow, and uses a machine gun for them instead for the desired effect.
And that's still not enuff dakka.*

Alternative Title(s):Bullet Barrage, Dakka, Extreme Rapid Fire, More Gun, Kill It With Bullets

Index

Posted on