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Hammerspace

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Hammerspace is a fan-envisioned, extradimensional, instantly accessible storage area in fiction. The concept is jokingly used to explain how characters in animation, comics and games are capable of producing objects out of thin air.

While this practice is best known from Warner Bros.' Looney Tunes/Merrie Melodies and Disney animated cartoons, the term itself both originates in and is generally associated with Japanese entertainment.

Origins

Hammerspace draws its name from a semi-common cliché in humorous anime and manga: Male character Y offends or otherwise angers female character X. X then draws a wooden mallet—ranging in size from large to downright ludicrous—out of nowhere and bashes Y with it. The act is purely for comic relief, and neither advances the plot nor causes permanent damage. The term was largely popularized first by fans of Urusei Yatsura, and later of Ranma ½, as characters Ataru and Akane Tendo, respectively, are famous for being particularly vigorous malleteers.

Hammerspace does have parallels in western animation. Inexplicable production of items dates back to the very beginning of animated shorts and was a fairly common occurrence during the golden age of animation. Warner Bros. cartoon characters are particularly well-known for often pulling all sorts of things—guns, disguises, umbrellas, bombs, anvils, hammers (mallets), from behind their backs. This predates anime and is generally considered the inspiration for the Japanese analogy, but wasn't conceptualized as Hammerspace was.

The Toon role-playing game refers to this space as the back pocket.

Hammerspace in games

Hammerspace is also useful in explaining the peculiarities of many video games. This explains why a game character wielding a sword bigger than himself does not appear to be carrying one until he actually enters combat, why Everquest characters can carry up to eight backpacks and have none of them visible, etc. In fact, Hammerspace is prevalent in First-person shooters, where protagonists often have implausible carrying capacities.

Adventure games are the best example of hammerspace, as the player can often carry all the items he can pick up. The Monkey Island games are among the most notorious, involving various situations in which the hero, Guybrush Threepwood, would put unfeasibly large objects inside his pants, and later take them back out. Other notorious adventure games were Space Quest III ("You take the ladder and jam it in your pocket. Ouch!"), Simon the Sorcerer (Simon stored sizeable objects, such as a ladder, in his wizard hat), and the cartoonish Sam & Max.

Similar concepts

Some fiction settings feature spatial compression, extradimensional storage spaces or teleportational item retrieval. These do not equate to "true" Hammerspace, but in practice work much the same way.

Properties

Not much of the nature of Hammerspace is known, beyond the surmise that it contains blunt objects in vast amounts. It's clear that the Hammerspace laws of physics are fairly peculiar. This can be observed in, for example, the way that many Final Fantasy heroes are able to carry 99 Potions and 99 Hi-Potions with no trouble, but have no room to carry a 100th Potion no matter how many other items they have.

It's not certain whether a person must have personally put an item into Hammerspace to remove it, or whether they simply need to know that it is existent in Hammerspace to reach for it. The large variety of signs produced by the Ranma ½ character Genma Saotome whilst in giant panda form suggests the latter possibility, although it can also be argued this is due to foresight and careful planning, since he is occasionally seen writing the signs at an uncanny speed.

Pockets of Hammerspace, or something similar, exist behind some trees, tent-strings, rocks, and other small or narrow objects, allowing cartoon characters to hide behind things much smaller than themselves.

Notes

See also

 


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