History Main / BiggerOnTheInside

12th Jan '18 7:45:33 PM SinDustries
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* Used as a DarkReprise in the episode "[[Recap/DoctorWhoS30E16TheWatersOfMars The Waters of Mars]]". The Doctor... has gone a little crazy, and decides instead of following the rules of time will force the rules to obey him. So He saves three people who were supposed to die. After being saved, one of them runs out of the TARDIS and absolutely ''terrified'' exclaims "It's bigger on the inside!" She then turns the Doctor asks "What the hell are you?" before running away.

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* Used as a DarkReprise in the episode "[[Recap/DoctorWhoS30E16TheWatersOfMars The Waters of Mars]]". The Doctor... has gone a little crazy, and decides instead of following the rules of time will force the rules to obey him. So He saves three people who were supposed to die. After being saved, one of them runs out of the TARDIS and absolutely ''terrified'' in absolute ''terror'' exclaims "It's bigger on the inside!" She then turns to the Doctor and asks "What the hell are you?" before running away.
6th Jan '18 4:39:59 AM AceOfScarabs
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** Microsoft Windows, in its current iterations, has an installer that can fit into a 4.7 gigabyte DVD. When fully unpacked and installed, it can take about 15-20 gigabytes of hard drive space.
5th Jan '18 4:33:48 AM Aslonius
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** The protagonists bag is another good example, being able to carry inside a bike, thousands of apple-sized balls, fruits, bottles, sprays, hundreds of disks and an immeasurable amount of random clutter.
5th Jan '18 4:25:05 AM Aslonius
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**The protagonists bag is another good example, being able to carry inside a bike, thousands of apple-sized balls, fruits, bottles, sprays, hundreds of disks and an immeasurable amount of random clutter.
4th Jan '18 9:23:58 AM Anicomicgeek
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* ''Franchise/RoboCop'' sees this happen with its title character twice. The make-up for the helmetless Murphy actually bigger than the helmet. Additionally, the suit is too big to actually fit in a Ford Taurus, so shots of Murphy driving are usually done without the bottom section of the suit.
26th Dec '17 4:52:56 AM Malachi108
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** Twelfth Doctor echoes Tenth in "[[DoctorWho2017CSTwiceUponATime Twice Upon A Time]]":
-->'''Twelve:''' [[DeadpanSnarker You know, I knew it probably was. Glad it's not just me.]]
25th Dec '17 11:37:22 PM Steven
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* ''VideoGame/FinalFantasyXIV'' does this fairly often with certain dungeons. The Wanderer's Palace looks big enough on the outside, but when you go inside, the giant stone structure in the middle looks even more massive. Likewise, the [[spoiler: city of Ala Mhigo]] has a lot of details on the inside like stairs, barricades, tents, and so on. When viewed from the outside, all the details are missing (stairs are now a ramp for example) and the area itself looks smaller than it actually is compared to how it usually looks in the duty.
16th Dec '17 1:14:33 AM ThePocket
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* The test rocket chamber containing the giant alien tentacle monster in ''VideoGame/{{Half-Life}} is bigger than the cylindrical chamber that houses it. This was done by surrounding it with airlocks and transitioning between separate maps (with a pause and a loading message) when the player activates them. The FanRemake ''VideoGame/BlackMesa'' accomplishes the same feat less conspicuously by teleporting the player between identical copies of the same airlock.



* Speaking of that engine, ''VideoGame/{{Portal 2}}'' has an even more subtle but much more high-tech example: they developed [[https://developer.valvesoftware.com/wiki/Linked_portal_door a method]] for seamlessly connecting nonadjacent areas in a level, [[MundaneUtility purely to simplify the development process]]. When the game was being finished up, they replaced all of these links with physically-connected areas except one, a room that is imperceptibly bigger on the inside.

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* Speaking of that engine, For ''VideoGame/{{Portal 2}}'' has an even more subtle but much more high-tech example: they 2}}'', Valve developed [[https://developer.valvesoftware.com/wiki/Linked_portal_door a method]] for seamlessly connecting nonadjacent areas in a level, [[MundaneUtility purely to simplify the development process]]. When the game was being finished up, they replaced all of these links with physically-connected areas except one, a room that is imperceptibly bigger on the inside.



* Subtler example: The map Well in ''VideoGame/TeamFortress2'' has bases that are bigger on the inside, though not very much. There's no special trick of non-linear geometry going on (the engine doesn't even support such a thing); they just hid part of the interior behind a {{Skybox}} and projected the rest of the building's façade onto it.

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* Subtler example: The map Well in ''VideoGame/TeamFortress2'' has bases that are bigger on the inside, though not very much. More significant is that the rockets that clearly exceed the roofline from inside are not visible from the outside. There's no special trick of non-linear geometry going on (the engine doesn't didn't even support such a thing); thing at the time); they just hid part of the interior behind a {{Skybox}} and projected the rest of the building's façade onto it.
14th Nov '17 1:43:21 AM Tahaneira
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* ''VideoGame/{{Warframe}}'' dropships were built by the Tenno with technology that does this. As the updates progressed, the interior has become even bigger, having at least doubled compared to the first release.

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* ''VideoGame/{{Warframe}}'' dropships were built by the Tenno with technology that does this. As the updates progressed, the interior has become even bigger, having at least doubled compared to the first release. Eventually, this was {{Retcon}}ned into the ships being two separate parts: the small, stealthy 'lander' which is basically a cockpit with engines and an airlock, and the larger 'orbiter' which contains the Tenno's arsenal and manufacturing equipment, and which the lander must attach to for interplanetary travel.
3rd Nov '17 3:32:45 PM NemoHerring
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* The Mystery Shack in ''WesternAnimation/GravityFalls''. From the outside, it looks like an average house/tourist trap. But inside, it holds a gift shop, museum, living room, kitchen, two bedrooms, a bathroom, an attic, and at least two secret rooms. And this is just on the main floors. There is a secret set of steps behind the vending machine, which leads to an elevator that takes you to a private study (under the steps) or the control room for the Portal, which has a room of its own. And these are the rooms we know about.
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