Alien Geometries: Difference between revisions

Content added Content deleted
m (categories and general cleanup)
m (Mass update links)
Line 1: Line 1:
{{trope}}
{{trope}}
[[File:another_world2_9367.jpg|link=MC Escher|right|[[Of Mice and Men|Which way do I go]], [[H.P. Lovecraft (Creator)|Jh'rj]], [[Looney Tunes|which way do I go?]]]
[[File:another_world2_9367.jpg|link=M. C. Escher|right|[[Of Mice and Men|Which way do I go]], [[H.P. Lovecraft|Jh'rj]], [[Looney Tunes|which way do I go?]]]
]
]


Line 9: Line 9:
Alien Geometries are often depicted as being dangerous to the sanity of normal humans; where you have to ''read'' the [[Tome of Eldritch Lore]] for it to drive you crazy, just ''looking'' at this stuff can have an [[Motif of Harmful Sensation|unpleasant effect]] on your mental stability. Or at least really hurt your eyes. <ref> In real life, the mathematical implications of non-Euclidean geometry tend to hurt even math majors' brains.</ref>
Alien Geometries are often depicted as being dangerous to the sanity of normal humans; where you have to ''read'' the [[Tome of Eldritch Lore]] for it to drive you crazy, just ''looking'' at this stuff can have an [[Motif of Harmful Sensation|unpleasant effect]] on your mental stability. Or at least really hurt your eyes. <ref> In real life, the mathematical implications of non-Euclidean geometry tend to hurt even math majors' brains.</ref>


More innocuous forms may appear normal. Then you realize that it is physically impossible for [[Bigger On the Inside|something this size to fit in that]], or you travel a short distance and find yourself kilometers away, or you turn left and end up to your right. Doubly fun if found in the [[Mobile Maze]].
More innocuous forms may appear normal. Then you realize that it is physically impossible for [[Bigger on the Inside|something this size to fit in that]], or you travel a short distance and find yourself kilometers away, or you turn left and end up to your right. Doubly fun if found in the [[Mobile Maze]].


[[Eldritch Location|Eldritch Locations]] are a good place to find this. Sometimes it is a single wall or building that is just a little... ''off''. See also [[Hyperspace Is a Scary Place]], an entire alternate universe that just does not make sense. A [[Minus World]] in video games might be considered one due to [[Good Bad Bugs|unintentional programming bugs.]]
[[Eldritch Location|Eldritch Locations]] are a good place to find this. Sometimes it is a single wall or building that is just a little... ''off''. See also [[Hyperspace Is a Scary Place]], an entire alternate universe that just does not make sense. A [[Minus World]] in video games might be considered one due to [[Good Bad Bugs|unintentional programming bugs.]]
Line 19: Line 19:
== Anime and Manga ==
== Anime and Manga ==
* ''Casshern'' shows what appears to be a metal bolt of lightning -- or a metal construct -- striking from the sky and staying in place for several days, inciting a transfer of what we are led to believe is superdimensional energy into our dimension. This energy is visible in the form of sparkling mystical runes hovering in the air facing the observer. ''It's awesome''.
* ''Casshern'' shows what appears to be a metal bolt of lightning -- or a metal construct -- striking from the sky and staying in place for several days, inciting a transfer of what we are led to believe is superdimensional energy into our dimension. This energy is visible in the form of sparkling mystical runes hovering in the air facing the observer. ''It's awesome''.
* The Angel Ramiel in ''[[Rebuild of Evangelion (Anime)|Rebuild of Evangelion]]'' manages to pull this off with some aplomb; the very first time we see it shift shapes from its fairly mundane octahedron to... other things, we see that it is somehow ''impossibly deep'' and one piece all at the same time... and then it starts changing shape when firing beams of pure killing. The effect is enhanced by the fact that what it does is almost ''painfully'' easy to render in CGI, but to see a physical object actually ''do'' it would be skull-crackingly horrifying.
* The Angel Ramiel in ''[[Rebuild of Evangelion]]'' manages to pull this off with some aplomb; the very first time we see it shift shapes from its fairly mundane octahedron to... other things, we see that it is somehow ''impossibly deep'' and one piece all at the same time... and then it starts changing shape when firing beams of pure killing. The effect is enhanced by the fact that what it does is almost ''painfully'' easy to render in CGI, but to see a physical object actually ''do'' it would be skull-crackingly horrifying.
** Leliel in the original ''[[Neon Genesis Evangelion (Anime)|Neon Genesis Evangelion]]'' appears out of nowhere over the city as a giant, floating sphere with black and white stripped patterns on it. But when the Evas fire at the Angel, the sphere fades out to dodge the shots, then casts a shadow which absorbs everything into it. It's then discovered that the sphere isn't its body: the angel is a 600-meter wide and 3 nanometer thick disc that is connected to a [[wikipedia:Dirac sea|Dirac Sea]]. The floating object is actually a 3D shadow that appears when the Sea is opened. It gets even more mind numbing when you realize that the "shadow" is NOT intangible: it [[Mind Screw|casts its own shadow]] and can physically interact with other objects ([[Gorn|Unit 01 tearing its way out]], in particular). It can even ''bleed''.
** Leliel in the original ''[[Neon Genesis Evangelion]]'' appears out of nowhere over the city as a giant, floating sphere with black and white stripped patterns on it. But when the Evas fire at the Angel, the sphere fades out to dodge the shots, then casts a shadow which absorbs everything into it. It's then discovered that the sphere isn't its body: the angel is a 600-meter wide and 3 nanometer thick disc that is connected to a [[wikipedia:Dirac sea|Dirac Sea]]. The floating object is actually a 3D shadow that appears when the Sea is opened. It gets even more mind numbing when you realize that the "shadow" is NOT intangible: it [[Mind Screw|casts its own shadow]] and can physically interact with other objects ([[Gorn|Unit 01 tearing its way out]], in particular). It can even ''bleed''.
* The third season of ''[[Sailor Moon (Anime)|Sailor Moon]]'' does this when one of that season's miniboss squad accidentally breaks reality, resulting in the entire house becoming a zone of warped space.
* The third season of ''[[Sailor Moon]]'' does this when one of that season's miniboss squad accidentally breaks reality, resulting in the entire house becoming a zone of warped space.
* The [[Another Dimension|Reverse World]] in ''[[Pokémon Giratina and The Sky Warrior (Anime)|Pokémon Giratina and The Sky Warrior]]'' is an [[MC Escher|Escher]]-like place where 'up' varies, but [[Fridge Logic|apparently only for landbound creatures]] (see the ''Pokémon Platinum'' note in Video Games below).
* The [[Another Dimension|Reverse World]] in ''[[Pokémon: Giratina and The Sky Warrior]]'' is an [[M. C. Escher|Escher]]-like place where 'up' varies, but [[Fridge Logic|apparently only for landbound creatures]] (see the ''Pokémon Platinum'' note in Video Games below).




== Comic Books ==
== Comic Books ==
* In the JLA storyline ''Rock of Ages'' the Joker nearly drives Superman and the Martian Manhunter mad by trapping them in a maze-like satellite, the structure of which is controlled by his subconscious mind.
* In the JLA storyline ''Rock of Ages'' the Joker nearly drives Superman and the Martian Manhunter mad by trapping them in a maze-like satellite, the structure of which is controlled by his subconscious mind.
* In his Silver-Age ''[[Superman (Comic Book)|Superman]]'' wrap-up, ''[[Whatever Happened to The Man of Tomorrow?]]?'', [[Alan Moore]] reveals Mr. Mxyzptlk's "true" form, described by Lois Lane as consisting of "height, length, breadth, and a couple of ''other'' things... looking at it made my head hurt." Moore likes having characters encounter and be upset by non-Euclidean phenomena; later in the same comic the room containing the Phantom Zone portal is described as eerie and unpleasant.
* In his Silver-Age ''[[Superman]]'' wrap-up, ''[[Whatever Happened to the Man of Tomorrow?]]?'', [[Alan Moore]] reveals Mr. Mxyzptlk's "true" form, described by Lois Lane as consisting of "height, length, breadth, and a couple of ''other'' things... looking at it made my head hurt." Moore likes having characters encounter and be upset by non-Euclidean phenomena; later in the same comic the room containing the Phantom Zone portal is described as eerie and unpleasant.
* [[Alan Moore]] does this again in ''[[Tom Strong (Comic Book)|Tom Strong]]'s Terrific Tales'' where Strong and Svetlana X find a Russian space station has become crystal-filled and [[Bigger On the Inside]] with multiple centers of gravity. {{spoiler|The whole thing was caused by a chance encounter with a higher-dimensional cosmic particle.}}
* [[Alan Moore]] does this again in ''[[Tom Strong]]'s Terrific Tales'' where Strong and Svetlana X find a Russian space station has become crystal-filled and [[Bigger on the Inside]] with multiple centers of gravity. {{spoiler|The whole thing was caused by a chance encounter with a higher-dimensional cosmic particle.}}
* The crashed alien spaceship in ''[[Miracleman (Comic Book)|Miracleman]]'' is probably one of the most distinct of Moore's uses of the trope, and is thus very difficult to describe. The people who board the ship all suffer from headaches and dizziness from the sheer disorientation that navigation of the craft causes.
* The crashed alien spaceship in ''[[Miracleman]]'' is probably one of the most distinct of Moore's uses of the trope, and is thus very difficult to describe. The people who board the ship all suffer from headaches and dizziness from the sheer disorientation that navigation of the craft causes.
* In one strip of ''[[Calvin and Hobbes (Comic Strip)|Calvin and Hobbes]]'', the law of perspective is repealed, meaning that the sizes of objects no longer depend on how far away they are, making it impossible to tell where anything is. This is all happening in Calvin's imagination, of course.
* In one strip of ''[[Calvin and Hobbes]]'', the law of perspective is repealed, meaning that the sizes of objects no longer depend on how far away they are, making it impossible to tell where anything is. This is all happening in Calvin's imagination, of course.
** In a another sequence, when Calvin was told to look at things from multiple perspectives he took literally and started seeing things as a Cubist painting, and another time when he used supposed lack of depth perception as an excuse for running into furniture.
** In a another sequence, when Calvin was told to look at things from multiple perspectives he took literally and started seeing things as a Cubist painting, and another time when he used supposed lack of depth perception as an excuse for running into furniture.
* This is generally how much of [[Galactus]]'s technology is portrayed in Marvel comics. An alternate universe version of Reed Richards once spent decades figuring out the technology of a single room in the alien creature's massive home.
* This is generally how much of [[Galactus]]'s technology is portrayed in Marvel comics. An alternate universe version of Reed Richards once spent decades figuring out the technology of a single room in the alien creature's massive home.
Line 50: Line 50:


== Fanfiction ==
== Fanfiction ==
* ''[[Harry Potter and The Methods of Rationality (Fanfic)|Harry Potter and The Methods of Rationality]]'', in line with the original ''[[Harry Potter (Literature)|Harry Potter]]'' series, has this: Hogwarts' corridors which can change when you aren't looking. The number of stairs you climb has only a passing correlation to your actual elevation when you look out the window. At least one corridor is tiled in pentagons.
* ''[[Harry Potter and The Methods of Rationality (Fanfic)|Harry Potter and The Methods of Rationality]]'', in line with the original ''[[Harry Potter (novel)|Harry Potter]]'' series, has this: Hogwarts' corridors which can change when you aren't looking. The number of stairs you climb has only a passing correlation to your actual elevation when you look out the window. At least one corridor is tiled in pentagons.
* ''[[Aeon Natum Engel (Fanfic)|Aeon Natum Engel]]'' and its rewrite ''[[Aeon Entelechy Evangelion (Fanfic)|Aeon Entelechy Evangelion]]'' are the crossover fanfics consisting of ''[[Neon Genesis Evangelion (Anime)|Neon Genesis Evangelion]]'', ''[[Cthulhu Tech]]'' and ''[[First Encounter Assault Recon]]'', with the latter adding elements of ''[[Eclipse Phase]] and ''[[Alastair Reynolds|RevelationSpace]]'' to the mix, so they have this in form of Heralds/Harbingers who replace the Angels. Mot, the equivalent of Ramiel, cranks this up to eleven.
* ''[[Aeon Natum Engel (Fanfic)|Aeon Natum Engel]]'' and its rewrite ''[[Aeon Entelechy Evangelion]]'' are the crossover fanfics consisting of ''[[Neon Genesis Evangelion]]'', ''[[Cthulhu Tech]]'' and ''[[First Encounter Assault Recon]]'', with the latter adding elements of ''[[Eclipse Phase]] and ''[[Alastair Reynolds|RevelationSpace]]'' to the mix, so they have this in form of Heralds/Harbingers who replace the Angels. Mot, the equivalent of Ramiel, cranks this up to eleven.
* In ''[[Fuck the Jesus Beam (Fanfic)|Fuck the Jesus Beam]]'', there is a city that literally ''does not exist'', as it is only a lie. Despite this, it is also a physical location. Given the name Αδιβ, when someone who can see in only three dimension looks at it, it appears normal, but in progressively higher dimensions, the architecture becomes more and more bizarre.
* In ''[[Fuck the Jesus Beam (Fanfic)|Fuck the Jesus Beam]]'', there is a city that literally ''does not exist'', as it is only a lie. Despite this, it is also a physical location. Given the name Αδιβ, when someone who can see in only three dimension looks at it, it appears normal, but in progressively higher dimensions, the architecture becomes more and more bizarre.
* In the Pokémon fanfic ''[[Ashs Return (Fanfic)|Ashs Return]]'', the doors in Glitch City manifest this way to anyone trapped inside.
* In the Pokémon fanfic ''[[Ash's Return|Ashs Return]]'', the doors in Glitch City manifest this way to anyone trapped inside.




== Films -- Live-Action ==
== Films -- Live-Action ==
* An indie black-and-white short film of ''The Call of Cthulhu'' by [http://www.cthulhulives.org/toc.html The H.P. Lovecraft Historical Society] does a particularly good job of getting this idea across, in a scene (faithfully adapted from [[H.P. Lovecraft (Creator)|HP Lovecraft]]'s story) wherein a victim falls into a crevice which an optical illusion has led the audience to believe is a convex crag of rock.
* An indie black-and-white short film of ''The Call of Cthulhu'' by [http://www.cthulhulives.org/toc.html The H.P. Lovecraft Historical Society] does a particularly good job of getting this idea across, in a scene (faithfully adapted from [[H.P. Lovecraft|HP Lovecraft]]'s story) wherein a victim falls into a crevice which an optical illusion has led the audience to believe is a convex crag of rock.
* ''[[Cube (Film)|Cube 2: Hypercube]]'' is a rare example of this trope being employed in a visual medium. The actual warped geometry shows up only a few times, due to the special effects required being rather expensive; the rest of the time it's showcased indirectly (e.g. duplicates of characters showing up).
* ''[[Cube|Cube 2: Hypercube]]'' is a rare example of this trope being employed in a visual medium. The actual warped geometry shows up only a few times, due to the special effects required being rather expensive; the rest of the time it's showcased indirectly (e.g. duplicates of characters showing up).
* The climactic scene of ''[[Labyrinth (Film)|Labyrinth]]'' takes place in an [[MC Escher|Escher]]-esque landscape where 'up' varies. The scenery was based on a drawing by M.C. Escher.
* The climactic scene of ''[[Labyrinth]]'' takes place in an [[M. C. Escher|Escher]]-esque landscape where 'up' varies. The scenery was based on a drawing by M.C. Escher.
* The [[Phlebotinum|Red Matter]]-generated black holes in the new ''[[Star Trek (Film)|Star Trek]]'' movie. From the front, they look like your average [[Swirly Energy Thingy|swirling]], [[Unrealistic Black Hole|funnel-shaped]] [[Negative Space Wedgie]]. Approach from the side, and you can see that it's ''missing its third dimension.''
* The [[Phlebotinum|Red Matter]]-generated black holes in the new ''[[Star Trek (film)|Star Trek]]'' movie. From the front, they look like your average [[Swirly Energy Thingy|swirling]], [[Unrealistic Black Hole|funnel-shaped]] [[Negative Space Wedgie]]. Approach from the side, and you can see that it's ''missing its third dimension.''
* ''[[Grave Encounters (Film)|Grave Encounters]]'' plays with this quite a bit a short distance into the movie. {{spoiler|the doors that should lead outside now lead to more hallways, corridors are either entirely blocked off or in wrong locations, and time seems to pass at its own rate inside the demonic hospital which makes it impossible to tell what time it is without a watch or cellphone.}}
* ''[[Grave Encounters]]'' plays with this quite a bit a short distance into the movie. {{spoiler|the doors that should lead outside now lead to more hallways, corridors are either entirely blocked off or in wrong locations, and time seems to pass at its own rate inside the demonic hospital which makes it impossible to tell what time it is without a watch or cellphone.}}
* The tesseract-thingies during the "beyond the infinite" sequence from ''[[Two Thousand and One]]: A Space Odessey''. Just look at them, and the way they move.
* The tesseract-thingies during the "beyond the infinite" sequence from ''[[2001: A Space Odyssey]]: A Space Odessey''. Just look at them, and the way they move.
** Even more impressive when you consider that they were created in the pre-digital era using 28 precisely-timed exposures.
** Even more impressive when you consider that they were created in the pre-digital era using 28 precisely-timed exposures.
* The Tanz Akademie from ''[[Suspiria (Film)|Suspiria]]'', an art deco nightmare from hell.
* The Tanz Akademie from ''[[Suspiria]]'', an art deco nightmare from hell.
* Dream levels in ''[[Inception (Film)|Inception]]'' are built like this deliberately by the level's "architects," in order to trap and delay the subconscious projections of the dreamers to keep them from attacking. The strange architecture can even be weaponized, as demonstrated by Arthur at one point, where he flees from a projection shooting down at him from the top of a staircase...only to have Arthur [[Crowning Moment of Awesome|alter the stairs into a Penrose Staircase (looping stairs) and attack the projection from behind.]]
* Dream levels in ''[[Inception]]'' are built like this deliberately by the level's "architects," in order to trap and delay the subconscious projections of the dreamers to keep them from attacking. The strange architecture can even be weaponized, as demonstrated by Arthur at one point, where he flees from a projection shooting down at him from the top of a staircase...only to have Arthur [[Crowning Moment of Awesome|alter the stairs into a Penrose Staircase (looping stairs) and attack the projection from behind.]]
* ''[[Last Year At Marienbad]]'' was shot within several castles and edited together to create a lack of continuity in the castle and a strange, disorienting effect.
* ''[[Last Year at Marienbad]]'' was shot within several castles and edited together to create a lack of continuity in the castle and a strange, disorienting effect.




Line 74: Line 74:


== Literature ==
== Literature ==
* The Monoliths in ''[[2001: A Space Odyssey (Film)|2001: A Space Odyssey]]'' have the dimensions 1 by 4 by 9... {{spoiler|"And how naive to have imagined that the series ended at this point, in only three dimensions!"}}
* The Monoliths in ''[[2001: A Space Odyssey]]'' have the dimensions 1 by 4 by 9... {{spoiler|"And how naive to have imagined that the series ended at this point, in only three dimensions!"}}
** In the film, the proportions are a sexier 1:9:25 (1^2:3^2:5^2), or maybe 1:8:27 (1^3:2^3:3^3). In comparison, 1:4:9 looked like a brick.
** In the film, the proportions are a sexier 1:9:25 (1^2:3^2:5^2), or maybe 1:8:27 (1^3:2^3:3^3). In comparison, 1:4:9 looked like a brick.
* The House of the Maker from ''[[The First Law]]'' trilogy by Joe Abercrombie. The protagonists enter about halfway up, walk around a bit inside but never ascend or descend, then exit on the roof. Most of the characters can't wait to get out of the place, even if it does involve crossing the narrow, rail-less, hundred-foot-high bridge. And there's always the possibility of leaving the place ''before'' entering it.
* The House of the Maker from ''[[The First Law]]'' trilogy by Joe Abercrombie. The protagonists enter about halfway up, walk around a bit inside but never ascend or descend, then exit on the roof. Most of the characters can't wait to get out of the place, even if it does involve crossing the narrow, rail-less, hundred-foot-high bridge. And there's always the possibility of leaving the place ''before'' entering it.
* This happens a lot in ''[[Warhammer 40000 (Tabletop Game)|Warhammer 40000]]'' when the Powers of Chaos are involved.
* This happens a lot in ''[[Warhammer 40000]]'' when the Powers of Chaos are involved.
** In [[Graham McNeill]]'s ''Warhammer 40000'' ''[[Ultramarines (Literature)|Ultramarines]]'' novel ''Dead Sky Black Sun'', the city in the [[Mordor|Eye of Chaos]] features this — producing a [[Mobile Maze]] with it.
** In [[Graham McNeill]]'s ''Warhammer 40000'' ''[[Ultramarines (novel)|Ultramarines]]'' novel ''Dead Sky Black Sun'', the city in the [[Mordor|Eye of Chaos]] features this — producing a [[Mobile Maze]] with it.
** In [[Dan Abnett]]'s ''[[Eisenhorn]]'' novel ''Xenos'', the saruthi "tetrascapes" include regular octagons that nevertheless tessalate. Eisenhorn rescues some [[New Meat|green soldiers]] from such a tetrascape, and later chooses them over experienced soldiers to go into one. Wise of him: the green soldiers had actually seen a tetrascape before, and the experienced ones hadn't. As a result, the "greens" manage to shoot and kill dozens of enemies, but the elite Deathwatch Space Marine attached to Eisenhower's squad can't hit ''anything'' thanks to the effect the twisted geometries have on ballistics.
** In [[Dan Abnett]]'s ''[[Eisenhorn]]'' novel ''Xenos'', the saruthi "tetrascapes" include regular octagons that nevertheless tessalate. Eisenhorn rescues some [[New Meat|green soldiers]] from such a tetrascape, and later chooses them over experienced soldiers to go into one. Wise of him: the green soldiers had actually seen a tetrascape before, and the experienced ones hadn't. As a result, the "greens" manage to shoot and kill dozens of enemies, but the elite Deathwatch Space Marine attached to Eisenhower's squad can't hit ''anything'' thanks to the effect the twisted geometries have on ballistics.
** In [[Dan Abnett]]'s [[Gaunts Ghosts]] novel ''His Last Command'', a [[Cool Gate|Chaos warp gate]] throws Maggs and Mkoll into a place where [[Alien Sky|stones hang in the sky and the stars are all wrong (both)]], as well being [[Evil Is Deathly Cold|bitterly cold]]. Also, their vox units register as both within ten kilometers and out of range.
** In [[Dan Abnett]]'s [[Gaunt's Ghosts]] novel ''His Last Command'', a [[Cool Gate|Chaos warp gate]] throws Maggs and Mkoll into a place where [[Alien Sky|stones hang in the sky and the stars are all wrong (both)]], as well being [[Evil Is Deathly Cold|bitterly cold]]. Also, their vox units register as both within ten kilometers and out of range.
** In [[Ben Counter]]'s ''[[Horus Heresy]]'' novel ''Galaxy In Flames'', Death's Tomb is bigger on the inside than the outside — as well as other repulsive features.
** In [[Ben Counter]]'s ''[[Horus Heresy]]'' novel ''Galaxy In Flames'', Death's Tomb is bigger on the inside than the outside — as well as other repulsive features.
* ''[[Alice in Wonderland (Literature)|Alice in Wonderland]]'' - Alice, in [[Lewis Carroll]]'s ''Through the Looking Glass'' set to walk to a hill and always found herself walking into the doorway of the house. Finally, when she walked away from it, she reached it.
* ''[[Alice in Wonderland]]'' - Alice, in [[Lewis Carroll]]'s ''Through the Looking Glass'' set to walk to a hill and always found herself walking into the doorway of the house. Finally, when she walked away from it, she reached it.
** Lampshaded by the Red Queen, when Alice found herself unable to run quickly. "Now, here, you see, it takes all the running you can do, to keep in the same place. If you want to get somewhere else, you must run at least twice as fast as that!" The Queen was able to travel much faster, since she was a Queen, [[Chess Motif|and can cross the width and breadth of the chessboard in a single move.]]
** Lampshaded by the Red Queen, when Alice found herself unable to run quickly. "Now, here, you see, it takes all the running you can do, to keep in the same place. If you want to get somewhere else, you must run at least twice as fast as that!" The Queen was able to travel much faster, since she was a Queen, [[Chess Motif|and can cross the width and breadth of the chessboard in a single move.]]
* ''[[House of Leaves]]'' starts with a {{color|blue|house}} that is 3/8ths inch [[Bigger On the Inside]] than on the outside. They are only able to measure all the way across because {{spoiler|a closet mysteriously appeared in the {{color|blue|house}} when they left for a week}}. This discrepancy disappearing is, believe it or not, the cue for things to [[It Got Worse|get worse]].
* ''[[House of Leaves]]'' starts with a {{color|blue|house}} that is 3/8ths inch [[Bigger on the Inside]] than on the outside. They are only able to measure all the way across because {{spoiler|a closet mysteriously appeared in the {{color|blue|house}} when they left for a week}}. This discrepancy disappearing is, believe it or not, the cue for things to [[It Got Worse|get worse]].
* ''[[Thursday Next]]'''s Uncle Mycroft, among his other [[Mad Science]] projects, developed "Nextian Geometry" with his wife, said to be based on how a cylinder looks like a rectangle from the side, which allows one to use a circular cutter on dough without any left over: it makes circles tesselate.
* ''[[Thursday Next]]'''s Uncle Mycroft, among his other [[Mad Science]] projects, developed "Nextian Geometry" with his wife, said to be based on how a cylinder looks like a rectangle from the side, which allows one to use a circular cutter on dough without any left over: it makes circles tesselate.
* [[Robert A. Heinlein]]'s short story ''[[And He Built a Crooked House]]'' involves an architect who, inspired by higher-dimensional geometry and high real-estate prices, builds a house in the shape of an unfolded hypercube. Then an earthquake makes it fold in on itself into a hypercube, so to the architect's delight it's eight times roomier on the inside than on the outside. Just one small problem: the house's new topology makes it a bit difficult to leave once you're inside. When you do get outside, you may have a whole new problem.<br /><br />A math-nerd resident of ''[[Second Life]]'' actually went and reproduced the Crooked House in 3d, and if it's still rezed somewhere public you can actually walk through it. Not a real hypercube of course but some excellent special effects. [http://nwn.blogs.com/nwn/2006/06/_and_he_rezzed_.html Here's the story with video.]
* [[Robert A. Heinlein]]'s short story ''[[And He Built a Crooked House]]'' involves an architect who, inspired by higher-dimensional geometry and high real-estate prices, builds a house in the shape of an unfolded hypercube. Then an earthquake makes it fold in on itself into a hypercube, so to the architect's delight it's eight times roomier on the inside than on the outside. Just one small problem: the house's new topology makes it a bit difficult to leave once you're inside. When you do get outside, you may have a whole new problem.<br /><br />A math-nerd resident of ''[[Second Life]]'' actually went and reproduced the Crooked House in 3d, and if it's still rezed somewhere public you can actually walk through it. Not a real hypercube of course but some excellent special effects. [http://nwn.blogs.com/nwn/2006/06/_and_he_rezzed_.html Here's the story with video.]
Line 92: Line 92:
* ''[[The Magids|Deep Secret]]'' - the [[Place of Power|Hotel Babylon]] has halls where you can go around more than four right angles before coming back where you started thanks to the building being on top of a bunch of [[Ley Line|ley lines]].
* ''[[The Magids|Deep Secret]]'' - the [[Place of Power|Hotel Babylon]] has halls where you can go around more than four right angles before coming back where you started thanks to the building being on top of a bunch of [[Ley Line|ley lines]].
* ''[[The Wheel of Time]]'' - The Aelfinn and Eelfinn ("the Finn") inhabit one or more separate dimensions described by the author as having radically different natural laws. Successive windows do not show what one might expect. That the magic system in the series is heavily geometric likely has a great deal to do with why its use is explicitly forbidden there. The doorways into their realm also resemble this in the "real world", and are described as "twisted".<br /><br />Though it's less apparent, the same is true of the Ways, an artificially-constructed dimension meant for quick travel. Except in one dream sequence (which, for complicated reasons, probably reflects the reality of the Ways), the realm is extremely dark, but travelers there have noted that by the arc of the bridges they're walking on, the platform they've just arrived at should be directly beneath the last. During the dream sequence, it becomes apparent that the platform-islands extend infinitely downward—and unless you follow the bridges with your eyes, appear to be on the same plane. The doorways seem to be a description of a three-dimensional Möbius strip.
* ''[[The Wheel of Time]]'' - The Aelfinn and Eelfinn ("the Finn") inhabit one or more separate dimensions described by the author as having radically different natural laws. Successive windows do not show what one might expect. That the magic system in the series is heavily geometric likely has a great deal to do with why its use is explicitly forbidden there. The doorways into their realm also resemble this in the "real world", and are described as "twisted".<br /><br />Though it's less apparent, the same is true of the Ways, an artificially-constructed dimension meant for quick travel. Except in one dream sequence (which, for complicated reasons, probably reflects the reality of the Ways), the realm is extremely dark, but travelers there have noted that by the arc of the bridges they're walking on, the platform they've just arrived at should be directly beneath the last. During the dream sequence, it becomes apparent that the platform-islands extend infinitely downward—and unless you follow the bridges with your eyes, appear to be on the same plane. The doorways seem to be a description of a three-dimensional Möbius strip.
* A rare ''[[Star Wars (Franchise)|Star Wars]]'' example can be found in [[Star Wars Expanded Universe]] novel ''Lando Calrissian and the Mindharp of Sharu''. In it the titular character finds the titular artifact - which seems to exist in several dimensions simultaneously and as such it really hurts just to look at it. Lando then uses it to unlock the passage into the Great Pyramid of Sharu - where he is expanded in size several dozen times, while his droid companion is shrunk to the size of a louse. There are even more examples of [[Alien Geometries]] in the book: the aliens who build it were [[Starfish Alien|very, very alien indeed]] by ''[[Star Wars (Franchise)|Star Wars]]'' standards.
* A rare ''[[Star Wars]]'' example can be found in [[Star Wars Expanded Universe]] novel ''Lando Calrissian and the Mindharp of Sharu''. In it the titular character finds the titular artifact - which seems to exist in several dimensions simultaneously and as such it really hurts just to look at it. Lando then uses it to unlock the passage into the Great Pyramid of Sharu - where he is expanded in size several dozen times, while his droid companion is shrunk to the size of a louse. There are even more examples of [[Alien Geometries]] in the book: the aliens who build it were [[Starfish Alien|very, very alien indeed]] by ''[[Star Wars]]'' standards.
* ''[[Night Shift]]'' - Inverted in Stephen King's short story ''I Am the Doorway''. An alien lifeform [[Humans Through Alien Eyes|sees]] a boy walking with a sieve under his arm: "an abominated creature that moved and respired and carried a device of wood and wire under its arm, a device constructed of geometrically impossible right angles."
* ''[[Night Shift]]'' - Inverted in Stephen King's short story ''I Am the Doorway''. An alien lifeform [[Humans Through Alien Eyes|sees]] a boy walking with a sieve under his arm: "an abominated creature that moved and respired and carried a device of wood and wire under its arm, a device constructed of geometrically impossible right angles."
* In Stephen King's short story ''[[Fourteen Oh Eight|1408]]'', the titular room's door is crooked to both the left and the right. Or not at all. Maybe it can move? And it gets worse from there.
* In Stephen King's short story ''[[1408]]'', the titular room's door is crooked to both the left and the right. Or not at all. Maybe it can move? And it gets worse from there.
* In Stephen King's novel ''[[From a Buick 8]],'' the titular car is actually an interdimensional portal/device that only looks like a car. It's noted that the human eye perceives it as a car because that's the only image the mind can supply for the actual shape of the device.
* In Stephen King's novel ''[[From a Buick 8]],'' the titular car is actually an interdimensional portal/device that only looks like a car. It's noted that the human eye perceives it as a car because that's the only image the mind can supply for the actual shape of the device.
* A significant plot device in [[Madeleine L Engle]]'s ''[[A Wrinkle in Time]]'' deals with folding space-time through a fourth space-dimension for teleportation.
* A significant plot device in [[Madeleine L'Engle]]'s ''[[A Wrinkle in Time]]'' deals with folding space-time through a fourth space-dimension for teleportation.
* [[CS Lewis (Creator)|C.S. Lewis]] used something similar in ''[[That Hideous Strength]]''. One character is briefly imprisoned in the "Objectivity Room", where everything is slightly off—the spots on the table are arranged ''just'' short of obeying a pattern (even a broken one), the similar specks on the ceiling are ''almost'' the mirror-image of the table, and the peak of the arched entryway looks like it might be just a ''fraction'' off-center to the left. Or not. Maybe the right? And let's not start on the paintings...
* [[C. S. Lewis]] used something similar in ''[[That Hideous Strength]]''. One character is briefly imprisoned in the "Objectivity Room", where everything is slightly off—the spots on the table are arranged ''just'' short of obeying a pattern (even a broken one), the similar specks on the ceiling are ''almost'' the mirror-image of the table, and the peak of the arched entryway looks like it might be just a ''fraction'' off-center to the left. Or not. Maybe the right? And let's not start on the paintings...
** He also appeared to use this in ''[[Out of the Silent Planet]]'', but the room turns out be normal human geometry, just a very unusual sort.
** He also appeared to use this in ''[[Out of the Silent Planet]]'', but the room turns out be normal human geometry, just a very unusual sort.
* [[H.P. Lovecraft (Creator)|HP Lovecraft]] loved non-Euclidean geometry:
* [[H.P. Lovecraft|HP Lovecraft]] loved non-Euclidean geometry:
** The sunken city of R'lyeh
** The sunken city of R'lyeh
** The Antarctic city in ''At The Mountains Of Madness''.
** The Antarctic city in ''At The Mountains Of Madness''.
Line 107: Line 107:
* ''The Hounds of Tindalos'', by Lovecraft's friend Frank Belknap Long, features ravenous creatures of weird geometry who travel trough time and space, and the only way to avoid them once they're on your trail is to completely avoid sharp angles (such as in a completely circular room).
* ''The Hounds of Tindalos'', by Lovecraft's friend Frank Belknap Long, features ravenous creatures of weird geometry who travel trough time and space, and the only way to avoid them once they're on your trail is to completely avoid sharp angles (such as in a completely circular room).
* ''[[The Way Series|Eon]]'', by Greg Bear, features an asteroid hollowed out by people from ..elsewhere, with seven chambers running along its internal axis. The first six contain cities, parks, a spaceport and loading area, and power generators. The seventh chamber {{spoiler|goes on forever, contains objects made from redistributing probability over space, and a mathematical singularity running along its centre.}} And ''then'' things start to get weird.
* ''[[The Way Series|Eon]]'', by Greg Bear, features an asteroid hollowed out by people from ..elsewhere, with seven chambers running along its internal axis. The first six contain cities, parks, a spaceport and loading area, and power generators. The seventh chamber {{spoiler|goes on forever, contains objects made from redistributing probability over space, and a mathematical singularity running along its centre.}} And ''then'' things start to get weird.
* ''[[Discworld (Literature)|Discworld]]''
* ''[[Discworld]]''
** Bloody Stupid Johnson, architect, [[Bungling Inventor]], and general anti-genius regularly does this kind of stuff ''entirely by accident''.<br /><br />He once designed a letter-sorting machine whose central component was a wheel that had pi equal to ''exactly'' three. This causes it to sort out letters it hasn't had put in yet, among other oddities.<br /><br />Empirical Crescent, a row of terraced houses where every door and window leads somewhere other than where you'd expect it to lead. At least it makes it easier to get rid of rubbish—just toss it into the garden. After all, it might not be your garden.<br /><br />The reason for this corruption of dimensions occurs because the row of houses is crescent shaped on the outside only. Inside, it's supposedly laid out like a straight row. Presumably the two configurations conflict. Occupants had a tendency to leave in the middle of the night, often without stopping to pack...
** Bloody Stupid Johnson, architect, [[Bungling Inventor]], and general anti-genius regularly does this kind of stuff ''entirely by accident''.<br /><br />He once designed a letter-sorting machine whose central component was a wheel that had pi equal to ''exactly'' three. This causes it to sort out letters it hasn't had put in yet, among other oddities.<br /><br />Empirical Crescent, a row of terraced houses where every door and window leads somewhere other than where you'd expect it to lead. At least it makes it easier to get rid of rubbish—just toss it into the garden. After all, it might not be your garden.<br /><br />The reason for this corruption of dimensions occurs because the row of houses is crescent shaped on the outside only. Inside, it's supposedly laid out like a straight row. Presumably the two configurations conflict. Occupants had a tendency to leave in the middle of the night, often without stopping to pack...
** ''[[Discworld (Literature)/The Colour of Magic|The Colour of Magic]]'' featured a parody of Alien Geometries: the Temple of Bel-Shamharoth (itself a spoof on [[Cosmic Horror Stories]]). The most striking feature of the Temple is that its walls, ceilings and floors are composed entirely of interlocking regular 8-sided tiles. Whilst is it possible to create octagonal tiles that be fitted in a regular, interlocking way, they must be concave polygons: there is a mathematical proof that no convex polygon of seven or more faces can tessellate on a Euclidean plane.
** ''[[Discworld/The Colour of Magic|The Colour of Magic]]'' featured a parody of Alien Geometries: the Temple of Bel-Shamharoth (itself a spoof on [[Cosmic Horror Stories]]). The most striking feature of the Temple is that its walls, ceilings and floors are composed entirely of interlocking regular 8-sided tiles. Whilst is it possible to create octagonal tiles that be fitted in a regular, interlocking way, they must be concave polygons: there is a mathematical proof that no convex polygon of seven or more faces can tessellate on a Euclidean plane.
*** The first chapter mentions one of the gods using a 7-sided (but still cube-shaped) die to cheat.
*** The first chapter mentions one of the gods using a 7-sided (but still cube-shaped) die to cheat.
** The buildings of the Unseen University, which have been rather strongly influenced by the vast amount of magic that has flowed through its halls over the centuries, have floors and rooms where logic says they simply could not exist. Magic is as much a part of the architecture as cement.
** The buildings of the Unseen University, which have been rather strongly influenced by the vast amount of magic that has flowed through its halls over the centuries, have floors and rooms where logic says they simply could not exist. Magic is as much a part of the architecture as cement.
** The Library of the Unseen University is a particularly strong example—the presence of so many ancient magical texts distorts space-time like an elephant on a trampoline, dimensions and gravity being twisted into the kind of topographical spaghetti that would cause even [[MC Escher]] to go for a good lie down (or sideways). That's quite apart from the fact that it serves as a gateway into L-Space, and is therefore linked to all libraries everywhere in all points of space, time and reality. Technically, it contains every book that has ever been written, every book that is ever going to be written, and every book that ever ''could'' have been written (whether it actually was written or not).<br /><br />Once, the Librarian took a trip deep into the shelves, passed tribes of lost students, and ended up in the same library in the past.<br /><br />In addition, Pratchett explains that any sufficiently large collection of books (magical or otherwise) can exert the same effect as the Unseen University Library; the equation goes "Knowledge = Power = Energy = Matter = Mass". And since mass warps space around it, so does a high quantity of knowledge.
** The Library of the Unseen University is a particularly strong example—the presence of so many ancient magical texts distorts space-time like an elephant on a trampoline, dimensions and gravity being twisted into the kind of topographical spaghetti that would cause even [[M. C. Escher]] to go for a good lie down (or sideways). That's quite apart from the fact that it serves as a gateway into L-Space, and is therefore linked to all libraries everywhere in all points of space, time and reality. Technically, it contains every book that has ever been written, every book that is ever going to be written, and every book that ever ''could'' have been written (whether it actually was written or not).<br /><br />Once, the Librarian took a trip deep into the shelves, passed tribes of lost students, and ended up in the same library in the past.<br /><br />In addition, Pratchett explains that any sufficiently large collection of books (magical or otherwise) can exert the same effect as the Unseen University Library; the equation goes "Knowledge = Power = Energy = Matter = Mass". And since mass warps space around it, so does a high quantity of knowledge.
*** In reality, however, power is equal to dW/dt, or energy acting as work divided by time, and energy is equal to m*c^2, or mass multiplied by the speed of light in a vacuum squared. However, the lack of correct physical defintions is overlooked due to the [[Rule of Funny]].
*** In reality, however, power is equal to dW/dt, or energy acting as work divided by time, and energy is equal to m*c^2, or mass multiplied by the speed of light in a vacuum squared. However, the lack of correct physical defintions is overlooked due to the [[Rule of Funny]].
** Death's house is bigger on the inside than on the outside, being the size of a cottage on the outside, but the size of a small castle on the inside. This is not so much intentional, but is rather the result of a slight blindness to ordinary architecture on Death's part. Many of the rooms have the peculiar effect of being enormous at the same time as being regularly sized. Death's room in particular is stated to be about a mile wide, but most can be crossed in only a few steps.
** Death's house is bigger on the inside than on the outside, being the size of a cottage on the outside, but the size of a small castle on the inside. This is not so much intentional, but is rather the result of a slight blindness to ordinary architecture on Death's part. Many of the rooms have the peculiar effect of being enormous at the same time as being regularly sized. Death's room in particular is stated to be about a mile wide, but most can be crossed in only a few steps.
Line 118: Line 118:
** The Tooth Fairy's house in ''Hogfather'' is another example of this trope.
** The Tooth Fairy's house in ''Hogfather'' is another example of this trope.
** The Gnarly Ground in Lancre is a seriously bizarre landscape of crags and valleys "scrunched up" into a small area, overlapping in space; what geographical features you see there and have to deal with depend largely on your mindset. It makes a good hiding place.
** The Gnarly Ground in Lancre is a seriously bizarre landscape of crags and valleys "scrunched up" into a small area, overlapping in space; what geographical features you see there and have to deal with depend largely on your mindset. It makes a good hiding place.
** Unseen University's mad but [[Good With Numbers]] Bursar has posited that there is an extra number between three and four, which he calls 'umpt' (as in, 'umpteen' minus ten).
** Unseen University's mad but [[Good with Numbers]] Bursar has posited that there is an extra number between three and four, which he calls 'umpt' (as in, 'umpteen' minus ten).
* In [[John C Wright]]'s ''[[Chronicles of Chaos (Literature)|Chronicles of Chaos]]'', Vanity's secret passages often don't add up, geometrically, with the places they go to and lead from.
* In [[John C. Wright]]'s ''[[Chronicles of Chaos]]'', Vanity's secret passages often don't add up, geometrically, with the places they go to and lead from.
* In ''Time's Eye'', by [[Arthur C. Clarke (Creator)]], there are spherical alien objects that apparently have a 1-to-3 ratio for their diameters and circumferences, instead of a one-to-pi ratio.
* In ''Time's Eye'', by [[Arthur C. Clarke]], there are spherical alien objects that apparently have a 1-to-3 ratio for their diameters and circumferences, instead of a one-to-pi ratio.
* The Starfish structures in ''[[Blind Lake]]'' have disturbing interior geometry. Robot probes (and people) who go in too far don't come back. The deep interior seems to be entirely exempt from the usual rules of time and space.
* The Starfish structures in ''[[Blind Lake]]'' have disturbing interior geometry. Robot probes (and people) who go in too far don't come back. The deep interior seems to be entirely exempt from the usual rules of time and space.
* In the eighth book of the ''[[Everworld]]'' series, the main characters are cast into an inverted realm where the ground they stand on is ''above'' their heads, and gravity pulls them ''up'', with the colors of everything reversed for good measure. This naturally strongly bothers David, April, Jalil, and Christopher. [[Hot Witch|Senna]], however, ''likes'' it, and compares the reversed plane to fine art.
* In the eighth book of the ''[[Everworld]]'' series, the main characters are cast into an inverted realm where the ground they stand on is ''above'' their heads, and gravity pulls them ''up'', with the colors of everything reversed for good measure. This naturally strongly bothers David, April, Jalil, and Christopher. [[Hot Witch|Senna]], however, ''likes'' it, and compares the reversed plane to fine art.
Line 130: Line 130:
** Many sequels have been written. ''Flatterland'' has even ''more'' bizarre geometry, including a hyperbolic world, a fractal world, a grid world, and so on.
** Many sequels have been written. ''Flatterland'' has even ''more'' bizarre geometry, including a hyperbolic world, a fractal world, a grid world, and so on.
* ''Threshold'' by Caitlin Kieran contains a fossil in a shape that cannot exist, causing the heroine to [[Go Mad From the Revelation|black out when she looks at it too long.]] What is this sinister shape? [[Writers Cannot Do Math|A regular heptagon.]]
* ''Threshold'' by Caitlin Kieran contains a fossil in a shape that cannot exist, causing the heroine to [[Go Mad From the Revelation|black out when she looks at it too long.]] What is this sinister shape? [[Writers Cannot Do Math|A regular heptagon.]]
* In the ''[[Star Trek Voyager (TV)|Star Trek Voyager]]'' novel ''The Final Fury'', Captain Janeway, Tuvok, and Neelix arrive aboard a Fury planet wherein the hallways and doors meet at angles that aren't quite "right" -- literally and figuratively -- and the aliens themselves despise those who follow the "right-angle" or "right-hand path."
* In the ''[[Star Trek: Voyager|Star Trek Voyager]]'' novel ''The Final Fury'', Captain Janeway, Tuvok, and Neelix arrive aboard a Fury planet wherein the hallways and doors meet at angles that aren't quite "right" -- literally and figuratively -- and the aliens themselves despise those who follow the "right-angle" or "right-hand path."
* A feature of the bizarre planet in ''[[The Inverted World]]''. Within about a dozen miles of the "optimum", everything is pretty much Earth-like. Go any farther than that, however, and things start to distort unpleasantly. Because the optimum is constantly moving, [[Base On Wheels|the entire City has to move after it]] to avoid destruction.
* A feature of the bizarre planet in ''[[The Inverted World]]''. Within about a dozen miles of the "optimum", everything is pretty much Earth-like. Go any farther than that, however, and things start to distort unpleasantly. Because the optimum is constantly moving, [[Base on Wheels|the entire City has to move after it]] to avoid destruction.
** Even weirder, {{spoiler|In the novel version, it turns out that the Inverted World is actually EARTH - the inhabitants of the City only perceive it the way they do because their perceptions (and possibly their physical reality) have been altered.}}
** Even weirder, {{spoiler|In the novel version, it turns out that the Inverted World is actually EARTH - the inhabitants of the City only perceive it the way they do because their perceptions (and possibly their physical reality) have been altered.}}
* The protagonist of ''[[Return From the Stars]]'' comes back to Earth after over a hundred years of absence. In the meanwhile, architecture has changed/evolved so much and [[Bizarrchitecture|so confusingly]] that when he first steps out into a spaceship depot, everything around looks to him like an abstract, shapeless muddle of pathways.
* The protagonist of ''[[Return From the Stars]]'' comes back to Earth after over a hundred years of absence. In the meanwhile, architecture has changed/evolved so much and [[Bizarrchitecture|so confusingly]] that when he first steps out into a spaceship depot, everything around looks to him like an abstract, shapeless muddle of pathways.
* In the [[Star Trek Shatnerverse]] novel ''The Return'', The Borg have built a hypercube base inside a subspace tunnel.
* In the [[Star Trek Shatnerverse]] novel ''The Return'', The Borg have built a hypercube base inside a subspace tunnel.
* ''[[The Last Battle]]'', the final volune of ''[[The Chronicles of Narnia]]'', ends in a world that's essentially the opposite of reality, in that the closer you get to the center, the more there is.
* ''[[The Last Battle]]'', the final volune of ''[[The Chronicles of Narnia]]'', ends in a world that's essentially the opposite of reality, in that the closer you get to the center, the more there is.
* In ''[[An Elegy for The Still Living]]'', the main character spends a few minutes walking down a forest path before realising he is seeing the same scenerey looping over and over again. Also, this passage:
* In ''[[An Elegy for the Still-living]]'', the main character spends a few minutes walking down a forest path before realising he is seeing the same scenerey looping over and over again. Also, this passage:
{{quote| ''After the man had fallen through every place and every time that ever he had even imagined, he began to fall through the places that his mind could not conceive. He passed into structures that did not follow geometry, saw shapes that had no edges or sides, that extended into themselves and into all directions. He saw triangles with one hundred eighty one degrees. He saw minds that had no reason or morality. He saw colors indescribable to others. He saw the true shapes of his dreams, and the ten dimensions of the earth and sky. He saw what no one saw, felt what no one felt. He heard sounds with his finger tips, and tasted with his ears. He had secrets whispered to him in a language that can't be translated.''}}
{{quote| ''After the man had fallen through every place and every time that ever he had even imagined, he began to fall through the places that his mind could not conceive. He passed into structures that did not follow geometry, saw shapes that had no edges or sides, that extended into themselves and into all directions. He saw triangles with one hundred eighty one degrees. He saw minds that had no reason or morality. He saw colors indescribable to others. He saw the true shapes of his dreams, and the ten dimensions of the earth and sky. He saw what no one saw, felt what no one felt. He heard sounds with his finger tips, and tasted with his ears. He had secrets whispered to him in a language that can't be translated.''}}
* In George R. R. Martin's ''[[A Song of Ice and Fire (Literature)|A Clash of Kings]],'' Danaerys enters the House of the Undying Ones in Qarth. Once in the antechamber, she makes four consecutive right-hand turns without returning to her starting point.
* In George R. R. Martin's ''[[A Song of Ice and Fire|A Clash of Kings]],'' Danaerys enters the House of the Undying Ones in Qarth. Once in the antechamber, she makes four consecutive right-hand turns without returning to her starting point.
* In [[Larry Niven]]'s ''Protector'' the Brennan Monster amuses himself by creating full scale replicas of some of Escher's art, using things like artificial gravity to make them work.
* In [[Larry Niven]]'s ''Protector'' the Brennan Monster amuses himself by creating full scale replicas of some of Escher's art, using things like artificial gravity to make them work.


Line 144: Line 144:
== Live Action TV ==
== Live Action TV ==
* The ''[[Doctor Who]]'' [[Expanded Universe]] speculates that this is the default setting for the interior of a TARDIS, and that the Doctor's TARDIS projects a more easily comprehended interior so as not to [[Brown Note|freak out]] the Doctor's human companions. [[Genius Loci|She is just a sweet old thing.]]<br /><br />In "The Lodger" the Doctor uncovers an alien time-distortion device similar to the TARDIS in the upstairs flat of a British apartment building. Amy, poring over the building plans for the address, discovered that the building didn't even have an upstairs, it was a one-story building. Perception filters kept people from noticing anything out of the ordinary.
* The ''[[Doctor Who]]'' [[Expanded Universe]] speculates that this is the default setting for the interior of a TARDIS, and that the Doctor's TARDIS projects a more easily comprehended interior so as not to [[Brown Note|freak out]] the Doctor's human companions. [[Genius Loci|She is just a sweet old thing.]]<br /><br />In "The Lodger" the Doctor uncovers an alien time-distortion device similar to the TARDIS in the upstairs flat of a British apartment building. Amy, poring over the building plans for the address, discovered that the building didn't even have an upstairs, it was a one-story building. Perception filters kept people from noticing anything out of the ordinary.
* The spacecraft used by the [[Stargate SG 1|Goa'uld]] are relatively normal... until you notice the pyramid on top. Naturally, the entire spaceships can fold up so that their central pyramid can land on a planet-bound pyramid.
* The spacecraft used by the [[Stargate SG-1|Goa'uld]] are relatively normal... until you notice the pyramid on top. Naturally, the entire spaceships can fold up so that their central pyramid can land on a planet-bound pyramid.
** Not to mention how a triangular-pyramid shaped spacecraft can land on a square-pyramid.
** Not to mention how a triangular-pyramid shaped spacecraft can land on a square-pyramid.
* The plot of the (admirably silly) ''[[Star Trek Voyager (TV)|Star Trek Voyager]]'' episode "Twisted."
* The plot of the (admirably silly) ''[[Star Trek: Voyager|Star Trek Voyager]]'' episode "Twisted."
* ''[[Neverwhere]]'' does a very nice demonstration of this in passing. The protagonist is led down into the London Underground, then through a door, and down a stair case. This continues, always going down, until they reach a small door and step out on to the roof of a building.
* ''[[Neverwhere]]'' does a very nice demonstration of this in passing. The protagonist is led down into the London Underground, then through a door, and down a stair case. This continues, always going down, until they reach a small door and step out on to the roof of a building.
* The ''[[Hitch Hikers Guide to The Galaxy]]'' series has a few examples:
* The ''[[Hitch Hikers Guide to The Galaxy]]'' series has a few examples:
Line 157: Line 157:


== Paintings ==
== Paintings ==
* Paintings by H. R. Giger, famous for his design of the Xenomorph in ''[[Alien (Film)|Alien]]'', though his work tends more to towards the horror aspect than the impossible. He also likes to paint landscapes having sex with themselves. Think about that for "scenery porn."
* Paintings by H. R. Giger, famous for his design of the Xenomorph in ''[[Alien (franchise)|Alien]]'', though his work tends more to towards the horror aspect than the impossible. He also likes to paint landscapes having sex with themselves. Think about that for "scenery porn."
* [[MC Escher]] could be could be considered to make "lite" versions of [[Alien Geometries]]; notwithstanding that, his style is often used to represent them. Some of his works are geometrically accurate representations of the sorts of triangle-mangling spaces described in the intro (hyperbolic planes in the ''Circle Limit'' sketches for example). And yes, his work does have an impact on one's sanity...
* [[M. C. Escher]] could be could be considered to make "lite" versions of [[Alien Geometries]]; notwithstanding that, his style is often used to represent them. Some of his works are geometrically accurate representations of the sorts of triangle-mangling spaces described in the intro (hyperbolic planes in the ''Circle Limit'' sketches for example). And yes, his work does have an impact on one's sanity...




Line 164: Line 164:
* In [[Mortasheen]], this is where the [http://www.bogleech.com/mortasheen/xenogog.htm Xenogog] lives naturally, only coming into ours with a screw up in a time travel experiment.
* In [[Mortasheen]], this is where the [http://www.bogleech.com/mortasheen/xenogog.htm Xenogog] lives naturally, only coming into ours with a screw up in a time travel experiment.
* The near-universal hallmark of things made in the name of Chaos in ''[[Warhammer 40000]]''. For example the [[Always Chaotic Evil|Dark]] [[Our Elves Are Better|Eldar]] capital Commoragh has spatial anomalies, "wandering shadows that tear apart the unwary" and many other dire things. It lies deep within a nest of extra-dimensional tunnels.
* The near-universal hallmark of things made in the name of Chaos in ''[[Warhammer 40000]]''. For example the [[Always Chaotic Evil|Dark]] [[Our Elves Are Better|Eldar]] capital Commoragh has spatial anomalies, "wandering shadows that tear apart the unwary" and many other dire things. It lies deep within a nest of extra-dimensional tunnels.
* ''[[Dungeons and Dragons (Tabletop Game)|Dungeons and Dragons]]''
* ''[[Dungeons and Dragons]]''
** The Classic ''Dungeons & Dragons'' system delved deep into this trope with its boxed set for PC Immortals, redefining game-reality in terms of five spatial dimensions. Mortal creatures exist in three, Immortals in four, and Old Ones in five. ''Which'' three a mortal creature occupies can vary: Nightmare-reality creatures share only one spatial dimension with Normal-reality beings such as humans, and "nippers" from the Astral Plane overlap with dimensions of both Nightmare and Normal reality. As for how all this applies to the geometry of the planes themselves, thinking about it could make [[Your Head Asplode]].
** The Classic ''Dungeons & Dragons'' system delved deep into this trope with its boxed set for PC Immortals, redefining game-reality in terms of five spatial dimensions. Mortal creatures exist in three, Immortals in four, and Old Ones in five. ''Which'' three a mortal creature occupies can vary: Nightmare-reality creatures share only one spatial dimension with Normal-reality beings such as humans, and "nippers" from the Astral Plane overlap with dimensions of both Nightmare and Normal reality. As for how all this applies to the geometry of the planes themselves, thinking about it could make [[Your Head Asplode]].
** The Planes in D&D 3rd edition got like this at times, such as an infinite plane having an edge. Seasoned Planeswalkers tended to give the advice "Try not to think about it."
** The Planes in D&D 3rd edition got like this at times, such as an infinite plane having an edge. Seasoned Planeswalkers tended to give the advice "Try not to think about it."
*** In the ''Queen of the Demonweb Pits'' module, the players ventured into The Abyss to confront Lolth, the demon queen of the spiders. Lolth's domain consisted mainly of long, open passageways hanging in space. Even though these passages pass over and below each other, they never ascend or descend in any way.
*** In the ''Queen of the Demonweb Pits'' module, the players ventured into The Abyss to confront Lolth, the demon queen of the spiders. Lolth's domain consisted mainly of long, open passageways hanging in space. Even though these passages pass over and below each other, they never ascend or descend in any way.
*** Less heady are the Githzerai monasteries on Limbo, which take advantage of the fact that "down" is whichever direction you want it to be, giving us some extremely Escher-esque architecture.
*** Less heady are the Githzerai monasteries on Limbo, which take advantage of the fact that "down" is whichever direction you want it to be, giving us some extremely Escher-esque architecture.
** Possible example: In ''[[Dungeons and Dragons (Tabletop Game)|Dungeons and Dragons]]'' fourth edition, as a bookkeeping shortcut, space in combat is explicitly non-euclidean: you can move diagonally at the same rate you can move straight, and if you have a sphere, the shape is explicitly a cube; and yet straight lines remain straight, and a rectangular room still has only 90 degree angles. The result, when you map it out onto normal space, is frankly bizarre.<br /><br />For those of you asking, "How does a world where spheres are cubes make life easier?": the world in question appears to be made largely out of 5' squares, so having a setup where you don't need to wave around ''[[Warhammer]]'' templates every time someone casts ''Scorching burst'' speeds things up quite a bit (of course, hexagons would have been a closer approximation). Height is implicitly the same as the other two dimensions at some points, and implicitly non-existent in other parts of the rulebook.
** Possible example: In ''[[Dungeons and Dragons]]'' fourth edition, as a bookkeeping shortcut, space in combat is explicitly non-euclidean: you can move diagonally at the same rate you can move straight, and if you have a sphere, the shape is explicitly a cube; and yet straight lines remain straight, and a rectangular room still has only 90 degree angles. The result, when you map it out onto normal space, is frankly bizarre.<br /><br />For those of you asking, "How does a world where spheres are cubes make life easier?": the world in question appears to be made largely out of 5' squares, so having a setup where you don't need to wave around ''[[Warhammer]]'' templates every time someone casts ''Scorching burst'' speeds things up quite a bit (of course, hexagons would have been a closer approximation). Height is implicitly the same as the other two dimensions at some points, and implicitly non-existent in other parts of the rulebook.
* ''[[GURPS|GURPS: Illuminati University]]'' describes a campus which teaches human students and everything else capable of paying the exorbitant university fees how to function as [[Mad Scientist|Mad Scientists]], World-Conquering Dictators, Marketing Specialists, and other strange jobs.<br /><br />The campus is a stereotypical university: the campus has an open area or "Quad" in which students and staff may pause for reflection, study, impromptu lectures and other activities from which [[Hilarity Ensues|adventures may spring]]. Illuminated University has ''The Pent'', which has five sides for [[Rule of Cool|no particular reason]]; students who happen to have a protractor handy will discover that all five of the corners have 90-degree angles. One of the dorms is stated as having rather similar angles.
* ''[[GURPS|GURPS: Illuminati University]]'' describes a campus which teaches human students and everything else capable of paying the exorbitant university fees how to function as [[Mad Scientist|Mad Scientists]], World-Conquering Dictators, Marketing Specialists, and other strange jobs.<br /><br />The campus is a stereotypical university: the campus has an open area or "Quad" in which students and staff may pause for reflection, study, impromptu lectures and other activities from which [[Hilarity Ensues|adventures may spring]]. Illuminated University has ''The Pent'', which has five sides for [[Rule of Cool|no particular reason]]; students who happen to have a protractor handy will discover that all five of the corners have 90-degree angles. One of the dorms is stated as having rather similar angles.
* ''[[Mage: The Awakening (Tabletop Game)|Mage: The Awakening]]'' has the [[The Maze|Twisting Maze Zone]], a localised distortion of reality caused by [[Eldritch Abomination|Abyssal forces]]. While it ''looks'' chaotic, constantly shifting jumble, this is actually because its directions extend into [[Time Travel Tropes|the fourth one]] as well. Unlike many examples, mages can use this to their advantage, using their will to walk through hidden parts of it to teleport around-in fact, they must, as the way to banish it is to walk through the areas of the Zone as they normally are-i.e., sans Twisting Maze-thus ''forcing'' them to apply to Earth laws.<br /><br />Once that is done, the Zone literally [[Logic Bomb|Logic Bombs]] itself out of existence, causing anybody nearby to gain a brief glimpse into the space-time continuum. Should someone have the force of will to process it, they have an epiphany about how the world works, resulting in an [[Experience Point]] gain. If no one does anything about it though, the Zone grows so bad that it ends up [[Ret-Gone|rewriting history]] so that it-and the area it effects-ceases to exist.
* ''[[Mage: The Awakening]]'' has the [[The Maze|Twisting Maze Zone]], a localised distortion of reality caused by [[Eldritch Abomination|Abyssal forces]]. While it ''looks'' chaotic, constantly shifting jumble, this is actually because its directions extend into [[Time Travel Tropes|the fourth one]] as well. Unlike many examples, mages can use this to their advantage, using their will to walk through hidden parts of it to teleport around-in fact, they must, as the way to banish it is to walk through the areas of the Zone as they normally are-i.e., sans Twisting Maze-thus ''forcing'' them to apply to Earth laws.<br /><br />Once that is done, the Zone literally [[Logic Bomb|Logic Bombs]] itself out of existence, causing anybody nearby to gain a brief glimpse into the space-time continuum. Should someone have the force of will to process it, they have an epiphany about how the world works, resulting in an [[Experience Point]] gain. If no one does anything about it though, the Zone grows so bad that it ends up [[Ret-Gone|rewriting history]] so that it-and the area it effects-ceases to exist.
* And, as you'd expect, ''[[Call of Cthulhu]]'' and ''[[Cthulhu Tech]]'' occasionally include this for...[[H.P. Lovecraft (Creator)|well, we all know why]].
* And, as you'd expect, ''[[Call of Cthulhu]]'' and ''[[Cthulhu Tech]]'' occasionally include this for...[[H.P. Lovecraft|well, we all know why]].
* The Terminal in ''[[Over the Edge]]''. It's Al Amarja's massive airport, nine-storeys high and built like a maze. Navigating it is so difficult, people need to hire guides. Of course, the best part is when you leave the airport and see that it's built like a step-pyramid. An ''upside-down'' step-pyramid.
* The Terminal in ''[[Over the Edge]]''. It's Al Amarja's massive airport, nine-storeys high and built like a maze. Navigating it is so difficult, people need to hire guides. Of course, the best part is when you leave the airport and see that it's built like a step-pyramid. An ''upside-down'' step-pyramid.
* The dimensions of [[Exalted (Tabletop Game)|Primordial world bodies]] are often based on their moods and personalities. For the more focused and stable ones, the worlds are typically consistent and predictable. For others, you get things like spatial relationships that are constantly rearranged, being able to pass from one side of a layer to another with no obvious transition, and having a sun that is inexplicably always right above you while also being at the center of a spherical arrangement.
* The dimensions of [[Exalted|Primordial world bodies]] are often based on their moods and personalities. For the more focused and stable ones, the worlds are typically consistent and predictable. For others, you get things like spatial relationships that are constantly rearranged, being able to pass from one side of a layer to another with no obvious transition, and having a sun that is inexplicably always right above you while also being at the center of a spherical arrangement.
** As you might imagine, this makes travel around Malfeas... interesting. Once you enter the dimension proper, you must cross Cecelyne, the Endless Desert, for five days to actually get to the Demon City. No, it doesn't matter if you're walking on foot, riding on horseback, and piloting a First Age airship. The trip ''always'' takes five days. Then you get to the Demon City, which is layers upon layers stacked on top of one another - but each layer has Ligier, the Green Sun, shining above it, no matter how deep down it is.
** As you might imagine, this makes travel around Malfeas... interesting. Once you enter the dimension proper, you must cross Cecelyne, the Endless Desert, for five days to actually get to the Demon City. No, it doesn't matter if you're walking on foot, riding on horseback, and piloting a First Age airship. The trip ''always'' takes five days. Then you get to the Demon City, which is layers upon layers stacked on top of one another - but each layer has Ligier, the Green Sun, shining above it, no matter how deep down it is.
* ''[[Werewolf: The Apocalypse (Tabletop Game)|Werewolf: The Apocalypse]]'' has the Black Spiral Umbral Realm. Being a [[Spirit World]] the Umbra is pretty odd at the best of times, but normally follows at least the guidelines of the laws of physics, [[A Form You Are Comfortable With|if only because vistors expect it to.]] But the Black Spiral... From the outside [[Exactly What It Says On the Tin|it looks like just a spiral pattern on the floor in black.]] Once you start walking it it seems longer, twistier and with entirely too many dimensions. In fact it's a path into the mind of [[Eldritch Abomination|the Wyrm.]] No-one's ever come out the other side sane.
* ''[[Werewolf: The Apocalypse]]'' has the Black Spiral Umbral Realm. Being a [[Spirit World]] the Umbra is pretty odd at the best of times, but normally follows at least the guidelines of the laws of physics, [[A Form You Are Comfortable With|if only because vistors expect it to.]] But the Black Spiral... From the outside [[Exactly What It Says on the Tin|it looks like just a spiral pattern on the floor in black.]] Once you start walking it it seems longer, twistier and with entirely too many dimensions. In fact it's a path into the mind of [[Eldritch Abomination|the Wyrm.]] No-one's ever come out the other side sane.




Line 184: Line 184:


== Video Games ==
== Video Games ==
* In ''[[Video Games/Temple Run|Temple Run]]'', the temple was surely designed by an [[Eldritch Abomination]]. Or by [[MC Escher]]. Or by a terrain randomizer that doesn't keep track of where you have been, so that it may happily let you take seven quick 90 degree turns to the right in a row and come to a new location each time.
* In ''[[Video Games/Temple Run|Temple Run]]'', the temple was surely designed by an [[Eldritch Abomination]]. Or by [[M. C. Escher]]. Or by a terrain randomizer that doesn't keep track of where you have been, so that it may happily let you take seven quick 90 degree turns to the right in a row and come to a new location each time.
* Unlike binary space partitioning-based 3D engines, portal-based 3D engines organize spaces by where they join together rather than where they are located in space. This means that games like ''[[Marathon (Video Game)|Marathon]]'' allow multiple entities to occupy the same location without touching under certain conditions, such as a Klein Bottle-shaped level. While the ''Marathon'' series unfortunately doesn't employ it in the actual campaign outside a few Easter eggs, the multiplayer level ''5-D Space'' provides an example of the possibilities.
* Unlike binary space partitioning-based 3D engines, portal-based 3D engines organize spaces by where they join together rather than where they are located in space. This means that games like ''[[Marathon Trilogy|Marathon]]'' allow multiple entities to occupy the same location without touching under certain conditions, such as a Klein Bottle-shaped level. While the ''Marathon'' series unfortunately doesn't employ it in the actual campaign outside a few Easter eggs, the multiplayer level ''5-D Space'' provides an example of the possibilities.
** Several third party [[Game Mod|Game Mods]] do this, for example one level of "Keep the Home Fires Burning" has a 720-degree circular hallway with two overlapping hallways going down the middle. And "Schmackle" in ''Marathon EVIL'' has a part where you go through a portal into an alternate version of the level occupying the same space. Sort of like the "Tier Drops" example below.
** Several third party [[Game Mod|Game Mods]] do this, for example one level of "Keep the Home Fires Burning" has a 720-degree circular hallway with two overlapping hallways going down the middle. And "Schmackle" in ''Marathon EVIL'' has a part where you go through a portal into an alternate version of the level occupying the same space. Sort of like the "Tier Drops" example below.
** ''[[Duke Nukem 3D (Video Game)|Duke Nukem 3D]]'' has a similar engine, and its quirks are used to full effect in some of the secret levels.
** ''[[Duke Nukem 3D]]'' has a similar engine, and its quirks are used to full effect in some of the secret levels.
*** The level "Lunatic Fringe" is a 720-degree circular hallway around a central hub, so you have to walk around the hub twice before actually returning to where you started.
*** The level "Lunatic Fringe" is a 720-degree circular hallway around a central hub, so you have to walk around the hub twice before actually returning to where you started.
*** The level "Tier Drops" has four overlapping areas connected by a hallway around them and drop tubes inside. The guys at 3D Realms beat the level in just ''ten seconds''.
*** The level "Tier Drops" has four overlapping areas connected by a hallway around them and drop tubes inside. The guys at 3D Realms beat the level in just ''ten seconds''.
*** A few of the game's levels actually use these quirks transparently and a number of user-made levels deliberately work to show them off or to fake architecture that's not truly possible with the game engine.
*** A few of the game's levels actually use these quirks transparently and a number of user-made levels deliberately work to show them off or to fake architecture that's not truly possible with the game engine.
** ''[[Descent]]'' can use similar techniques with user-made levels. One example was appropriately titled "4D".
** ''[[Descent]]'' can use similar techniques with user-made levels. One example was appropriately titled "4D".
** A level based on these concepts exists for ''[[Americas Army]]''. A video of it can be found [http://www.youtube.com/watch?v=2s4ySkR48cI here]
** A level based on these concepts exists for ''[[America's Army]]''. A video of it can be found [http://www.youtube.com/watch?v=2s4ySkR48cI here]
** The Source engine as of 2011 has a feature that allows for something like this; they [[Mundane Utility|mainly just used it for]] testing unfinished level designs. It can produce some [http://www.youtube.com/watch?v=_xFbRecjKQA crazy stuff] if you know how to use it right. Unfortunately, the version of the engine it's in can really only make ''Portal 2'' add-on content for now.
** The Source engine as of 2011 has a feature that allows for something like this; they [[Mundane Utility|mainly just used it for]] testing unfinished level designs. It can produce some [http://www.youtube.com/watch?v=_xFbRecjKQA crazy stuff] if you know how to use it right. Unfortunately, the version of the engine it's in can really only make ''Portal 2'' add-on content for now.
** The Unreal engine is also capable of things like torus-shaped levels and endless corridors with creative application of warpzones, right from the earliest version of the engine. It's far from perfect, though: non-projectile or "hitscan" weapons can't shoot through, stacking more than four warpzones results in the engine glitching and drawing the portal surface's texture, warpzones must have the exact same dimensions at both ends or the game will crash, etc.. The level DM-Fractal even has a relatively simple "anyone falling into the floor trap falls out of a hole in the ceiling" trick.
** The Unreal engine is also capable of things like torus-shaped levels and endless corridors with creative application of warpzones, right from the earliest version of the engine. It's far from perfect, though: non-projectile or "hitscan" weapons can't shoot through, stacking more than four warpzones results in the engine glitching and drawing the portal surface's texture, warpzones must have the exact same dimensions at both ends or the game will crash, etc.. The level DM-Fractal even has a relatively simple "anyone falling into the floor trap falls out of a hole in the ceiling" trick.
* A little-known 2.5D sci-fi (considering it was made in Russia, nostalgical sci-fi) first person shooter ''[[Madspace]]'' embodies this trope, complete with this feature actually being [[All There in the Manual|mentioned in the manual]]. If you decided to dig the game out, there's one thing you should consider... never ''ever'' use the ghost cheatcode.
* A little-known 2.5D sci-fi (considering it was made in Russia, nostalgical sci-fi) first person shooter ''[[Madspace]]'' embodies this trope, complete with this feature actually being [[All There in the Manual|mentioned in the manual]]. If you decided to dig the game out, there's one thing you should consider... never ''ever'' use the ghost cheatcode.
* Games like ''[[Asteroids]]'', 'and the like, use an unwrapped toroidal universe—the environments have the same geometry as the surface of a donut. [[Super Mario War]] does the same thing by default, but because all the levels are custom-designed, you can modify it to take place in an enclosed space, or add kill zones at the sides of the game window [[Super Smash Bros]]-style.
* Games like ''[[Asteroids]]'', 'and the like, use an unwrapped toroidal universe—the environments have the same geometry as the surface of a donut. [[Super Mario War]] does the same thing by default, but because all the levels are custom-designed, you can modify it to take place in an enclosed space, or add kill zones at the sides of the game window [[Super Smash Bros]]-style.
* ''[[VVVVVV (Video Game)|VVVVVV]]'' takes place in a [[Wrap Around]] universe. However, the Tower level is taller than the rest of the universe, but is hard to notice since said level is on auto-scroll.
* ''[[VVVVVV]]'' takes place in a [[Wrap Around]] universe. However, the Tower level is taller than the rest of the universe, but is hard to notice since said level is on auto-scroll.
* ''[[Portal (Video Game)|Portal]]'' is based all around this idea. If you shoot a portal into a wall, and then turn around and shoot another connected one into the other wall behind you, you can ''see your own back''. And then, if you wish, run in a straight line forever without ever leaving the space you're in. That's just for starters - try, if you place a portal well, being able to see an ''infinite series of your own back''. It's also fun to place a pair of portals in the ceiling and floor and then fall through endlessly (and there's even an achievement related to that in the first game).
* ''[[Portal (series)|Portal]]'' is based all around this idea. If you shoot a portal into a wall, and then turn around and shoot another connected one into the other wall behind you, you can ''see your own back''. And then, if you wish, run in a straight line forever without ever leaving the space you're in. That's just for starters - try, if you place a portal well, being able to see an ''infinite series of your own back''. It's also fun to place a pair of portals in the ceiling and floor and then fall through endlessly (and there's even an achievement related to that in the first game).
** Which is at least easy to wrap one's head around, it seems. For the truly mind-bending type, see the above example about the Source engine.
** Which is at least easy to wrap one's head around, it seems. For the truly mind-bending type, see the above example about the Source engine.
* ''[[Pacman]]'' is a cylinder, since you can only go between left and right.
* ''[[Pac-Man]]'' is a cylinder, since you can only go between left and right.
* The eponymous [[Temple of Doom]] in ''[[La-Mulana (Video Game)|La-Mulana]]'' is [[wikipedia:Simply connected space|non-simply connected]], almost certainly deliberately. If you try to make a map that shows where all the areas are in relation to each other, taking every connection into account, you'll quickly discover that it can't be done. In particular, it's not at all clear what the lowest point inside the ruins is.<br /><br />It makes more sense if you ignore the backside areas, and view the temple as being more of a cylinder than a flat map. Still holds with the temple as a whole, though, as the backside areas explicitly don't make sense if mapped on a single plane. The most obvious example would be how the Shrine of the Mother is both above and below the Endless Corridor, depending on where you enter it.
* The eponymous [[Temple of Doom]] in ''[[La-Mulana]]'' is [[wikipedia:Simply connected space|non-simply connected]], almost certainly deliberately. If you try to make a map that shows where all the areas are in relation to each other, taking every connection into account, you'll quickly discover that it can't be done. In particular, it's not at all clear what the lowest point inside the ruins is.<br /><br />It makes more sense if you ignore the backside areas, and view the temple as being more of a cylinder than a flat map. Still holds with the temple as a whole, though, as the backside areas explicitly don't make sense if mapped on a single plane. The most obvious example would be how the Shrine of the Mother is both above and below the Endless Corridor, depending on where you enter it.
* The Polyhedron in the Russian art-house game ''[[Pathologic]]''. Hooooo boy. From the outside, the building simply appears to be impossible. {{spoiler|The inside is implied to more or less be another ''dimension'', inhabited by hundreds of children suspended in some kind of weird dream world.}} Yes, the game is a total [[Mind Screw]].
* The Polyhedron in the Russian art-house game ''[[Pathologic]]''. Hooooo boy. From the outside, the building simply appears to be impossible. {{spoiler|The inside is implied to more or less be another ''dimension'', inhabited by hundreds of children suspended in some kind of weird dream world.}} Yes, the game is a total [[Mind Screw]].
* In ''[[Diablo II]]'', the Arcane Sanctuary area contains some quite Escher-esque geometry: platforms are supported by pillars that stand on other platforms which ought to be at the same height. The game gives the option of displaying in perspective (parallel lines converge at the horizon) or isometric (parallel lines remain parallel). In Arcane Sanctuary, the perspective option is disabled, due to it being impossible to draw.
* In ''[[Diablo II]]'', the Arcane Sanctuary area contains some quite Escher-esque geometry: platforms are supported by pillars that stand on other platforms which ought to be at the same height. The game gives the option of displaying in perspective (parallel lines converge at the horizon) or isometric (parallel lines remain parallel). In Arcane Sanctuary, the perspective option is disabled, due to it being impossible to draw.
** The Canyon of the Magi doesn't let you use perspective either for no obvious reason. Maybe an anomaly left behind from the magical battle that happened here? Or maybe I'm overthinking this and it's just a bug.
** The Canyon of the Magi doesn't let you use perspective either for no obvious reason. Maybe an anomaly left behind from the magical battle that happened here? Or maybe I'm overthinking this and it's just a bug.
* Giygas' final form in ''[[Earthbound (Video Game)|Earthbound]]'' is fought inside what is best described as a "pocket dimension"... except Giygas' final form is also the pocket dimension itself. Rather fitting of Giygas, the [[Trope Namer]] for [[You Cannot Grasp the True Form]].
* Giygas' final form in ''[[Earthbound]]'' is fought inside what is best described as a "pocket dimension"... except Giygas' final form is also the pocket dimension itself. Rather fitting of Giygas, the [[Trope Namer]] for [[You Cannot Grasp the True Form]].
* ''Echochrome'' is a puzzle game based on the works of M. C. Escher. The geometries are as weird as you might expect.
* ''Echochrome'' is a puzzle game based on the works of M. C. Escher. The geometries are as weird as you might expect.
** To elaborate, in the game, you are allowed to "cheat" the laws of perspective because only the camera angle's perspective counts as "real". If there is a beam covering up a hole, the hole [[Logic Bomb|then ceases to exist.]] This is a necessary skill to guide the main character<ref>You control the camera, not the player character</ref> to safety.
** To elaborate, in the game, you are allowed to "cheat" the laws of perspective because only the camera angle's perspective counts as "real". If there is a beam covering up a hole, the hole [[Logic Bomb|then ceases to exist.]] This is a necessary skill to guide the main character<ref>You control the camera, not the player character</ref> to safety.
* ''[[Pokémon Diamond and Pearl (Video Game)|Pokémon Platinum]]'': The Distortion World in [[Amazing Technicolor Battlefield]] form. Made into [[Mind Screw]] material thanks to the flat, unchanging background theme and the fact that there are no Pokémon in it at all except for Giratina. Not to mention the fact that ''holy crap the sky is upside-down.''
* ''[[Pokémon Diamond and Pearl|Pokémon Platinum]]'': The Distortion World in [[Amazing Technicolor Battlefield]] form. Made into [[Mind Screw]] material thanks to the flat, unchanging background theme and the fact that there are no Pokémon in it at all except for Giratina. Not to mention the fact that ''holy crap the sky is upside-down.''
** There's also the Lost Cave in [[Fire Red]] and [[Leaf Green]], in which it is possible to walk through a door, turn around, and find yourself in a completely different room than you started in.
** There's also the Lost Cave in [[Fire Red]] and [[Leaf Green]], in which it is possible to walk through a door, turn around, and find yourself in a completely different room than you started in.
** The Psychic move Trick Room...well, look at the description. "The user creates a bizarre area in which slower Pokémon get to move first for five turns." The user warps space so that going slower makes them move faster. That's pretty alien.
** The Psychic move Trick Room...well, look at the description. "The user creates a bizarre area in which slower Pokémon get to move first for five turns." The user warps space so that going slower makes them move faster. That's pretty alien.
Line 214: Line 214:
* According to the characters, the Primeval Thaig in [[Dragon Age II]], although we have to [[Take Our Word for It|take their word for it]], cuz that's kind of hard to program.
* According to the characters, the Primeval Thaig in [[Dragon Age II]], although we have to [[Take Our Word for It|take their word for it]], cuz that's kind of hard to program.
* Certain areas in the ''[[Silent Hill]]'' series, usually paired with [[Chaos Architecture]]; examples include but are not limited to: the girls' bathroom in [[Silent Hill 1|the alternate school]] which leads you to the second floor when you exit it, the door between the first and second floors in Nowhere, and the convoluted space-time of the alternate Lakeview Hotel in ''[[Silent Hill 2]]'', where the doors now teleport you around the building, and you have to find the correct one that will warp you to the otherwise inaccessible east wing. And going back in the same door leads to a different door than the one you entered. Not to mention the Historical Society, where you jump down several extremely deep holes, then take an elevator even further down, but when you come out of it on the lakefront, you're only about 20 feet below where you started. It also has Escher-esque architecture at points, e.g. the room with the hole leading to the prison (doors on the floor and walls), and the rotating room in the Labyrinth.
* Certain areas in the ''[[Silent Hill]]'' series, usually paired with [[Chaos Architecture]]; examples include but are not limited to: the girls' bathroom in [[Silent Hill 1|the alternate school]] which leads you to the second floor when you exit it, the door between the first and second floors in Nowhere, and the convoluted space-time of the alternate Lakeview Hotel in ''[[Silent Hill 2]]'', where the doors now teleport you around the building, and you have to find the correct one that will warp you to the otherwise inaccessible east wing. And going back in the same door leads to a different door than the one you entered. Not to mention the Historical Society, where you jump down several extremely deep holes, then take an elevator even further down, but when you come out of it on the lakefront, you're only about 20 feet below where you started. It also has Escher-esque architecture at points, e.g. the room with the hole leading to the prison (doors on the floor and walls), and the rotating room in the Labyrinth.
* The Daedric ruins in ''[[The Elder Scrolls III Morrowind (Video Game)|Morrowind]]'' fit this trope. They certainly weren't built by man or mer...
* The Daedric ruins in ''[[The Elder Scrolls III Morrowind|Morrowind]]'' fit this trope. They certainly weren't built by man or mer...
* It's possible to ''make'' these in ''[[Dwarf Fortress (Video Game)|Dwarf Fortress]]'' if you're careless, insane or second-hand enough. Case in point: [[Let's Play|Headshoots]] had rooms that ''the players couldn't find'' without zooming on a dwarf that happened to be in them. {{spoiler|The last survivor is holed up in one of them.}}
* It's possible to ''make'' these in ''[[Dwarf Fortress]]'' if you're careless, insane or second-hand enough. Case in point: [[Let's Play|Headshoots]] had rooms that ''the players couldn't find'' without zooming on a dwarf that happened to be in them. {{spoiler|The last survivor is holed up in one of them.}}
** Of course, rather disappointingly, there's nothing physically impossible about it—it's just a web of extremely convoluted tunnels.
** Of course, rather disappointingly, there's nothing physically impossible about it—it's just a web of extremely convoluted tunnels.
* In ''[[Guild Wars]]'', there is no in-game map showing the entirety of the Realm of Torment. There is a very good reason for this- direction and distance are coherent within regions of the Torment, but not between them.
* In ''[[Guild Wars]]'', there is no in-game map showing the entirety of the Realm of Torment. There is a very good reason for this- direction and distance are coherent within regions of the Torment, but not between them.
* This is the whole point of the city of Sigil in ''[[Planescape Torment]]'': a city existing on the inside of a giant torus rotating around an endless spire. The cityscape constantly changes and every archway can potentially lead you [[Cool Gate|virtually anywhere]] (including somewhere you really don't want to go). Why, at one moment of the game {{spoiler|you even help an ''alley'' give birth.}}
* This is the whole point of the city of Sigil in ''[[Planescape: Torment]]'': a city existing on the inside of a giant torus rotating around an endless spire. The cityscape constantly changes and every archway can potentially lead you [[Cool Gate|virtually anywhere]] (including somewhere you really don't want to go). Why, at one moment of the game {{spoiler|you even help an ''alley'' give birth.}}
** Not so much a geometrical issue, don't think it fits here. Sigil is alive. The streets move because they'd rather be somewhere else. Or they're making space for newborn streets. Also, the city is a Portal Nexus. If you enter a house and find yourself in a larger-than-seems-likely space, you might not technically be in Sigil anymore, whether you just entered heaven or hell is pretty much a matter of luck.
** Not so much a geometrical issue, don't think it fits here. Sigil is alive. The streets move because they'd rather be somewhere else. Or they're making space for newborn streets. Also, the city is a Portal Nexus. If you enter a house and find yourself in a larger-than-seems-likely space, you might not technically be in Sigil anymore, whether you just entered heaven or hell is pretty much a matter of luck.
** Sigil also happens to be at the top of an infinitely-tall spire; something that certainly can't be done in regular geometry.
** Sigil also happens to be at the top of an infinitely-tall spire; something that certainly can't be done in regular geometry.
Line 224: Line 224:
**** ''And'' manages to be infinitely tall while having both a bottom and a top, both of which can be visited.
**** ''And'' manages to be infinitely tall while having both a bottom and a top, both of which can be visited.
** However, one character talks about being transported by a hidden portal that consists of the archway that appears when approaching two trees from the right angle.
** However, one character talks about being transported by a hidden portal that consists of the archway that appears when approaching two trees from the right angle.
* ''[[X (Video Game)|X]]: Beyond the Frontier'' and its sequels plays it straight with "Spacial Compression" improving your cargo capacity.
* ''[[X (video game)|X]]: Beyond the Frontier'' and its sequels plays it straight with "Spacial Compression" improving your cargo capacity.
* A wonderful example in text adventure ''Trinity'', which contains a Klein Bottle that you can walk through. After you do, east and west are reversed everywhere else in the game. This is useful for {{spoiler|turning a clockwise screw into a counterclockwise screw}}.
* A wonderful example in text adventure ''Trinity'', which contains a Klein Bottle that you can walk through. After you do, east and west are reversed everywhere else in the game. This is useful for {{spoiler|turning a clockwise screw into a counterclockwise screw}}.
* ''[[Visions and Voices]]'' has the mirror worlds. While they aren't that extreme, they can be pretty freaky—numerous characters are evidently freaked out upon seeing them.
* ''[[Visions and Voices]]'' has the mirror worlds. While they aren't that extreme, they can be pretty freaky—numerous characters are evidently freaked out upon seeing them.
* The Milkman Conspiracy level in ''[[Psychonauts (Video Game)|Psychonauts]]''.
* The Milkman Conspiracy level in ''[[Psychonauts]]''.
* ''[[Prey]]'' is based aboard a cybernetic moon size space ship where things like gravity and even space-time are not consistent. The player character occasionally remarks on this.
* ''[[Prey]]'' is based aboard a cybernetic moon size space ship where things like gravity and even space-time are not consistent. The player character occasionally remarks on this.
* A particular player-made map for ''[[Far Cry|Far Cry 2]]'' is shaped like a cube with two sides removed and tilted on its axis. Due to the inclines that a player is able to move on without sliding off or falling, the players can run on all four of the inner faces, even though they appear to be perpendicular without close examination. This leads to strange cases of a player standing on the wall of a building and firing at someone on the street ahead of them, which is going into the sky.
* A particular player-made map for ''[[Far Cry|Far Cry 2]]'' is shaped like a cube with two sides removed and tilted on its axis. Due to the inclines that a player is able to move on without sliding off or falling, the players can run on all four of the inner faces, even though they appear to be perpendicular without close examination. This leads to strange cases of a player standing on the wall of a building and firing at someone on the street ahead of them, which is going into the sky.
* ''[[The Legend of Zelda (Franchise)|The Legend of Zelda]]'' series pulls this off a lot of times in different ways. The most common is the classic Lost Woods. Take a wrong turn and you magically end up back at the start, even when it should be normally impossible. This happens in some other areas like Ganon's Tower in ''[[The Legend of Zelda the Wind Waker (Video Game)|Wind Waker]]''.
* ''[[The Legend of Zelda]]'' series pulls this off a lot of times in different ways. The most common is the classic Lost Woods. Take a wrong turn and you magically end up back at the start, even when it should be normally impossible. This happens in some other areas like Ganon's Tower in ''[[The Legend of Zelda: The Wind Waker|Wind Waker]]''.
** The Fairies' Woods in ''[[Oracle of Ages]]'', in which moving from one screen to the next and back again winds up placing you in a completely different spot than before.
** The Fairies' Woods in ''[[Oracle of Ages]]'', in which moving from one screen to the next and back again winds up placing you in a completely different spot than before.
** In the Forest Temple in ''[[The Legend of Zelda: Ocarina of Time (Video Game)|Ocarina of Time]]'' there is a corridor which twists 90 degrees to the side, meaning you end up walking on what was originally a wall. One puzzle in the temple involves activating a switch that twists and untwists the corridor, so you can access different sides of the room. And you're still somehow oriented the same way relative to the rest of the dungeon.
** In the Forest Temple in ''[[The Legend of Zelda: Ocarina of Time|Ocarina of Time]]'' there is a corridor which twists 90 degrees to the side, meaning you end up walking on what was originally a wall. One puzzle in the temple involves activating a switch that twists and untwists the corridor, so you can access different sides of the room. And you're still somehow oriented the same way relative to the rest of the dungeon.
** ''[[Majoras Mask]]'' - The Stone Tower in involves reversing gravity so you can run around in the ceilings of rooms. This is made even more [[Mind Screw|mind-twisting]] by the fact that the horizontal orientation of the temple is preserved after it is flipped over -- i.e. a room on the right of the entrance normally would stay on the right of the entrance when flipped -- meaning the dungeon somehow ''inverted itself''. Even the Perfect Guide writers were confused by the whole thing.
** ''[[Majoras Mask]]'' - The Stone Tower in involves reversing gravity so you can run around in the ceilings of rooms. This is made even more [[Mind Screw|mind-twisting]] by the fact that the horizontal orientation of the temple is preserved after it is flipped over -- i.e. a room on the right of the entrance normally would stay on the right of the entrance when flipped -- meaning the dungeon somehow ''inverted itself''. Even the Perfect Guide writers were confused by the whole thing.
* ''[[Super Mario Bros]]'' - Warp Pipes ignore any physics beyond [[Rule of Fun]], but the ones in ''[[Mario and Luigi Bowsers Inside Story (Video Game)|Bowser's Inside Story]]'' ''really'' take the cake. There are multiple, microscopic pipes ''inside'' of Bowser that, without actually going ''through'' Bowser at any point, lead ''outside'' of Bowser, simultaneously increasing the size of those who go through them to macroscopic. Though it's impossible in-game, there is nothing ''in theory'' to prevent Bowser from entering one of these pipes. What would happen if Bowser did use such a pipe? [[Divide By Zero|Decent people shouldn't think too much about that]].
* ''[[Super Mario Bros.]]'' - Warp Pipes ignore any physics beyond [[Rule of Fun]], but the ones in ''[[Mario and Luigi Bowsers Inside Story|Bowser's Inside Story]]'' ''really'' take the cake. There are multiple, microscopic pipes ''inside'' of Bowser that, without actually going ''through'' Bowser at any point, lead ''outside'' of Bowser, simultaneously increasing the size of those who go through them to macroscopic. Though it's impossible in-game, there is nothing ''in theory'' to prevent Bowser from entering one of these pipes. What would happen if Bowser did use such a pipe? [[Divide by Zero|Decent people shouldn't think too much about that]].
** Well, remember: the reason they lead in and out of them is because they are "warp" pipes. They basically teleport the user to another pipe. There's always the possiblity that [[Super Mario Bros|World 1-2]] could be in another universe entirely...
** Well, remember: the reason they lead in and out of them is because they are "warp" pipes. They basically teleport the user to another pipe. There's always the possiblity that [[Super Mario Bros.|World 1-2]] could be in another universe entirely...
* ''[[Super Mario RPG (Video Game)|Super Mario RPG]]'' seemed to parody video game wraparound: the overworld actually ''is'' donut-shaped, despite there being no real reason for it.
* ''[[Super Mario RPG]]'' seemed to parody video game wraparound: the overworld actually ''is'' donut-shaped, despite there being no real reason for it.
* ''[[Super Mario 64 (Video Game)|Super Mario 64]]'' has the endless staircase. However high you climb, the bottom is only a few feet behind you when you turn around.
* ''[[Super Mario 64]]'' has the endless staircase. However high you climb, the bottom is only a few feet behind you when you turn around.
* ''[[Super Paper Mario (Video Game)|Super Paper Mario]]'' has a unique twist. Mario exists in a 2-D world (with [[Shout-Out|Shout Outs]] galore to the first ''[[Super Mario Bros]]'' games), but the first ability Mario learns is to "flip" between dimensions. In other words, he ''gains access to the third dimension''. Now, this isn't any problem for the player, but what's this like ''[[Fridge Brilliance|for Mario]]''? ...let's just say he needs a [[Sanity Meter]] to stay in 3-D. However, the game is a sequel to the first two Paper Marios, which were in 3D. Mario also seems to handle switching between 2D and 3D just fine between games anyway.
* ''[[Super Paper Mario]]'' has a unique twist. Mario exists in a 2-D world (with [[Shout-Out|Shout Outs]] galore to the first ''[[Super Mario Bros.]]'' games), but the first ability Mario learns is to "flip" between dimensions. In other words, he ''gains access to the third dimension''. Now, this isn't any problem for the player, but what's this like ''[[Fridge Brilliance|for Mario]]''? ...let's just say he needs a [[Sanity Meter]] to stay in 3-D. However, the game is a sequel to the first two Paper Marios, which were in 3D. Mario also seems to handle switching between 2D and 3D just fine between games anyway.
* There's a game in development, called ''Miegakure'', in which the puzzle aspect involves a 4th spatial dimension. Just trying to visualize a textual description of the game mechanics is enough to cause a headache. A three-dimensional environment can be represented by multiple two-dimensional images. Imagine taking an object, and tracing its outline on a flat surface from each side. You can get a good idea of the actual shape of the object in three dimensions by putting those images together in your head. What Miegakure does is present a four-dimensional environment in a similar fashion, in a series of three-dimensional models. You can switch the "angle" from which you view the four-dimensional environment by hiding one dimension and causing another one to become visible, similar to how a flat picture of a three-dimensional object "hides" the depth dimension.
* There's a game in development, called ''Miegakure'', in which the puzzle aspect involves a 4th spatial dimension. Just trying to visualize a textual description of the game mechanics is enough to cause a headache. A three-dimensional environment can be represented by multiple two-dimensional images. Imagine taking an object, and tracing its outline on a flat surface from each side. You can get a good idea of the actual shape of the object in three dimensions by putting those images together in your head. What Miegakure does is present a four-dimensional environment in a similar fashion, in a series of three-dimensional models. You can switch the "angle" from which you view the four-dimensional environment by hiding one dimension and causing another one to become visible, similar to how a flat picture of a three-dimensional object "hides" the depth dimension.
* The Bizarre Room in the Wonderland level of ''[[Kingdom Hearts]]''. Entering from different points of the world -- including the room itself -- leads to you stand on different dimensions of the room, i.e. the walls and roof. However, the dimensions of the areas you are entering ''from'' don't change at all.
* The Bizarre Room in the Wonderland level of ''[[Kingdom Hearts]]''. Entering from different points of the world -- including the room itself -- leads to you stand on different dimensions of the room, i.e. the walls and roof. However, the dimensions of the areas you are entering ''from'' don't change at all.
* Two areas in ''[[Sub Machine|SubMachine: Subnet Exploration Project]]'' have rooms that connect in ways they should not. Appropriately, one of them houses a fan theory that the [[Sub Machine]] is looped through the fourth dimension, and the other is a series of padded cells. Another area is, for no apparent reason, sideways.
* Two areas in ''[[Sub Machine|SubMachine: Subnet Exploration Project]]'' have rooms that connect in ways they should not. Appropriately, one of them houses a fan theory that the [[Sub Machine]] is looped through the fourth dimension, and the other is a series of padded cells. Another area is, for no apparent reason, sideways.
* In ''[[The Dig]]'', the architecture of the Cocytans shows a lot of reverence to the 5 Platonic solids, including shapes with strange symmetries; and there also the in-universe example of space-time six -- a 6 dimensional realm.
* In ''[[The Dig]]'', the architecture of the Cocytans shows a lot of reverence to the 5 Platonic solids, including shapes with strange symmetries; and there also the in-universe example of space-time six -- a 6 dimensional realm.
* The Mobius Ring track in ''[[F Zero]] GX'' exhibits these; the sky is always up, as the mobius has only one side. Let's not talk about the architecture.
* The Mobius Ring track in ''[[F-Zero]] GX'' exhibits these; the sky is always up, as the mobius has only one side. Let's not talk about the architecture.
* An interesting loading error in ''[[Indiana Jones and The Infernal Machine (Video Game)|Indiana Jones and The Infernal Machine]]'' once caused a corridor to loop back around itself into the same room that the player had just left without any perceivable distortion. The player who encountered the bug thought he might be going crazy at first.
* An interesting loading error in ''[[Indiana Jones and The Infernal Machine]]'' once caused a corridor to loop back around itself into the same room that the player had just left without any perceivable distortion. The player who encountered the bug thought he might be going crazy at first.
* ''[[Minecraft (Video Game)|Minecraft]] on LSD'', the combination of 2 mods. Youtube it. Everything is still the same but looks extremely... peculiar. A straight line looks like a coiled rope, and then you imagine that these are supposed to be blocks doing this, but curving. And then you see the distance going on the ceiling... Although it's all visual (but can often feel like you're walking on a circular world and not a flat one) for now.
* ''[[Minecraft]] on LSD'', the combination of 2 mods. Youtube it. Everything is still the same but looks extremely... peculiar. A straight line looks like a coiled rope, and then you imagine that these are supposed to be blocks doing this, but curving. And then you see the distance going on the ceiling... Although it's all visual (but can often feel like you're walking on a circular world and not a flat one) for now.
* Entering the main room of the Tremere chantry in ''[[Vampire: The Masquerade Bloodlines]]'' is easy: just walk in the front door, go straight, take a left, a right, then another left. But try to reverse those directions to leave, and you end up back at the same place you started. Any wrong turn on the way out sends you back to the main hall, and the path out is not the same as the path in.
* Entering the main room of the Tremere chantry in ''[[Vampire: The Masquerade Bloodlines]]'' is easy: just walk in the front door, go straight, take a left, a right, then another left. But try to reverse those directions to leave, and you end up back at the same place you started. Any wrong turn on the way out sends you back to the main hall, and the path out is not the same as the path in.
* Invoked in one of the epilogues in the game ''[[Primal Rage]]''. When you play as Vertigo, the epilogue says she forced enslaved humans to build a palace whose alien gemoetries drove the human workers insane. There's a illustration with it.
* Invoked in one of the epilogues in the game ''[[Primal Rage]]''. When you play as Vertigo, the epilogue says she forced enslaved humans to build a palace whose alien gemoetries drove the human workers insane. There's a illustration with it.
* ''[[The Game of the Ages (Video Game)|The Game of the Ages]]'' introduces a fourth spatial dimension, which you learn to navigate.
* ''[[The Game of the Ages]]'' introduces a fourth spatial dimension, which you learn to navigate.
* ''[[Baldur's Gate (Video Game)|Baldurs Gate]]'': leaving aside all the bizarre dimensions and obscure dungeon twist you can encounter, Athkatla has a few doses of alien geography. Notably, no matter which way you approach the bridge from, you will always enter the district from the northern end. There are only two locations on the entire map located north of the Bridge District, and there are no other apparent ways across the river without hiring a boat.
* ''[[Baldur's Gate|Baldurs Gate]]'': leaving aside all the bizarre dimensions and obscure dungeon twist you can encounter, Athkatla has a few doses of alien geography. Notably, no matter which way you approach the bridge from, you will always enter the district from the northern end. There are only two locations on the entire map located north of the Bridge District, and there are no other apparent ways across the river without hiring a boat.
* There's an old russian [[Game Mod|mod]] of the 1990 ''[[Prince of Persia]]'' game, called 4D Prince of Persia. It takes advantage of the way room connections are programmed and creates levels where normal directions don't apply: Levels that loop and wrap around, corridors where running back doesn't take you where you came from, [[Bottomless Pits|infinite pits]]... The mod [[Downplayed Trope|doesn't do it that much actually]] however; it only does it on palace levels, and leaves many levels unchanged. Then there are further mods ad level packs inspired by 4D, and they take the idea [[Up to Eleven|much further]].
* There's an old russian [[Game Mod|mod]] of the 1990 ''[[Prince of Persia]]'' game, called 4D Prince of Persia. It takes advantage of the way room connections are programmed and creates levels where normal directions don't apply: Levels that loop and wrap around, corridors where running back doesn't take you where you came from, [[Bottomless Pits|infinite pits]]... The mod [[Downplayed Trope|doesn't do it that much actually]] however; it only does it on palace levels, and leaves many levels unchanged. Then there are further mods ad level packs inspired by 4D, and they take the idea [[Up to Eleven|much further]].
* ''[[Fez (Video Game)|Fez]]''. Gomez is a 2D man suddenly gifted with the ability to shift the 2D world on the third dimension.
* ''[[Fez]]''. Gomez is a 2D man suddenly gifted with the ability to shift the 2D world on the third dimension.




== Webcomics ==
== Webcomics ==
* In ''[[8-Bit Theater (Webcomic)|Eight Bit Theater]]'', Black Mage's face is apparently so hideous as to be non-Euclidean—the hat keeping his features in shadow prevents people from [[Go Mad From the Revelation|being driven insane just by looking at it]], as seen [http://www.nuklearpower.com/2001/06/18/episode-044-what-the-hell-just-happened-in-survivor-8-bit-style-part-9/ here]. A more recent strip implied that revealing himself would ''[http://www.nuklearpower.com/2008/01/05/episode-939-total-protonic-reversal/ destroy the universe]'', but this was just an idle daydream.<br /><br />When the Light Warriors enter the [[The Very Definitely Final Dungeon|new-and-improved Temple of Fiends]], Black Mage criticizes it's infantile sense of twisted geometry (The room is merely upside-down for no reason), claiming that to "draw out ancient and malevolent forces of the underverse" you need to "[http://www.nuklearpower.com/2008/06/12/episode-1004-fun-house/ start with parallel lines that intersect]".
* In ''[[8-Bit Theater (Webcomic)|Eight Bit Theater]]'', Black Mage's face is apparently so hideous as to be non-Euclidean—the hat keeping his features in shadow prevents people from [[Go Mad From the Revelation|being driven insane just by looking at it]], as seen [http://www.nuklearpower.com/2001/06/18/episode-044-what-the-hell-just-happened-in-survivor-8-bit-style-part-9/ here]. A more recent strip implied that revealing himself would ''[http://www.nuklearpower.com/2008/01/05/episode-939-total-protonic-reversal/ destroy the universe]'', but this was just an idle daydream.<br /><br />When the Light Warriors enter the [[The Very Definitely Final Dungeon|new-and-improved Temple of Fiends]], Black Mage criticizes it's infantile sense of twisted geometry (The room is merely upside-down for no reason), claiming that to "draw out ancient and malevolent forces of the underverse" you need to "[http://www.nuklearpower.com/2008/06/12/episode-1004-fun-house/ start with parallel lines that intersect]".
* ''[[Gunnerkrigg Court (Webcomic)|Gunnerkrigg Court]]'', In Chapter 19: ''Power Station'', the buildings at {{spoiler|Zimmingham}} look pretty normal from nearby, but [http://www.gunnerkrigg.com/archive_page.php?comicID=461 long-distance shots] reveal that they are at crazy angles relative to each other.
* ''[[Gunnerkrigg Court]]'', In Chapter 19: ''Power Station'', the buildings at {{spoiler|Zimmingham}} look pretty normal from nearby, but [http://www.gunnerkrigg.com/archive_page.php?comicID=461 long-distance shots] reveal that they are at crazy angles relative to each other.
* ''[[Problem Sleuth (Webcomic)|Problem Sleuth]]'': You cannot descend into the sky because the universe is not upside-down!
* ''[[Problem Sleuth]]'': You cannot descend into the sky because the universe is not upside-down!
* According to ''[[Questionable Content]]'', [http://questionablecontent.net/view.php?comic=1380 dildos] can have alien geometries too.
* According to ''[[Questionable Content]]'', [http://questionablecontent.net/view.php?comic=1380 dildos] can have alien geometries too.
* The polygons in ''[[Triangle and Robert]]'' tend to have their own style of geometry, leading to strips like [http://tr.froup.com/tr.pl?412 this] or [http://tr.froup.com/tr.pl?2327 this].
* The polygons in ''[[Triangle and Robert]]'' tend to have their own style of geometry, leading to strips like [http://tr.froup.com/tr.pl?412 this] or [http://tr.froup.com/tr.pl?2327 this].
* The Toymania store that serves as the main setting for ''[[Tru Life Adventures]]'' is bigger on the inside than it is on the outside. Subverted, though, in that it's a fluke of how the measurements were taken.
* The Toymania store that serves as the main setting for ''[[TRU-Life Adventures]]'' is bigger on the inside than it is on the outside. Subverted, though, in that it's a fluke of how the measurements were taken.
* In ''[[Adventurers (Webcomic)|Adventurers]]'', [http://www.adventurers-comic.com/d/20020614.html when Imposis is just about to leave], Ardam points out that nothing he does seems particularly impossible. Imposis gives him a Penrose triangle and continues on his way, leaving Ardam to hold it in his hands and stare at it until he gets a headache.
* In ''[[Adventurers]]'', [http://www.adventurers-comic.com/d/20020614.html when Imposis is just about to leave], Ardam points out that nothing he does seems particularly impossible. Imposis gives him a Penrose triangle and continues on his way, leaving Ardam to hold it in his hands and stare at it until he gets a headache.
* From ''[[Tales of the Questor]]'', we have the ''[http://www.rhjunior.com/totq/00513.html Unseleigh castle...]''
* From ''[[Tales of the Questor]]'', we have the ''[http://www.rhjunior.com/totq/00513.html Unseleigh castle...]''
** Yet another homage to [[MC Escher]]'s "Relativity".
** Yet another homage to [[M. C. Escher]]'s "Relativity".
* The author of ''[[Xkcd (Webcomic)|Xkcd]]'' drew a comic about [http://www.newyorker.com/online/blogs/cartoonlounge/2008/10/cartoonoff-xkcd.html hyperbondage] (see slide 5) for a cartoon-off against Farley Katz.
* The author of ''[[Xkcd]]'' drew a comic about [http://www.newyorker.com/online/blogs/cartoonlounge/2008/10/cartoonoff-xkcd.html hyperbondage] (see slide 5) for a cartoon-off against Farley Katz.
* In ''[[Homestuck (Webcomic)|Homestuck]]'', the evil planet of Derse (and presumably, its good counterpart, Prospit) has inner depths and corridors that twist upon themselves in ways that challenge the rational mind. There is also [http://www.mspaintadventures.com/?s=6&p=003568 this sequence].
* In ''[[Homestuck]]'', the evil planet of Derse (and presumably, its good counterpart, Prospit) has inner depths and corridors that twist upon themselves in ways that challenge the rational mind. There is also [http://www.mspaintadventures.com/?s=6&p=003568 this sequence].
** [http://www.mspaintadventures.com/?s=6&p=004942 The final form that Skaia takes as well.]
** [http://www.mspaintadventures.com/?s=6&p=004942 The final form that Skaia takes as well.]
* ''[[Chainsawsuit]]'': [http://chainsawsuit.com/2010/05/12/cthulhu-cheats/ Cthulhu gets caught using non-Euclidian dice during a game of] [[Dungeons and Dragons|Humans and Habitats]].
* ''[[Chainsawsuit]]'': [http://chainsawsuit.com/2010/05/12/cthulhu-cheats/ Cthulhu gets caught using non-Euclidian dice during a game of] [[Dungeons and Dragons|Humans and Habitats]].
* A few arcs in ''[[Fans]]'' (notably the whole of Book 5) centered around a power-object called the 23-Sider, an RPG die with 23 identical sides. When the 23-Sider was formed in Book 5 it warped reality.
* A few arcs in ''[[Fans]]'' (notably the whole of Book 5) centered around a power-object called the 23-Sider, an RPG die with 23 identical sides. When the 23-Sider was formed in Book 5 it warped reality.
* Pip in ''[[Sequential Art (Webcomic)|Sequential Art]]'' chose to prove his superiority in [[Bland-Name Product|Cubeminer]] by building "[http://www.collectedcurios.com/sequentialart.php?s=684 Escher's Staircase]". The next page shows that with a few tweaks you sometimes can build ''this'' in a 3D game. {{spoiler|But there's no guarantee that the physics engine will survive an attempt to process it.}}
* Pip in ''[[Sequential Art (webcomic)|Sequential Art]]'' chose to prove his superiority in [[Bland-Name Product|Cubeminer]] by building "[http://www.collectedcurios.com/sequentialart.php?s=684 Escher's Staircase]". The next page shows that with a few tweaks you sometimes can build ''this'' in a 3D game. {{spoiler|But there's no guarantee that the physics engine will survive an attempt to process it.}}




== Web Original ==
== Web Original ==
* Doctor Ka's mansion in the ''[[Global Guardians PBEM Universe]]'' is effectively a [[wikipedia:Tesseract|tesseract]], and is definitely [[Bag of Holding|bigger on the inside]] than on the out. If its layout was drawn on a set of blueprints it would feature rooms that overlapped spatially, rooms that seemed to have no exits or entrances, spherical rooms that nonetheless had corners, and rooms where the plane of gravity depending on which way you were looking.
* Doctor Ka's mansion in the ''[[Global Guardians PBEM Universe]]'' is effectively a [[wikipedia:Tesseract|tesseract]], and is definitely [[Bag of Holding|bigger on the inside]] than on the out. If its layout was drawn on a set of blueprints it would feature rooms that overlapped spatially, rooms that seemed to have no exits or entrances, spherical rooms that nonetheless had corners, and rooms where the plane of gravity depending on which way you were looking.
* ''[[SCP Foundation (Wiki)|SCP Foundation]]:''' [http://scp-wiki.wikidot.com/scp-033 SCP 033] is a missing integer. Any surface it's written on will begin to break down.
* ''[[SCP Foundation]]:''' [http://scp-wiki.wikidot.com/scp-033 SCP 033] is a missing integer. Any surface it's written on will begin to break down.
{{quote| '''Prof. █████████:''' We know that after 2 comes 3 and after 3 comes 4. What this formula proves is that we missed a number somewhere. Imagine if all our technology was based on the belief that after 4 came 6. We simply didn't know or conceive of 5. That is in essence what this formula proves. We missed a number. ... I don't think it "destroys" anything. I think it tries integrating itself into our system and our system can't hold it.}}
{{quote| '''Prof. █████████:''' We know that after 2 comes 3 and after 3 comes 4. What this formula proves is that we missed a number somewhere. Imagine if all our technology was based on the belief that after 4 came 6. We simply didn't know or conceive of 5. That is in essence what this formula proves. We missed a number. ... I don't think it "destroys" anything. I think it tries integrating itself into our system and our system can't hold it.}}
* ''[[Fine Structure (Literature)|Fine Structure]]'' describes universes with more dimensions than our this way.
* ''[[Fine Structure]]'' describes universes with more dimensions than our this way.
* The [[PPC|PPC Headquarters]]: It is unclear whether it is just a confusing maze of a building or whether it can actually move around, but thanks to the Laws of Comedy, one of the only ways to find the place you are trying to go is to distract yourself and not think about it. However, it "was" built by alien plants, and they seem to be able to navigate it just fine. Also, poorly-constructed descriptions in the Word Worlds cause some rather eye-breaking visuals for the agents when the worlds try to put them into practice.
* The [[PPC|PPC Headquarters]]: It is unclear whether it is just a confusing maze of a building or whether it can actually move around, but thanks to the Laws of Comedy, one of the only ways to find the place you are trying to go is to distract yourself and not think about it. However, it "was" built by alien plants, and they seem to be able to navigate it just fine. Also, poorly-constructed descriptions in the Word Worlds cause some rather eye-breaking visuals for the agents when the worlds try to put them into practice.
** In one mission, Agents [[Tempting Fate|tempted fate]] by saying "It's a wonder we're still in three dimensions."
** In one mission, Agents [[Tempting Fate|tempted fate]] by saying "It's a wonder we're still in three dimensions."
Line 285: Line 285:
** The [[Hell Hotel]] in the [[Halloween Episode]] of ''[[Tribe Twelve]]''.
** The [[Hell Hotel]] in the [[Halloween Episode]] of ''[[Tribe Twelve]]''.
** ''[[One Hundred Yard Stare]]'': When Avery, Macy, and Ellie first run from Slenderman there is a good dosing of this, with them starting in a yard of some sort and ending up, after a jaunt in a building, next to a moving train.
** ''[[One Hundred Yard Stare]]'': When Avery, Macy, and Ellie first run from Slenderman there is a good dosing of this, with them starting in a yard of some sort and ending up, after a jaunt in a building, next to a moving train.
* The Metal Glen from ''[[Ruby Quest (Roleplay)|Ruby Quest]]'' displays aspects from this. First there's the metal shutter in Ruby's room, which sometimes opens to a window and sometimes to a passage. Then half of the Brig turns upside-down, gravity and all. Then [[It Got Worse|it gets worse]].
* The Metal Glen from ''[[Ruby Quest]]'' displays aspects from this. First there's the metal shutter in Ruby's room, which sometimes opens to a window and sometimes to a passage. Then half of the Brig turns upside-down, gravity and all. Then [[It Got Worse|it gets worse]].
* ''[[The Dionaea House]]''. All of them. The one in Boise, for example, has a second floor that is not visible from the outside. It says something that [[People Puppets|this is]] [[Genius Loci|not the]] [[I'm a Humanitarian|strangest thing about it.]]
* ''[[The Dionaea House]]''. All of them. The one in Boise, for example, has a second floor that is not visible from the outside. It says something that [[People Puppets|this is]] [[Genius Loci|not the]] [[I'm a Humanitarian|strangest thing about it.]]
* Carmilla's room in the ''[[Whateley Universe]]''. It keeps changing size and shape. Its door moves from building to building. It's possible to walk in and out of it without using any known entrance. There's a reason the staff at Whateley Academy calls it the [[H.P. Lovecraft (Creator)|H. P. Lovecraft Room]].
* Carmilla's room in the ''[[Whateley Universe]]''. It keeps changing size and shape. Its door moves from building to building. It's possible to walk in and out of it without using any known entrance. There's a reason the staff at Whateley Academy calls it the [[H.P. Lovecraft|H. P. Lovecraft Room]].
* There is no geometry but [[Time Cube]]. You are educated stupid. Time Cube is so obviously true that knowing anything except Time Cube will drive you crazy when compared to Time Cube.
* There is no geometry but [[Time Cube]]. You are educated stupid. Time Cube is so obviously true that knowing anything except Time Cube will drive you crazy when compared to Time Cube.
* [[The Fear Mythos|The Empty City]], also known as the City of Empty Shadows or [[Names to Run Away From Really Fast|DEVOURER]]. It's a [[Genius Loci|living city]] which intentionally makes itself into [[Alien Geometries]] in order to make sure its victims stay within it until they die. [[And I Must Scream|Or worse.]]
* [[The Fear Mythos|The Empty City]], also known as the City of Empty Shadows or [[Names to Run Away From Really Fast|DEVOURER]]. It's a [[Genius Loci|living city]] which intentionally makes itself into [[Alien Geometries]] in order to make sure its victims stay within it until they die. [[And I Must Scream|Or worse.]]
Line 295: Line 295:


== Western Animation ==
== Western Animation ==
* ''[[Batman the Brave And The Bold (Animation)|Batman the Brave And The Bold]]'' has a standard-issue Escher magical library in the [[Batman Cold Open]] of "The Eyes of Despero". Batman is largely unfazed by the shifting gravity, and actually uses it to good effect.
* ''[[Batman: The Brave And The Bold|Batman the Brave And The Bold]]'' has a standard-issue Escher magical library in the [[Batman Cold Open]] of "The Eyes of Despero". Batman is largely unfazed by the shifting gravity, and actually uses it to good effect.
* The ''Foghorn Leghorn'' cartoon "Little Boy Boo" plays this for laughs. Foghorn is playing hide and seek with a child genius and hides in the coal bin. The kid performs a few calculations and then ''digs Foghorn out of the lawn''. A very befuddled Foghorn protests that he was in the coal bin, but the kid just shakes his head and holds up the calculations. Foghorn then goes to look inside the coal bin, but decides "No, I'd better not look. I just ''might'' be in there."
* The ''Foghorn Leghorn'' cartoon "Little Boy Boo" plays this for laughs. Foghorn is playing hide and seek with a child genius and hides in the coal bin. The kid performs a few calculations and then ''digs Foghorn out of the lawn''. A very befuddled Foghorn protests that he was in the coal bin, but the kid just shakes his head and holds up the calculations. Foghorn then goes to look inside the coal bin, but decides "No, I'd better not look. I just ''might'' be in there."
* The titular ''[[Fosters Home for Imaginary Friends]]'' sometimes exhibits a non-malevolent version of this combined with [[Bigger On the Inside]]. In one episode, Mac is attempting to leave for dinner but he and Bloo become hopelessly lost (and begin to go crazy from hunger), when, at one point, they exit on the roof, even though they clearly went downwards.
* The titular ''[[Foster's Home for Imaginary Friends]]'' sometimes exhibits a non-malevolent version of this combined with [[Bigger on the Inside]]. In one episode, Mac is attempting to leave for dinner but he and Bloo become hopelessly lost (and begin to go crazy from hunger), when, at one point, they exit on the roof, even though they clearly went downwards.
* Presumably alien geometries are how [[Scooby Doo]] and his gang perform their [[Scooby-Dooby Doors|strange chase routines]]. Perhaps something much more sinister than anyone suspected was going on the whole time.
* Presumably alien geometries are how [[Scooby Doo]] and his gang perform their [[Scooby-Dooby Doors|strange chase routines]]. Perhaps something much more sinister than anyone suspected was going on the whole time.


Line 308: Line 308:
* There are multiple projections used on pictures, most commonly the gnomonic projection. The fisheye projection is also well-known. The reason these are necessary is that people see in elliptic geometry. As a simple example, imagine that you are standing on a railroad track, facing along the track. If you look straight down, the rails will look parallel, but if you look straight forward, they will intersect. If you look halfway between, you should be able to see where they're parallel and where they intersect, despite being perfectly straight.
* There are multiple projections used on pictures, most commonly the gnomonic projection. The fisheye projection is also well-known. The reason these are necessary is that people see in elliptic geometry. As a simple example, imagine that you are standing on a railroad track, facing along the track. If you look straight down, the rails will look parallel, but if you look straight forward, they will intersect. If you look halfway between, you should be able to see where they're parallel and where they intersect, despite being perfectly straight.
* Relativistic physics border that territory at times. e.g length contraction says when moving at a high enough speed there is a visible decrease in lengths (the length decrease is always there, just you can not see the difference caused by sqrt(1-(v/c)^2)). That is still believable if you have some fantasy. The trouble is, from the other point of view the not moving system is the one shortened. Better not try it yourself.<br /><br />To clear the confusion (as much as possible, anyway), if things are moving, they are shortened in the direction of their motion by a numerical factor dependent on their velocity. If you measure the length of an object at rest you will always find it is greater than the length of the same object moving at a finite speed with respect to you. Of course, in said object's reference frame, it is by definition at rest, and it is ''you'' who is moving, and therefore, shortened.<br /><br />The distance that the distance one through spacetime, the spaectime interval, is of a constant length, and is determined by the formula s = sqrt(x^2 + y^2 + z^2 - (c*t)^2). That is to say, although space contracts by a factor of sqrt(1-(v/c)^2)), time expands by an equal factor, so the spacetime interval that you cross remains constant. This means that the velocity of the thing that travels along the interval is already determined for any given observer. For the layman, this means that objects do not really shrink when you travel at velocity; they are actually just rotating in four dimensions, and just appear to shrink because we can only see in three dimenions.
* Relativistic physics border that territory at times. e.g length contraction says when moving at a high enough speed there is a visible decrease in lengths (the length decrease is always there, just you can not see the difference caused by sqrt(1-(v/c)^2)). That is still believable if you have some fantasy. The trouble is, from the other point of view the not moving system is the one shortened. Better not try it yourself.<br /><br />To clear the confusion (as much as possible, anyway), if things are moving, they are shortened in the direction of their motion by a numerical factor dependent on their velocity. If you measure the length of an object at rest you will always find it is greater than the length of the same object moving at a finite speed with respect to you. Of course, in said object's reference frame, it is by definition at rest, and it is ''you'' who is moving, and therefore, shortened.<br /><br />The distance that the distance one through spacetime, the spaectime interval, is of a constant length, and is determined by the formula s = sqrt(x^2 + y^2 + z^2 - (c*t)^2). That is to say, although space contracts by a factor of sqrt(1-(v/c)^2)), time expands by an equal factor, so the spacetime interval that you cross remains constant. This means that the velocity of the thing that travels along the interval is already determined for any given observer. For the layman, this means that objects do not really shrink when you travel at velocity; they are actually just rotating in four dimensions, and just appear to shrink because we can only see in three dimenions.
** And that's just special relativity. General relativity predicts that objects in a gravitational field shrink relative to those outside of the field. Essentially, when looking from the outside in, massive objects like stars or planets are actually [[Bigger On the Inside]]. This is due to the fact that what we experience as gravity is actually the mass of planets causing space to shrink in its presence. This means that straight lines, like those of laser light, become bent in the presence of mass. This is why planets orbit other planets, and light gets bent in a graitational field: they are following the curved lines of space around the planet. The best analogy of this is placing a mass on a rubber sheet, and waching it deform the rubber around it. Letting a ball spin around the mass is rather similar to planets orbiting one another, as the balls just follow the curved paths of the rubber sheet.
** And that's just special relativity. General relativity predicts that objects in a gravitational field shrink relative to those outside of the field. Essentially, when looking from the outside in, massive objects like stars or planets are actually [[Bigger on the Inside]]. This is due to the fact that what we experience as gravity is actually the mass of planets causing space to shrink in its presence. This means that straight lines, like those of laser light, become bent in the presence of mass. This is why planets orbit other planets, and light gets bent in a graitational field: they are following the curved lines of space around the planet. The best analogy of this is placing a mass on a rubber sheet, and waching it deform the rubber around it. Letting a ball spin around the mass is rather similar to planets orbiting one another, as the balls just follow the curved paths of the rubber sheet.
* The Bermuda Triangle, according to many theories and reports. In addition to vehicles vanishing without trace (no wreckage left), reappearing after disappearing from radar, etc. some people have reported experiencing "time warping" or "missing time" while traveling through here.<br /><br />In reality, while several accidents have taken place there, they're not statistically more common than in any other area of sea with the same density of traffic. Which, in spite of the stories, is considerable.
* The Bermuda Triangle, according to many theories and reports. In addition to vehicles vanishing without trace (no wreckage left), reappearing after disappearing from radar, etc. some people have reported experiencing "time warping" or "missing time" while traveling through here.<br /><br />In reality, while several accidents have taken place there, they're not statistically more common than in any other area of sea with the same density of traffic. Which, in spite of the stories, is considerable.
* The Mandelbrot Set is a two-dimensional slice of a four-dimensional object that represents the eventual fate of iterating the assignment z <- z* z + c, where z and c are complex numbers (two dimensions each). Start with z=0 and try different values of c, and you get the usual two-dimensional view of the Mandelbrot set (which is, properly, only the ''boundary'' of the usually-black region representing points that do not escape to infinity). Fix a value for c and try different starting points for z, and you get a Julia set. The complete four-dimensional object stacks all the two-dimensional Julia sets along a complex dimension for a total of four real-valued dimensions.
* The Mandelbrot Set is a two-dimensional slice of a four-dimensional object that represents the eventual fate of iterating the assignment z <- z* z + c, where z and c are complex numbers (two dimensions each). Start with z=0 and try different values of c, and you get the usual two-dimensional view of the Mandelbrot set (which is, properly, only the ''boundary'' of the usually-black region representing points that do not escape to infinity). Fix a value for c and try different starting points for z, and you get a Julia set. The complete four-dimensional object stacks all the two-dimensional Julia sets along a complex dimension for a total of four real-valued dimensions.
Line 334: Line 334:
[[Category:Alien Geometries]]
[[Category:Alien Geometries]]
[[Category:Broken image markup]]
[[Category:Broken image markup]]
[[Category:Category:Broken image markup]]