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== Films -- Animation ==
== Films -- Animation ==
* In ''[[Film/Howls Moving Castle|Howls Moving Castle]]'', the castle looks like a giant heap of old machinery bits, doors and windows, roofs shaped like crabs' heads and walks on giant mechanical "chicken legs". [[Hayao Miyazaki|Miyazaki]] sure has a strange imagination.
* In ''[[Film/Howls Moving Castle|Howls Moving Castle]]'', the castle looks like a giant heap of old machinery bits, doors and windows, roofs shaped like crabs' heads and walks on giant mechanical "chicken legs". [[Hayao Miyazaki|Miyazaki]] sure has a strange imagination.
* [[Word of God]] is that the folks at [[Pixar]] calculated that the roof of the Pizza Planet restaurant in ''[[Toy Story]]'' would collapse on itself if it was built in [[Real Life]].
* [[Word of God]] is that the folks at [[Pixar]] calculated that the roof of the Pizza Planet restaurant in ''[[Toy Story (franchise)|Toy Story]]'' would collapse on itself if it was built in [[Real Life]].
* Disney's ''[[Pinocchio (Disney film)|Pinocchio]]'' has a tavern shaped like an 8-ball.
* Disney's ''[[Pinocchio (Disney film)|Pinocchio]]'' has a tavern shaped like an 8-ball.
* In Pixar's ''[[Cars]]'', Sally Carera's Cozy Cone motel is a set of one-car garages that look like road cones, in an example of the Giant Objects variant of the trope. This was designed as an homage to a similar real-world roadside motel that is composed of plaster tepees. Flo's gas station looks like a giant cylinder head, but that's not so obvious.
* In Pixar's ''[[Cars]]'', Sally Carera's Cozy Cone motel is a set of one-car garages that look like road cones, in an example of the Giant Objects variant of the trope. This was designed as an homage to a similar real-world roadside motel that is composed of plaster tepees. Flo's gas station looks like a giant cylinder head, but that's not so obvious.
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** ''[[Celydonn|The Castle of the Silver Wheel]]''. If you visit various portions of the complex in a specified order, pattern spells associated with them act as magical shortcuts (e.g., if you go through the double arch behind the South Tower after visiting various courtyards, buildings, and gardens in a certain order, you will find yourself on the ''opposite'' side of the castle rather than in the place just beyond the arch).
** ''[[Celydonn|The Castle of the Silver Wheel]]''. If you visit various portions of the complex in a specified order, pattern spells associated with them act as magical shortcuts (e.g., if you go through the double arch behind the South Tower after visiting various courtyards, buildings, and gardens in a certain order, you will find yourself on the ''opposite'' side of the castle rather than in the place just beyond the arch).
** Dame Ceinwen's house has Unlikely Foundations, as it is sometimes in the Marshes-Between-Here-and-There (as in ''[[Celydonn|The Grail and the Ring]]'') and sometimes in other places. It seems to be [[Bigger on the Inside]], although it's hard to tell, since someone inside the house can never quite see all of the room he or she is standing in.
** Dame Ceinwen's house has Unlikely Foundations, as it is sometimes in the Marshes-Between-Here-and-There (as in ''[[Celydonn|The Grail and the Ring]]'') and sometimes in other places. It seems to be [[Bigger on the Inside]], although it's hard to tell, since someone inside the house can never quite see all of the room he or she is standing in.
* In [[Robert A. Heinlein]]'s short story ''[[And He Built a Crooked House]]'', the eponymous house is inspired by the idea of a heretofore undiscovered fourth dimension of space, producing a 4-dimensional house 'unfolded' in 3D. Which is fine until there's an earthquake and it 'folds' to become fully 4D.
* In [[Robert A. Heinlein]]'s short story ''[[—And He Built a Crooked House—]]'', the eponymous house is inspired by the idea of a heretofore undiscovered fourth dimension of space, producing a 4-dimensional house 'unfolded' in 3D. Which is fine until there's an earthquake and it 'folds' to become fully 4D.
** He plays around with dimensions again in ''[[The Number of the Beast]]'', the ending of which features a giant party for characters from every possible literary continuity and alternate universe. To prevent guests from being pestered by them, the protagonists invite every possible literary critic and direct them to a buffet hall with topology best described as a cross between a [[wikipedia:Klein bottle|Klein bottle]] and a lobster trap.
** He plays around with dimensions again in ''[[The Number of the Beast]]'', the ending of which features a giant party for characters from every possible literary continuity and alternate universe. To prevent guests from being pestered by them, the protagonists invite every possible literary critic and direct them to a buffet hall with topology best described as a cross between a [[wikipedia:Klein bottle|Klein bottle]] and a lobster trap.
* [[Diana Wynne Jones]] examples:
* [[Diana Wynne Jones]] examples:
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== Tabletop Games ==
== Tabletop Games ==
* ''[[Over the Edge]]'': The Al Amarjan airport terminal is shaped like a ''cone standing on its point''. This is a trick, though -- {{spoiler|the actual terminal is underground and the cone is an empty shell}}. Said terminal was built with the assistance of {{spoiler|coral-like extradimensional aliens, so the inside can get very weird in places.}}
* ''[[Over the Edge]]'': The Al Amarjan airport terminal is shaped like a ''cone standing on its point''. This is a trick, though -- {{spoiler|the actual terminal is underground and the cone is an empty shell}}. Said terminal was built with the assistance of {{spoiler|coral-like extradimensional aliens, so the inside can get very weird in places.}}
* In ''[[Dungeons and Dragons]]'', githzerai monks make use of the fact that the Plane of Limbo has subjective gravity (i.e. "down" is whatever direction you want it to be) and make their monasteries Escheresque fortifications.
* In ''[[Dungeons & Dragons]]'', githzerai monks make use of the fact that the Plane of Limbo has subjective gravity (i.e. "down" is whatever direction you want it to be) and make their monasteries Escheresque fortifications.
** That doesn't have anything on Babba Yagga's house, which is an enormous hypercube inside a tiny house.
** That doesn't have anything on Babba Yagga's house, which is an enormous hypercube inside a tiny house.
** Some of the Demon Lords like to do this (since they have godlike power and can reshape layers of the Abyss that they control however they see fit). Lolth, for instance, reshaped one layer known as the Demonweb into a large, twisting maze in which some paths go over some parts of other levels and under others.
** Some of the Demon Lords like to do this (since they have godlike power and can reshape layers of the Abyss that they control however they see fit). Lolth, for instance, reshaped one layer known as the Demonweb into a large, twisting maze in which some paths go over some parts of other levels and under others.
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** And it's nothing compared to Memoria.
** And it's nothing compared to Memoria.
* In the first ''[[Devil May Cry]]'', buildings and surroundings alike get really weird when you travel through the rifts in and out of the Underworld. If its not [[Womb Level]], its this. Also happens in the second one to a lesser extent, and in Devil May Cry 3 there's the Temen-ni-guru tower. You eventually get to walk up/down/sideways a pristine white version of the Escher Stairs as well as a rotating "room" with a giant hourglass.
* In the first ''[[Devil May Cry]]'', buildings and surroundings alike get really weird when you travel through the rifts in and out of the Underworld. If its not [[Womb Level]], its this. Also happens in the second one to a lesser extent, and in Devil May Cry 3 there's the Temen-ni-guru tower. You eventually get to walk up/down/sideways a pristine white version of the Escher Stairs as well as a rotating "room" with a giant hourglass.
* Some of the desert tourist traps that lay abandoned in ''[[Grand Theft Auto San Andreas]]'' are restaurants shaped like the animals they serve, in a representation of a real trend in [[Zeerust|now-dated 50's-60's architecture]] toward Giant Objects.
* Some of the desert tourist traps that lay abandoned in ''[[Grand Theft Auto: San Andreas]]'' are restaurants shaped like the animals they serve, in a representation of a real trend in [[Zeerust|now-dated 50's-60's architecture]] toward Giant Objects.
* Some blocks of [[Evil Tower of Ominousness|Tartarus]] in ''[[Persona 3]]'' (and the Abyss of Time in ''[[Updated Rerelease|FES]]'') feature the Jumbled Buildings variant in the form of jumbled collections of floors and staircases floating in midair in the background.
* Some blocks of [[Evil Tower of Ominousness|Tartarus]] in ''[[Persona 3]]'' (and the Abyss of Time in ''[[Updated Rerelease|FES]]'') feature the Jumbled Buildings variant in the form of jumbled collections of floors and staircases floating in midair in the background.
** There's also the whole sprouting up out of the ground every night bit... during the day it's a perfectly normal high school.
** There's also the whole sprouting up out of the ground every night bit... during the day it's a perfectly normal high school.
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*** [[Sarcasm Mode|There's nothing bizarre about having a police station that looks like a Catholic church, or having major roads that are about the size of a hallway, much more narrow than the]] [[Absurdly Spacious Sewer]] [[Sarcasm Mode|underneath them, a diner with a freezer in a basement that is only accessible by a ladder, or a "city hall" that is locked by placing gems in a circular formation, a water treatment center that locks all the doors in case of an evacuation, a clock tower that requires that the keys be joined together to unlock certain doors and has a library and bedroom but no toilet.]] [[They Just Didn't Care|I'm a Japanese video game designer and I believe all that is perfectly normal in the U.S.]]
*** [[Sarcasm Mode|There's nothing bizarre about having a police station that looks like a Catholic church, or having major roads that are about the size of a hallway, much more narrow than the]] [[Absurdly Spacious Sewer]] [[Sarcasm Mode|underneath them, a diner with a freezer in a basement that is only accessible by a ladder, or a "city hall" that is locked by placing gems in a circular formation, a water treatment center that locks all the doors in case of an evacuation, a clock tower that requires that the keys be joined together to unlock certain doors and has a library and bedroom but no toilet.]] [[They Just Didn't Care|I'm a Japanese video game designer and I believe all that is perfectly normal in the U.S.]]
**** [[Fridge Brilliance|Then again, most of the street areas we pass through are in fact back alleys, and the streets proper are too littered with debris and barricades to look like what they are. A basement freezer could've been a way to disguise extra space to not pay any more taxes. The clock tower conjoined keys might have been an emergency replacement for a proper key. The police station was originally a museum, which wasn't reformed for its new use.]] A lot of things in ''[[Resident Evil]]'' may make no sense... At first. This doesn't deny that there are some that ''don't make sense at all''.
**** [[Fridge Brilliance|Then again, most of the street areas we pass through are in fact back alleys, and the streets proper are too littered with debris and barricades to look like what they are. A basement freezer could've been a way to disguise extra space to not pay any more taxes. The clock tower conjoined keys might have been an emergency replacement for a proper key. The police station was originally a museum, which wasn't reformed for its new use.]] A lot of things in ''[[Resident Evil]]'' may make no sense... At first. This doesn't deny that there are some that ''don't make sense at all''.
** How about [[Resident Evil Code Veronica|Ashford Island/the Antarctic facility]]? Or [[Resident Evil 4|the castle and research island in not!Spain]]? Let's face it, this is one of the franchise's trademarks.
** How about [[Resident Evil Code: Veronica|Ashford Island/the Antarctic facility]]? Or [[Resident Evil 4|the castle and research island in not!Spain]]? Let's face it, this is one of the franchise's trademarks.
* The tower of St. Mystere, in ''[[Professor Layton and the Curious Village]]'', looks like nothing so much as a dozen or so differently-shaped buildings stacked on top of one another. It's a mystery as to how it defies gravity, much less is safe to inhabit.
* The tower of St. Mystere, in ''[[Professor Layton and the Curious Village]]'', looks like nothing so much as a dozen or so differently-shaped buildings stacked on top of one another. It's a mystery as to how it defies gravity, much less is safe to inhabit.
* The Darco, or deconstructed arcology, in ''[[Sim City]] 2000''. Purposely built to be weird and twisty.
* The Darco, or deconstructed arcology, in ''[[SimCity]] 2000''. Purposely built to be weird and twisty.
** All the arcologies in the Sim City series exhibit this trope to varying degrees.
** All the arcologies in the Sim City series exhibit this trope to varying degrees.
* Yen Sid's tower in ''[[Kingdom Hearts II]]''. The tower is on an island floating in space, and the interior is a floating stairway with portals connecting to the rooms.
* Yen Sid's tower in ''[[Kingdom Hearts II]]''. The tower is on an island floating in space, and the interior is a floating stairway with portals connecting to the rooms.