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while you could argue that the Heide's Flame to the harbor is just artistic license, i dont think there's any arguing that the earthen peak to iron keep is intentionally trippy


* ''VideoGame/DarkSoulsII'' for better or worse, has been noticed for using "impossible space". Of note is the transition from Earthen Peak to Iron Keep. You take an elevator ''up'' from the ''attic'' of a windmill... to the caldera of a volcano with buildings sinking into lava.

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* ''VideoGame/DarkSoulsII'' for better or worse, has been noticed for using "impossible space". Of note is the transition from Earthen Peak to Iron Keep. You take an elevator ''up'' from the ''attic'' of a windmill... to the caldera of a volcano with buildings sinking into lava.
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* ''VideoGame/AlanWakeII'': It quickly becomes apparent the Dark Place doesn't conform to normal geography, in some places Alan will be [[UnnaturallyLoopingLocation going in circles]] until he finds the right way, in others he might end up somewhere else like going down a stairwell to a basement door and coming out on a rooftop.
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* The Mobius Ring track in ''VideoGame/FZero GX'' exhibits these; the sky is always up, as the mobius has only one side. Let's not talk about the architecture.

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* The Mobius Ring track in ''VideoGame/FZero GX'' ''VideoGame/FZeroGX'' exhibits these; the sky is always up, as the mobius has only one side. Let's not talk about the architecture.
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* ''VideoGame/ChantsOfSennaar'': The finale has areas with stairs on the ceiling, among other things.
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* In ''VideoGame/TheDig'', 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.

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* In ''VideoGame/TheDig'', ''VideoGame/{{The Dig|1995}}'', 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.
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* ''VideoGame/StayTooned'': The apartment building in which the game takes place, once "tooned," replaces nearly all of the rooms with different locations, most of them outdoors, and most of them [[BiggerOnTheInside expansive enough that they should theoretically overlap with each other, both horizontally and vertically]]. Said locations include a full-size carnival, a Wild West town, a bullfighting stadium, a train station leading to an underground mine and ancient ruins, and an entire futuristic city floating in outer space. In all of these locations, open sky is visible, with many of them showing the clear blue of daytime whereas ''Stay Tooned!'' takes place over the course of one night. All of these locations also run on CartoonPhysics, whereas the world outside the apartment building still functions as normal, suggesting they are all within the apartment building and not warps to other places.
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* ''VideoGame/MonumentValley'' has this in the form of "Sacred Geometry". The protagonist spends the entirety of the game navigating and manipulating paths in Creator/MCEscher-like ruins.

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* ''VideoGame/MonumentValley'' has and [[VideoGame/MonumentValley2 its sequel]] have this in the form of "Sacred Geometry". The protagonist spends the entirety of the game navigating and manipulating paths in Creator/MCEscher-like ruins.
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* ''VideoGame/{{Signalis}}'' gets a bit weird in the mines: You can leave a room via the left exit, and enter the next room on the left again; or leave via the top and enter the next room on the top instead of the bottom. The game does not provide a map for this level.
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*** The very entrance to Termina, which is also the intro of the game. Link starts from somewhere in the LostWoods, which is already an EldritchLocation, finds a cave, then arrives at the exit of the cave which has a {{Bottomless Pit|s}} except that something is growing, finds himself in a clearing that's lit up even through there's no visible source of light, goes in another tunnel, finds another BottomlessPit room except that there are giant trees and stone pillars here, and on the other side of that there's yet another tunnel that opens to the basement of the Clock Tower which is in the middle of a perfectly sunlit town. Oh, did we mention that the LostWoods apparently stretch infinetly, and you just went trough an [[IFellForHours impossibly long drop]]? ''How is any of this supposed to work!?''

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*** The very entrance to Termina, which is also the intro of the game. Link starts from somewhere in the LostWoods, which is already an EldritchLocation, finds a cave, then arrives at the exit of the cave which has a {{Bottomless Pit|s}} except that something is growing, finds himself in a clearing that's lit up even through there's no visible source of light, goes in another tunnel, finds another BottomlessPit {{Bottomless Pit|s}} room except that there are giant trees and stone pillars here, and on the other side of that there's yet another tunnel that opens to the basement of the Clock Tower which is in the middle of a perfectly sunlit town. Oh, did we mention that the LostWoods apparently stretch infinetly, and you just went trough an [[IFellForHours impossibly long drop]]? ''How is any of this supposed to work!?''
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Page has been moved to disambiguate.


* Giygas' final form in ''VideoGame/{{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|s}} for YouCannotGraspTheTrueForm.

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* Giygas' final form in ''VideoGame/{{Earthbound}}'' ''VideoGame/EarthBound1994'' 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|s}} for YouCannotGraspTheTrueForm.
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*** The very entrance to Termina, which is also the intro of the game. Link starts from somewhere in the LostWoods, which is already an EldritchLocation, finds a cave, then arrives at the exit of the cave which has a BottomlessPit except that something is growing, finds himself in a clearing that's lit up even through there's no visible source of light, goes in another tunnel, finds another BottomlessPit room except that there are giant trees and stone pillars here, and on the other side of that there's yet another tunnel that opens to the basement of the Clock Tower which is in the middle of a perfectly sunlit town. Oh, did we mention that the LostWoods apparently stretch infinetly, and you just went trough an [[IFellForHours impossibly long drop]]? ''How is any of this supposed to work!?''

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*** The very entrance to Termina, which is also the intro of the game. Link starts from somewhere in the LostWoods, which is already an EldritchLocation, finds a cave, then arrives at the exit of the cave which has a BottomlessPit {{Bottomless Pit|s}} except that something is growing, finds himself in a clearing that's lit up even through there's no visible source of light, goes in another tunnel, finds another BottomlessPit room except that there are giant trees and stone pillars here, and on the other side of that there's yet another tunnel that opens to the basement of the Clock Tower which is in the middle of a perfectly sunlit town. Oh, did we mention that the LostWoods apparently stretch infinetly, and you just went trough an [[IFellForHours impossibly long drop]]? ''How is any of this supposed to work!?''
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* ''VideoGame/WorldOfWarcraft'':
** Karazhan is ''much'' BiggerOnTheInside than it is on the outside, far more so than SpaceCompression can account for. On the outside, the tower is only a few stories high and rather dilapidated. Once you get inside, you come upon chambers with floorspace far in excess of the building's capacity, not to mention the extensive vertical complex that just seems to never end. Several times, you're treated to the ''[[SarcasmMode lovely]]'' sight of Deadwind Pass out of one of the demolished sections of the tower, and never are you as high up as you would think. Inside the dome at the very tip top is the entrance to somewhere called Netherspace, an enormous expanse of... [[BleakLevel nothing.]] The dead grey floating rocks provide an excellent backdrop for the final boss fight against Prince Malchezaar, but it's creepy enough that you'll want to skedaddle soon after. This is justified as Karazhan was the home to one of, if not the, greatest mage in Azeroth's history [[spoiler: who was also possessed by the spirit of a fallen Titan]] as well as being built on a nexus of magical energy.
** The Deadmines has a little bit of this, though due to a rare moment of bad map design than an in-game example. Specifically, you enter the instance, spend the entirety of the instance heading downward, and then exit ... higher than you started. Wait, what?

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* ''VideoGame/FateGrandOrder'': While not actually seen in-game, Katsuhika Hokusai's skill "Pseudonym "Iseidako"" allows father and daughter to insert Alien Geometries into their paintings in order to rattle the mind of all those that see them. It helps that they're directly aided by a member of the Franchise/CthulhuMythos.



*** The very entrance to Termina, which is also the intro of the game. Link starts from somewhere in the LostWoods, which is already an EldritchLocation, finds a cave, then arrives at the exit of the cave which has a BottomlessPit except that something is growing, finds himself in a clearing that's lit up even through there's no visible source of light, goes in another tunnel, finds another BottomlessPit room except that there are giant trees and stone pillars here, and on the other side of that there's yet another tunnel that opens to the basement of the Clock Tower which is in the middle of a perfectly sunlight town. Oh, did we mention that the LostWoods apparently stretch infinetly, and you just went trough an [[IFellForHours impossibly long drop]]? ''How is any of this supposed to work!?''

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*** The very entrance to Termina, which is also the intro of the game. Link starts from somewhere in the LostWoods, which is already an EldritchLocation, finds a cave, then arrives at the exit of the cave which has a BottomlessPit except that something is growing, finds himself in a clearing that's lit up even through there's no visible source of light, goes in another tunnel, finds another BottomlessPit room except that there are giant trees and stone pillars here, and on the other side of that there's yet another tunnel that opens to the basement of the Clock Tower which is in the middle of a perfectly sunlight sunlit town. Oh, did we mention that the LostWoods apparently stretch infinetly, and you just went trough an [[IFellForHours impossibly long drop]]? ''How is any of this supposed to work!?''
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* ''VideoGame/{{Control}}'': The Oldest House where the game takes place is an EldritchLocation and quite possibly a GeniusLoci that's used as an office building. The result is that while each room individually makes sense if not for some odd occurences (like that one office that's covered in sticky notes of the section with the self-replicating antique clocks), the way the different areas are connected to each other makes no sense, and they seem to be larger than it should be possible, especially once you get to the lower levels. The most blatant example is probably the mine, which is somehow open to a perfectly unpoluted sky despite it being underground and the Oldest House being in the middle of New York. There's a warning to employess that the management still considers that space "indoors" and thus smoking is still prohibited. Oh, and it's night there, even thought it appears it's day in the rest of the building. And did we mention those gigantic rooms with no walls, floors or ceilings that only have a pure white bridge that goes from one end to another?


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*** The very entrance to Termina, which is also the intro of the game. Link starts from somewhere in the LostWoods, which is already an EldritchLocation, finds a cave, then arrives at the exit of the cave which has a BottomlessPit except that something is growing, finds himself in a clearing that's lit up even through there's no visible source of light, goes in another tunnel, finds another BottomlessPit room except that there are giant trees and stone pillars here, and on the other side of that there's yet another tunnel that opens to the basement of the Clock Tower which is in the middle of a perfectly sunlight town. Oh, did we mention that the LostWoods apparently stretch infinetly, and you just went trough an [[IFellForHours impossibly long drop]]? ''How is any of this supposed to work!?''
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Up To Eleven is a defunct trope


* There's an old Russian [[GameMod mod]] of ''VideoGame/PrinceOfPersia1'', 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, [[BottomlessPits infinite pits]]... The mod [[DownplayedTrope 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 and level packs inspired by 4D, and they take the idea [[UpToEleven much further]].

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* There's an old Russian [[GameMod mod]] of ''VideoGame/PrinceOfPersia1'', 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, [[BottomlessPits infinite pits]]... The mod [[DownplayedTrope 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 and level packs inspired by 4D, and they take the idea [[UpToEleven much further]].further.
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* ''VideoGame/PacMan'' is a cylinder, since you can only go between left and right. Some hacks implement vertical wrap-around, turning it into a torus.

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* ''VideoGame/PacMan'' is a cylinder, since you can only go between left and right. Some hacks titles, mainly later ones like the ''Pac-Man Championship Edition'' series, implement vertical wrap-around, turning it into a torus.
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* ''VideoGame/{{B3313}}'':
** The locations of the various areas do not add up at all. A given door might lead to one of multiple locations and be reached from multiple different routes. There are many versions of the Castle Lobby and the other floors from the original, and the beta one comes in multiple variants to further confuse players.
** Unlike in the [[VideoGame/SuperMario64 original game]], it is possible to move around all of Peach's Castle from the outside, so any outdoor areas found within make no sense. The haunted back courtyard from the original in particular has two more overlapping versions and the same entry door is connected to at least six different areas.
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* There's an old Russian [[GameMod mod]] of ''VideoGame/PrinceOfPersia1'', 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, [[BottomlessPits infinite pits]]... The mod [[DownplayedTrope 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 [[UpToEleven much further]].

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* There's an old Russian [[GameMod mod]] of ''VideoGame/PrinceOfPersia1'', 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, [[BottomlessPits infinite pits]]... The mod [[DownplayedTrope 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 and level packs inspired by 4D, and they take the idea [[UpToEleven much further]].
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* ''VideoGame/{{Hyperbolica}}'' is an adventure game set in a world that uses and explores [[https://en.wikipedia.org/wiki/Hyperbolic_geometry hyperbolic geometry]].
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* In ''VideoGame/JustMoreDoors'', as long as you only open a few doors everything seems fine, but you can rapidly find yourself in a maze that really shouldn't work like this.
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* ''VideoGame/BatmanArkhamAsylum'': In the first Scarecrow nightmare, you enter the morgue from a hallway. At the creepy voices' behest, you leave through the same door... and on the other side is the same exact morgue. With a few additions.
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* ''VideoGame/{{Killer7}}'' uses this for horror near the end of the game. It's already clear from your earlier visits that Harlan's trailer house [[BiggerOnTheInside doesn't exactly fit its exterior boundaries]]. But in the last level, you find [[spoiler:that it has a basement. Again, ''it's a '''trailer'''''.]]
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** ''VideoGame/SuperMario64'' has the endless staircase. However high you climb, the bottom is only a few feet behind you when you turn around.

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** ''VideoGame/SuperMario64'' has the endless staircase. However high you climb, the bottom is only a few feet behind you when you turn around. [[spoiler:That's because the game warps you to the bottom of the staircase every time you go up. This is why the [[GoodBadBugs Backwards Long Jump]] is possible in the original version.]]
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* There's a game in development, called ''VideoGame/{{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.

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* There's a game in development, called ''VideoGame/{{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. In other words, you can see three dimensions at a time — you can see three dimensions of a four-dimensional world, you just have to switch out one of your dimensions for the fourth dimension that you can't see.
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* ''VideoGame/HyperRogue'' is an attempt to [[DeconstructedTrope deconstruct]] the pop-cultural perception of non-euclidiean geometries (they may be a MindScrew, but they don't "drive you mad," at least not literally), being created by an actual real life expert. It's set in a hyperbolic world[[note]]Which means that space has more actual space "stuffed in" so to speak compared to a Euclidian world like ours, such that parallel lines gradually diverge and you can fit five squares to a corner instead of just four.[[/note]], which allows it to do things that are simply impossible in Euclidean space, like:

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* ''VideoGame/HyperRogue'' is an attempt to [[DeconstructedTrope deconstruct]] the pop-cultural perception of non-euclidiean geometries (they may be a MindScrew, but they don't "drive you mad," at least not literally), being created by an actual real life expert. It's set in a hyperbolic world[[note]]Which means that space itself has more actual space "stuffed in" in," so to speak speak, compared to a Euclidian world like ours, such that parallel lines gradually diverge and you can fit five squares to a corner instead of just four.[[/note]], which allows it to do things that are simply impossible in Euclidean space, like:
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* ''VideoGame/HyperRogue'', which is played on a hyperbolic plane. This allows it to do things that are simply impossible in Euclidean space, like:

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* ''VideoGame/HyperRogue'', which ''VideoGame/HyperRogue'' is played on an attempt to [[DeconstructedTrope deconstruct]] the pop-cultural perception of non-euclidiean geometries (they may be a MindScrew, but they don't "drive you mad," at least not literally), being created by an actual real life expert. It's set in a hyperbolic plane. This world[[note]]Which means that space has more actual space "stuffed in" so to speak compared to a Euclidian world like ours, such that parallel lines gradually diverge and you can fit five squares to a corner instead of just four.[[/note]], which allows it to do things that are simply impossible in Euclidean space, like:
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* ''VideoGame/DwarfFortress'' is a tile-based game with 2-dimensional ASCIIArt graphics. You'd think that'd make it impossible for this trope to be in the game, right? ''Wrong.'' Each tile is big enough to fit ''100 [[OurDragonsAreDifferent dragons]]'' (provided 99 of them are laying down), but small enough that two [[OurDwarvesAreAllTheSame dwarves]] can't fit past each other should both be standing up. And to think every tunnel and room in a [[ElaborateUndergroundBase dwarven fortress]] has its size measured in these eldritch, unknowable tiles... it's no wonder the dwarves are prone to such [[UnusualEuphemism Fun]] things as going AxCrazy ''[[CrowdPanic en masse]]''. They're probably already on the brink of [[GoMadFromTheRevelation Lovercraftian madness]] even before they encounter a [[EldritchAbomination forgotten beast]].

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* ''VideoGame/DwarfFortress'' is a tile-based game with 2-dimensional ASCIIArt graphics. You'd think that'd make it impossible for this trope to be in the game, right? ''Wrong.'' Each tile is big enough to fit ''100 [[OurDragonsAreDifferent dragons]]'' (provided 99 of them are laying down), but small enough that two [[OurDwarvesAreAllTheSame dwarves]] can't fit past each other should both be standing up. And to think every tunnel and room in a [[ElaborateUndergroundBase dwarven fortress]] has its size measured in made up of these eldritch, unknowable tiles... really, it's no wonder the dwarves are so prone to such [[UnusualEuphemism Fun]] things as going AxCrazy ''[[CrowdPanic en masse]]''. [[AxCrazy violent]] [[CrowdPanic mass hysterias]]. They're probably already on the brink of [[GoMadFromTheRevelation Lovercraftian madness]] even long before they encounter a encountering their first [[EldritchAbomination forgotten beast]].
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* One of the simulation glitches you can remove in ''VideoGame/ArkSurvivalEvolved: Genesis'' was apparently the remnant of another survivor's buildings, in which two left 90-degree turns somehow became a right.
--->'''[[RobotBuddy HLN-A]]:''' ... Even I don't know how that's possible, but I guess that's why it's a glitch.
* Games like ''VideoGame/{{Asteroids}}'' use an unwrapped toroidal universe—the environments have the same geometry as the surface of a donut. ''VideoGame/SuperMarioWar'' 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 ''VideoGame/SuperSmashBros''-style.
** A lot of Video Games have impossible Non-Euclidian geometry even when narratively they are supposed to have "normal" geometry. Since many game "doors" are actually loading zones which will teleport the player to the next location, the interior of the building is not bound by the size of the structure's "outside" dimensions, so designers frequently ignore such limitations, subtlety or not so subtlety expanding the interiors to fit the game's needs outside of what should be possible.
* ''VideoGame/BaldursGateII'': 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.
* ''VideoGame/BendyAndTheInkMachine'': Grant Cohen's [[RoomFullOfCrazy Management Office]] deep below [[EldritchLocation Joey Drew Studios.]] To start with, the furniture and the vents should not bend that way....
* The very first ''Franchise/{{Castlevania}}'' game, ''Vampire Killer'', unintentionally had this. Since it was on the primitive MSX computer, the entire castle consisted of static screens; instead of scrolling you simply used one of the exits to go to another screen. Unfortunately not all of the rooms were connected together properly. There are several cases where when you attempt to return to a previous room by using that room's entrance you'll end up in a completely different room.
* ''VideoGame/CliveBarkersUndying'': Mostly happens in Oneiros, but some parts of the manor also feature this. For example, when exploring the Widow's Watch (located in the east side of the manor), you end on the great hall (placed in the west side). This was intentional, according to WordOfGod.
* ''VideoGame/CryptWorlds'' seems to have shades of this. There is a 'Glitch World' containing flashing shaking spiky walls of random bright colours, fluctuation and moving out of shape all over the place. It's reminiscent of certain computer errors and bugs like Z-Fighting, and missing textures. The whole place seems to exist nowhere.
* ''VideoGame/DarkSoulsII'' for better or worse, has been noticed for using "impossible space". Of note is the transition from Earthen Peak to Iron Keep. You take an elevator ''up'' from the ''attic'' of a windmill... to the caldera of a volcano with buildings sinking into lava.
** Heide's tower of flame is visible in the far, far distance from Majula. It's about a minute's walk down a tunnel.
** From slightly above sea level in Heide's Tower of Flame, you travel down a stairwell, down a lengthy lift and down several floors of a massive, slightly flooded underground ruin, to end up slightly above sea level at the unseen path to Heide. The Lost Bastille is visible from the Tower of Flame, so it's the same sea.
* In ''VideoGame/DiabloII'', 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 ''VideoGame/TheDig'', 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.
* According to the characters, the Primeval Thaig in ''VideoGame/DragonAgeII'', although we have to [[TakeOurWordForIt take their word for it]], 'cause that's kind of hard to program. In regards to the setting as a whole, the fade is noneuclidean except on a relatively small scale. All points of the fade appear equidistant from the ominous silhouette of the black city. On a smaller scale, {{Bizarrchitecture}} is the norm.
* ''VideoGame/DwarfFortress'' is a tile-based game with 2-dimensional ASCIIArt graphics. You'd think that'd make it impossible for this trope to be in the game, right? ''Wrong.'' Each tile is big enough to fit ''100 [[OurDragonsAreDifferent dragons]]'' (provided 99 of them are laying down), but small enough that two [[OurDwarvesAreAllTheSame dwarves]] can't fit past each other should both be standing up. And to think every tunnel and room in a [[ElaborateUndergroundBase dwarven fortress]] has its size measured in these eldritch, unknowable tiles... it's no wonder the dwarves are prone to such [[UnusualEuphemism Fun]] things as going AxCrazy ''[[CrowdPanic en masse]]''. They're probably already on the brink of [[GoMadFromTheRevelation Lovercraftian madness]] even before they encounter a [[EldritchAbomination forgotten beast]].
* Giygas' final form in ''VideoGame/{{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|s}} for YouCannotGraspTheTrueForm.
* ''VideoGame/{{Echochrome}}'' is a puzzle game based on the works of Creator/MCEscher. 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 [[LogicBomb then ceases to exist.]] This is a necessary skill to guide the main character to safety. [[note]]You control the camera, not the player character.[[/note]]
* ''Franchise/TheElderScrolls''
** In the series' lore, the island of Artaeum combines this with {{Bizarrchitecture}} and, to an extent, being an EldritchLocation. Artaeum is the home of the [[TheOrder Psijic Order]], a powerful MagicalSociety and the oldest monastic order in Tamriel. Artaeum shifts continuously either at random or by decree of the Psijiic Council, often in impossible ways. It can also be made to disappear ''entirely'' from Mundus.
** The Daedric ruins in ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' fit this trope. Built by the ancient [[OurGodsAreDifferent Daedra]] worshiping Chimer, they are massive monolithic structures constructed in some truly impossible ways.
* A particular player-made map for ''VideoGame/FarCry2'' 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.
* ''VideoGame/{{Fez}}''. Gomez is a 2D man suddenly gifted with the ability to shift the 2D world on the third dimension. Even better, he has an ExpositionFairy following him around that's shaped like a tesseract (a 4-dimensional shape; it's the "next level" of the cube, much like the cube is the "next level" of the square). So he's a 2D man in a 3D world with a 4D companion!
* The Mobius Ring track in ''VideoGame/FZero GX'' exhibits these; the sky is always up, as the mobius has only one side. Let's not talk about the architecture.
* ''VideoGame/TheGameOfTheAges'' introduces a fourth spatial dimension, which you learn to navigate.
* Unintentional example in ''VideoGame/GarrysMod''. Placing certain physics constraints on a prop can cause the [[WreakingHavok Havok physics engine]] to decide that within a single process tick, that a prop has ''infinite angles'' of orientation, which can cause some truly horrifying things to happen before the game either deletes the offending object or [[RealityBreakingParadox implodes on itself]] and crashes.
* In ''VideoGame/GuildWars'', 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.
* ''VideoGame/TheHauntedRuins'': Sometimes floors have maps where you can enter the same room from two different entrances, and they are both dead ends.
* The underground in upcoming VR horror game ''VideoGame/HereTheyLie'' regularly changes shape, has tunnels that shoot off into the sky.
* In the adventure game ''VideoGame/TheLabyrinthOfTime'', one of the many mazes within the titular complex is called the "Surreal Maze". On the outside, it resembles a spheroid, Escher-esque structure, while inside are a series of nine rooms that bear no relation to its exterior. Some of the contents within appear ''beyond our known geometry''. And to top it all off, it's the only place where your map is of no use, and the rooms repeat infinitely unless you can find the one way out.
* ''VideoGame/HyperRogue'', which is played on a hyperbolic plane. This allows it to do things that are simply impossible in Euclidean space, like:
** Each "land" (region) in the game is infinite. Yet, there are many straight lines called "great walls", separating different lands. These lines are ultraparallel, and never intersect.
** One land is a cave maze with forking paths. Unlike in Euclidean space, here it's quite possible for the paths to fork and fork and fork ad infinitum and yet never cross the other paths.
** Even a region that is fairly "small" in extent is impossible to explore completely. If each tile had area of 1 square meter, the area circle of 60-tile diameter would easily surpass the area of Earth.
** Once you lose a place from sight, it's almost impossible to ever return there.
** This is all based on a relatively "tame" hyperbolic grid (two hexagons and one heptagon at every vertex). R'Lyeh can be visited in the game, and its architecture with triangular and heptagonal columns works perfectly. Another popular place to visit is Hell, with its nice heptagonal sulfur pools.
* An interesting loading error in ''VideoGame/IndianaJonesAndTheInfernalMachine'' 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.
* ''Franchise/KingdomHearts'':
** The Bizarre Room in the Wonderland level of ''VideoGame/KingdomHeartsI''. 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.
** Castle Oblivion is suggested to have properties like this. In ''VideoGame/KingdomHeartsChainOfMemories'', it rearranges itself based on the memories of those that travel through it. In ''358/2 Days'', Organization XIII is scouring the place for a specific room but cannot find it anywhere, despite having used the Castle as a base for years at that point. Summed up nicely in this conversation:
--->'''Saix:''' Did you search ''every'' room?\\
'''Axel:''' Come on. You know as well as I do that's impossible.
* The eponymous TempleOfDoom in ''VideoGame/LaMulana'' is [[http://en.wikipedia.org/wiki/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. The VideoGameRemake makes orienting the ruins even more impossible by adding vertical WrapAround to one of the rooms.
* ''Franchise/TheLegendOfZelda'' pulls this off a lot of times in different ways.
** The most common is the classic [[TheLostWoods 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 ''VideoGame/TheLegendOfZeldaTheWindWaker''. This also happens in the Lost Hills in the original ''VideoGame/TheLegendOfZeldaI''.
** ''VideoGame/TheLegendOfZeldaALinkToThePast'': In the lower right corner of Hyrule's Death Mountain is a cave with a non-bottomless pit inside. Falling into it, however, lands you in front of a cave exit even ''higher up'' than where you entered. Fans have nicknamed this "Paradox Cave".
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': In the Forest Temple in ''Ocarina of Time'', there is a corridor which twists ninety 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.
** ''VideoGame/TheLegendOfZeldaMajorasMask'':
*** The Stone Tower is built on this -- it involves reversing gravity so you can run around in the ceilings of rooms. This is made even more [[MindScrew 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.
*** The moon, which is about the size of a city, contains an endless field with a tree in the center.
** ''VideoGame/TheLegendOfZeldaOracleofAges'': The Fairies' Woods, in which moving from one screen to the next and back again winds up placing you in a completely different spot than before.
* A little-known [=2.5D=] sci-fi (considering it was made in Russia, nostalgical sci-fi) first person shooter ''VideoGame/{{Madspace}}'' embodies this trope, complete with this feature actually being [[AllThereInTheManual mentioned in the manual]]. If you decided to dig the game out, there's one thing you should consider... never ''ever'' use the ghost cheat code.
* 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 ''VideoGame/{{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}}s do this, for example one level of "Keep the Home Fires Burning" has a maze consisting a series of overlapped figure-8 corridors. 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.
** ''VideoGame/DukeNukem3D'' 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 "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, mainly having rooms over rooms.
** ''VideoGame/{{Descent}}'' can use similar techniques with user-made levels. One example was appropriately titled "4D".
** A level based on these concepts exists for ''VideoGame/AmericasArmy''. A video of it can be found [[https://www.youtube.com/watch?v=2s4ySkR48cI here]]
** The Source engine as of 2011 has a feature that allows for something like this; they [[MundaneUtility mainly just used it for]] testing unfinished level designs. It can produce some [[https://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 ''VideoGame/Portal2'' add-on content for now.
*** Though not used extensively, ''VideoGame/TheStanleyParable'' actually used such features in some of the endings.
** 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.
** ''VideoGame/{{Antichamber}}'' abuses this facet of the Unreal engine to create a sprawling, mind-bending, non-Euclidean maze, where certain invisible thresholds will cause the place you just came from to be swapped out with something else, but only while you're not looking. The above glitches can [[SpecialEffectFailure give away the positions of these invisible portals]], though.
*** At one point, you make six 90-degree right turns in quick succession, with all turns being equally spaced out from one another.
*** In one puzzle, you may fall down a pit at terminal velocity for 10 seconds. To return to the room that you originally fell from, you board a not-particularly-fast elevator and ride it up for 1.5 seconds.
*** Frequently, two puzzles that are (presumably) spatially far apart will lead to the exact same destination. If you reach said destination via puzzle 1's path, puzzle 2's path will be nowhere to be seen, and vice versa.
* ''VideoGame/ManifoldGarden'' takes place in a world where not only can the player can switch gravity in six directions, but levels wrap around on themselves, meaning you can fall off the side of a building and land on the opposite side, above where you were, by falling ''forward''. The portals used to travel between levels add another layer of trippiness, resulting in many BiggerOnTheInside features and other oddities.
* There's a game in development, called ''VideoGame/{{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.
* ''VideoGame/{{Minecraft}} on LSD'', the combination of 2 mods. Website/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.
** The Immersive Portals and Better Portals mods let you create seamless transitions between the overworld and the Nether (instead of the default swirling purple portals) or different locations within the overworld, so you can make buildings that are BiggerOnTheInside or an UnnaturallyLoopingLocation.
* ''VideoGame/MondoMedicals'': The very first stage causes you to go in an infinite loop [[spoiler:unless you go the opposite of where the arrows tell you.]]
* ''VideoGame/MonumentValley'' has this in the form of "Sacred Geometry". The protagonist spends the entirety of the game navigating and manipulating paths in Creator/MCEscher-like ruins.
* The shadowy mansion in ''VideoGame/MysteryOfMortlakeMansion'' has the same rooms as the real-world one, but connected differently (and illogically), resulting in several isolated groups of rooms which are not accessible from each other. Travelling from one group of rooms to another can only be done by returning to the real world and using another PortalDoor.
* ''VideoGame/MysteryScienceTheater3000PresentsDetective'': The original game, ''Detective'', used this trope by pure accident. Its poor writing and programming leads to oddities like doors that suddenly vanish after you walk through them and locations abruptly shifting in a similar manner. One of the most notorious examples is a closet that can only be entered from the east, and can only be left back the way you came... which is inexplicably ''also'' east. Naturally, the {{MST}} repeatedly lampshades it, with the riffers becoming increasingly confused by the lack of consistency.
* The house in ''VideoGame/LayersOfFear'' is an example of this. If you walk through one door and then attempt to leave through it you'll find yourself in a completely different room than where you had started.
* The first season of ''[[VideoGame/NexusWar Nexus Clash]]'' ended with a world-sized MindScrew as Marquai, the god of time and order, won the war and gradually imposed his version of reality on the world. As his victory loomed, everything became more angular - the moon was now octagonal, clouds were square or triangular, and islands and continents were sucked into the void except for a huge, perfectly angular glyph. The Maze of Mayhem several seasons later probably qualifies too, if only because the mapmaking code the game runs on is a better example of this trope than anything in the lore.
* In ''VideoGame/OffbeatInTempo'', a spell distorts physical laws and reality itself. Examples include holes of black nothing appearing in the floor or rearranging the inside of entire buildings in ways that ignore the actual dimensions.
* ''VideoGame/PacMan'' is a cylinder, since you can only go between left and right. Some hacks implement vertical wrap-around, turning it into a torus.
* The Polyhedron in the Russian art-house game ''VideoGame/{{Pathologic}}''. 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.]]
* The world of ''VideoGame/PitPeople'' used to be a normal, sensible place before the [[MakesJustAsMuchSenseInContext dead space bear crashed into the planet.]] Since the coming of the space bear though people experience time as 'turns' and the world radiates hexagons from the point the bear impacts upon it. Also its' green blood rains down upon the planet, apparently [[HostileWeather killing people as the rain comes down in person-size globs.]]
* This is the whole point of the city of Sigil in ''VideoGame/PlanescapeTorment'': a city existing on the inside of a giant rotating torus. The streets move around when they feel like it and every opening bounded on at least three sides can potentially lead you [[CoolGate virtually anywhere]] (including somewhere you really don't want to go). One character talks about being transported by a hidden portal that consists of the archway that appears when approaching two trees from just the right angle. The city itself also happens to be floating at the ''top'' of a spire that is infinitely tall, which located directly in the ''center'' of a plane that stretches infinitely into all directions.
* ''[[VideoGame/PokemonDiamondAndPearl Pokémon Platinum]]'': The Distortion World in AmazingTechnicolorBattlefield form. Made into MindScrew 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.''
** Also "fun" in the fact that the direction commonly known as "up" seems to be on a drunken bender. Walking up and around walls and waterfalls is only the beginning...
** The Pokemon Mansion in ''VideoGame/PokemonRedAndBlue'' has a second exit inside it aside from the main entrance/exit that somehow leads out the same front door as the other exit.
** There's also the Lost Cave in ''[=FireRed=]'' and ''[=LeafGreen=]'', in which it is possible to walk through a door, turn around, walk back through the same door, and find yourself in a room that is definitely not the one 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.
** Route 20 in [[VideoGame/PokemonXandY Pokémon X & Y]], not only do areas of the forest connect to other areas that are nowhere near them but getting to the Pokémon Village to progress through the game requires the player to go through exits that lead somewhere else depending on which way they went through them. It's also home to wild [[MasterOfIllusion Zoroark]] and [[WhenTreesAttack Trevenant]], which may explain the abnormal geography.
* ''VideoGame/{{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).
* ''VideoGame/Prey2006'' 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.
* Invoked in one of the epilogues in ''VideoGame/PrimalRage''. When you play as Vertigo, the epilogue says she forced enslaved humans to build a palace whose alien geometries drove the human workers insane. There's an illustration with it.
* There's an old Russian [[GameMod mod]] of ''VideoGame/PrinceOfPersia1'', 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, [[BottomlessPits infinite pits]]... The mod [[DownplayedTrope 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 [[UpToEleven much further]].
* The Milkman Conspiracy level in ''VideoGame/{{Psychonauts}}''. It's a brightly-colored American suburb with white picket fences, nice homes and topiary. Or at least, it sort of looks like one after being crumpled up like a ball of tin-foil, then stretched out into a rough hollow sphere, leaving all the wrinkles and tears caused in that process in the landscape. Gravity still seems to think it's normal, though - you're always drawn towards the floor. Even if, technically speaking, that direction isn't really ''down''.
* ''VideoGame/{{Rime}}'': The third level includes corridors that are different depending on camera angle, a tall vertical shaft that you can climb up to return to the room you started from at the same vertical level, and doors that lead to different places depending on switches.
* ''Franchise/ShinMegamiTensei'':
** In ''VideoGame/ShinMegamiTenseiIIINocturne'', a certain corridor in the Fourth Kalpa of the Labyrinth of Amala is known as the Twelve Meters of Eternity. It's a perfectly straight tunnel with no side exits. Somehow, depending on Kagutsuchi's phase, it leads to four different chambers. Samael is fought in the Diet Building's main stained glass room, warped to keep spinning in an impossible axis. Likewise, the warp points between each Kalpa ''seem'' to be freefalls, but have so many bends and curves, it's really not likely they end up following a single gravity point.
** In ''VideoGame/ShinMegamiTenseiIV'', Domains are the result of a demon folding reality to create a minor trap hole for unwary humans (slightly BiggerOnTheInside), with Alien Geometries rendered as walls of demonic flesh twisting in ways they shouldn't. [[spoiler:The largest Domains, Lucifer Palace and Purgatorium, are unspeakably vast and complex (they have their own ''skyline'', though they are concealed within, respectively, Camp Ichigaya and Naraku, ''neither of which is large enough to remotely fit them inside'').]]
* Certain areas in the ''Franchise/SilentHill'' series, usually paired with ChaosArchitecture; examples include but are not limited to: the girls' bathroom in [[VideoGame/SilentHill1 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 ''VideoGame/SilentHill2'', 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.
* ''VideoGame/SpecOpsTheLine'': To wit, the city of Dubai has been destroyed by a series of impossibly powerful sandstorms that continue even the game begins, an American infantry division went in to help but stop communicating, and the protagonist is a Delta Force operator sent to investigate in a WholePlotReference to ''Literature/HeartOfDarkness'' and ''Film/ApocalypseNow''. As the player character ventures further his path constantly and specifically ''descends'', always going ''down'', as if Dubai is TheInferno, even if you wind up walking out onto a skyscraper -- it's only to rappel down the sides of a yawning chasm or fall through a cracked rooftop or clamber through corpse-strewn tunnels. If you look carefully, you'll see bottomless pits and nonsensical drops in a game that otherwise pays a great deal of attention to level design. It is possible every event you see unfold is a [[spoiler:DyingDream or IronicHell]].
* Two areas in ''[[VideoGame/SubMachine Submachine: Subnet Exploration Project]]'' have rooms that connect in ways they should not. Appropriately, one of them houses a fan theory that the Submachine is looped through the fourth dimension, and the other is a series of padded cells. Another area is, for no apparent reason, sideways.
* ''VideoGame/{{Superliminal}}'': Some areas can be connected by doors on items you can pick up and move around, such as the trailer's example of a bouncy castle leading to a brick corridor. [[spoiler:In the game itself, this corridor leads to an air vent overlooking the pool and bouncy castle.]]
* ''Franchise/SuperMarioBros'' - Warp Pipes ignore any physics beyond RuleOfFun, but the ones in ''[[VideoGame/MarioAndLuigiBowsersInsideStory Bowser's Inside Story]]'' are particularly weird. 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? 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 possibility that [[VideoGame/SuperMarioBros1 World 1-2]] could be in another universe entirely...
** Due to the anti-gravity mechanic, racetracks in ''VideoGame/MarioKart 8'' run on non-Euclidean geometry. The most well-known example is Mario Circuit, which is a Mobius strip, but Bowser's Castle has a segment near the end in which the path splits up, both running parallel. One path takes a 90-degree turn left, and the other takes a 90-degree turn right, and they both meet back up in the same direction.
** ''VideoGame/SuperMario64'' has the endless staircase. However high you climb, the bottom is only a few feet behind you when you turn around.
** ''VideoGame/SuperMarioRPG'' seemed to parody video game wraparound: the overworld actually ''is'' donut-shaped, despite there being no real reason for it.
** ''VideoGame/SuperPaperMario'' has a unique twist. Mario exists in a 2D world (with {{Shout Out}}s galore to the first ''Franchise/SuperMarioBros'' 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 ''[[FridgeBrilliance for Mario]]''? ...let's just say he needs a SanityMeter to stay in 3D. However, the game is a sequel to the first two ''VideoGame/PaperMario'' games, which were in 3D. Mario also seems to handle switching between 2D and 3D just fine between games anyway.
* In ''VideoGame/TempleRun'', the temple was surely designed by an EldritchAbomination. Or by Creator/MCEscher. 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.
* A wonderful example in text adventure ''VideoGame/{{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]].
* Entering the main room of the Tremere chantry in ''VideoGame/VampireTheMasqueradeBloodlines'' 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.
* ''VideoGame/VisionsAndVoices'' has the mirror worlds. While they aren't that extreme, they can be pretty freaky — numerous characters react badly upon seeing them.
* ''VideoGame/{{VVVVVV}}'' takes place in a WrapAround 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.
* ''VideoGame/TheWitness'': [[spoiler:The resort unlocked in by the Easter Egg puzzle in the starting area. The walk from the entrance to the first scenic overlook is along a flat, level floor, but the overlook is about fifty feet above the entrance, and the structure is invisible from outside it. After this first overlook, there is an entrance to the mountain's caves, despite the mountain being in the opposite direction. Part of this cave features WrapAround physics, as looking to the left or right will allow you to see The Challenge from different sides. Other scenic outlooks wrap around the entire island despite the very little distance traveled by the player, and this is before entering the VoidBetweenTheWorlds.]]
* ''VideoGame/{{X}}: Beyond the Frontier'' and its sequels plays it straight with "Spacial Compression" improving your cargo capacity.
* ''VideoGame/{{ZZT}}'''s level editor allows any edge of any board to be connected to any other board, including itself, and the edge you enter a board from does not have to lead back to the board you came from. Game designers can easily abuse these facts to [[MindScrew mind-screw]] a player with maps that repeat and overlap themselves in nonsensical ways.

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