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* ''Animation/{{Lamput}}'': The staircase room in "Art Gallery" has weird geometry like the Creator/MCEscher work "Relativity", with Lamput and the docs defying gravity as the walk around it. In one scene, there are two staircases next to each other, one appearing to go up and one going down; Specs Doc and Lamput walk on different staircases and the latter ends up larger after reaching the other side while Specs Doc somehow shrinks. They return to their normal sizes when they walk the other way.

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* ''Animation/{{Lamput}}'': The staircase room in "Art Gallery" has weird geometry like the Creator/MCEscher work "Relativity", with Lamput and the docs defying gravity as the they walk around it. In one scene, there are two staircases next to each other, one appearing to go up and one going down; Specs Doc and Lamput walk on different staircases and the latter ends up larger after reaching the other side while Specs Doc somehow shrinks. They return to their normal sizes when they walk the other way.
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[[folder:Asian Animation]]
* ''Animation/{{Lamput}}'': The staircase room in "Art Gallery" has weird geometry like the Creator/MCEscher work "Relativity", with Lamput and the docs defying gravity as the walk around it. In one scene, there are two staircases next to each other, one appearing to go up and one going down; Specs Doc and Lamput walk on different staircases and the latter ends up larger after reaching the other side while Specs Doc somehow shrinks. They return to their normal sizes when they walk the other way.
[[/folder]]
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* 'The sci-Fi novel 'Triton' features a description of a fantastically complex [[FictionalBoardGame board game]] (great for long space voyages!) with a single seven-sided die alongside four six-sided die.

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* 'The sci-Fi novel 'Triton' ''Triton'' features a description of a fantastically complex [[FictionalBoardGame fantasy board game]] (great for long space voyages!) with a single seven-sided dodecahedral die alongside four six-sided die.(d12) with seven blank faces and 13 FantasticZodiac signs. It would have to be icosahedral (d20; 7+13=20 and very much not 12) for that to work unless spacetime shennanigans were involved.
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* 'The sci-Fi novel 'Triton' features a description of a fantastically complex [[FictionalBoardGame board game]] (great for long space voyages!) with a single seven-sided die alongside four six-sided die.

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** Planes in D&D 3rd edition:
*** 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.
*** 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.
** ''TabletopGame/{{Planescape}}'' created Sigil, a city that exists on its own plane, connected to others only by portals in the forms of doors. The city resembles the inside of a tire; it's a tube that wraps around on itself, so you can look up and see buildings in the sky, walk straight for hours and end up in the same place, and open any door and end up somewhere else. Gravity seems to work for whatever ground you're standing on right now and light is just sort of there. To top it all off, it's floating on the top of an infinitely-tall spire in the middle of a plane that is both infinite and finite. The best part, though, is that, since Sigil exists completely separate from any other plane, there is a chance that it has no outer surface.

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** Several places on the Outer Planes in D&D 3rd edition:
have this trait.
*** In the ''Queen of the Demonweb Pits'' module, the players ventured venture into The the Abyss to confront Lolth, the demon queen of the spiders. Lolth's titular domain consisted consists 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.
*** Githzerai monasteries on Limbo, which take advantage The Ever-Changing Chaos of Limbo is the fact that plane embodying the ChaoticNeutral alignment, and as such is a maelstrom of mixed elements where "down" is whichever whatever direction you want it to be, giving us some extremely Escher-esque architecture.
**
be. The githzerai who colonized the plane take advantage of this when building the monasteries floating in that chaos, which look like structures designed by M.C. Escher. %%in-universe alignment
*** The centerpiece of the
''TabletopGame/{{Planescape}}'' created setting is Sigil, a city that exists on is effectively its own plane, demiplane, connected to others only by portals in the forms of doors. The city It resembles the inside of a tire; it's a tube that wraps around on itself, so you can look up and see buildings in the sky, walk straight for hours and end up in the same place, and open any door and end up somewhere else. Gravity seems to work for whatever ground you're standing on right now and light is just sort of there. To top it all off, it's floating on the top of an infinitely-tall spire in the middle of a plane that is both infinite and finite. The best part, though, is that, since Sigil exists completely separate from any other plane, there is a chance that it has no outer surface.surface.
** Even some monsters have this trait. A 3rd Edition creature is the "elder eidolon," basically a Lovecraftian {{golem}}. Beyond being older than humanoid civilization, covered in glyphs from long-dead languages, and [[BrownNoteBeing causing hallucinations from their mere proximity]], elder eidolons "incorporate what should be impossible geometrics" into their designs. This translates into a deflection bonus to their Armor Class, presumably as swords and arrows have trouble drawing a straight line across a figurative sheet of crumpled graph paper to hit their target.
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The term [[https://en.wikipedia.org/wiki/Non-Euclidean_geometry "Non-Euclidean"]] gets used often to describe shapes and structures that don't make logical sense, though it's not always correct. It was used by Creator/HPLovecraft to describe the impossible angles and shapes found in alien structures in his works, though not all impossible geometries would be counted as "non-Euclidean"; that term refers to certain geometric forms that don't behave like a "flat" surface but still form a consistent and logical geometry, e.g. the spherical geometry of our Planet Earth, where a curved path is likely to be the shortest path if the distance is five digit kilometers. (It's possible to construct a 2-dimensional geometry on a curved Euclidean surface that is non-Euclidean, but a three-dimensional non-Euclidean geometry requires spacial distortion, such as might be induced by a powerful gravitational field.)

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The term [[https://en.wikipedia.org/wiki/Non-Euclidean_geometry "Non-Euclidean"]] gets used often to describe shapes and structures that don't make logical sense, though it's not always correct. It was used by Creator/HPLovecraft to describe the impossible angles and shapes found in alien structures in his works, though not all impossible geometries would be counted as "non-Euclidean"; that term refers to certain geometric forms that don't behave like a "flat" surface but still form a consistent and logical geometry, e.g. the spherical geometry of our Planet Earth, where a curved path is likely to be the shortest path if the distance is five digit kilometers. (It's possible to construct a 2-dimensional non-Euclidean geometry on a curved surface in Euclidean surface that is non-Euclidean, space, but a three-dimensional non-Euclidean geometry requires spacial distortion, such as might be induced by a powerful gravitational field.)

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