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Bizarrchitecture
- 1532 statements
- 296 feature instances
- 479 referencing feature instances
Bizarrchitecture | type |
FeatureClass | |
Bizarrchitecture | label |
Bizarrchitecture | |
Bizarrchitecture | page |
Bizarrchitecture | |
Bizarrchitecture | comment |
When a building is shown to have been built in a way that would either be impossible to build or is just plain ridiculous. Things like upside-down pyramids or buildings in the shape of something that is obviously not a building (for example, restaurants shaped like their signature food). Can also apply to vehicles, too. Compare Alien Geometries, Not Drawn to Scale, Benevolent Architecture, Malevolent Architecture, and Unnaturally Looping Location. Taken to the extreme, this can result in a man-made Eldritch Location. If looking for M.C. Escher, head on down to True Art Is Incomprehensible by way of the stairwell which goes upward until it loops on itself. Also note Zeerust, as the decades around the middle 20th century contain several prominent real-life examples. Common variations include: Alien Geometry: Buildings or structures may be made with geometry that doesn't make sense, usually resulting in a Mind Screw. Optical illusions are commonly used, such as the Penrose Triangle. Alphabet Architecture: Buildings shaped specifically like letters. Prevalent enough to get a subtrope. Bigger on the Inside: Buildings which contain more space than they occupy. The subtrope is probably bigger on the inside too. Faceship: A vehicle that resembles the face of its driver. Giant Objects: Buildings that look like giant versions of everyday items; most commonly a store that is Shaped Like What It Sells. The Dinnermobile applies the trope to vehicles rather than buildings. Jumbled Buildings: Jumbled assortments of walls, roofs, windows and doors. Strange Orientations: Normal buildings with odd orientations (Leaning Tower Of Pisa being a Real Life example). Unlikely Foundations: Regular buildings with unlikely foundations (such as stilts). Upside-Down Blueprints: The bizarrchitecture is the result of the builders looking at the blueprints the wrong way, and not realizing their error. |
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Bizarrchitecture | fetched |
2024-05-11T17:46:51Z | |
Bizarrchitecture | parsed |
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Bizarrchitecture | processingComment |
Dropped link to AWizardDidIt: Not an Item - FEATURE | |
Bizarrchitecture | processingComment |
Dropped link to AlienGeometries: Not an Item - FEATURE | |
Bizarrchitecture | processingComment |
Dropped link to AllTrollsAreDifferent: Not an Item - FEATURE | |
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Dropped link to AnimatedAdaptation: Not an Item - FEATURE | |
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Dropped link to ArtNouveau: Not an Item - FEATURE | |
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Dropped link to BIONICLE: Not an Item - UNKNOWN | |
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Dropped link to BigBad: Not an Item - FEATURE | |
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Dropped link to BiggerOnTheInside: Not an Item - FEATURE | |
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Dropped link to Castlevania: Not an Item - CAT | |
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Dropped link to CloudCuckooLander: Not an Item - FEATURE | |
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Dropped link to CoolGate: Not an Item - FEATURE | |
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Dropped link to DragonBones: Not an Item - UNKNOWN | |
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Dropped link to EvilSorcerer: Not an Item - FEATURE | |
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Dropped link to EvilTowerOfOminousness: Not an Item - FEATURE | |
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Dropped link to ExactlyWhatItSaysOnTheTin: Not an Item - FEATURE | |
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Dropped link to FairyTale: Not an Item - CAT | |
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Dropped link to HellHotel: Not an Item - FEATURE | |
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Dropped link to HomeAndGarden: Not an Item - FEATURE | |
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Dropped link to IriaZeiramTheAnimation: Not an Item - UNKNOWN | |
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Dropped link to MadGod: Not an Item - FEATURE | |
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Dropped link to MobileMaze: Not an Item - FEATURE | |
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Dropped link to ProudWarriorRace: Not an Item - FEATURE | |
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Dropped link to ScrewThisImOuttaHere: Not an Item - FEATURE | |
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Dropped link to StarTrekJudgmentRites: Not an Item - UNKNOWN | |
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Dropped link to SurrealHorror: Not an Item - FEATURE | |
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Dropped link to TheCastleOfTheSilverWheel: Not an Item - UNKNOWN | |
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Dropped link to TheGrailAndTheRing: Not an Item - UNKNOWN | |
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Dropped link to TheGrimAdventuresOfBillyAndMandy: Not an Item - IGNORE | |
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Dropped link to TheGrimReaper: Not an Item - FEATURE | |
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Dropped link to TheNewTens: Not an Item - FEATURE | |
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Dropped link to TheRedacverse: Not an Item - UNKNOWN | |
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Dropped link to TheUntwist: Not an Item - FEATURE | |
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Dropped link to ThisIsYourPremiseOnDrugs: Not an Item - FEATURE | |
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Dropped link to TrapDoorFail: Not an Item - FEATURE | |
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Dropped link to WizardingSchool: Not an Item - FEATURE | |
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Dropped link to WombLevel: Not an Item - FEATURE | |
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Dropped link to WordOfGod: Not an Item - FEATURE | |
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Dropped link to lampshadehanging: Not an Item - FEATURE | |
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IriaZeiramTheAnimation | |
Bizarrchitecture | processingUnknown |
BIONICLE | |
Bizarrchitecture | processingUnknown |
DragonBones | |
Bizarrchitecture | processingUnknown |
TheCastleOfTheSilverWheel | |
Bizarrchitecture | processingUnknown |
TheGrailAndTheRing | |
Bizarrchitecture | processingUnknown |
StarTrekJudgmentRites | |
Bizarrchitecture | processingUnknown |
The Redacverse (Webcomic) | |
Bizarrchitecture | isPartOf |
DBTropes | |
Bizarrchitecture / int_113d7fa | type |
Bizarrchitecture | |
Bizarrchitecture / int_113d7fa | comment |
Rengoku: Each of the Rengoku Towers has the floors floating separated and misaligned from each other. The doors on the 8th floor in the second game act more like portals, as the "rooms" are floating platforms that are separated from each other. |
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Bizarrchitecture / int_113d7fa | featureApplicability |
1.0 | |
Bizarrchitecture / int_113d7fa | featureConfidence |
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Rengoku (Video Game) | hasFeature |
Bizarrchitecture / int_113d7fa | |
Bizarrchitecture / int_124ba1b6 | type |
Bizarrchitecture | |
Bizarrchitecture / int_124ba1b6 | comment |
Little Nemo: The Dream Master has the level "Topsy-Turvy", set in an upside-down house. | |
Bizarrchitecture / int_124ba1b6 | featureApplicability |
1.0 | |
Bizarrchitecture / int_124ba1b6 | featureConfidence |
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Little Nemo: The Dream Master (Video Game) | hasFeature |
Bizarrchitecture / int_124ba1b6 | |
Bizarrchitecture / int_1331990c | type |
Bizarrchitecture | |
Bizarrchitecture / int_1331990c | comment |
Homura's house in Puella Magi Madoka Magica is more abstract than other houses, with floating pictures and a stark white wall. Word of God confirms this was done to make it resemble a witch barrier. | |
Bizarrchitecture / int_1331990c | featureApplicability |
1.0 | |
Bizarrchitecture / int_1331990c | featureConfidence |
1.0 | |
Puella Magi Madoka Magica | hasFeature |
Bizarrchitecture / int_1331990c | |
Bizarrchitecture / int_135f2b36 | type |
Bizarrchitecture | |
Bizarrchitecture / int_135f2b36 | comment |
Doom: Knee-Deep in the Dead attempts to justify the game's secret doors by explaining them as motion sensor-operated automated portions of the facility. Then the aliens rework the place with demonic imagery, skulls, penis-levers, and flesh walls. Fly and Arlene are uncertain if the aliens are responsible for the computer bank laid out as a Nazi Swastika. At one point they release the area of "hell" they've entered was designed in the shape of a hand. Another time they find themselves in a literal Womb Level. | |
Bizarrchitecture / int_135f2b36 | featureApplicability |
1.0 | |
Bizarrchitecture / int_135f2b36 | featureConfidence |
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Doom | hasFeature |
Bizarrchitecture / int_135f2b36 | |
Bizarrchitecture / int_14d99ded | type |
Bizarrchitecture | |
Bizarrchitecture / int_14d99ded | comment |
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. | |
Bizarrchitecture / int_14d99ded | featureApplicability |
1.0 | |
Bizarrchitecture / int_14d99ded | featureConfidence |
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Professor Layton and the Curious Village (Video Game) | hasFeature |
Bizarrchitecture / int_14d99ded | |
Bizarrchitecture / int_15aaf80d | type |
Bizarrchitecture | |
Bizarrchitecture / int_15aaf80d | comment |
Tuca & Bertie is rife with this. One example, a building with bouncing breasts, even appears in the intro. | |
Bizarrchitecture / int_15aaf80d | featureApplicability |
1.0 | |
Bizarrchitecture / int_15aaf80d | featureConfidence |
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Tuca & Bertie | hasFeature |
Bizarrchitecture / int_15aaf80d | |
Bizarrchitecture / int_164f12e6 | type |
Bizarrchitecture | |
Bizarrchitecture / int_164f12e6 | comment |
Super Mario Galaxy 2: Flipsville Galaxy looks like a suburban house built by a completely stoned intergalactic architect. Bowser's Gravity Gauntlet is Bowser's Castle if it was designed by M.C. Escher. |
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Bizarrchitecture / int_164f12e6 | featureApplicability |
1.0 | |
Bizarrchitecture / int_164f12e6 | featureConfidence |
1.0 | |
Super Mario Galaxy 2 (Video Game) | hasFeature |
Bizarrchitecture / int_164f12e6 | |
Bizarrchitecture / int_1850e904 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1850e904 | comment |
Chains of Satinav has a place like this in Neirutvena. The spiraling walkway outside the Queen's throne room is styled in such a way that you become smaller as you walk up towards the pool at the top, which is fed into by an upwards-falling waterfall below. Dropping things off this waterfall, or letting them float up, will change the size of the object. | |
Bizarrchitecture / int_1850e904 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1850e904 | featureConfidence |
1.0 | |
Chains of Satinav (Video Game) | hasFeature |
Bizarrchitecture / int_1850e904 | |
Bizarrchitecture / int_18a1d961 | type |
Bizarrchitecture | |
Bizarrchitecture / int_18a1d961 | comment |
My House, a Doom Game Mod inspired by the aforementioned House of Leaves, makes heavy use of non-Euclidean geometry implemented via the GZDoom engine's lineportal feature. | |
Bizarrchitecture / int_18a1d961 | featureApplicability |
1.0 | |
Bizarrchitecture / int_18a1d961 | featureConfidence |
1.0 | |
My House (Video Game) | hasFeature |
Bizarrchitecture / int_18a1d961 | |
Bizarrchitecture / int_19930ed1 | type |
Bizarrchitecture | |
Bizarrchitecture / int_19930ed1 | comment |
The Buddhist pagoda of the original Game of Death is meant to be a restaurant in the 1978 version. It is a very strange restaurant that has entire floors only for fighters to rest. | |
Bizarrchitecture / int_19930ed1 | featureApplicability |
1.0 | |
Bizarrchitecture / int_19930ed1 | featureConfidence |
1.0 | |
Game of Death | hasFeature |
Bizarrchitecture / int_19930ed1 | |
Bizarrchitecture / int_1a17ff62 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1a17ff62 | comment |
Greg Bear's The Way Series uses the O'Neill cylinder concept as well, only with such things as super tall skyscrapers supported by cables. | |
Bizarrchitecture / int_1a17ff62 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1a17ff62 | featureConfidence |
1.0 | |
The Way Series | hasFeature |
Bizarrchitecture / int_1a17ff62 | |
Bizarrchitecture / int_1a4b3ea2 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1a4b3ea2 | comment |
Digimon: The upside-down pyramid from the first season. Several similar pyramids made an appearance in Fusion as ruins in the Sand Zone, though their ruined upper surfaces suggest that they may have been octahedra once. In Digimon Data Squad, there's a mansion situated upside down on the bottom of a cliff. Oddly enough, the inside of the mansion is right-side-up. |
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Bizarrchitecture / int_1a4b3ea2 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1a4b3ea2 | featureConfidence |
1.0 | |
Digimon (Franchise) | hasFeature |
Bizarrchitecture / int_1a4b3ea2 | |
Bizarrchitecture / int_1a6b9860 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1a6b9860 | comment |
The Adventures of Elmo in Grouchland features Grouchland, a city where all the buildings, cars, furniture and everything else are deliberately built at weird angles to conform with the Grouches' ideals of messiness. | |
Bizarrchitecture / int_1a6b9860 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1a6b9860 | featureConfidence |
1.0 | |
The Adventures of Elmo in Grouchland | hasFeature |
Bizarrchitecture / int_1a6b9860 | |
Bizarrchitecture / int_1b7ca727 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1b7ca727 | comment |
Happens quite often in The Stanley Parable. It's not uncommon to see corridors and staircases that lead to nowhere, or being able to turn 90 degrees right five times in a row before coming to the next part of the corridor. Later sections become even worse with corridors that look far shorter than they are before you traverse them, doorways that lead to the doorway you just came from, and chunks of the area deliberately failing to load with texture. It gets so bad at one point that the narrator has to employ the help of The Stanley Parable Adventure Lineâ„¢. The Lineâ„¢ subsequently decides that the best path is to twist around itself to where it wasn't before, until the narrator decides to ignore The Lineâ„¢. You then later run into The Lineâ„¢ randomly bursting through the ceiling and are advised to ignore Itâ„¢. | |
Bizarrchitecture / int_1b7ca727 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1b7ca727 | featureConfidence |
1.0 | |
The Stanley Parable (Video Game) | hasFeature |
Bizarrchitecture / int_1b7ca727 | |
Bizarrchitecture / int_1beda93b | type |
Bizarrchitecture | |
Bizarrchitecture / int_1beda93b | comment |
In Sluggy Freelance, the Demon King lives in a house on top of a giant pile of bones. While suitably menacing, you gotta figure bones make for a pretty unreliable foundation. There are also weird things that look like wisps of fire or smoke built into the house itself. | |
Bizarrchitecture / int_1beda93b | featureApplicability |
1.0 | |
Bizarrchitecture / int_1beda93b | featureConfidence |
1.0 | |
Sluggy Freelance (Webcomic) | hasFeature |
Bizarrchitecture / int_1beda93b | |
Bizarrchitecture / int_1bfb41c6 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1bfb41c6 | comment |
The original pair of books (The Colour of Magic and The Light Fantastic) had a few examples of bizarrchitecture, such as the Temple of Bel-Shamharoth, which was little-described but designed to have as many eights in the plan as possible, and the Wyrmberg, which was an upside-down mountain. | |
Bizarrchitecture / int_1bfb41c6 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1bfb41c6 | featureConfidence |
1.0 | |
The Colour of Magic | hasFeature |
Bizarrchitecture / int_1bfb41c6 | |
Bizarrchitecture / int_1cc09117 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1cc09117 | comment |
Bleach: Kuukaku Shiba's ever-moving house. Also from there, Las Noches is a palace the size of a country, and Szayel has the ability to mess with the corridors (at least in his section of the castle) with a central console in his room. It also has at least one room filled with pillars that do not reach up to the roof and serve no discernible purpose. Ichigo's inner world is a city that is completely sideways while the clouds drift down. Despite being his own inner world, it seems to bother Ichigo. |
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Bizarrchitecture / int_1cc09117 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1cc09117 | featureConfidence |
1.0 | |
Bleach (Manga) | hasFeature |
Bizarrchitecture / int_1cc09117 | |
Bizarrchitecture / int_1e6653ca | type |
Bizarrchitecture | |
Bizarrchitecture / int_1e6653ca | comment |
Every building in The Neverhood... especially the giant piece of toast with the fries sticking out of the top. Which also has butter on the inside wall, apparently, so the sandwich is complete. | |
Bizarrchitecture / int_1e6653ca | featureApplicability |
1.0 | |
Bizarrchitecture / int_1e6653ca | featureConfidence |
1.0 | |
The Neverhood (Video Game) | hasFeature |
Bizarrchitecture / int_1e6653ca | |
Bizarrchitecture / int_1f418bf4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1f418bf4 | comment |
TaleSpin: "In Search of Ancient Blunders" involves a search for a lost pyramid—Which is discovered to have been built upside-down and embedded right in the ground, which resulted in a curse being placed on the builder of the pyramid. | |
Bizarrchitecture / int_1f418bf4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1f418bf4 | featureConfidence |
1.0 | |
TaleSpin | hasFeature |
Bizarrchitecture / int_1f418bf4 | |
Bizarrchitecture / int_1ff419c5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_1ff419c5 | comment |
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. The Castle that Never Was is even weirder. It's a mountain-sized floating castle full of impossibly long hallways, elevators that space manipulation to reach their distinations, suspended floors, Hard Light paths between platforms, and areas that can only be accessed by portals. | |
Bizarrchitecture / int_1ff419c5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_1ff419c5 | featureConfidence |
1.0 | |
Kingdom Hearts II (Video Game) | hasFeature |
Bizarrchitecture / int_1ff419c5 | |
Bizarrchitecture / int_20f307ef | type |
Bizarrchitecture | |
Bizarrchitecture / int_20f307ef | comment |
In Kingdom Hearts 0.2: Birth by Sleep -A fragmentary passage-, the Evil Queen's castle has been twisted into this by the Realm of Darkness, with its separate areas separated into pocket dimensions by whatever malevolent force is possessing the Magic Mirror. One area is an expanse of pillars mirroring themselves into several equally real "layers" for Aqua to traverse while another consists of four ruined staircases that form a loop through mirrored walls on each landing. The central "hub" area is just a stone floor floating in the void with distorted edges and gazebos containing mirrors that lead to the other areas. | |
Bizarrchitecture / int_20f307ef | featureApplicability |
1.0 | |
Bizarrchitecture / int_20f307ef | featureConfidence |
1.0 | |
Kingdom Hearts 0.2: Birth by Sleep -A fragmentary passage- (Video Game) | hasFeature |
Bizarrchitecture / int_20f307ef | |
Bizarrchitecture / int_23465101 | type |
Bizarrchitecture | |
Bizarrchitecture / int_23465101 | comment |
On Wings, Joe and Helen hire a famous architect to build their house for them...but are less than thrilled when the house he designs is shaped like a 7. | |
Bizarrchitecture / int_23465101 | featureApplicability |
1.0 | |
Bizarrchitecture / int_23465101 | featureConfidence |
1.0 | |
Wings | hasFeature |
Bizarrchitecture / int_23465101 | |
Bizarrchitecture / int_2372359 | type |
Bizarrchitecture | |
Bizarrchitecture / int_2372359 | comment |
In The Belgariad, many buildings in Sthiss Tor, the capital and lone city of Nyissa, feature this. Buildings can include interesting features such as doors that open over sheer drops due to the architects being under the influence of multiple narcotics. | |
Bizarrchitecture / int_2372359 | featureApplicability |
1.0 | |
Bizarrchitecture / int_2372359 | featureConfidence |
1.0 | |
The Belgariad | hasFeature |
Bizarrchitecture / int_2372359 | |
Bizarrchitecture / int_24d953d0 | type |
Bizarrchitecture | |
Bizarrchitecture / int_24d953d0 | comment |
Metroid has the most alien and isolating environments in the series, designed to make the player uncomfortable rather than for pacing or flow. A perfect example is the final ascent at the end; the platforms are incredibly small and awkwardly spaced, while in Super Metroid and Metroid: Zero Mission, the same platforms are much larger and less obstructive to the player. | |
Bizarrchitecture / int_24d953d0 | featureApplicability |
1.0 | |
Bizarrchitecture / int_24d953d0 | featureConfidence |
1.0 | |
Metroid (Video Game) | hasFeature |
Bizarrchitecture / int_24d953d0 | |
Bizarrchitecture / int_25b4bcd9 | type |
Bizarrchitecture | |
Bizarrchitecture / int_25b4bcd9 | comment |
The game play of Monument Valley is determining possible paths in M.C. Escher-like ruins. | |
Bizarrchitecture / int_25b4bcd9 | featureApplicability |
1.0 | |
Bizarrchitecture / int_25b4bcd9 | featureConfidence |
1.0 | |
Monument Valley (Video Game) | hasFeature |
Bizarrchitecture / int_25b4bcd9 | |
Bizarrchitecture / int_261c8d3f | type |
Bizarrchitecture | |
Bizarrchitecture / int_261c8d3f | comment |
The Simpsons: Used in a one-off gag in the episode "Grift of the Magi". Mr. Burns watches a short play in his office put on by students looking for school funding. Unconvinced, Burns opens a trapdoor underneath the students, but a few seconds later they fall through another trapdoor in the ceiling and land back on the stage. In the earlier episode "Hurricane Neddy," the citizens of Springfield club together to build Ned Flanders a replacement house after his original one is destroyed in a hurricane. They have absolutely no idea what they're doing. The bathroom is in the kitchen, the ceiling is held up by a poster, and the upstairs hallway narrows like a funnel to a bedroom door the size of a breadbox. |
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Bizarrchitecture / int_261c8d3f | featureApplicability |
1.0 | |
Bizarrchitecture / int_261c8d3f | featureConfidence |
1.0 | |
The Simpsons | hasFeature |
Bizarrchitecture / int_261c8d3f | |
Bizarrchitecture / int_27617023 | type |
Bizarrchitecture | |
Bizarrchitecture / int_27617023 | comment |
The buildings of St. Custards skool in the molesworth stories are said to be the creation of a Victorian-era lunatic, and it shows. | |
Bizarrchitecture / int_27617023 | featureApplicability |
1.0 | |
Bizarrchitecture / int_27617023 | featureConfidence |
1.0 | |
molesworth | hasFeature |
Bizarrchitecture / int_27617023 | |
Bizarrchitecture / int_278b4381 | type |
Bizarrchitecture | |
Bizarrchitecture / int_278b4381 | comment |
Clarissa's father Marshall in Clarissa Explains It All frequently designs buildings of the giant objects variety, including a tooth for a dentist's office, to name one out of many examples. | |
Bizarrchitecture / int_278b4381 | featureApplicability |
1.0 | |
Bizarrchitecture / int_278b4381 | featureConfidence |
1.0 | |
Clarissa Explains It All | hasFeature |
Bizarrchitecture / int_278b4381 | |
Bizarrchitecture / int_28efdfa9 | type |
Bizarrchitecture | |
Bizarrchitecture / int_28efdfa9 | comment |
Many of the cities in Invisible Cities, in different ways. | |
Bizarrchitecture / int_28efdfa9 | featureApplicability |
1.0 | |
Bizarrchitecture / int_28efdfa9 | featureConfidence |
1.0 | |
Invisible Cities | hasFeature |
Bizarrchitecture / int_28efdfa9 | |
Bizarrchitecture / int_295048d5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_295048d5 | comment |
Bloodborne: Yharnam is a giant maze of gothic architecture, ladders, and giant levers. It really makes you wonder how Yharnamites manage when it isn't the night of a hunt. | |
Bizarrchitecture / int_295048d5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_295048d5 | featureConfidence |
1.0 | |
Bloodborne (Video Game) | hasFeature |
Bizarrchitecture / int_295048d5 | |
Bizarrchitecture / int_298c33f0 | type |
Bizarrchitecture | |
Bizarrchitecture / int_298c33f0 | comment |
In The Addams Family (1992), the intro has the house interior look just like the trope pic above. Plus it has plenty of rooms filled with monsters and death traps. | |
Bizarrchitecture / int_298c33f0 | featureApplicability |
1.0 | |
Bizarrchitecture / int_298c33f0 | featureConfidence |
1.0 | |
The Addams Family (1992) | hasFeature |
Bizarrchitecture / int_298c33f0 | |
Bizarrchitecture / int_29b1425d | type |
Bizarrchitecture | |
Bizarrchitecture / int_29b1425d | comment |
In Detention, the school starts out as a fairly normal building, but as the game progresses your travel through the levels make less and less sense and the school becomes filled with puzzles and references to Taiwanese mythology. Because you aren't playing in the real school, and haven't been since the prologue. The place you spend most of the game is actually Ray's personal Ironic Hell that she wound up in after betraying the forbidden book club and subsequently committing suicide out of guilt. You're only in the actual school during the segments where you are controlling Wei. | |
Bizarrchitecture / int_29b1425d | featureApplicability |
1.0 | |
Bizarrchitecture / int_29b1425d | featureConfidence |
1.0 | |
Detention (Video Game) | hasFeature |
Bizarrchitecture / int_29b1425d | |
Bizarrchitecture / int_2a688915 | type |
Bizarrchitecture | |
Bizarrchitecture / int_2a688915 | comment |
Cipher Academy: The main building of the titular academy is shaped like a colossal padlock. It is flanked by metal towers in the shape of keys and lockpicks (which serve to delimit different zones of danger in the forest surrounding the academy). | |
Bizarrchitecture / int_2a688915 | featureApplicability |
1.0 | |
Bizarrchitecture / int_2a688915 | featureConfidence |
1.0 | |
Cipher Academy (Manga) | hasFeature |
Bizarrchitecture / int_2a688915 | |
Bizarrchitecture / int_2ab067a9 | type |
Bizarrchitecture | |
Bizarrchitecture / int_2ab067a9 | comment |
The Lodgers: How does a vast, seemingly-bottomless body of water exist inches beneath the floors of an earthbound Victorian mansion? Also, why is there a trapdoor in the middle of the entryway that opens directly into it? | |
Bizarrchitecture / int_2ab067a9 | featureApplicability |
1.0 | |
Bizarrchitecture / int_2ab067a9 | featureConfidence |
1.0 | |
The Lodgers | hasFeature |
Bizarrchitecture / int_2ab067a9 | |
Bizarrchitecture / int_2af72b92 | type |
Bizarrchitecture | |
Bizarrchitecture / int_2af72b92 | comment |
The Cabinet of Dr. Caligari: Holstenwall, probably the only fictitious town whose architecture alone is horror incarnate. All the buildings are crooked, and the shadows are painted on the ground. | |
Bizarrchitecture / int_2af72b92 | featureApplicability |
1.0 | |
Bizarrchitecture / int_2af72b92 | featureConfidence |
1.0 | |
The Cabinet of Dr. Caligari | hasFeature |
Bizarrchitecture / int_2af72b92 | |
Bizarrchitecture / int_2fc254ae | type |
Bizarrchitecture | |
Bizarrchitecture / int_2fc254ae | comment |
The house in The Cat in the Hat is bizarre enough on the inside during most of the film, being filled with big rooms and bright colors, but after the Cat's world merges with the house it truly takes a bizarre turn. | |
Bizarrchitecture / int_2fc254ae | featureApplicability |
1.0 | |
Bizarrchitecture / int_2fc254ae | featureConfidence |
1.0 | |
The Cat in the Hat | hasFeature |
Bizarrchitecture / int_2fc254ae | |
Bizarrchitecture / int_2fcc38cb | type |
Bizarrchitecture | |
Bizarrchitecture / int_2fcc38cb | comment |
There is not one single straight object to be seen in How the Grinch Stole Christmas!, not even a teacher's yardstick. | |
Bizarrchitecture / int_2fcc38cb | featureApplicability |
1.0 | |
Bizarrchitecture / int_2fcc38cb | featureConfidence |
1.0 | |
HowTheGrinchStoleChristmas | hasFeature |
Bizarrchitecture / int_2fcc38cb | |
Bizarrchitecture / int_3038d75c | type |
Bizarrchitecture | |
Bizarrchitecture / int_3038d75c | comment |
In Diablo II, act II, the Arcane Sanctuary consists of many paths and stairways with no foundations at all. It's basically an entire level designed by M.C. Escher. Go down stairs to a level which then passes over the one you were just on, etc. Surprisingly doesn't hurt your brain as much as you would think it ought to. | |
Bizarrchitecture / int_3038d75c | featureApplicability |
1.0 | |
Bizarrchitecture / int_3038d75c | featureConfidence |
1.0 | |
Diablo II (Video Game) | hasFeature |
Bizarrchitecture / int_3038d75c | |
Bizarrchitecture / int_30876163 | type |
Bizarrchitecture | |
Bizarrchitecture / int_30876163 | comment |
Blue Exorcist: True Cross Academy, on top of being pretty weird, is in fact rigged with various anti-demon measures, requiring the use of magical keys to get from place to place. It's not uncommon for characters to enter an elaborate, vaulted chamber through the door of what looks like a storage shed. | |
Bizarrchitecture / int_30876163 | featureApplicability |
1.0 | |
Bizarrchitecture / int_30876163 | featureConfidence |
1.0 | |
Blue Exorcist (Manga) | hasFeature |
Bizarrchitecture / int_30876163 | |
Bizarrchitecture / int_31313512 | type |
Bizarrchitecture | |
Bizarrchitecture / int_31313512 | comment |
ANNO: Mutationem: The Consortium's underground facility first appears as an industrial high-tech base filled with laboratories, the later layouts start to shift to becoming something out of a Lovecraft Lite with monuments appearing out from the ground and ominous red glow in the background. | |
Bizarrchitecture / int_31313512 | featureApplicability |
1.0 | |
Bizarrchitecture / int_31313512 | featureConfidence |
1.0 | |
ANNO: Mutationem (Video Game) | hasFeature |
Bizarrchitecture / int_31313512 | |
Bizarrchitecture / int_31aedabc | type |
Bizarrchitecture | |
Bizarrchitecture / int_31aedabc | comment |
R'lyeh from the Cthulhu Mythos. An architecture so bizarre humans go crazy even when seeing only a small part of it. Note that it's a pretty Flanderized description. In the original short story, "The Call of Cthulhu", the Norwegian sailors who entered the city were pretty freaked out, but no-one actually went insane before Cthulhu himself showed up. | |
Bizarrchitecture / int_31aedabc | featureApplicability |
1.0 | |
Bizarrchitecture / int_31aedabc | featureConfidence |
1.0 | |
Cthulhu Mythos (Franchise) | hasFeature |
Bizarrchitecture / int_31aedabc | |
Bizarrchitecture / int_32483a45 | type |
Bizarrchitecture | |
Bizarrchitecture / int_32483a45 | comment |
MirrorMask is a great example of just about every subcategory at some time in the movie. | |
Bizarrchitecture / int_32483a45 | featureApplicability |
1.0 | |
Bizarrchitecture / int_32483a45 | featureConfidence |
1.0 | |
MirrorMask | hasFeature |
Bizarrchitecture / int_32483a45 | |
Bizarrchitecture / int_32a01588 | type |
Bizarrchitecture | |
Bizarrchitecture / int_32a01588 | comment |
Disney's Pinocchio has a tavern shaped like an 8-ball. | |
Bizarrchitecture / int_32a01588 | featureApplicability |
1.0 | |
Bizarrchitecture / int_32a01588 | featureConfidence |
1.0 | |
Pinocchio | hasFeature |
Bizarrchitecture / int_32a01588 | |
Bizarrchitecture / int_34397dc6 | type |
Bizarrchitecture | |
Bizarrchitecture / int_34397dc6 | comment |
Houses in The Floor is Jelly are built on stilts, and violently bounces about back and forth when the jelly-like ground underneath them shifts about. | |
Bizarrchitecture / int_34397dc6 | featureApplicability |
1.0 | |
Bizarrchitecture / int_34397dc6 | featureConfidence |
1.0 | |
The Floor is Jelly (Video Game) | hasFeature |
Bizarrchitecture / int_34397dc6 | |
Bizarrchitecture / int_36b0ee57 | type |
Bizarrchitecture | |
Bizarrchitecture / int_36b0ee57 | comment |
Appropriately, every set in The 5,000 Fingers Of Dr. T (1953) is like this. Ladders to nowhere, stairs that close in on themselves or disappear into a hole in the ceiling, a tree made out of pipe and urinals etc. And of course, the 500-seat piano. | |
Bizarrchitecture / int_36b0ee57 | featureApplicability |
1.0 | |
Bizarrchitecture / int_36b0ee57 | featureConfidence |
1.0 | |
The 5000 Fingers of Dr. T | hasFeature |
Bizarrchitecture / int_36b0ee57 | |
Bizarrchitecture / int_37f1c1bb | type |
Bizarrchitecture | |
Bizarrchitecture / int_37f1c1bb | comment |
The Changeling castle in My Little Pony: Friendship Is Magic (IDW) seems to have an interior inspired by an Escher painting. | |
Bizarrchitecture / int_37f1c1bb | featureApplicability |
1.0 | |
Bizarrchitecture / int_37f1c1bb | featureConfidence |
1.0 | |
My Little Pony: Friendship Is Magic (IDW) (Comic Book) | hasFeature |
Bizarrchitecture / int_37f1c1bb | |
Bizarrchitecture / int_3920234c | type |
Bizarrchitecture | |
Bizarrchitecture / int_3920234c | comment |
The Book of the Long Sun has the Whorl, which has similar properties. | |
Bizarrchitecture / int_3920234c | featureApplicability |
1.0 | |
Bizarrchitecture / int_3920234c | featureConfidence |
1.0 | |
Book of the Long Sun | hasFeature |
Bizarrchitecture / int_3920234c | |
Bizarrchitecture / int_3a7ec07a | type |
Bizarrchitecture | |
Bizarrchitecture / int_3a7ec07a | comment |
Quite a few of the Ripley's Believe It or Not! museums are built with bizarre architecture. The one in Gatlinburg, TN looks like it's been hit by a hurricane, the one in Panama City beach, FL looks like a cruise ship that's run aground, and the one in Atlantic City, NJ looks like it was decorated by a giant globe that fell off its hook and cracked the awning over the entrance. See more information on the Other Wiki. | |
Bizarrchitecture / int_3a7ec07a | featureApplicability |
1.0 | |
Bizarrchitecture / int_3a7ec07a | featureConfidence |
1.0 | |
Ripley's Believe It or Not! (Franchise) | hasFeature |
Bizarrchitecture / int_3a7ec07a | |
Bizarrchitecture / int_3b34143f | type |
Bizarrchitecture | |
Bizarrchitecture / int_3b34143f | comment |
Which brings us to Hogwarts from Harry Potter. Staircases that move, walls pretending to be doors and vice versa, and the Room of Requirement that becomes whatever is needed by whomever's nearby. It is also implied that the entire castle has magically grown and changed over time, and it is known to have had renovations which handwaves the fact that a 1000-year-old castle wouldn't be anything like what Hogwarts is. The Burrow (house of the Weasleys) is this too, as described by Harry. It is mostly held together by magic. The Department of Mysteries is discovered to combine this with Mobile Maze in Harry Potter and the Order of the Phoenix for security and due to the nature of the magics studied there. |
|
Bizarrchitecture / int_3b34143f | featureApplicability |
1.0 | |
Bizarrchitecture / int_3b34143f | featureConfidence |
1.0 | |
Harry Potter | hasFeature |
Bizarrchitecture / int_3b34143f | |
Bizarrchitecture / int_3b981bc | type |
Bizarrchitecture | |
Bizarrchitecture / int_3b981bc | comment |
City Under the Hill has the entire eponymous City of Bablyon based on this Trope. Buildings in Babylon aren't so much built as magicked into being, and in a pocket dimension they prove unstable. It's not uncommon for buildings, fences, or even walls on the outskirts of the City to simply phase out of existence. | |
Bizarrchitecture / int_3b981bc | featureApplicability |
1.0 | |
Bizarrchitecture / int_3b981bc | featureConfidence |
1.0 | |
CityUnderTheHill | hasFeature |
Bizarrchitecture / int_3b981bc | |
Bizarrchitecture / int_3caeeb6f | type |
Bizarrchitecture | |
Bizarrchitecture / int_3caeeb6f | comment |
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. | |
Bizarrchitecture / int_3caeeb6f | featureApplicability |
1.0 | |
Bizarrchitecture / int_3caeeb6f | featureConfidence |
1.0 | |
SimCity (Video Game) | hasFeature |
Bizarrchitecture / int_3caeeb6f | |
Bizarrchitecture / int_3e1e745c | type |
Bizarrchitecture | |
Bizarrchitecture / int_3e1e745c | comment |
In the Enchanted Forest Chronicles, one of King Mendanbar's ancestors was so fond of sweeping up and down staircases in his ermine robe that he had staircases installed wherever there was room, regardless of need. This resulted in a castle where getting anywhere involves a lot of climbing. The oddest case is cited to be a dungeon which requires a four-flight climb followed by a six-flight descent. | |
Bizarrchitecture / int_3e1e745c | featureApplicability |
1.0 | |
Bizarrchitecture / int_3e1e745c | featureConfidence |
1.0 | |
Enchanted Forest Chronicles | hasFeature |
Bizarrchitecture / int_3e1e745c | |
Bizarrchitecture / int_3e1e867b | type |
Bizarrchitecture | |
Bizarrchitecture / int_3e1e867b | comment |
The city and palace in the French surrealist film The King and the Mockingbird is a complex bunch of vertiginous towers, endless staircases and incredibly spacious rooms. To top it all off, the building layout and practical placement of rooms (or anything for that matter) are utterly nonsensical. Sometimes cartoonishly (and situationally) so. | |
Bizarrchitecture / int_3e1e867b | featureApplicability |
1.0 | |
Bizarrchitecture / int_3e1e867b | featureConfidence |
1.0 | |
The King and the Mockingbird | hasFeature |
Bizarrchitecture / int_3e1e867b | |
Bizarrchitecture / int_3ec5b7a6 | type |
Bizarrchitecture | |
Bizarrchitecture / int_3ec5b7a6 | comment |
The house in Mark Z. Danielewski's House of Leaves is Bigger on the Inside, and that's the most normal thing about it. The house also appears to be non-Euclidean, and even changes size. | |
Bizarrchitecture / int_3ec5b7a6 | featureApplicability |
1.0 | |
Bizarrchitecture / int_3ec5b7a6 | featureConfidence |
1.0 | |
House of Leaves | hasFeature |
Bizarrchitecture / int_3ec5b7a6 | |
Bizarrchitecture / int_3ee3ceda | type |
Bizarrchitecture | |
Bizarrchitecture / int_3ee3ceda | comment |
The tower at Bugarup University in The Last Continent, which in a confusing inversion of Bigger on the Inside is taller at the top than at the bottom. From the ground and inside while climbing the ladder, it was about 20 feet high. At the top it was thousands of feet tall. | |
Bizarrchitecture / int_3ee3ceda | featureApplicability |
1.0 | |
Bizarrchitecture / int_3ee3ceda | featureConfidence |
1.0 | |
The Last Continent | hasFeature |
Bizarrchitecture / int_3ee3ceda | |
Bizarrchitecture / int_40c8681 | type |
Bizarrchitecture | |
Bizarrchitecture / int_40c8681 | comment |
Forest Kingdom: The Forest Castle, which is believed to average about five thousand rooms. The entire south wing has been inaccessible for years, and when they finally found a way back they had to go through a Gravity Screw to get there. Inconvenient, since that's the wing that contains the treasury and armory. It's ultimately Brought Down to Normal in book 4 (Beyond the Blue Moon) when the source of the magical effect is removed. | |
Bizarrchitecture / int_40c8681 | featureApplicability |
1.0 | |
Bizarrchitecture / int_40c8681 | featureConfidence |
1.0 | |
Forest Kingdom | hasFeature |
Bizarrchitecture / int_40c8681 | |
Bizarrchitecture / int_40c9c992 | type |
Bizarrchitecture | |
Bizarrchitecture / int_40c9c992 | comment |
Because the interiors of buildings in Lethal Company are randomly generated, they often lack coherence. For example, the fire exit is usually positioned far from the main entrance, but player might discover a fire exit in the room next to the main entrance. Additionally, there are numerous dead-ends and long, looping hallways. And because only the interiors are randomized while the outside remains the same for every location, the game will often end up creating a building with an interior that does not resemble its exterior shape. | |
Bizarrchitecture / int_40c9c992 | featureApplicability |
1.0 | |
Bizarrchitecture / int_40c9c992 | featureConfidence |
1.0 | |
Lethal Company (Video Game) | hasFeature |
Bizarrchitecture / int_40c9c992 | |
Bizarrchitecture / int_4155160d | type |
Bizarrchitecture | |
Bizarrchitecture / int_4155160d | comment |
The Caligula Effect takes place in a virtual world shaped by its inhabitants' thoughts, hopes, and memories. Having so many people causes things to get jumbled, as everything is based on people's ideas of how things should look like. As a result, the third and fourth floors of Kishimai High have some very strange, twisty hallway layouts. This is also used as a justification for the school's Blackout Basement. | |
Bizarrchitecture / int_4155160d | featureApplicability |
1.0 | |
Bizarrchitecture / int_4155160d | featureConfidence |
1.0 | |
The Caligula Effect (Video Game) | hasFeature |
Bizarrchitecture / int_4155160d | |
Bizarrchitecture / int_43f52aa9 | type |
Bizarrchitecture | |
Bizarrchitecture / int_43f52aa9 | comment |
Oblivion uses this for the Oblivion Gates and the outdoor architecture in Oblivion (though less so indoors). The Shivering Isles expansion pack has architecture that is often just as sane. The parts of Arkved's Tower that aren't outright Pocket Dimensions have also been twisted into this by said wizard's nightmares under Vaermina's influence. | |
Bizarrchitecture / int_43f52aa9 | featureApplicability |
1.0 | |
Bizarrchitecture / int_43f52aa9 | featureConfidence |
1.0 | |
The Elder Scrolls IV: Oblivion (Video Game) | hasFeature |
Bizarrchitecture / int_43f52aa9 | |
Bizarrchitecture / int_464bd747 | type |
Bizarrchitecture | |
Bizarrchitecture / int_464bd747 | comment |
Highcraft: Everything Cooper builds tends to fall under this, but especially the bridge he made entirely out of chains. | |
Bizarrchitecture / int_464bd747 | featureApplicability |
1.0 | |
Bizarrchitecture / int_464bd747 | featureConfidence |
1.0 | |
Highcraft (Web Video) | hasFeature |
Bizarrchitecture / int_464bd747 | |
Bizarrchitecture / int_488f4d06 | type |
Bizarrchitecture | |
Bizarrchitecture / int_488f4d06 | comment |
Headshoots: The "Room Outside Space", a seemingly ordinary room that, due to some glitch, became unfindable unless you zoomed to a dwarf already occupying it. | |
Bizarrchitecture / int_488f4d06 | featureApplicability |
1.0 | |
Bizarrchitecture / int_488f4d06 | featureConfidence |
1.0 | |
Headshoots (Lets Play) | hasFeature |
Bizarrchitecture / int_488f4d06 | |
Bizarrchitecture / int_49a88435 | type |
Bizarrchitecture | |
Bizarrchitecture / int_49a88435 | comment |
Final Fantasy XII has the Pharos at Ridorana, which features floating stairs and walkways circling around a central hollow column that pulls seawater up to the top of the tower where the Sun-Cryst resides. Giruvegan is also pretty strange, with most of the playable area consisting of an enormous shaft centered on the Great Crystal with walkways made of crystal and Hard Light around the sides. | |
Bizarrchitecture / int_49a88435 | featureApplicability |
1.0 | |
Bizarrchitecture / int_49a88435 | featureConfidence |
1.0 | |
Final Fantasy XII (Video Game) | hasFeature |
Bizarrchitecture / int_49a88435 | |
Bizarrchitecture / int_49ad83ee | type |
Bizarrchitecture | |
Bizarrchitecture / int_49ad83ee | comment |
World of Warcraft: The Sunken Temple. Built by a snake cult, the building features twisting passages, enormous spiral stairs, and a deeply, deeply unintuitive layout (going up two floors to get to a stair that takes you down one is a mild example). And all four of its wings are like that. Blackrock Mountain is this. Why is there a dead end? Why are half of this city's walkways suspended over a lake of lava? No real reason. Karazhan is both this and Alien Geometries. The interior layout is demented, and the exterior and interior don't match up at all. Justified by being the home tower of one of the most powerful mages in history, whose sanity was questionable at best, but still. |
|
Bizarrchitecture / int_49ad83ee | featureApplicability |
1.0 | |
Bizarrchitecture / int_49ad83ee | featureConfidence |
1.0 | |
World of Warcraft (Video Game) | hasFeature |
Bizarrchitecture / int_49ad83ee | |
Bizarrchitecture / int_4b8ad554 | type |
Bizarrchitecture | |
Bizarrchitecture / int_4b8ad554 | comment |
It's theoretically buildable, but the eponymous House of Stairs is a rather impractical design, to say the least. The stairs go up and the stairs go down, supported by pillars, and at various places they reach small landings, but they never actually go to a floor or a ceiling. No walls can be seen from any of the stairs the protagonists can reach, though they can see other stairs, not connected to theirs. They can't even figure out how they got there, let alone how to get out. | |
Bizarrchitecture / int_4b8ad554 | featureApplicability |
1.0 | |
Bizarrchitecture / int_4b8ad554 | featureConfidence |
1.0 | |
House of Stairs | hasFeature |
Bizarrchitecture / int_4b8ad554 | |
Bizarrchitecture / int_4bd363cf | type |
Bizarrchitecture | |
Bizarrchitecture / int_4bd363cf | comment |
The Hive Ward in Sigil started as a collection of normal buildings. Then some entrances got closed off, some walls got knocked down ... a few thousand years of this and it's almost an Eldritch Location. It doesn't help the magic of the city itself can turn any doorway into a portal to anywhere, and anyone with the proper key who walks through it will be whisked away. The most common way of discovering the key for a Hive portal is the hard way. | |
Bizarrchitecture / int_4bd363cf | featureApplicability |
1.0 | |
Bizarrchitecture / int_4bd363cf | featureConfidence |
1.0 | |
Planescape (Tabletop Game) | hasFeature |
Bizarrchitecture / int_4bd363cf | |
Bizarrchitecture / int_4c01bf8 | type |
Bizarrchitecture | |
Bizarrchitecture / int_4c01bf8 | comment |
Manifold Garden: To be expected in buildings built to accommodate six directions of gravity and world-wrapping. Especially so when portals are involved within the same world. | |
Bizarrchitecture / int_4c01bf8 | featureApplicability |
1.0 | |
Bizarrchitecture / int_4c01bf8 | featureConfidence |
1.0 | |
Manifold Garden (Video Game) | hasFeature |
Bizarrchitecture / int_4c01bf8 | |
Bizarrchitecture / int_4c8bd6ae | type |
Bizarrchitecture | |
Bizarrchitecture / int_4c8bd6ae | comment |
Ohtori Academy is this in the movie, in the flavor of Jumbled Architecture that moves. | |
Bizarrchitecture / int_4c8bd6ae | featureApplicability |
1.0 | |
Bizarrchitecture / int_4c8bd6ae | featureConfidence |
1.0 | |
Adolescence of Utena | hasFeature |
Bizarrchitecture / int_4c8bd6ae | |
Bizarrchitecture / int_4ce969a9 | type |
Bizarrchitecture | |
Bizarrchitecture / int_4ce969a9 | comment |
The engine used in Marathon. One fan made map had an entire maze contained in a figure 8 shaped hallway, overlapping itself dozens of times. | |
Bizarrchitecture / int_4ce969a9 | featureApplicability |
1.0 | |
Bizarrchitecture / int_4ce969a9 | featureConfidence |
1.0 | |
Marathon (Video Game) | hasFeature |
Bizarrchitecture / int_4ce969a9 | |
Bizarrchitecture / int_4d862ebf | type |
Bizarrchitecture | |
Bizarrchitecture / int_4d862ebf | comment |
The eponymous building in Anno Dracula 1999: Daikaiju is, as the name suggests, a skyscraper shaped like a kaiju. In keeping with the book's plundering of all 20th century Japanese media tropes, it inevtiably turns out to be a Humongous Mecha. | |
Bizarrchitecture / int_4d862ebf | featureApplicability |
1.0 | |
Bizarrchitecture / int_4d862ebf | featureConfidence |
1.0 | |
Anno Dracula | hasFeature |
Bizarrchitecture / int_4d862ebf | |
Bizarrchitecture / int_507dfb6a | type |
Bizarrchitecture | |
Bizarrchitecture / int_507dfb6a | comment |
EarthBound (1994) has Dungeon Man, a giant, sapient humanoid dungeon. | |
Bizarrchitecture / int_507dfb6a | featureApplicability |
1.0 | |
Bizarrchitecture / int_507dfb6a | featureConfidence |
1.0 | |
EarthBound (1994) (Video Game) | hasFeature |
Bizarrchitecture / int_507dfb6a | |
Bizarrchitecture / int_50f3f011 | type |
Bizarrchitecture | |
Bizarrchitecture / int_50f3f011 | comment |
In Sonic Battle, Tails' house is shaped like his head. | |
Bizarrchitecture / int_50f3f011 | featureApplicability |
1.0 | |
Bizarrchitecture / int_50f3f011 | featureConfidence |
1.0 | |
Sonic Battle (Video Game) | hasFeature |
Bizarrchitecture / int_50f3f011 | |
Bizarrchitecture / int_53a0bd8b | type |
Bizarrchitecture | |
Bizarrchitecture / int_53a0bd8b | comment |
The Twilight Zone (1985): In "Wong's Lost and Found Emporium", the emporium manifests itself in the form of a door that appears briefly sometimes in blank walls throughout the world. Go through the door and you are in a very very large lost-and-found shop, with everything that anybody has ever lost. | |
Bizarrchitecture / int_53a0bd8b | featureApplicability |
1.0 | |
Bizarrchitecture / int_53a0bd8b | featureConfidence |
1.0 | |
The Twilight Zone (1985) | hasFeature |
Bizarrchitecture / int_53a0bd8b | |
Bizarrchitecture / int_53b04f6e | type |
Bizarrchitecture | |
Bizarrchitecture / int_53b04f6e | comment |
Obsidian plays with this trope: 2/3 of the game environment is set in dream worlds, made real by nanobots generated from a satellite inspired by them. The first world is a cube-shaped office building where you're literally able to walk on the walls and ceiling, and the camera moves so that any face of the cube that you're standing on is upright.. As put by a Lets Player: | |
Bizarrchitecture / int_53b04f6e | featureApplicability |
1.0 | |
Bizarrchitecture / int_53b04f6e | featureConfidence |
1.0 | |
Obsidian (Video Game) | hasFeature |
Bizarrchitecture / int_53b04f6e | |
Bizarrchitecture / int_53d40142 | type |
Bizarrchitecture | |
Bizarrchitecture / int_53d40142 | comment |
Dark City looks reasonably normal, but when everyone is asleep, the whole city would transform. | |
Bizarrchitecture / int_53d40142 | featureApplicability |
1.0 | |
Bizarrchitecture / int_53d40142 | featureConfidence |
1.0 | |
Dark City (1998) | hasFeature |
Bizarrchitecture / int_53d40142 | |
Bizarrchitecture / int_541bb2d2 | type |
Bizarrchitecture | |
Bizarrchitecture / int_541bb2d2 | comment |
Doodle Toons gives us Bellybutton and Jellybean's houses, which are shaped like a banana and a teapot respectively. | |
Bizarrchitecture / int_541bb2d2 | featureApplicability |
1.0 | |
Bizarrchitecture / int_541bb2d2 | featureConfidence |
1.0 | |
Doodle Toons (Web Animation) | hasFeature |
Bizarrchitecture / int_541bb2d2 | |
Bizarrchitecture / int_55abb81c | type |
Bizarrchitecture | |
Bizarrchitecture / int_55abb81c | comment |
Outcast is set in an Elaborate University High/Boarding School campus of St. Hetalia Academy for Boys, located in a huge lakefront mansion hidden away in the woods. The school building's design can best be described as a hodgepodge of architectural styles spanning the globe, reflecting the school's mission to bring together the best and brightest students from around the world. The result is said to be strangely beautiful: | |
Bizarrchitecture / int_55abb81c | featureApplicability |
1.0 | |
Bizarrchitecture / int_55abb81c | featureConfidence |
1.0 | |
Outcast / Fan Fic | hasFeature |
Bizarrchitecture / int_55abb81c | |
Bizarrchitecture / int_57ad0c07 | type |
Bizarrchitecture | |
Bizarrchitecture / int_57ad0c07 | comment |
Resident Evil: The very first game averts this. Aside from the infamous Descending Ceiling room the mansion is aesthetically fairly clean and normal, and there's generally a good reason for the layout to be the way it is; for instance the caves may seem odd but they're the secret entrance to the laboratory. However the remake throws this out the window in favor of a much more standard Haunted House (the place looks like it's been abandoned for years, not a couple of months) look with some mind-boggling design choices. There are now not one but two graveyards, one of which conceals an inexplicable Silent Hill-esque dungeon with a boss monster (hidden in a coffin suspended from the ceiling) which must be released by putting four death masks on nearby statues. The caves are now a gigantic abandoned mine that lead to a cabin in the middle of nowhere for some reason, and the only way to the labs is through a crypt set over a Bottomless Pit. Though the remake does partly justify it by introducing George Trevor, a Mad Artist of an architect and designer of the Spencer Mansion who was hired for what was basically his dream project of having unlimited funding to design whatever bizarre traps and architecture he wanted. Raccoon City as seen in Resident Evil 2 and Resident Evil 3: Nemesis takes it to an extreme. What sort of insane architect designs police stations, houses, and cities riddled with mind-numbingly difficult puzzles and deadly traps, and no bathrooms? In the same vein, Resident Evil – Code: Veronica does it with Ashford Island and the Antarctic facility. Resident Evil 4 has the Salazar Castle, which is a mishmash of random settings and objects. It has everything: a room surrounded by water, a sewer system, a hedge maze, a furnace, an actual lava pit with fire-breathing dragon statues, a pit trap, ancient underground ruins, a mine cart ride, a giant clockwork mechanical statue of Salazar, and even a roller coaster. The remake adds a partial justification by stating that one of the former Castellans was a bit of a paranoid nutcase who spent a fortune filling the castle with bizarre traps and contraptions. It also makes the clockwork Salazar much smaller and removes the lava room entirely, which were likely the two most outlandish parts of the whole thing in the original. |
|
Bizarrchitecture / int_57ad0c07 | featureApplicability |
1.0 | |
Bizarrchitecture / int_57ad0c07 | featureConfidence |
1.0 | |
Resident Evil (Franchise) | hasFeature |
Bizarrchitecture / int_57ad0c07 | |
Bizarrchitecture / int_5874fe63 | type |
Bizarrchitecture | |
Bizarrchitecture / int_5874fe63 | comment |
In Pretty Guardian Sailor Moon, the presence of a youma in a building causes this, leading to doors opening on the same hallway you came from, and stairs that you climb only to find yourself on the same floor. | |
Bizarrchitecture / int_5874fe63 | featureApplicability |
1.0 | |
Bizarrchitecture / int_5874fe63 | featureConfidence |
1.0 | |
Pretty Guardian Sailor Moon | hasFeature |
Bizarrchitecture / int_5874fe63 | |
Bizarrchitecture / int_5999b1ec | type |
Bizarrchitecture | |
Bizarrchitecture / int_5999b1ec | comment |
The castle of the Good Magician Humfrey in the Xanth series was constructed using several plans and layouts. At command, the castle can assume a different configuration meaning few visitors see the same castle twice. | |
Bizarrchitecture / int_5999b1ec | featureApplicability |
1.0 | |
Bizarrchitecture / int_5999b1ec | featureConfidence |
1.0 | |
Xanth | hasFeature |
Bizarrchitecture / int_5999b1ec | |
Bizarrchitecture / int_59df4a62 | type |
Bizarrchitecture | |
Bizarrchitecture / int_59df4a62 | comment |
Misery Loves Company: Hecate's magic makes it so that the interior of her house makes no logical sense, with Gaz at one point going from a room on the top floor to the ground-floor kitchen after walking through a single doorway. | |
Bizarrchitecture / int_59df4a62 | featureApplicability |
1.0 | |
Bizarrchitecture / int_59df4a62 | featureConfidence |
1.0 | |
Misery Loves Company (Fanfic) | hasFeature |
Bizarrchitecture / int_59df4a62 | |
Bizarrchitecture / int_5c600b17 | type |
Bizarrchitecture | |
Bizarrchitecture / int_5c600b17 | comment |
The upside-down pyramid from the first season. Several similar pyramids made an appearance in Fusion as ruins in the Sand Zone, though their ruined upper surfaces suggest that they may have been octahedra once. | |
Bizarrchitecture / int_5c600b17 | featureApplicability |
1.0 | |
Bizarrchitecture / int_5c600b17 | featureConfidence |
1.0 | |
Digimon Adventure | hasFeature |
Bizarrchitecture / int_5c600b17 | |
Bizarrchitecture / int_5dec0867 | type |
Bizarrchitecture | |
Bizarrchitecture / int_5dec0867 | comment |
In Keep Your Hands Off Eizouken!, the town and especially the school have a bizarre, chaotic architecture of mismatched buildings, odd floors, and so on. Just as an example, the school's faculty office is in an empty indoor swimming pool, and the school's clock is where no one can really see it. | |
Bizarrchitecture / int_5dec0867 | featureApplicability |
1.0 | |
Bizarrchitecture / int_5dec0867 | featureConfidence |
1.0 | |
Keep Your Hands Off Eizouken! (Manga) | hasFeature |
Bizarrchitecture / int_5dec0867 | |
Bizarrchitecture / int_5e150650 | type |
Bizarrchitecture | |
Bizarrchitecture / int_5e150650 | comment |
Exalted has, among other examples, Malfeas, the Demon City. He is both the city at the heart of the hell dimension and the hell dimension itself, surrounded by his co-conspirators who have taken on various elemental forms. His body is made up of various strata of buildings, statues, streets and monuments of varying utility and habitability — and he is frequently known to bring the strata crashing down upon one another without warning. | |
Bizarrchitecture / int_5e150650 | featureApplicability |
1.0 | |
Bizarrchitecture / int_5e150650 | featureConfidence |
1.0 | |
Exalted (Tabletop Game) | hasFeature |
Bizarrchitecture / int_5e150650 | |
Bizarrchitecture / int_5e91c7a | type |
Bizarrchitecture | |
Bizarrchitecture / int_5e91c7a | comment |
The very first game averts this. Aside from the infamous Descending Ceiling room the mansion is aesthetically fairly clean and normal, and there's generally a good reason for the layout to be the way it is; for instance the caves may seem odd but they're the secret entrance to the laboratory. However the remake throws this out the window in favor of a much more standard Haunted House (the place looks like it's been abandoned for years, not a couple of months) look with some mind-boggling design choices. There are now not one but two graveyards, one of which conceals an inexplicable Silent Hill-esque dungeon with a boss monster (hidden in a coffin suspended from the ceiling) which must be released by putting four death masks on nearby statues. The caves are now a gigantic abandoned mine that lead to a cabin in the middle of nowhere for some reason, and the only way to the labs is through a crypt set over a Bottomless Pit. Though the remake does partly justify it by introducing George Trevor, a Mad Artist of an architect and designer of the Spencer Mansion who was hired for what was basically his dream project of having unlimited funding to design whatever bizarre traps and architecture he wanted. | |
Bizarrchitecture / int_5e91c7a | featureApplicability |
1.0 | |
Bizarrchitecture / int_5e91c7a | featureConfidence |
1.0 | |
Resident Evil (Video Game) | hasFeature |
Bizarrchitecture / int_5e91c7a | |
Bizarrchitecture / int_5e91c7b | type |
Bizarrchitecture | |
Bizarrchitecture / int_5e91c7b | comment |
Raccoon City as seen in Resident Evil 2 and Resident Evil 3: Nemesis takes it to an extreme. What sort of insane architect designs police stations, houses, and cities riddled with mind-numbingly difficult puzzles and deadly traps, and no bathrooms? In the same vein, Resident Evil – Code: Veronica does it with Ashford Island and the Antarctic facility. | |
Bizarrchitecture / int_5e91c7b | featureApplicability |
1.0 | |
Bizarrchitecture / int_5e91c7b | featureConfidence |
1.0 | |
Resident Evil 2 (Video Game) | hasFeature |
Bizarrchitecture / int_5e91c7b | |
Bizarrchitecture / int_5e91c7d | type |
Bizarrchitecture | |
Bizarrchitecture / int_5e91c7d | comment |
Resident Evil 4 has the Salazar Castle, which is a mishmash of random settings and objects. It has everything: a room surrounded by water, a sewer system, a hedge maze, a furnace, an actual lava pit with fire-breathing dragon statues, a pit trap, ancient underground ruins, a mine cart ride, a giant clockwork mechanical statue of Salazar, and even a roller coaster. The remake adds a partial justification by stating that one of the former Castellans was a bit of a paranoid nutcase who spent a fortune filling the castle with bizarre traps and contraptions. It also makes the clockwork Salazar much smaller and removes the lava room entirely, which were likely the two most outlandish parts of the whole thing in the original. | |
Bizarrchitecture / int_5e91c7d | featureApplicability |
1.0 | |
Bizarrchitecture / int_5e91c7d | featureConfidence |
1.0 | |
Resident Evil 4 (Video Game) | hasFeature |
Bizarrchitecture / int_5e91c7d | |
Bizarrchitecture / int_5ef4e45c | type |
Bizarrchitecture | |
Bizarrchitecture / int_5ef4e45c | comment |
On the outside alone, The Red Tower is a ruined factory whose brick walls have no doors or loading bays or other visible means of entry, nor any roads leading to it. The inside is stranger. | |
Bizarrchitecture / int_5ef4e45c | featureApplicability |
1.0 | |
Bizarrchitecture / int_5ef4e45c | featureConfidence |
1.0 | |
The Red Tower | hasFeature |
Bizarrchitecture / int_5ef4e45c | |
Bizarrchitecture / int_5fa33285 | type |
Bizarrchitecture | |
Bizarrchitecture / int_5fa33285 | comment |
Jareth's Escherian castle in Labyrinth. | |
Bizarrchitecture / int_5fa33285 | featureApplicability |
1.0 | |
Bizarrchitecture / int_5fa33285 | featureConfidence |
1.0 | |
Labyrinth | hasFeature |
Bizarrchitecture / int_5fa33285 | |
Bizarrchitecture / int_60156176 | type |
Bizarrchitecture | |
Bizarrchitecture / int_60156176 | comment |
The Vorkosigan Saga gives us Lord Dono Vorrutyer (an ancestor of the current Count Dono Vorrutyer), Mad Emperor Yuri's Imperial architect: responsible for the two ugliest buildings in Vorbarra Sultana: ImpSec headquarters, and the municipal stadium. ImpSec headquarters has oversized steps leading up to its enormous front doors, guaranteed to give anyone leg cramps who tried to climb them. (People with genuine business with ImpSec know to go around to the side door.) After Yuri was deposed, Lord Dono retired to the country, where he lived off his daughter and son-in-law, and went stark mad. He built a bizarre set of towers there, that his descendants charge admission for people to see now. | |
Bizarrchitecture / int_60156176 | featureApplicability |
1.0 | |
Bizarrchitecture / int_60156176 | featureConfidence |
1.0 | |
Vorkosigan Saga | hasFeature |
Bizarrchitecture / int_60156176 | |
Bizarrchitecture / int_6053d9f9 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6053d9f9 | comment |
Silent Hill, being a town made of the stuff of nightmares, invokes this trope on purpose when you're wandering in the Dark World. Or in the (for lack of a better term) Light World, for that matter. Silent Hill Historical Society is one of the most famous examples, particularly being Bigger on the Inside, having numerous holes that James descends into but which eventually lead him back to ground level (with an absurdly long staircase and elevator ride along the way), and a corridor that's turned vertically MC Escher-style so that the prison gate acts like a trapdoor, leading James down one of said holes. | |
Bizarrchitecture / int_6053d9f9 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6053d9f9 | featureConfidence |
1.0 | |
Silent Hill (Franchise) | hasFeature |
Bizarrchitecture / int_6053d9f9 | |
Bizarrchitecture / int_61630cf2 | type |
Bizarrchitecture | |
Bizarrchitecture / int_61630cf2 | comment |
The "Future Future Foundation", an incarnation of the Future Foundation from the future, is based in the Baxter/Retxab, a space station that looks like an Escher impossible cube made out of Baxter Buildings. According to Captain Wakanda, it extends backwards and forwards in reality. | |
Bizarrchitecture / int_61630cf2 | featureApplicability |
1.0 | |
Bizarrchitecture / int_61630cf2 | featureConfidence |
1.0 | |
Future Foundation (Comic Book) | hasFeature |
Bizarrchitecture / int_61630cf2 | |
Bizarrchitecture / int_6292fef3 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6292fef3 | comment |
The planet Bundinal in Starfleet Corps of Engineers. Due to the natives' love of symmetry, houses on Bundinal have faux front doors at the back — not a back door, but a door identical to the one in front, and looking equally important, even though it isn't. This is but the first of their architecture's aesthetically significant but practically useless features. | |
Bizarrchitecture / int_6292fef3 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6292fef3 | featureConfidence |
1.0 | |
Starfleet Corps of Engineers | hasFeature |
Bizarrchitecture / int_6292fef3 | |
Bizarrchitecture / int_637189cc | type |
Bizarrchitecture | |
Bizarrchitecture / int_637189cc | comment |
After God: Vollof's house is designed after his dreams and is more like a liminal museum, with half of the chapter being spent running through rooms filled with carpets, paintings, aquariums, houses, and some volcanoes. | |
Bizarrchitecture / int_637189cc | featureApplicability |
1.0 | |
Bizarrchitecture / int_637189cc | featureConfidence |
1.0 | |
After God (Manga) | hasFeature |
Bizarrchitecture / int_637189cc | |
Bizarrchitecture / int_6392a219 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6392a219 | comment |
The eponymous structure in The Mansion of E. | |
Bizarrchitecture / int_6392a219 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6392a219 | featureConfidence |
1.0 | |
The Mansion of E (Webcomic) | hasFeature |
Bizarrchitecture / int_6392a219 | |
Bizarrchitecture / int_639e0f76 | type |
Bizarrchitecture | |
Bizarrchitecture / int_639e0f76 | comment |
In Ghost Hunt, they encounter a house very similar to the famous Winchester House, but with a much more sinister reason behind its construction. | |
Bizarrchitecture / int_639e0f76 | featureApplicability |
1.0 | |
Bizarrchitecture / int_639e0f76 | featureConfidence |
1.0 | |
Ghost Hunt (Manga) | hasFeature |
Bizarrchitecture / int_639e0f76 | |
Bizarrchitecture / int_6610332a | type |
Bizarrchitecture | |
Bizarrchitecture / int_6610332a | comment |
Moonflowers: The Fair Folk have strange buildings: The Wild Hunt imprisons Ned and Lucy Song in a glass room that has no windows or doors, which is tough enough that a goddess has to break into it. Then there's the Hawthorn Fort—a castle built around a massive hawthorn maze, with bridges above it that the Wild Hunt use to toss people in. The underground throne-room is a cave covered with prehistoric paintings, with the throne itself carved high into the wall. | |
Bizarrchitecture / int_6610332a | featureApplicability |
1.0 | |
Bizarrchitecture / int_6610332a | featureConfidence |
1.0 | |
Moonflowers | hasFeature |
Bizarrchitecture / int_6610332a | |
Bizarrchitecture / int_6744d821 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6744d821 | comment |
The Owl House: In "Knock, Knock, Knockin' on Hooty's Door", Hooty was able to construct a Tunnel of Love beneath the Owl House in under a single day, with the entrance being a trap door in the basement and the exit leading to the cellar... with the tunnel being larger than the Owl House is wide, raising the question of how he built it. | |
Bizarrchitecture / int_6744d821 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6744d821 | featureConfidence |
1.0 | |
The Owl House | hasFeature |
Bizarrchitecture / int_6744d821 | |
Bizarrchitecture / int_68237790 | type |
Bizarrchitecture | |
Bizarrchitecture / int_68237790 | comment |
The Pathfinder version of Baba Yaga's hut is even stranger than the D&D version. The hut can travel to pretty much anywhere in the multiverse, and at each destination, the inside of the hut has a different layout. All layouts are Bigger on the Inside, and they frequently demonstrate Alien Geometries as well. | |
Bizarrchitecture / int_68237790 | featureApplicability |
1.0 | |
Bizarrchitecture / int_68237790 | featureConfidence |
1.0 | |
Pathfinder (Tabletop Game) | hasFeature |
Bizarrchitecture / int_68237790 | |
Bizarrchitecture / int_6a8aff51 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6a8aff51 | comment |
The Stormlight Archive has the Advanced Ancient Acropolis of Urithiru, the former stronghold of the Knights Radiant. When the tower was functional, a lot of rooms were accessed by sliding parts of the wall back using Magitek, but with the tower running on emergency power, all these "doors" are stuck randomly open or shut, whichever they were when the city lost power. When the heroes find Urithiru millennia later, they have to deal with corridors randomly winding off to dead ends, with no visible doors or purpose for existing. There are also a lot of other parts of the tower that don't seem to make sense, because they are part of systems that no longer function. | |
Bizarrchitecture / int_6a8aff51 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6a8aff51 | featureConfidence |
1.0 | |
The Stormlight Archive | hasFeature |
Bizarrchitecture / int_6a8aff51 | |
Bizarrchitecture / int_6ac55ec7 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6ac55ec7 | comment |
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. Baba Yaga's house 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. The paths are all level, there are no inclines or declines, they are perfectly level. Yet they go over and under each other anyway. The Hive Ward in Sigil started as a collection of normal buildings. Then some entrances got closed off, some walls got knocked down ... a few thousand years of this and it's almost an Eldritch Location. It doesn't help the magic of the city itself can turn any doorway into a portal to anywhere, and anyone with the proper key who walks through it will be whisked away. The most common way of discovering the key for a Hive portal is the hard way. |
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Bizarrchitecture / int_6ac55ec7 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6ac55ec7 | featureConfidence |
1.0 | |
Dungeons & Dragons (Tabletop Game) | hasFeature |
Bizarrchitecture / int_6ac55ec7 | |
Bizarrchitecture / int_6c1234ed | type |
Bizarrchitecture | |
Bizarrchitecture / int_6c1234ed | comment |
Dwarf Fortress can have its eponymous fortresses lain out however you like. There's nothing wrong with having the barracks and apartment complex sprinkled with random tombs and burial chambers. And then we can move onto the physics, which are hilariously bent. It starts off with upside-down pyramids and waterwheel perpetual motion machines. Then it goes to one tile wide corridors that are somehow wide enough that 100 dragons can slip by (as long as 99 of them are laying down), yet 2 dwarves can't go past each other if both are standing up. And finally, you get entire regions completely undermined and only held up by a handful of pillars, made from soap. Tallow soap. Bizarre constructions that exploit these broken physics (lovingly referred to as "dwarven physics"), along with pointless doomsday devices, are a rite of passage amongst DF players. Succession Games take this even further, as they will inevitably reach a point where even the original players are completely baffled by the design of the fortress. This is not helped by some players' fondness of outright Malevolent Architecture. If you want a good example of this — all of this —, look up Boatmurdered. | |
Bizarrchitecture / int_6c1234ed | featureApplicability |
1.0 | |
Bizarrchitecture / int_6c1234ed | featureConfidence |
1.0 | |
Dwarf Fortress (Video Game) | hasFeature |
Bizarrchitecture / int_6c1234ed | |
Bizarrchitecture / int_6c1d09b4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6c1d09b4 | comment |
Fallout 4: Nuka-World has the Grandchester Mystery Mansion (see "Real Life" below) on the outskirts of the titular theme park, a bizarrely-designed pre-War home with stairs abutting solid walls and furniture attached to the ceiling. According to the automated tour guide, these were all deliberate design choices by its owner to confuse the evil spirits she thought were possessing her daughter, an ultimately unsuccessful attempt, since said daughter ended up brutally murdering her. When you visit it in-game, the Mansion's confusing layout is made worse by a series of booby traps set by the paranoid mercenary hiding out there, whose journal entries mention that he keeps hearing a little girl's giggling. | |
Bizarrchitecture / int_6c1d09b4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6c1d09b4 | featureConfidence |
1.0 | |
Fallout 4 (Video Game) | hasFeature |
Bizarrchitecture / int_6c1d09b4 | |
Bizarrchitecture / int_6ce2ea86 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6ce2ea86 | comment |
Haunted Mansion and the Hatbox Ghost: The titular Haunted Mansion is a Big Labyrinthine Building with two examples: The rooms the guests are allowed to visit might appear to make sense on the surface, but the Mansion is really absurdly Bigger on the Inside with a maze of corridors in which even the ghosts sometimes get lost. The Endless Staircases are Escher-like stairs that throw sensibility out the window altogether. They exist in their own limbo-like dimension and connect all haunted locations in the world together. They're even worse than the Corridors, and only the Hatbox Ghost knows how to navigate them in the regular cast. |
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Bizarrchitecture / int_6ce2ea86 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6ce2ea86 | featureConfidence |
1.0 | |
Haunted Mansion And The Hatbox Ghost (Fanfic) | hasFeature |
Bizarrchitecture / int_6ce2ea86 | |
Bizarrchitecture / int_6cf91dbb | type |
Bizarrchitecture | |
Bizarrchitecture / int_6cf91dbb | comment |
Rose Red, being a Genius Loci and rather malevolent, is full of rooms and corridors that don't care for the laws of physics and are generally out to kill anyone within its walls. | |
Bizarrchitecture / int_6cf91dbb | featureApplicability |
1.0 | |
Bizarrchitecture / int_6cf91dbb | featureConfidence |
1.0 | |
Rose Red | hasFeature |
Bizarrchitecture / int_6cf91dbb | |
Bizarrchitecture / int_6f6c1eb7 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6f6c1eb7 | comment |
In Digimon Data Squad, there's a mansion situated upside down on the bottom of a cliff. Oddly enough, the inside of the mansion is right-side-up. | |
Bizarrchitecture / int_6f6c1eb7 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6f6c1eb7 | featureConfidence |
1.0 | |
Digimon Data Squad | hasFeature |
Bizarrchitecture / int_6f6c1eb7 | |
Bizarrchitecture / int_6f755cc3 | type |
Bizarrchitecture | |
Bizarrchitecture / int_6f755cc3 | comment |
Grandma's house in indie horror game The Path. | |
Bizarrchitecture / int_6f755cc3 | featureApplicability |
1.0 | |
Bizarrchitecture / int_6f755cc3 | featureConfidence |
1.0 | |
The Path (Video Game) | hasFeature |
Bizarrchitecture / int_6f755cc3 | |
Bizarrchitecture / int_6f76d71a | type |
Bizarrchitecture | |
Bizarrchitecture / int_6f76d71a | comment |
It's quite easy to create bizarre-looking buildings in The Sims (and its sequels), either on purpose or just through not knowing anything about architecture. Buildings that break topography are more or less impossible, but through either cheats or removing load-bearing elements after building on top of them, you can violate physics quite a bit. Specifically, you can build or edit any structure that has solid ground beneath it. Thus, you can build a 2 or 3-story house and then remove parts of the lower floor(s), so that the upper floor(s) is now partially/wholly unsupported. Taken to the extremes, the game will allow you to have a building that consists of only a 3rd floor+roof, accessible only by a ladder from a small block of land located in the middle of a swimming pool that takes up all of the property's land. | |
Bizarrchitecture / int_6f76d71a | featureApplicability |
1.0 | |
Bizarrchitecture / int_6f76d71a | featureConfidence |
1.0 | |
The Sims (Video Game) | hasFeature |
Bizarrchitecture / int_6f76d71a | |
Bizarrchitecture / int_704decef | type |
Bizarrchitecture | |
Bizarrchitecture / int_704decef | comment |
Castle Bodhran is this in the card game of Chaotic. Supposedly there are are doors below your feet, stairs ascend sideways and floors are seen where ceilings should be, but no matter where you stand, you’re always right side up. The card's flavor text even uses the trope name: This strange stronghold is built in a style that might be best called "bizzarechitecture". | |
Bizarrchitecture / int_704decef | featureApplicability |
1.0 | |
Bizarrchitecture / int_704decef | featureConfidence |
1.0 | |
Chaotic | hasFeature |
Bizarrchitecture / int_704decef | |
Bizarrchitecture / int_70814599 | type |
Bizarrchitecture | |
Bizarrchitecture / int_70814599 | comment |
Stargate SG-1: In the season 6 episode 6 "Abyss" , there is a jail cell where Jack O'Neill is trapped inside by a shifting gravity field that turns the wall into the floor. | |
Bizarrchitecture / int_70814599 | featureApplicability |
1.0 | |
Bizarrchitecture / int_70814599 | featureConfidence |
1.0 | |
Stargate SG-1 | hasFeature |
Bizarrchitecture / int_70814599 | |
Bizarrchitecture / int_71b1808d | type |
Bizarrchitecture | |
Bizarrchitecture / int_71b1808d | comment |
Jak and Daxter: The Precursor Legacy: The Lost Precursor "City" doesn't resemble a city by any stretch of the imagination. Not only does it house open vats of Dark Eco, but most of it is lethal as mechanisms in the water turn it deadly and will harm Jak if he stays in it, shifting platforms in the walls and even being home to the Lurkers. | |
Bizarrchitecture / int_71b1808d | featureApplicability |
1.0 | |
Bizarrchitecture / int_71b1808d | featureConfidence |
1.0 | |
Jak and Daxter: The Precursor Legacy (Video Game) | hasFeature |
Bizarrchitecture / int_71b1808d | |
Bizarrchitecture / int_72262aee | type |
Bizarrchitecture | |
Bizarrchitecture / int_72262aee | comment |
The Western Air Temples in Avatar: The Last Airbender are built upside down on the bottom face of a cliff. Perhaps not impossible, but certainly questionable. The DVD Commentary half-jokingly suggests they had to contract the construction to a bunch of Earthbenders. There are also examples of a temple built on the cracks of an active volcano, and a prison built of metal on a lake which somehow sits inside a volcano. | |
Bizarrchitecture / int_72262aee | featureApplicability |
1.0 | |
Bizarrchitecture / int_72262aee | featureConfidence |
1.0 | |
Avatar: The Last Airbender | hasFeature |
Bizarrchitecture / int_72262aee | |
Bizarrchitecture / int_727259ac | type |
Bizarrchitecture | |
Bizarrchitecture / int_727259ac | comment |
In The Ren & Stimpy Show, some of the houses the titular duo live in are decidedly strange. In particular, one episode has them living in a hollowed-out, upside-down cow carcass. | |
Bizarrchitecture / int_727259ac | featureApplicability |
1.0 | |
Bizarrchitecture / int_727259ac | featureConfidence |
1.0 | |
The Ren & Stimpy Show | hasFeature |
Bizarrchitecture / int_727259ac | |
Bizarrchitecture / int_72a1ac51 | type |
Bizarrchitecture | |
Bizarrchitecture / int_72a1ac51 | comment |
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 now-dated 50's-60's architecture toward giant objects. | |
Bizarrchitecture / int_72a1ac51 | featureApplicability |
1.0 | |
Bizarrchitecture / int_72a1ac51 | featureConfidence |
1.0 | |
Grand Theft Auto: San Andreas (Video Game) | hasFeature |
Bizarrchitecture / int_72a1ac51 | |
Bizarrchitecture / int_72f4959a | type |
Bizarrchitecture | |
Bizarrchitecture / int_72f4959a | comment |
In The Sexy Brutale, the basement consists of a graveyard in the open air, a giant record player, and a bottomless room full of stacks upon stacks of playing cards. There's also a bottomless belfry in the same story as the guestrooms. This is justified by the mansion not actually being real. | |
Bizarrchitecture / int_72f4959a | featureApplicability |
1.0 | |
Bizarrchitecture / int_72f4959a | featureConfidence |
1.0 | |
The Sexy Brutale / Videogame | hasFeature |
Bizarrchitecture / int_72f4959a | |
Bizarrchitecture / int_73383fee | type |
Bizarrchitecture | |
Bizarrchitecture / int_73383fee | comment |
Danganronpa: Trigger Happy Havoc: The layout of Hope's Peak Academy is... odd when you examine it. Most of the floors are shaped in ways that don't line up with each other, there's a pool on the second floor that somehow occupies the same space as the gym on the first floor, and many rooms (such as every room in the dorms) have bolted up windows in places that couldn't possibly face the outside of the school. There's also the hatch in the Monokuma room's floor that apparently leads to the mastermind's bunker, even though a hatch in that location would lead directly into the hallway of the floor below. | |
Bizarrchitecture / int_73383fee | featureApplicability |
1.0 | |
Bizarrchitecture / int_73383fee | featureConfidence |
1.0 | |
Danganronpa: Trigger Happy Havoc (Visual Novel) | hasFeature |
Bizarrchitecture / int_73383fee | |
Bizarrchitecture / int_73c6df5b | type |
Bizarrchitecture | |
Bizarrchitecture / int_73c6df5b | comment |
Jet Island features giant towers, bridges that go nowhere, floating pillars, twisting rails, and various other bits of random architecture that exist just to give the player fun ways of getting around. | |
Bizarrchitecture / int_73c6df5b | featureApplicability |
1.0 | |
Bizarrchitecture / int_73c6df5b | featureConfidence |
1.0 | |
Jet Island (Video Game) | hasFeature |
Bizarrchitecture / int_73c6df5b | |
Bizarrchitecture / int_7406f8b2 | type |
Bizarrchitecture | |
Bizarrchitecture / int_7406f8b2 | comment |
Yorick's room in Quest for Glory I is a maze of Scooby-Dooby Doors. There are stairs on the ceiling (that you don't use). Falling off the walkway into the bottomless pit sends the Hero tumbling out of ANOTHER door where he can recover and get back to his feet. The game even lampshades this by commenting how much M.C. Escher would love it. Justified because it was built by a Gnome. | |
Bizarrchitecture / int_7406f8b2 | featureApplicability |
1.0 | |
Bizarrchitecture / int_7406f8b2 | featureConfidence |
1.0 | |
Quest for Glory I (Video Game) | hasFeature |
Bizarrchitecture / int_7406f8b2 | |
Bizarrchitecture / int_74f7210c | type |
Bizarrchitecture | |
Bizarrchitecture / int_74f7210c | comment |
The Legend of Zelda: The Legend of Zelda: Ocarina of Time: The Forest Temple, located in the frontier areas of The Lost Woods, looks like an ordinary mansion with some castle motifs, but as Link explores it he finds corridors that end up becoming "twisted" as he activates certain switches, really screwing with the player's mind upon realizing that Link walks normally while staying on the red carpet decorating the floor instead of walking onto the walls or ceiling midway; as a result, the hallways twist in such a way that the doors shouldn't even lead in the directions they do. The Legend of Zelda: Majora's Mask: Stone Tower Temple has many corridors in the floor as well as the ceiling, because the dungeon can be literally turned upside down to explore it while it's in that state, and avoiding to fall into the sky. The Legend of Zelda: Skyward Sword: Sky Keep, in addition to having a strange external design (think of a Roman-inspired building, only positioned upide-down), features rooms inside whose position can be moved via special tile panels, changing drastically the layout of the dungeon. |
|
Bizarrchitecture / int_74f7210c | featureApplicability |
1.0 | |
Bizarrchitecture / int_74f7210c | featureConfidence |
1.0 | |
The Legend of Zelda (Franchise) | hasFeature |
Bizarrchitecture / int_74f7210c | |
Bizarrchitecture / int_7558ef22 | type |
Bizarrchitecture | |
Bizarrchitecture / int_7558ef22 | comment |
In Pixar's Cars, Sally Carera's Cozy Cone motel is a set of one-car garages that look like road cones. 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. | |
Bizarrchitecture / int_7558ef22 | featureApplicability |
1.0 | |
Bizarrchitecture / int_7558ef22 | featureConfidence |
1.0 | |
Cars (Franchise) | hasFeature |
Bizarrchitecture / int_7558ef22 | |
Bizarrchitecture / int_7579423f | type |
Bizarrchitecture | |
Bizarrchitecture / int_7579423f | comment |
Banjo-Kazooie: Mumbo Jumbo's house is shaped like his skull mask and feathers. Gruntilda's Lair is a castle shaped like the game's Big Bad Gruntilda Winkybunion's head, with her hat acting as a tower on top of which the final battle is fought. |
|
Bizarrchitecture / int_7579423f | featureApplicability |
1.0 | |
Bizarrchitecture / int_7579423f | featureConfidence |
1.0 | |
Banjo-Kazooie (Video Game) | hasFeature |
Bizarrchitecture / int_7579423f | |
Bizarrchitecture / int_7616a253 | type |
Bizarrchitecture | |
Bizarrchitecture / int_7616a253 | comment |
In a ×××HOLiC Non-Serial Movie, Watanuki et al visit an eccentric's house that's more like a (very deadly) funhouse, with fun features like never-ending hallways, trap doors leading to other trap doors leading to other trap doors, and stairs that can't ever seem to decide which way is up. | |
Bizarrchitecture / int_7616a253 | featureApplicability |
1.0 | |
Bizarrchitecture / int_7616a253 | featureConfidence |
1.0 | |
×××HOLiC (Manga) | hasFeature |
Bizarrchitecture / int_7616a253 | |
Bizarrchitecture / int_76c6804a | type |
Bizarrchitecture | |
Bizarrchitecture / int_76c6804a | comment |
Until Castlevania: Portrait of Ruin, all the save points were identical looking. So you could get Symphony's really nice red carpeted save points... in the underground caverns. And then there's the fact that half of the locations link to each other even if it makes no sense. | |
Bizarrchitecture / int_76c6804a | featureApplicability |
1.0 | |
Bizarrchitecture / int_76c6804a | featureConfidence |
1.0 | |
Castlevania: Portrait of Ruin (Video Game) | hasFeature |
Bizarrchitecture / int_76c6804a | |
Bizarrchitecture / int_76e1ae72 | type |
Bizarrchitecture | |
Bizarrchitecture / int_76e1ae72 | comment |
Almost every building in CatDog is a giant object — Catdog's fish/bone house, the bowling alley shaped like a bowling ball, the local taco joint shaped like a giant taco... | |
Bizarrchitecture / int_76e1ae72 | featureApplicability |
1.0 | |
Bizarrchitecture / int_76e1ae72 | featureConfidence |
1.0 | |
CatDog | hasFeature |
Bizarrchitecture / int_76e1ae72 | |
Bizarrchitecture / int_7884ec15 | type |
Bizarrchitecture | |
Bizarrchitecture / int_7884ec15 | comment |
Seinfeld: Jerry's apartment defies the laws of physics. | |
Bizarrchitecture / int_7884ec15 | featureApplicability |
1.0 | |
Bizarrchitecture / int_7884ec15 | featureConfidence |
1.0 | |
Seinfeld | hasFeature |
Bizarrchitecture / int_7884ec15 | |
Bizarrchitecture / int_7950511c | type |
Bizarrchitecture | |
Bizarrchitecture / int_7950511c | comment |
Murder by Death: Played for laughs when Sam Diamond decides to investigate the house while everyone else is waiting in the dining room, but the rooms keep shifting around to Sam's confusion. | |
Bizarrchitecture / int_7950511c | featureApplicability |
1.0 | |
Bizarrchitecture / int_7950511c | featureConfidence |
1.0 | |
Murder by Death | hasFeature |
Bizarrchitecture / int_7950511c | |
Bizarrchitecture / int_796e1adf | type |
Bizarrchitecture | |
Bizarrchitecture / int_796e1adf | comment |
The city of Oubliette on terraformed Mars featured in Hannu Rajaniemi's The Quantum Thief is built on the backs of titanic Atlas Quiets, uploaded human minds controlling gigantic robots. In result it's always on the move, and its layout is constantly changing as the Quiets move around each other. As far as bizarreness of architecture goes, it's actually one of the more normal locations in the novel's transhuman future. | |
Bizarrchitecture / int_796e1adf | featureApplicability |
1.0 | |
Bizarrchitecture / int_796e1adf | featureConfidence |
1.0 | |
The Quantum Thief | hasFeature |
Bizarrchitecture / int_796e1adf | |
Bizarrchitecture / int_7ba9ab8c | type |
Bizarrchitecture | |
Bizarrchitecture / int_7ba9ab8c | comment |
In Simple Samosa, Samosa's house is a giant saucepan while Dhokla's house is a giant cooking pot. For that matter, a lot of the buildings in the main characters' hometown of Chatpata Nagar are shaped like food-related containers such as pots and bottles. | |
Bizarrchitecture / int_7ba9ab8c | featureApplicability |
1.0 | |
Bizarrchitecture / int_7ba9ab8c | featureConfidence |
1.0 | |
Simple Samosa (Animation) | hasFeature |
Bizarrchitecture / int_7ba9ab8c | |
Bizarrchitecture / int_7c038c18 | type |
Bizarrchitecture | |
Bizarrchitecture / int_7c038c18 | comment |
Phineas and Ferb: Doofenshmirtz Evil Incorporated is shaped like a wrench. Or Ferb's head, sort of. The interior also often moves around, sometimes the lab is the only thing on the top floor, other times Doof's apartment is up there too. Sometimes the entire lab is under the retractable roof, sometimes it's a large empty room up there. Vanessa's room can be in the apartment or same floor as the lab, while Norm's seems to be up by the lab all the time. It doesn't help that the place blows up enough to justify being rebuilt in different ways multiple times and that Doofenshmirtz sometimes puts up fake windows to trick agents. The Flynn-Fletcher basement has a panic room accessed via ladder down a chute. Also Phineas and Ferb engineered the house to open up between floors like a hinge, surprising their father. They can also cause the entire garage to flip upside down, without affecting the rest of the house or the exterior walls. The myriad entrances into O.W.C.A. lairs. Some outright break the laws of physics and/or reality. The interiors of several of Phineas and Ferb's inventions also count, as do the exteriors in some cases. The boys have a habit of mixing building styles when they go big, which can lead to things like a simple wooden fort on top of a concert hall on top of a building with marble columns on top of a castle. |
|
Bizarrchitecture / int_7c038c18 | featureApplicability |
1.0 | |
Bizarrchitecture / int_7c038c18 | featureConfidence |
1.0 | |
Phineas and Ferb | hasFeature |
Bizarrchitecture / int_7c038c18 | |
Bizarrchitecture / int_7c5ce657 | type |
Bizarrchitecture | |
Bizarrchitecture / int_7c5ce657 | comment |
The Emperor's Tomb in ABC Warriors; one section is a direct homage of Escher's Relativity. | |
Bizarrchitecture / int_7c5ce657 | featureApplicability |
1.0 | |
Bizarrchitecture / int_7c5ce657 | featureConfidence |
1.0 | |
ABC Warriors (Comic Book) | hasFeature |
Bizarrchitecture / int_7c5ce657 | |
Bizarrchitecture / int_7df9324b | type |
Bizarrchitecture | |
Bizarrchitecture / int_7df9324b | comment |
Zebra Girl: Sandra's house became quite an odd place after the timeskip, gaining several floors and having walls made of stairs. | |
Bizarrchitecture / int_7df9324b | featureApplicability |
1.0 | |
Bizarrchitecture / int_7df9324b | featureConfidence |
1.0 | |
Zebra Girl (Webcomic) | hasFeature |
Bizarrchitecture / int_7df9324b | |
Bizarrchitecture / int_7e438bd1 | type |
Bizarrchitecture | |
Bizarrchitecture / int_7e438bd1 | comment |
In Howl's 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" (Baba Yaga, anyone?). Hayao Miyazaki sure has a strange imagination. | |
Bizarrchitecture / int_7e438bd1 | featureApplicability |
1.0 | |
Bizarrchitecture / int_7e438bd1 | featureConfidence |
1.0 | |
Howl's Moving Castle | hasFeature |
Bizarrchitecture / int_7e438bd1 | |
Bizarrchitecture / int_7f82538d | type |
Bizarrchitecture | |
Bizarrchitecture / int_7f82538d | comment |
In Krypto the Superdog, the fire hydrant-shaped space station. | |
Bizarrchitecture / int_7f82538d | featureApplicability |
1.0 | |
Bizarrchitecture / int_7f82538d | featureConfidence |
1.0 | |
Krypto the Superdog | hasFeature |
Bizarrchitecture / int_7f82538d | |
Bizarrchitecture / int_8085bad5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_8085bad5 | comment |
A Beginner's Guide to the End of the Universe: The building complexes that the Everyman and his allies explore are less so actual buildings and more convoluted series of various types of rooms and passages that only tangentially relate to their immediate neighbors, all hanging in the infinite void. In his early explorations, for instance, the Everyman begins in a hallway connecting a number of apartments, finds a door leading into a palatial mansion, passes through its swimming pool to find a long stone tunnel with a single pantry at its far end, goes down a hatch into another tunnel further down, and follows the train tracks there to another agglomeration of office buildings and seaside docks. This is eventually explained as being a result of the story taking place in a Pocket Dimension created by the Everyman after the universe's heat death; the rooms were created as a manifestation of jumbled and disconnected memories of human civilization. | |
Bizarrchitecture / int_8085bad5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_8085bad5 | featureConfidence |
1.0 | |
A Beginner's Guide to the End of the Universe (Webcomic) | hasFeature |
Bizarrchitecture / int_8085bad5 | |
Bizarrchitecture / int_8125b468 | type |
Bizarrchitecture | |
Bizarrchitecture / int_8125b468 | comment |
Batman: Silver Age comics used to have all sorts of giant object-shaped buildings, which was also reflected in the '60s TV show: the Batman: Black and White story "Urban Renewal" has a writer/photographer documenting the change of the city's architecture to the more Gothic style and attempting to start a preservation movement for the older buildings. In Arkham Asylum: Living Hell, it's established that Humpty Dumpty caused a huge accident involving all the novelty buildings, causing the Sprang Act to ban that sort of thing from the Gotham skyline. |
|
Bizarrchitecture / int_8125b468 | featureApplicability |
1.0 | |
Bizarrchitecture / int_8125b468 | featureConfidence |
1.0 | |
Batman (Franchise) | hasFeature |
Bizarrchitecture / int_8125b468 | |
Bizarrchitecture / int_8132b616 | type |
Bizarrchitecture | |
Bizarrchitecture / int_8132b616 | comment |
Uzumaki has an Underground City where all of the buildings are spirals, interwoven and twisting over an area of several square miles. This enormous structure is an actively malevolent Genius Loci that seems to underlie the problems faced by the protagonists. | |
Bizarrchitecture / int_8132b616 | featureApplicability |
1.0 | |
Bizarrchitecture / int_8132b616 | featureConfidence |
1.0 | |
Uzumaki (Manga) | hasFeature |
Bizarrchitecture / int_8132b616 | |
Bizarrchitecture / int_81692f99 | type |
Bizarrchitecture | |
Bizarrchitecture / int_81692f99 | comment |
Star Trek: Star Trek: The Next Generation: In the episode "Where Silence Has Lease", the Enterprise ends up trapped in a seemingly endless void when the Enterprise's sister ship the Yamato appears. Riker and Worf beam over to investigate, only to find some impossibly bizarre architecture, including rooms they just came from changing right behind them and a bridge whose exits only loop around to the same bridge. Star Trek: Voyager. In "Twisted", a Negative Space Wedgie somehow rearranges all the compartments in the ship. The crew spend the entire episode walking around in circles, trying to work out what's happening. They don't succeed. |
|
Bizarrchitecture / int_81692f99 | featureApplicability |
1.0 | |
Bizarrchitecture / int_81692f99 | featureConfidence |
1.0 | |
Star Trek (Franchise) | hasFeature |
Bizarrchitecture / int_81692f99 | |
Bizarrchitecture / int_819b8c9e | type |
Bizarrchitecture | |
Bizarrchitecture / int_819b8c9e | comment |
Warehouse 13 has the Escher Vault, which is, uh, Exactly What It Says on the Tin. | |
Bizarrchitecture / int_819b8c9e | featureApplicability |
1.0 | |
Bizarrchitecture / int_819b8c9e | featureConfidence |
1.0 | |
Warehouse 13 | hasFeature |
Bizarrchitecture / int_819b8c9e | |
Bizarrchitecture / int_84beb6e1 | type |
Bizarrchitecture | |
Bizarrchitecture / int_84beb6e1 | comment |
The Junji Ito Kyoufu Manga Collection story "The Town Without Streets" takes place in a town with buildings that grow together to the point that the streets are gone and people need to move through the buildings to get around. Any damage done to the buildings regenerates within a day. | |
Bizarrchitecture / int_84beb6e1 | featureApplicability |
1.0 | |
Bizarrchitecture / int_84beb6e1 | featureConfidence |
1.0 | |
Junji Ito Kyoufu Manga Collection (Manga) | hasFeature |
Bizarrchitecture / int_84beb6e1 | |
Bizarrchitecture / int_85f0d3f0 | type |
Bizarrchitecture | |
Bizarrchitecture / int_85f0d3f0 | comment |
Howl's Moving Castle has... Unlikely foundations (although a wizard built it). It not only moves, but can bob in the air and hang partially over a cliff, as shown in House of Many Ways. The water pipes somehow bring in water from the hot springs out in the marshes (or the waste, if necessary). It also appears much bigger on the outside than on the inside, since it gives the appearance of a full-sized castle from the outside, but on the inside contains only the interior space of whatever 'real' house it corresponds to (e.g. Howl's place in Porthaven, which only has about four rooms). When Calcifer is moved to Market Chipping, the room around the main hearth changes shape a little, and while the actual building it corresponded to had extra rooms (and the windows still existed on the outside), they seemed unreachable from the inside. It's impossible to go all the way around the castle on the outside. The side that people can't get to seems to look out on our world; Howl's bedroom window looks out over his sister's house, and Calcifer says that the black-down version of the Cool Gate (which leads to Wales) goes to the side of the castle that no one can walk around. The eponymous house in House of Many Ways was built on a spot where space and time were naturally 'folded', as was discovered by the wizard who lives there. Therefore, not only is it Bigger on the Inside, but routes through the house can lead to different places and/or times. |
|
Bizarrchitecture / int_85f0d3f0 | featureApplicability |
1.0 | |
Bizarrchitecture / int_85f0d3f0 | featureConfidence |
1.0 | |
Howl's Moving Castle | hasFeature |
Bizarrchitecture / int_85f0d3f0 | |
Bizarrchitecture / int_86772227 | type |
Bizarrchitecture | |
Bizarrchitecture / int_86772227 | comment |
In Knights of the Dinner Table, the Tic Tac Taco restaurant has a giant sombrero on the roof. | |
Bizarrchitecture / int_86772227 | featureApplicability |
1.0 | |
Bizarrchitecture / int_86772227 | featureConfidence |
1.0 | |
Knights of the Dinner Table (Comic Strip) | hasFeature |
Bizarrchitecture / int_86772227 | |
Bizarrchitecture / int_86814cd2 | type |
Bizarrchitecture | |
Bizarrchitecture / int_86814cd2 | comment |
Ibsen's Castle in Final Fantasy IX is mirror-imaged on the underside. And it's nothing compared to Memoria, a place made from peoples memories that mostly looks like a number of runs and cities jumbled together through Alien Geometries and Gravity Screws. | |
Bizarrchitecture / int_86814cd2 | featureApplicability |
1.0 | |
Bizarrchitecture / int_86814cd2 | featureConfidence |
1.0 | |
Final Fantasy IX (Video Game) | hasFeature |
Bizarrchitecture / int_86814cd2 | |
Bizarrchitecture / int_86c3beca | type |
Bizarrchitecture | |
Bizarrchitecture / int_86c3beca | comment |
In Girl Genius: Castle Heterodyne had a reputation of being able to reconfigure itself at will. The stories turn out to be true, and even though it's been seriously damaged at the time of the current story, it still can. Here, Agatha has an impossible fork as a work tool. |
|
Bizarrchitecture / int_86c3beca | featureApplicability |
1.0 | |
Bizarrchitecture / int_86c3beca | featureConfidence |
1.0 | |
Girl Genius (Webcomic) | hasFeature |
Bizarrchitecture / int_86c3beca | |
Bizarrchitecture / int_86f433bb | type |
Bizarrchitecture | |
Bizarrchitecture / int_86f433bb | comment |
In the Nursery Crime series, there was a brief trend for "surrealist architecture". The most famous example is Castle Sponng, whose highlights include a driveway with speedbumps that play Jeruselum, a room that rotates around an axis, making visitors feel that gravity has gone wrong, and a banquet hall with a large mirror at the far end which is actually a window to a mirror-image banquet hall, creating the impression that the visitor doesn't have a reflection. | |
Bizarrchitecture / int_86f433bb | featureApplicability |
1.0 | |
Bizarrchitecture / int_86f433bb | featureConfidence |
1.0 | |
Nursery Crime | hasFeature |
Bizarrchitecture / int_86f433bb | |
Bizarrchitecture / int_87ac7d5a | type |
Bizarrchitecture | |
Bizarrchitecture / int_87ac7d5a | comment |
The eponymous Wayside Elementary School, like in its literary counterpart, is a thirty-story-tall school with only one class on each floor. | |
Bizarrchitecture / int_87ac7d5a | featureApplicability |
1.0 | |
Bizarrchitecture / int_87ac7d5a | featureConfidence |
1.0 | |
Wayside | hasFeature |
Bizarrchitecture / int_87ac7d5a | |
Bizarrchitecture / int_87e00d8e | type |
Bizarrchitecture | |
Bizarrchitecture / int_87e00d8e | comment |
Teen Titans (2003): The Teen Titans live in a giant T-shaped tower on an island in the middle of a bay. It was modified into an H when the Hive took over. | |
Bizarrchitecture / int_87e00d8e | featureApplicability |
1.0 | |
Bizarrchitecture / int_87e00d8e | featureConfidence |
1.0 | |
Teen Titans (2003) | hasFeature |
Bizarrchitecture / int_87e00d8e | |
Bizarrchitecture / int_88bb3822 | type |
Bizarrchitecture | |
Bizarrchitecture / int_88bb3822 | comment |
In Heroine's Quest, the svartalf village Nidavellir has Escheresque architecture, with parts of the city being upside down, furniture on the walls, and decorations incorporating endless stairs and a blivet. The locals take it all in stride, but the narrator keeps getting confused about which way is up. | |
Bizarrchitecture / int_88bb3822 | featureApplicability |
1.0 | |
Bizarrchitecture / int_88bb3822 | featureConfidence |
1.0 | |
Heroine's Quest (Video Game) | hasFeature |
Bizarrchitecture / int_88bb3822 | |
Bizarrchitecture / int_893bf98d | type |
Bizarrchitecture | |
Bizarrchitecture / int_893bf98d | comment |
Consider Willy Wonka's factory in Charlie and the Chocolate Factory. Within this Big Labyrinthine Building that is also an Elaborate Underground Base, there's the mostly-edible Chocolate Room and the chocolate river system for starters. Via the Great Glass Elevator, even more strange rooms are glimpsed or mentioned in passing: "The Rock-Candy Mine — 10,000 feet deep", a caramel lake, and a fudge mountain. In the sequel novel, there's also a room where chocolate gushes from the ground the way oil can, and the elevator can even go all the way down to a dreary Minus World. | |
Bizarrchitecture / int_893bf98d | featureApplicability |
1.0 | |
Bizarrchitecture / int_893bf98d | featureConfidence |
1.0 | |
Charlie and the Chocolate Factory | hasFeature |
Bizarrchitecture / int_893bf98d | |
Bizarrchitecture / int_8aad83bb | type |
Bizarrchitecture | |
Bizarrchitecture / int_8aad83bb | comment |
Ronin Warriors: Talpa's palace contains an Escherian room. | |
Bizarrchitecture / int_8aad83bb | featureApplicability |
1.0 | |
Bizarrchitecture / int_8aad83bb | featureConfidence |
1.0 | |
Ronin Warriors | hasFeature |
Bizarrchitecture / int_8aad83bb | |
Bizarrchitecture / int_8bbda387 | type |
Bizarrchitecture | |
Bizarrchitecture / int_8bbda387 | comment |
The Rocketeer: The Bulldog Café is an example of a giant object building. No points for guessing what it's shaped like. Not as daft as it sounds, since diners shaped like animals used to be quite common in Los Angeles. | |
Bizarrchitecture / int_8bbda387 | featureApplicability |
1.0 | |
Bizarrchitecture / int_8bbda387 | featureConfidence |
1.0 | |
The Rocketeer | hasFeature |
Bizarrchitecture / int_8bbda387 | |
Bizarrchitecture / int_8c87469c | type |
Bizarrchitecture | |
Bizarrchitecture / int_8c87469c | comment |
The Legend of Zelda: Skyward Sword: Sky Keep, in addition to having a strange external design (think of a Roman-inspired building, only positioned upide-down), features rooms inside whose position can be moved via special tile panels, changing drastically the layout of the dungeon. | |
Bizarrchitecture / int_8c87469c | featureApplicability |
1.0 | |
Bizarrchitecture / int_8c87469c | featureConfidence |
1.0 | |
The Legend of Zelda: Skyward Sword (Video Game) | hasFeature |
Bizarrchitecture / int_8c87469c | |
Bizarrchitecture / int_8c9862c7 | type |
Bizarrchitecture | |
Bizarrchitecture / int_8c9862c7 | comment |
Prince of Persia (2008) has some bizarre angles and other unexplained weirdness, especially in The Concubine's levels. | |
Bizarrchitecture / int_8c9862c7 | featureApplicability |
1.0 | |
Bizarrchitecture / int_8c9862c7 | featureConfidence |
1.0 | |
Prince of Persia (2008) (Video Game) | hasFeature |
Bizarrchitecture / int_8c9862c7 | |
Bizarrchitecture / int_8d625f8b | type |
Bizarrchitecture | |
Bizarrchitecture / int_8d625f8b | comment |
Rendezvous with Rama: one of the greatest science fiction books ever written. It's about a presumed asteroid which turns out to be a cylinder. Inside the cylinder is a whole new world with buildings that look like ours and oceans and mountains. The problem? They're all built inside a giant cylinder so no matter where you are if you look above you see more buildings that are upside down. Or mountains, or — the most disturbing and nauseating to the explorers — the Cylindrical Sea. It's an ocean that sits above you. With waves and everything that hang in the air, poof there goes your sanity. This is known as an O'Neill cylinder. The Book of the Long Sun has the Whorl, which has similar properties. |
|
Bizarrchitecture / int_8d625f8b | featureApplicability |
1.0 | |
Bizarrchitecture / int_8d625f8b | featureConfidence |
1.0 | |
Rendezvous with Rama | hasFeature |
Bizarrchitecture / int_8d625f8b | |
Bizarrchitecture / int_8dd0bbcc | type |
Bizarrchitecture | |
Bizarrchitecture / int_8dd0bbcc | comment |
A Series of Unfortunate Events: The Hotel Denouement from is built so that the actual building cannot be distinguished from its reflection at first glance. To achieve this effect, the building's architects wrote all of the hotel's signs backwards, constructed it at an angle so that the nearby lake reflected only the building and not the surrounding scenery, and grew moss and lilies on the bricks like those that you would find in a lake. This is all without mentioning the fact that the entirety of the hotel's interior is organized by the Dewey Decimal System. Doctor Orwell's eye-shaped building, the "thumb" shaped buildings at Prufrock Prep and to a certain extent, the Eye décor of Olaf's house. Aunt Josephine's house clinging to the edge of a cliff counts as well, though THAT one didn't last long... |
|
Bizarrchitecture / int_8dd0bbcc | featureApplicability |
1.0 | |
Bizarrchitecture / int_8dd0bbcc | featureConfidence |
1.0 | |
A Series of Unfortunate Events | hasFeature |
Bizarrchitecture / int_8dd0bbcc | |
Bizarrchitecture / int_8e1fc855 | type |
Bizarrchitecture | |
Bizarrchitecture / int_8e1fc855 | comment |
The CCC series features some pretty strange, but cool looking architecture, that clearly mixes a Mexican/Latin American style with a impossibly high towers, futuristic buildings and crazy colors. | |
Bizarrchitecture / int_8e1fc855 | featureApplicability |
1.0 | |
Bizarrchitecture / int_8e1fc855 | featureConfidence |
1.0 | |
CCC (Web Animation) | hasFeature |
Bizarrchitecture / int_8e1fc855 | |
Bizarrchitecture / int_8f25225c | type |
Bizarrchitecture | |
Bizarrchitecture / int_8f25225c | comment |
Danganronpa: Danganronpa: Trigger Happy Havoc: The layout of Hope's Peak Academy is... odd when you examine it. Most of the floors are shaped in ways that don't line up with each other, there's a pool on the second floor that somehow occupies the same space as the gym on the first floor, and many rooms (such as every room in the dorms) have bolted up windows in places that couldn't possibly face the outside of the school. There's also the hatch in the Monokuma room's floor that apparently leads to the mastermind's bunker, even though a hatch in that location would lead directly into the hallway of the floor below. Danganronpa 2: Goodbye Despair: The fourth island has a funhouse split between two areas; Strawberry House and Grape House. Its key attraction is a strange tower which is determined to be the same building that can be accessed by both houses which it's right in the middle of, but a setup of sensors and lights changes the tower's appearance and can only be accessed by one house at a time and refuses to change if it's occupied by one side, both of which can only be travelled between by a strange elevator. When a murder breaks out in the tower, a majority of the mystery revolves around figuring out how the funhouse works. |
|
Bizarrchitecture / int_8f25225c | featureApplicability |
1.0 | |
Bizarrchitecture / int_8f25225c | featureConfidence |
1.0 | |
Danganronpa (Franchise) | hasFeature |
Bizarrchitecture / int_8f25225c | |
Bizarrchitecture / int_8f4731fb | type |
Bizarrchitecture | |
Bizarrchitecture / int_8f4731fb | comment |
Many of the buildings in the Pokémon Mystery Dungeon series consist of a giant version of their owner's head, even the player character's team base in the first game. | |
Bizarrchitecture / int_8f4731fb | featureApplicability |
1.0 | |
Bizarrchitecture / int_8f4731fb | featureConfidence |
1.0 | |
Pokémon Mystery Dungeon (Video Game) | hasFeature |
Bizarrchitecture / int_8f4731fb | |
Bizarrchitecture / int_900b0de7 | type |
Bizarrchitecture | |
Bizarrchitecture / int_900b0de7 | comment |
In Naboer, the sisters’ apartment is visibly bigger on the inside, fitting in at least a dozen rooms in a space that is no more than 10 meters long on the outside. It turns out that this second apartment didn't exist, and was Jon's flat all along, but he refused to see it because of his guilt. | |
Bizarrchitecture / int_900b0de7 | featureApplicability |
1.0 | |
Bizarrchitecture / int_900b0de7 | featureConfidence |
1.0 | |
Naboer | hasFeature |
Bizarrchitecture / int_900b0de7 | |
Bizarrchitecture / int_90a3a7f4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_90a3a7f4 | comment |
The Bueno Nacho restaurants on Kim Possible have sombrero roofs, and look positively mundane next to some of the things on this list. Also of note, deep-fried snack food king Pop-Pop Porter maintained a fleet of blimps in the shape of various snacks of his line. His favorite was shaped like a giant popcorn shrimp, but the corndog was more aerodynamic. There's also the giant cheese wheel, which is an actual building made of cheese, not a cheese-covered building as many people believe. | |
Bizarrchitecture / int_90a3a7f4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_90a3a7f4 | featureConfidence |
1.0 | |
Kim Possible | hasFeature |
Bizarrchitecture / int_90a3a7f4 | |
Bizarrchitecture / int_9112629b | type |
Bizarrchitecture | |
Bizarrchitecture / int_9112629b | comment |
Very few of the buildings in Cruelty Squad have layouts that bear more than a passing resemblance to a real-life building. Paradise, a level that ostensibly takes place in a wealthy suburban area, includes things like a giant, neon castle that only has two rooms and a building that has two constantly-spinning towers on top of it. Even one of the more normal-looking houses still has a door that opens onto a five-foot drop for no apparent reason. | |
Bizarrchitecture / int_9112629b | featureApplicability |
1.0 | |
Bizarrchitecture / int_9112629b | featureConfidence |
1.0 | |
Cruelty Squad (Video Game) | hasFeature |
Bizarrchitecture / int_9112629b | |
Bizarrchitecture / int_920d318c | type |
Bizarrchitecture | |
Bizarrchitecture / int_920d318c | comment |
Anima: Beyond Fantasy has its share too. One notable example is Ascani, the main city of Bellafonte (sort of Fantasy Counterpart Culture of medieval Italy), built almost entirely over platforms sustained by massive rocky columns that are connected using a lot of footbridges and rams. Oh, as it's described as having a population of several hundred thousand. | |
Bizarrchitecture / int_920d318c | featureApplicability |
1.0 | |
Bizarrchitecture / int_920d318c | featureConfidence |
1.0 | |
Anima: Beyond Fantasy (Tabletop Game) | hasFeature |
Bizarrchitecture / int_920d318c | |
Bizarrchitecture / int_942349dc | type |
Bizarrchitecture | |
Bizarrchitecture / int_942349dc | comment |
Stardust Crusaders: Dio's mansion has a tropic island in the lower floors, and a MC Escher-esque main room. It turns out to be the work of the Stand user Kenny G. Once Iggy takes him out effortlessly, the interior turns back to normal. | |
Bizarrchitecture / int_942349dc | featureApplicability |
1.0 | |
Bizarrchitecture / int_942349dc | featureConfidence |
1.0 | |
JoJo's Bizarre Adventure: Stardust Crusaders (Manga) | hasFeature |
Bizarrchitecture / int_942349dc | |
Bizarrchitecture / int_94fadcc0 | type |
Bizarrchitecture | |
Bizarrchitecture / int_94fadcc0 | comment |
The children's book Koziołek Matołek has a Chinese palace in the form of a giant teapot. | |
Bizarrchitecture / int_94fadcc0 | featureApplicability |
1.0 | |
Bizarrchitecture / int_94fadcc0 | featureConfidence |
1.0 | |
Koziołek Matołek | hasFeature |
Bizarrchitecture / int_94fadcc0 | |
Bizarrchitecture / int_967347ea | type |
Bizarrchitecture | |
Bizarrchitecture / int_967347ea | comment |
The dueling arena in Revolutionary Girl Utena is beneath a giant suspended upside-down castle. Ohtori Academy is this in the movie, in the flavor of Jumbled Architecture that moves. |
|
Bizarrchitecture / int_967347ea | featureApplicability |
1.0 | |
Bizarrchitecture / int_967347ea | featureConfidence |
1.0 | |
Revolutionary Girl Utena | hasFeature |
Bizarrchitecture / int_967347ea | |
Bizarrchitecture / int_96773bf2 | type |
Bizarrchitecture | |
Bizarrchitecture / int_96773bf2 | comment |
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 Klein bottle and a lobster trap. | |
Bizarrchitecture / int_96773bf2 | featureApplicability |
1.0 | |
Bizarrchitecture / int_96773bf2 | featureConfidence |
1.0 | |
The Number of the Beast | hasFeature |
Bizarrchitecture / int_96773bf2 | |
Bizarrchitecture / int_971b0368 | type |
Bizarrchitecture | |
Bizarrchitecture / int_971b0368 | comment |
SaGa Frontier: As befitting the master of Space Magic, Kylin's Paradise features strange geometries, gravity changing orientations randomly, and size shifting. | |
Bizarrchitecture / int_971b0368 | featureApplicability |
1.0 | |
Bizarrchitecture / int_971b0368 | featureConfidence |
1.0 | |
SaGa Frontier (Video Game) | hasFeature |
Bizarrchitecture / int_971b0368 | |
Bizarrchitecture / int_97a4160e | type |
Bizarrchitecture | |
Bizarrchitecture / int_97a4160e | comment |
In the Angry Video Game Nerd: The Movie, a Properly Paranoid programmer designs his house to be a video game level, complete with moving platforms over lava. He reckons that only gamers would be able to get past it, keeping out the government agents he's afraid of. | |
Bizarrchitecture / int_97a4160e | featureApplicability |
1.0 | |
Bizarrchitecture / int_97a4160e | featureConfidence |
1.0 | |
Angry Video Game Nerd: The Movie | hasFeature |
Bizarrchitecture / int_97a4160e | |
Bizarrchitecture / int_97a805bd | type |
Bizarrchitecture | |
Bizarrchitecture / int_97a805bd | comment |
The Andrews Family Townhouse in The Aether Cycle is semi-intelligent and can rearrange its rooms at will. | |
Bizarrchitecture / int_97a805bd | featureApplicability |
1.0 | |
Bizarrchitecture / int_97a805bd | featureConfidence |
1.0 | |
The Aether Cycle | hasFeature |
Bizarrchitecture / int_97a805bd | |
Bizarrchitecture / int_97abe183 | type |
Bizarrchitecture | |
Bizarrchitecture / int_97abe183 | comment |
In The Adventures of Jimmy Neutron, Boy Genius, the burger-shaped restaurant McSpanky's. Worse yet the drive-through window has a massive Scotirish man's head to serve as it. In "Men at Work" Jimmy upgrades the inside to be sleek and futuristic and then sends it into the sun to destroy it... only for the aliens Zix, Travoltron, and Tee to find it and turn it into a spaceship as it floats through the solar system. | |
Bizarrchitecture / int_97abe183 | featureApplicability |
1.0 | |
Bizarrchitecture / int_97abe183 | featureConfidence |
1.0 | |
The Adventures of Jimmy Neutron, Boy Genius | hasFeature |
Bizarrchitecture / int_97abe183 | |
Bizarrchitecture / int_98c4e2dc | type |
Bizarrchitecture | |
Bizarrchitecture / int_98c4e2dc | comment |
The House in the Woods in Hilda turns into this when Hilda and the Wood Man attempt to leave; it starts with the Wood Man falling down the chimney after trying to climb out of a window and rapidly gets weirder. | |
Bizarrchitecture / int_98c4e2dc | featureApplicability |
1.0 | |
Bizarrchitecture / int_98c4e2dc | featureConfidence |
1.0 | |
Hilda | hasFeature |
Bizarrchitecture / int_98c4e2dc | |
Bizarrchitecture / int_99687645 | type |
Bizarrchitecture | |
Bizarrchitecture / int_99687645 | comment |
Dawn of Mana in general tries to justify the layout of its stages so that people could have conceivably used those places other than an obstacle course, but The Very Definitely Final Dungeon is full of twisting hallways, strangely oriented walls and floors, and warp zones to vaguely shaped structures floating in space. | |
Bizarrchitecture / int_99687645 | featureApplicability |
1.0 | |
Bizarrchitecture / int_99687645 | featureConfidence |
1.0 | |
Dawn of Mana (Video Game) | hasFeature |
Bizarrchitecture / int_99687645 | |
Bizarrchitecture / int_999299b5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_999299b5 | comment |
Stauf's mansion in The 7th Guest goes all out with this trope, on top of the absurdity of his puzzles that he does not want you to solve. There's secret passages that not only lead a great distance from room to room (which can be a problem with the slow navigation system), but also make it look like you're shrinking to fit through them, and eject you in the most unlikely places. | |
Bizarrchitecture / int_999299b5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_999299b5 | featureConfidence |
1.0 | |
The 7th Guest (Video Game) | hasFeature |
Bizarrchitecture / int_999299b5 | |
Bizarrchitecture / int_99949d04 | type |
Bizarrchitecture | |
Bizarrchitecture / int_99949d04 | comment |
Wakfu: Nox's Giant Clock Mecha is a mindbending clockwork nightmare, as much from the outside than from the inside. The cursed castle of the ugly princesses is quite weird too. Many of the decrepit buildings in Rubilaxia qualify, as well. |
|
Bizarrchitecture / int_99949d04 | featureApplicability |
1.0 | |
Bizarrchitecture / int_99949d04 | featureConfidence |
1.0 | |
Wakfu | hasFeature |
Bizarrchitecture / int_99949d04 | |
Bizarrchitecture / int_9c174cb1 | type |
Bizarrchitecture | |
Bizarrchitecture / int_9c174cb1 | comment |
Hello Neighbor: Even on the outside, the Neighbor's home is incredibly strange, apparently cobbled together from several houses, leading to such things as odd placements of windows, doors that open onto sheer drops, random holes in the floor leading outside, and the trolley car that goes through one side of it. | |
Bizarrchitecture / int_9c174cb1 | featureApplicability |
1.0 | |
Bizarrchitecture / int_9c174cb1 | featureConfidence |
1.0 | |
Hello Neighbor (Video Game) | hasFeature |
Bizarrchitecture / int_9c174cb1 | |
Bizarrchitecture / int_9d34190a | type |
Bizarrchitecture | |
Bizarrchitecture / int_9d34190a | comment |
The Elder Scrolls: In the series' lore, the island of Artaeum combines this with Alien Geometries and, to an extent, being an Eldritch Location. Artaeum is the home of the Psijic Order, a powerful Magical Society and the oldest monastic order in Tamriel. Artaeum shifts continuously either at random or by decree of the Psijiic Council. It can also be made to disappear entirely from Mundus. Morrowind: Daedric shrines are designed in some downright impossible ways. The House Redoran council district in Ald'Ruhn is situated in Under-Skar, the hollowed-out exoskeleton of a humongous sentient crab known as Skar. The wizards of House Telvanni don't care much for actually building structures. Instead, they grow them out of giant mushrooms whose growth is facilitated by the trapped souls of powerful Daedra. The Ministry of Truth is literally a hollowed-out giant rock that a certain Daedric Prince threw down from Oblivion onto the city of Vivec, stopped in its tracks by the Tribunal deity Vivec, several hundred feet over the largest and holiest temple in Vvardenfell. Oblivion uses this for the Oblivion Gates and the outdoor architecture in Oblivion (though less so indoors). The Shivering Isles expansion pack has architecture that is often just as sane. The parts of Arkved's Tower that aren't outright Pocket Dimensions have also been twisted into this by said wizard's nightmares under Vaermina's influence. |
|
Bizarrchitecture / int_9d34190a | featureApplicability |
1.0 | |
Bizarrchitecture / int_9d34190a | featureConfidence |
1.0 | |
The Elder Scrolls (Franchise) | hasFeature |
Bizarrchitecture / int_9d34190a | |
Bizarrchitecture / int_9db1766a | type |
Bizarrchitecture | |
Bizarrchitecture / int_9db1766a | comment |
In Devil May Cry, buildings and surroundings alike get really weird when you travel through the rifts in and out of the Underworld. If it's not Womb Level, it's this. Also happens in the second game to a lesser extent. In Devil May Cry 3: Dante's Awakening, there's the Temen-ni-gru tower and the Netherworld. In the latter area, the Lost Souls Nirvana is a pristine white version of M.C. Escher's Relativity stairways. You get to walk up, down and sideways to find gateways leading to the boss battles. There's also a rotating "room" with a giant hourglass. | |
Bizarrchitecture / int_9db1766a | featureApplicability |
1.0 | |
Bizarrchitecture / int_9db1766a | featureConfidence |
1.0 | |
Devil May Cry (Video Game) | hasFeature |
Bizarrchitecture / int_9db1766a | |
Bizarrchitecture / int_9e013bb5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_9e013bb5 | comment |
The Jewish ghetto of Prague in The Golem, another German movie of the silent film era, designed as jumbled array of exaggeratedly crooked houses. | |
Bizarrchitecture / int_9e013bb5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_9e013bb5 | featureConfidence |
1.0 | |
The Golem | hasFeature |
Bizarrchitecture / int_9e013bb5 | |
Bizarrchitecture / int_9e226520 | type |
Bizarrchitecture | |
Bizarrchitecture / int_9e226520 | comment |
In The Girl Who Drank the Moon, the Tower is described as being so confusingly designed with passages that meet at odd angles and ascend or descend counter to expectations that without a guide any visitor would be lost for days. | |
Bizarrchitecture / int_9e226520 | featureApplicability |
1.0 | |
Bizarrchitecture / int_9e226520 | featureConfidence |
1.0 | |
The Girl Who Drank the Moon | hasFeature |
Bizarrchitecture / int_9e226520 | |
Bizarrchitecture / int_9eb9be9f | type |
Bizarrchitecture | |
Bizarrchitecture / int_9eb9be9f | comment |
The Trial features many odd-looking buildings that don't fit together well. Josef K's office is in an oddly huge, cavernous building (in Real Life the Gare d'Orsay train station in Paris, which had been closed down). Most dramatic is the scene in which Josef opens a door in Titorelli the artist's dilapidated wooden shack, only to find that it opens directly to the file room of the law court, the shack apparently butting up right against the law court's wall. | |
Bizarrchitecture / int_9eb9be9f | featureApplicability |
1.0 | |
Bizarrchitecture / int_9eb9be9f | featureConfidence |
1.0 | |
The Trial | hasFeature |
Bizarrchitecture / int_9eb9be9f | |
Bizarrchitecture / int_9f053c09 | type |
Bizarrchitecture | |
Bizarrchitecture / int_9f053c09 | comment |
Antichamber: The levels are practically non-Euclidean. Rooms don't necessarily connect to other rooms based on relative spatial position. Rooms often also connect to rooms based on where the player is looking and at what angle the player is coming from, or on the player's previous series of actions. Some rooms even change after visiting other rooms. However, the more esoteric means of getting around have distinctive objects that you can associate with what you need to do. | |
Bizarrchitecture / int_9f053c09 | featureApplicability |
1.0 | |
Bizarrchitecture / int_9f053c09 | featureConfidence |
1.0 | |
Antichamber (Video Game) | hasFeature |
Bizarrchitecture / int_9f053c09 | |
Bizarrchitecture / int_9f1766e4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_9f1766e4 | comment |
The Brady Bunch: A client, Beebee Gallini, freaks Mike out when she asks him to design her makeup factory first in the shape of a powder puff, then a lipstick, and finally a compact, complete with hinged roof. | |
Bizarrchitecture / int_9f1766e4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_9f1766e4 | featureConfidence |
1.0 | |
The Brady Bunch | hasFeature |
Bizarrchitecture / int_9f1766e4 | |
Bizarrchitecture / int_a183d57f | type |
Bizarrchitecture | |
Bizarrchitecture / int_a183d57f | comment |
An episode of Futurama features Fry and Bender looking for a new apartment. One of the ones they visit and reject is an M. C. Escher painting brought to life, with the various doors and passages acting like Scooby-Dooby Doors. Bender trips and falls down the M.C. Escher stairs, then up a different flight of stairs, then across another different flight of stairs... | |
Bizarrchitecture / int_a183d57f | featureApplicability |
1.0 | |
Bizarrchitecture / int_a183d57f | featureConfidence |
1.0 | |
Futurama | hasFeature |
Bizarrchitecture / int_a183d57f | |
Bizarrchitecture / int_a21c2299 | type |
Bizarrchitecture | |
Bizarrchitecture / int_a21c2299 | comment |
Many locations in TRI: Of Friendship and Madness showcase some strange buildings - some of which, like the Tower of Nowhere, move into Alien Geometries and Bigger on the Inside territory. In particular, Chapter 12 (Out of the Box), takes place inside several large buildings that are, in turn, within one giant room. There are pillars, gears, and even a way to rotate the entire layout of the area. | |
Bizarrchitecture / int_a21c2299 | featureApplicability |
1.0 | |
Bizarrchitecture / int_a21c2299 | featureConfidence |
1.0 | |
TRI: Of Friendship and Madness (Video Game) | hasFeature |
Bizarrchitecture / int_a21c2299 | |
Bizarrchitecture / int_a3b8b50 | type |
Bizarrchitecture | |
Bizarrchitecture / int_a3b8b50 | comment |
Wishfart is set in a magical city, so it's everywhere. Skyscrapers are wrapped in enormous beanstalks or have giant toadstools growing on them; there's a building covered in eyeballs; a giant bird's nest on top of the airport; and the comic book shop grows chicken legs to run about when not tended to properly! | |
Bizarrchitecture / int_a3b8b50 | featureApplicability |
1.0 | |
Bizarrchitecture / int_a3b8b50 | featureConfidence |
1.0 | |
Wishfart | hasFeature |
Bizarrchitecture / int_a3b8b50 | |
Bizarrchitecture / int_a4e6a00a | type |
Bizarrchitecture | |
Bizarrchitecture / int_a4e6a00a | comment |
The Purple Moon civilization of Glacia, from Skies of Arcadia is comprised of upside down buildings reminiscent of stalactites. The city itself is located on the bottom of the Purple Continent, which is the equivalent of one of the real world's poles... except floating in midair. The Great Silver Shrine takes it even further - a twisty three-dimensional maze where "down" is relative to the surface you're standing on. |
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Bizarrchitecture / int_a4e6a00a | featureApplicability |
1.0 | |
Bizarrchitecture / int_a4e6a00a | featureConfidence |
1.0 | |
Skies of Arcadia (Video Game) | hasFeature |
Bizarrchitecture / int_a4e6a00a | |
Bizarrchitecture / int_a54789bc | type |
Bizarrchitecture | |
Bizarrchitecture / int_a54789bc | comment |
In "Cuckoo Song" The creations of the Architect are demonstrated to be examples of this trope. The most notable being the fact that the man (Using the term generously) has managed to build a small village on the "underside" of a bridge which subverts the laws of gravity, and that his studio is described as having "strange angles" like in painting with bad perspective. Even his plans for future building are described as "plans for impossible buildings made possible". | |
Bizarrchitecture / int_a54789bc | featureApplicability |
1.0 | |
Bizarrchitecture / int_a54789bc | featureConfidence |
1.0 | |
Cuckoo Song | hasFeature |
Bizarrchitecture / int_a54789bc | |
Bizarrchitecture / int_a606596a | type |
Bizarrchitecture | |
Bizarrchitecture / int_a606596a | comment |
Surely the Tower of Gedden in Chrono Cross qualifies. The building itself is the remnant of a Time Crash, containing chunks of many a future - and one aborted present. It's just as screwed up as you'd expect it to be. | |
Bizarrchitecture / int_a606596a | featureApplicability |
1.0 | |
Bizarrchitecture / int_a606596a | featureConfidence |
1.0 | |
Chrono Cross (Video Game) | hasFeature |
Bizarrchitecture / int_a606596a | |
Bizarrchitecture / int_a742aa30 | type |
Bizarrchitecture | |
Bizarrchitecture / int_a742aa30 | comment |
The Stone Tape: The haunted room being studied by the scientists has a staircase leading up the wall to nowhere, apparently built as a folly. The maid whose ghost is haunting the house was killed falling off the stairs and the female member of the team notes it doesn't seem high enough to kill someone that way. She herself is pursued up the staircase by an ancient evil to an Eldritch Location from which she falls an infinite distance, being found in the room later dead of shock. | |
Bizarrchitecture / int_a742aa30 | featureApplicability |
1.0 | |
Bizarrchitecture / int_a742aa30 | featureConfidence |
1.0 | |
The Stone Tape | hasFeature |
Bizarrchitecture / int_a742aa30 | |
Bizarrchitecture / int_a81325d3 | type |
Bizarrchitecture | |
Bizarrchitecture / int_a81325d3 | comment |
Final Fantasy: Ibsen's Castle in Final Fantasy IX is mirror-imaged on the underside. And it's nothing compared to Memoria, a place made from peoples memories that mostly looks like a number of runs and cities jumbled together through Alien Geometries and Gravity Screws. Final Fantasy XII has the Pharos at Ridorana, which features floating stairs and walkways circling around a central hollow column that pulls seawater up to the top of the tower where the Sun-Cryst resides. Giruvegan is also pretty strange, with most of the playable area consisting of an enormous shaft centered on the Great Crystal with walkways made of crystal and Hard Light around the sides. Cocoon in Final Fantasy XIII is a floating world above the surface of Gran Pulse. It's a Dyson Sphere, so the people live inside Cocoon rather than outside like on normal planets. |
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Bizarrchitecture / int_a81325d3 | featureApplicability |
1.0 | |
Bizarrchitecture / int_a81325d3 | featureConfidence |
1.0 | |
Final Fantasy (Franchise) | hasFeature |
Bizarrchitecture / int_a81325d3 | |
Bizarrchitecture / int_a825da3e | type |
Bizarrchitecture | |
Bizarrchitecture / int_a825da3e | comment |
Magic: The Gathering uses this a lot on Rath. It's also used on Phyrexia, both old and new. Over time, the Eldrazi have used this too, creating superstructures from the hedrons designed to keep them in physical form (and thus unable to escape Zendikar). | |
Bizarrchitecture / int_a825da3e | featureApplicability |
1.0 | |
Bizarrchitecture / int_a825da3e | featureConfidence |
1.0 | |
Magic: The Gathering (Tabletop Game) | hasFeature |
Bizarrchitecture / int_a825da3e | |
Bizarrchitecture / int_a84f287e | type |
Bizarrchitecture | |
Bizarrchitecture / int_a84f287e | comment |
Cube 2: Hypercube (2002) takes the concept to a whole new level, adding strange gravitational and time effects, as well as much more. The matrix of cubes is, in this movie, a tesseract, which is made by extending a cube along a fourth spatial dimension. It's about as comprehensible as it sounds. There are also bizarre quantum effects, which combine with the temporal and spatial effects mean that once someone goes IN, they will never stop coming OUT, with every copy having had a different set of experiences inside. This turns out to be rather important to the closing explanation of what the hell's actually been going ON in this film that's got a plot almost as weird as the setting. | |
Bizarrchitecture / int_a84f287e | featureApplicability |
1.0 | |
Bizarrchitecture / int_a84f287e | featureConfidence |
1.0 | |
Cube 2: Hypercube | hasFeature |
Bizarrchitecture / int_a84f287e | |
Bizarrchitecture / int_a8d867ba | type |
Bizarrchitecture | |
Bizarrchitecture / int_a8d867ba | comment |
Chronicles of the Emerged World: The sanctuary of time appears as a gigantic cubical edifice whose top is crowded with a mess of disparate buildings and with a river doing an eternal, gravity- and entropy-defying circuit of its walls. Its inside, which starts as a chaotic tangle of intersecting stairs and only gets weirder from there, goes way beyond just bizarre. | |
Bizarrchitecture / int_a8d867ba | featureApplicability |
1.0 | |
Bizarrchitecture / int_a8d867ba | featureConfidence |
1.0 | |
Chronicles of the Emerged World | hasFeature |
Bizarrchitecture / int_a8d867ba | |
Bizarrchitecture / int_a90d239a | type |
Bizarrchitecture | |
Bizarrchitecture / int_a90d239a | comment |
Psychonauts has very few levels outside the summer camp that don't have topography that would drive one insane. Justified in that many of the levels take place in the mental landscape of people who are questionably sane at best. Of special note is the Thorney Towers asylum, which starts looking like something out of the mind of Escher as you climb it but is set completely in the real world instead of someone's twisted imagination. | |
Bizarrchitecture / int_a90d239a | featureApplicability |
1.0 | |
Bizarrchitecture / int_a90d239a | featureConfidence |
1.0 | |
Psychonauts (Video Game) | hasFeature |
Bizarrchitecture / int_a90d239a | |
Bizarrchitecture / int_a92c264a | type |
Bizarrchitecture | |
Bizarrchitecture / int_a92c264a | comment |
Exterminatus Now: After a Scooby-Dooby Doors scene, this page features a textbook example of Escher's room as seen in the trope image. | |
Bizarrchitecture / int_a92c264a | featureApplicability |
1.0 | |
Bizarrchitecture / int_a92c264a | featureConfidence |
1.0 | |
Exterminatus Now (Webcomic) | hasFeature |
Bizarrchitecture / int_a92c264a | |
Bizarrchitecture / int_accb04fd | type |
Bizarrchitecture | |
Bizarrchitecture / int_accb04fd | comment |
The Matrix: Path of Neo has a jumbled buildings/bigger on the inside maze of doors, rooms and floating platforms of a mostly French or medieval style. If you go through the wrong one, you're suddenly walking on the 'under-side' of the staircase/room that you were just on. | |
Bizarrchitecture / int_accb04fd | featureApplicability |
1.0 | |
Bizarrchitecture / int_accb04fd | featureConfidence |
1.0 | |
The Matrix: Path of Neo (Video Game) | hasFeature |
Bizarrchitecture / int_accb04fd | |
Bizarrchitecture / int_ae050a9f | type |
Bizarrchitecture | |
Bizarrchitecture / int_ae050a9f | comment |
The Legend of Zelda: Ocarina of Time: The Forest Temple, located in the frontier areas of The Lost Woods, looks like an ordinary mansion with some castle motifs, but as Link explores it he finds corridors that end up becoming "twisted" as he activates certain switches, really screwing with the player's mind upon realizing that Link walks normally while staying on the red carpet decorating the floor instead of walking onto the walls or ceiling midway; as a result, the hallways twist in such a way that the doors shouldn't even lead in the directions they do. | |
Bizarrchitecture / int_ae050a9f | featureApplicability |
1.0 | |
Bizarrchitecture / int_ae050a9f | featureConfidence |
1.0 | |
The Legend of Zelda: Ocarina of Time / Videogame | hasFeature |
Bizarrchitecture / int_ae050a9f | |
Bizarrchitecture / int_aeedf9b7 | type |
Bizarrchitecture | |
Bizarrchitecture / int_aeedf9b7 | comment |
Vagrant Story has Snowfly Forest and Iron Maiden B2, where trying to navigate in the traditional manner will just get you teleported to a completely different part of the area, sometimes nowhere near where you where a moment ago, and attempts to retrace your steps could result in you getting even more lost. The map isn't much help in these areas either. | |
Bizarrchitecture / int_aeedf9b7 | featureApplicability |
1.0 | |
Bizarrchitecture / int_aeedf9b7 | featureConfidence |
1.0 | |
Vagrant Story (Video Game) | hasFeature |
Bizarrchitecture / int_aeedf9b7 | |
Bizarrchitecture / int_afbbcb4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_afbbcb4 | comment |
Code Vein: The Cathedral Of The Sacred Blood can best be described as a convoluted maze in three dimensions: the entire building dangles precariously over a bottomless pit carved into the ground, comprised entirely of narrow walkways and winding towers that all look nearly identical to one another, so getting lost is easy if they didn't constantly double back on each other. Several paths end in abrupt dead ends that look like the bridge was broken, until you realise there's nothing on the other side for them to connect to as if they were simply unfinished. Others seem like dead-ends, until you look down and realise the only way forward is to jump to a platform below. You'll no doubts spend the entire level wondering what deranged lunatic built this place. It's a Justified Trope, however, in that it was created to hide the Successor of the Heart and the Successor of the Ribcage, and is deliberately hard to solve for that reason. Presumably there wouldn't be a way through at all if they weren't leaving it open for Jack and Eva. | |
Bizarrchitecture / int_afbbcb4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_afbbcb4 | featureConfidence |
1.0 | |
Code Vein (Video Game) | hasFeature |
Bizarrchitecture / int_afbbcb4 | |
Bizarrchitecture / int_b0028436 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b0028436 | comment |
JoJo's Bizarre Adventure: Stardust Crusaders: Dio's mansion has a tropic island in the lower floors, and a MC Escher-esque main room. It turns out to be the work of the Stand user Kenny G. Once Iggy takes him out effortlessly, the interior turns back to normal. In the spin-off game; JoJo's Bizarre Escape: The Hotel, Dija's House of Holy turns the Hotel Haboob into a shifting maze. |
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Bizarrchitecture / int_b0028436 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b0028436 | featureConfidence |
1.0 | |
JoJo's Bizarre Adventure (Manga) | hasFeature |
Bizarrchitecture / int_b0028436 | |
Bizarrchitecture / int_b0ec45b8 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b0ec45b8 | comment |
A number of the locations in Metropolis fit this trope, especially the Eternal Gardens and the Catacombs, partially because they borrow from the Expressionist aesthetics of The Cabinet of Dr. Caligari (see above). Plus there's all those drawings of buildings shown when Freder talks to his father about the city, which were so ridiculous that even models couldn't be made of them. | |
Bizarrchitecture / int_b0ec45b8 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b0ec45b8 | featureConfidence |
1.0 | |
Metropolis | hasFeature |
Bizarrchitecture / int_b0ec45b8 | |
Bizarrchitecture / int_b17c7222 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b17c7222 | comment |
In Dogstar, Bob Santino's private satellite is shaped like a giant Robog (the robot dog he made his fortune manufacturing). | |
Bizarrchitecture / int_b17c7222 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b17c7222 | featureConfidence |
1.0 | |
Dogstar | hasFeature |
Bizarrchitecture / int_b17c7222 | |
Bizarrchitecture / int_b35adcc8 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b35adcc8 | comment |
The Last Resort from Luigi's Mansion 3 is very eccentrically built. Alongside more typical amenities such as a shopping center and high-class restaurant are features such as a vertical botanical garden with overgrown hotel suites, a medieval jousting arena, multiple fully-equipped filming stages, a recreation of an Egyptian pyramid, a pirate-themed restaurant with an entire lagoon and pirate ship inside, and a swimming pool several stories above ground level—which is a very unsafe place to put it. Moreover, the entire hotel seems to be Bigger on the Inside since several "floors" are multiple stories in height and their floor plans seem to clash with the hotel's outer facade. Perhaps the most bizarre part, though, is that everyone has to use the elevator to get to every floor past the second—there is no stair access between floors aside from a flight connecting the basement to the lobby. | |
Bizarrchitecture / int_b35adcc8 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b35adcc8 | featureConfidence |
1.0 | |
Luigi's Mansion 3 (Video Game) | hasFeature |
Bizarrchitecture / int_b35adcc8 | |
Bizarrchitecture / int_b36952af | type |
Bizarrchitecture | |
Bizarrchitecture / int_b36952af | comment |
Cube (1997) is set in a building made up of a three-dimensional moving matrix of cube-shaped cells, most equipped with various booby traps that will kill the prisoners inside. | |
Bizarrchitecture / int_b36952af | featureApplicability |
1.0 | |
Bizarrchitecture / int_b36952af | featureConfidence |
1.0 | |
Cube | hasFeature |
Bizarrchitecture / int_b36952af | |
Bizarrchitecture / int_b4398732 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b4398732 | comment |
In The Red Tree, Sarah discovers that the cellar under the house has some properties that it simply just shouldn't - such as the fact that it randomly decides that it wants to be an impossibly large, featureless cavern. The area around the title tree also demonstrates some impossible geography - Sarah and Constance manage to spend an hour running in circles and getting lost even though they were heading in a straight line to a visible target less than a hundred yards away. | |
Bizarrchitecture / int_b4398732 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b4398732 | featureConfidence |
1.0 | |
The Red Tree (2009) | hasFeature |
Bizarrchitecture / int_b4398732 | |
Bizarrchitecture / int_b5a2b326 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b5a2b326 | comment |
Morrowind: Daedric shrines are designed in some downright impossible ways. The House Redoran council district in Ald'Ruhn is situated in Under-Skar, the hollowed-out exoskeleton of a humongous sentient crab known as Skar. The wizards of House Telvanni don't care much for actually building structures. Instead, they grow them out of giant mushrooms whose growth is facilitated by the trapped souls of powerful Daedra. The Ministry of Truth is literally a hollowed-out giant rock that a certain Daedric Prince threw down from Oblivion onto the city of Vivec, stopped in its tracks by the Tribunal deity Vivec, several hundred feet over the largest and holiest temple in Vvardenfell. |
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Bizarrchitecture / int_b5a2b326 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b5a2b326 | featureConfidence |
1.0 | |
The Elder Scrolls III: Morrowind (Video Game) | hasFeature |
Bizarrchitecture / int_b5a2b326 | |
Bizarrchitecture / int_b5c45bf5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b5c45bf5 | comment |
Over the Edge: The Al Amarjan airport terminal is shaped like a cone standing on its point. This is a trick, though — the actual terminal is underground and the cone is an empty shell. It was built with the assistance of coral-like extradimensional aliens, so the inside can get very weird in places. | |
Bizarrchitecture / int_b5c45bf5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b5c45bf5 | featureConfidence |
1.0 | |
Over the Edge (Tabletop Game) | hasFeature |
Bizarrchitecture / int_b5c45bf5 | |
Bizarrchitecture / int_b7c72249 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b7c72249 | comment |
In the second half of Castlevania: Symphony of the Night, you fight in Dracula's Castle... which is now upside down. Even weirder, the pools of water in the underground areas now float upside down as well. | |
Bizarrchitecture / int_b7c72249 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b7c72249 | featureConfidence |
1.0 | |
Castlevania: Symphony of the Night (Video Game) | hasFeature |
Bizarrchitecture / int_b7c72249 | |
Bizarrchitecture / int_b962c879 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b962c879 | comment |
Fairy Tail has the Sky Labyrinth from the Grand Magic Games Arc, as well as Pandemonium. | |
Bizarrchitecture / int_b962c879 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b962c879 | featureConfidence |
1.0 | |
Fairy Tail (Manga) | hasFeature |
Bizarrchitecture / int_b962c879 | |
Bizarrchitecture / int_b96564e6 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b96564e6 | comment |
Although almost certainly not intentional, Fawlty Towers was a very Jumbled House. Come in the main door, turn left, go straight ahead into the kitchen, turn left again out the back door. Return to the kitchen and leave the way you came in, turn right up the stairs. Halfway up, there's a 180-degree turn to the right, and at the top you have to turn right 90 degrees onto the first floor. There are plenty of rooms on either side of the wide landing, and if you go past the two on the right, there's a little passage that leads to the next flight of stairs up with another turn right, which means by now you're somewhere over the car park. From the outside it looks like a perfectly normal ex-stately homenote Actually the Wooburn Grange Country Club in Buckinghamshire, now long-since burned down. While the eponymous Towers are a very extreme example, old manor houses repurposed as hotels often do have a rather confusing layout in real life, being subdivided and remodeled to cram in as many bedrooms as possible while staying within hailing distance of local fire codes. Especially if the original owners try and do it on the cheap, which Basil almost certainly would have. |
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Bizarrchitecture / int_b96564e6 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b96564e6 | featureConfidence |
1.0 | |
Fawlty Towers | hasFeature |
Bizarrchitecture / int_b96564e6 | |
Bizarrchitecture / int_b9cecb60 | type |
Bizarrchitecture | |
Bizarrchitecture / int_b9cecb60 | comment |
Chiasmata: The first Location. While not especially fancy, it's a (seemingly?) huge place with 'doors' that act akin to in-house portals, multiple secret passageways, plus weird (and sometimes sadistic) puzzles. Basically, like a disorienting not-quite-nightmare in Location form. If it weren't for the symbols on the walls, they would get lost every time they turn a corner. And it's still unknown what the walls are made of. The second Location is even stranger, resembling a baby's "put the blocks in the slots" puzzle. (From this page on) |
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Bizarrchitecture / int_b9cecb60 | featureApplicability |
1.0 | |
Bizarrchitecture / int_b9cecb60 | featureConfidence |
1.0 | |
Chiasmata (Webcomic) | hasFeature |
Bizarrchitecture / int_b9cecb60 | |
Bizarrchitecture / int_ba1e4187 | type |
Bizarrchitecture | |
Bizarrchitecture / int_ba1e4187 | comment |
Dracula's Castle in Bram Stoker's Dracula is essentially this, although on outside. Apparently distorted gravity doesn't help either. Portrayal of the castle during Jonathan's escape is nothing short of Escher's works. | |
Bizarrchitecture / int_ba1e4187 | featureApplicability |
1.0 | |
Bizarrchitecture / int_ba1e4187 | featureConfidence |
1.0 | |
Bram Stoker's Dracula | hasFeature |
Bizarrchitecture / int_ba1e4187 | |
Bizarrchitecture / int_babfc48 | type |
Bizarrchitecture | |
Bizarrchitecture / int_babfc48 | comment |
Gormenghast frequently strays into this trope. And lingers. | |
Bizarrchitecture / int_babfc48 | featureApplicability |
1.0 | |
Bizarrchitecture / int_babfc48 | featureConfidence |
1.0 | |
Gormenghast | hasFeature |
Bizarrchitecture / int_babfc48 | |
Bizarrchitecture / int_bb55a676 | type |
Bizarrchitecture | |
Bizarrchitecture / int_bb55a676 | comment |
Also lampshaded in a crossover between the Titans and the Legion of Super-Heroes. Beast Boy mocks the Legion for their L-shaped headquarters... and a Legionnaire immediately asks what their headquarters looks like. | |
Bizarrchitecture / int_bb55a676 | featureApplicability |
1.0 | |
Bizarrchitecture / int_bb55a676 | featureConfidence |
1.0 | |
Legion of Super-Heroes (Comic Book) | hasFeature |
Bizarrchitecture / int_bb55a676 | |
Bizarrchitecture / int_bcb32dc6 | type |
Bizarrchitecture | |
Bizarrchitecture / int_bcb32dc6 | comment |
Unintentional example from Shadowrun: published adventures have weird maps that look like they were designed by people who have never seen real buildings before, like a twelve-storey shopping complex with no clearly visible elevators, escalators, or service corridors. | |
Bizarrchitecture / int_bcb32dc6 | featureApplicability |
1.0 | |
Bizarrchitecture / int_bcb32dc6 | featureConfidence |
1.0 | |
Shadowrun (Tabletop Game) | hasFeature |
Bizarrchitecture / int_bcb32dc6 | |
Bizarrchitecture / int_bcdcf629 | type |
Bizarrchitecture | |
Bizarrchitecture / int_bcdcf629 | comment |
Sumdac Tower in Transformers: Animated is inexplicably shaped like a giant spark plug. How it remains standing is a mystery for the ages. Quite possibly because of the technology Sumdac reverse engineered from Megatron's head. No, really, that's why Earth has robots. | |
Bizarrchitecture / int_bcdcf629 | featureApplicability |
1.0 | |
Bizarrchitecture / int_bcdcf629 | featureConfidence |
1.0 | |
Transformers: Animated | hasFeature |
Bizarrchitecture / int_bcdcf629 | |
Bizarrchitecture / int_bdfe3804 | type |
Bizarrchitecture | |
Bizarrchitecture / int_bdfe3804 | comment |
The book The Haunting of Hill House has at least as much Bizarrchitecture as either movie version. "Angles which you assume are the right angles you are accustomed to, and have every right to expect are true, are actually a fraction of a degree off in one direction or another. I am sure, for instance, that you believe that the stairs you are sitting on are level..." | |
Bizarrchitecture / int_bdfe3804 | featureApplicability |
1.0 | |
Bizarrchitecture / int_bdfe3804 | featureConfidence |
1.0 | |
The Haunting of Hill House | hasFeature |
Bizarrchitecture / int_bdfe3804 | |
Bizarrchitecture / int_beac6ffb | type |
Bizarrchitecture | |
Bizarrchitecture / int_beac6ffb | comment |
The Legend of Zelda: Majora's Mask: Stone Tower Temple has many corridors in the floor as well as the ceiling, because the dungeon can be literally turned upside down to explore it while it's in that state, and avoiding to fall into the sky. | |
Bizarrchitecture / int_beac6ffb | featureApplicability |
1.0 | |
Bizarrchitecture / int_beac6ffb | featureConfidence |
1.0 | |
The Legend of Zelda: Majora's Mask (Video Game) | hasFeature |
Bizarrchitecture / int_beac6ffb | |
Bizarrchitecture / int_bf91ef4f | type |
Bizarrchitecture | |
Bizarrchitecture / int_bf91ef4f | comment |
In his 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. | |
Bizarrchitecture / int_bf91ef4f | featureApplicability |
1.0 | |
Bizarrchitecture / int_bf91ef4f | featureConfidence |
1.0 | |
—And He Built a Crooked House— | hasFeature |
Bizarrchitecture / int_bf91ef4f | |
Bizarrchitecture / int_c03c2b44 | type |
Bizarrchitecture | |
Bizarrchitecture / int_c03c2b44 | comment |
A pirate outpost in Pirates of the Caribbean: At World's End consists of dozens of ships piled on top of one another, with doors and windows cut into their hulls. | |
Bizarrchitecture / int_c03c2b44 | featureApplicability |
1.0 | |
Bizarrchitecture / int_c03c2b44 | featureConfidence |
1.0 | |
Pirates of the Caribbean: At World's End | hasFeature |
Bizarrchitecture / int_c03c2b44 | |
Bizarrchitecture / int_c0d295c4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_c0d295c4 | comment |
Team Fortress 2, in accordance with its cartoonish, over the top style, is made of this trope in its map layouts. 2Fort is the most obvious—the opposing sides' bases are placed within a stone's throw from one another, and the power lines in the intelligence rooms just run from one outlet to another. User-made maps (such as Orange Box or Mario Kart) can be even more deliberately bizarre. | |
Bizarrchitecture / int_c0d295c4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_c0d295c4 | featureConfidence |
1.0 | |
Team Fortress 2 (Video Game) | hasFeature |
Bizarrchitecture / int_c0d295c4 | |
Bizarrchitecture / int_c16f3cab | type |
Bizarrchitecture | |
Bizarrchitecture / int_c16f3cab | comment |
The castle where Shirone: The Dragon Girl takes place is weird, impractical, and barely makes sense spatially. Additionally, the layout of the castle changes each time someone walks through the "exit" door or destroys a big orb, creating new paths and removing some existing paths. Justified because the castle is an illusion created from the memories of the people who lived here. | |
Bizarrchitecture / int_c16f3cab | featureApplicability |
1.0 | |
Bizarrchitecture / int_c16f3cab | featureConfidence |
1.0 | |
Shirone: The Dragon Girl (Video Game) | hasFeature |
Bizarrchitecture / int_c16f3cab | |
Bizarrchitecture / int_c19c6efa | type |
Bizarrchitecture | |
Bizarrchitecture / int_c19c6efa | comment |
Minecraft allows players to build structures that fit into any category. Big objects are common as megaprojects, while unlikely foundations (or No Foundations At All) are made possible by the fact that only a few blocks are affected by gravity. Place one block on top of another, then knock out the bottom block, and the first block will remain suspended in midair where you placed it. | |
Bizarrchitecture / int_c19c6efa | featureApplicability |
1.0 | |
Bizarrchitecture / int_c19c6efa | featureConfidence |
1.0 | |
Minecraft (Video Game) | hasFeature |
Bizarrchitecture / int_c19c6efa | |
Bizarrchitecture / int_c1b775a5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_c1b775a5 | comment |
Inhumanoids features a medieval castle inverted and attached to the ceiling of a cavern. | |
Bizarrchitecture / int_c1b775a5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_c1b775a5 | featureConfidence |
1.0 | |
Inhumanoids | hasFeature |
Bizarrchitecture / int_c1b775a5 | |
Bizarrchitecture / int_c21df7ae | type |
Bizarrchitecture | |
Bizarrchitecture / int_c21df7ae | comment |
The End Times: Vermintide has The Wizard's Tower, a convoluted labyrinth where the party must eventually walk on bookshelves and open chests on the ceiling. | |
Bizarrchitecture / int_c21df7ae | featureApplicability |
1.0 | |
Bizarrchitecture / int_c21df7ae | featureConfidence |
1.0 | |
The End Times: Vermintide (Video Game) | hasFeature |
Bizarrchitecture / int_c21df7ae | |
Bizarrchitecture / int_c22f50d5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_c22f50d5 | comment |
Goblins in the Castle: Nilbog's buildings. The place has no straight lines or corners, the buildings are all helter-skelter with one side taller than the other, and they're all rounded at the edges. | |
Bizarrchitecture / int_c22f50d5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_c22f50d5 | featureConfidence |
1.0 | |
Goblins in the Castle | hasFeature |
Bizarrchitecture / int_c22f50d5 | |
Bizarrchitecture / int_c24a2f2b | type |
Bizarrchitecture | |
Bizarrchitecture / int_c24a2f2b | comment |
The SMPLive server is practically a world of it, especially at Spawn City, where there are things like a giant skyscraper built entirely of melons and a giant cube that features a Doge meme on each side. | |
Bizarrchitecture / int_c24a2f2b | featureApplicability |
1.0 | |
Bizarrchitecture / int_c24a2f2b | featureConfidence |
1.0 | |
SMPLive (Web Video) | hasFeature |
Bizarrchitecture / int_c24a2f2b | |
Bizarrchitecture / int_c34f83b2 | type |
Bizarrchitecture | |
Bizarrchitecture / int_c34f83b2 | comment |
Danganronpa 2: Goodbye Despair: The fourth island has a funhouse split between two areas; Strawberry House and Grape House. Its key attraction is a strange tower which is determined to be the same building that can be accessed by both houses which it's right in the middle of, but a setup of sensors and lights changes the tower's appearance and can only be accessed by one house at a time and refuses to change if it's occupied by one side, both of which can only be travelled between by a strange elevator. When a murder breaks out in the tower, a majority of the mystery revolves around figuring out how the funhouse works. | |
Bizarrchitecture / int_c34f83b2 | featureApplicability |
1.0 | |
Bizarrchitecture / int_c34f83b2 | featureConfidence |
1.0 | |
Danganronpa 2: Goodbye Despair (Visual Novel) | hasFeature |
Bizarrchitecture / int_c34f83b2 | |
Bizarrchitecture / int_c3e7ab30 | type |
Bizarrchitecture | |
Bizarrchitecture / int_c3e7ab30 | comment |
The Skedar Ruins from Perfect Dark. It's an ancient temple that's full of collapsed roofing, off-kilter walls, random chasms and dead ends, and doors that just won't frigging open. Apparently it was purpose-built as a shrine to war; it definitely looks like it's been bombed a few times. | |
Bizarrchitecture / int_c3e7ab30 | featureApplicability |
1.0 | |
Bizarrchitecture / int_c3e7ab30 | featureConfidence |
1.0 | |
Perfect Dark (Video Game) | hasFeature |
Bizarrchitecture / int_c3e7ab30 | |
Bizarrchitecture / int_c43df4d8 | type |
Bizarrchitecture | |
Bizarrchitecture / int_c43df4d8 | comment |
Doctor Who: The TARDIS in almost every Doctor Who episode every made (aside from parts of the Third Doctor's run), which is "Bigger on the Inside than the outside". It has miles of hallways, multi-level wardrobes with spiral staircases and balconies, a boot cupboard the size of a bedroom, laboratories and medical bays, and multiple swimming pools. Not to mention the giant room containing a star just to fuel the thing. The whole thing fits in a package the exact size and shape of a British police box from 1963. And, every time the TARDIS rebuilds itself, it gets a whole new floorplan. The swimming pool just might be in the library. Meanwhile, "Journey to the Centre of the TARDIS" shows what happens when you make the TARDIS angry. The serial "Castrovalva" is made of this trope, courtesy of the titular city. |
|
Bizarrchitecture / int_c43df4d8 | featureApplicability |
1.0 | |
Bizarrchitecture / int_c43df4d8 | featureConfidence |
1.0 | |
Doctor Who | hasFeature |
Bizarrchitecture / int_c43df4d8 | |
Bizarrchitecture / int_c487221e | type |
Bizarrchitecture | |
Bizarrchitecture / int_c487221e | comment |
The Guggenheim. The chase that introduces J in Men in Black goes through it specifically because it's so bizarre. The Bilbao branch of the Guggenheim is another example. Done by Frank Gehry. | |
Bizarrchitecture / int_c487221e | featureApplicability |
1.0 | |
Bizarrchitecture / int_c487221e | featureConfidence |
1.0 | |
Men in Black | hasFeature |
Bizarrchitecture / int_c487221e | |
Bizarrchitecture / int_c511c682 | type |
Bizarrchitecture | |
Bizarrchitecture / int_c511c682 | comment |
Edifis the Architect's house in Asterix and Cleopatra. | |
Bizarrchitecture / int_c511c682 | featureApplicability |
1.0 | |
Bizarrchitecture / int_c511c682 | featureConfidence |
1.0 | |
Asterix (Comic Book) | hasFeature |
Bizarrchitecture / int_c511c682 | |
Bizarrchitecture / int_c7cca04f | type |
Bizarrchitecture | |
Bizarrchitecture / int_c7cca04f | comment |
In Pushing Daisies, the "Pie Hole" has a roof shaped like pie crust. | |
Bizarrchitecture / int_c7cca04f | featureApplicability |
1.0 | |
Bizarrchitecture / int_c7cca04f | featureConfidence |
1.0 | |
Pushing Daisies | hasFeature |
Bizarrchitecture / int_c7cca04f | |
Bizarrchitecture / int_cb6abea3 | type |
Bizarrchitecture | |
Bizarrchitecture / int_cb6abea3 | comment |
Seen in Yu-Gi-Oh! when inside the pharaoh's mind. | |
Bizarrchitecture / int_cb6abea3 | featureApplicability |
1.0 | |
Bizarrchitecture / int_cb6abea3 | featureConfidence |
1.0 | |
Yu-Gi-Oh! | hasFeature |
Bizarrchitecture / int_cb6abea3 | |
Bizarrchitecture / int_cccc51f1 | type |
Bizarrchitecture | |
Bizarrchitecture / int_cccc51f1 | comment |
In "The Dreams in the Witch House", the witch house has a door that somehow leans both to the left and right at the same time. | |
Bizarrchitecture / int_cccc51f1 | featureApplicability |
1.0 | |
Bizarrchitecture / int_cccc51f1 | featureConfidence |
1.0 | |
The Dreams in the Witch House | hasFeature |
Bizarrchitecture / int_cccc51f1 | |
Bizarrchitecture / int_cd59e09f | type |
Bizarrchitecture | |
Bizarrchitecture / int_cd59e09f | comment |
The settlers' undersea houses in Dark Life are shaped like jellyfish and other invertebrates, because they deal with the pressure better. | |
Bizarrchitecture / int_cd59e09f | featureApplicability |
1.0 | |
Bizarrchitecture / int_cd59e09f | featureConfidence |
1.0 | |
Dark Life | hasFeature |
Bizarrchitecture / int_cd59e09f | |
Bizarrchitecture / int_cd81de4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_cd81de4 | comment |
The Cave of the Dark One in Quest for Glory IV doesn't just look like the interior of some giant creature carved from stone. You're actually inside the body of Avoozl that's been frozen in stone. Features that look like bones, hearts, sensory organs and alveoli actually are bones, hearts, sensory organs and alveoli. | |
Bizarrchitecture / int_cd81de4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_cd81de4 | featureConfidence |
1.0 | |
Quest for Glory IV (Video Game) | hasFeature |
Bizarrchitecture / int_cd81de4 | |
Bizarrchitecture / int_cdcbdaed | type |
Bizarrchitecture | |
Bizarrchitecture / int_cdcbdaed | comment |
The eponymous Wayside School is an elementary school that was accidentally built sideways. And without a nineteenth story — the eighteenth and twentieth are there, but not the nineteenth. The builder said he was very sorry. | |
Bizarrchitecture / int_cdcbdaed | featureApplicability |
1.0 | |
Bizarrchitecture / int_cdcbdaed | featureConfidence |
1.0 | |
Wayside School | hasFeature |
Bizarrchitecture / int_cdcbdaed | |
Bizarrchitecture / int_ceb35731 | type |
Bizarrchitecture | |
Bizarrchitecture / int_ceb35731 | comment |
Voldemort's Children portrays Hogwarts this way. | |
Bizarrchitecture / int_ceb35731 | featureApplicability |
1.0 | |
Bizarrchitecture / int_ceb35731 | featureConfidence |
1.0 | |
Voldemort's Children (Webcomic) | hasFeature |
Bizarrchitecture / int_ceb35731 | |
Bizarrchitecture / int_ced00507 | type |
Bizarrchitecture | |
Bizarrchitecture / int_ced00507 | comment |
The Polyhedron in Pathologic. Lampshaded and then justified in that it has a massive spike through the centre that keeps the building up. This was the wound that became 'infected' and caused the plague. | |
Bizarrchitecture / int_ced00507 | featureApplicability |
1.0 | |
Bizarrchitecture / int_ced00507 | featureConfidence |
1.0 | |
Pathologic (Video Game) | hasFeature |
Bizarrchitecture / int_ced00507 | |
Bizarrchitecture / int_cf8c7c51 | type |
Bizarrchitecture | |
Bizarrchitecture / int_cf8c7c51 | comment |
Electric Bastionland has an entire city of this, where it changes so constantly that mapping it out with any degree of accuracy is impossible, and the city's underground transportation system itself defies the laws of physics to the point where it can lead anywhere. | |
Bizarrchitecture / int_cf8c7c51 | featureApplicability |
1.0 | |
Bizarrchitecture / int_cf8c7c51 | featureConfidence |
1.0 | |
Electric Bastionland (Tabletop Game) | hasFeature |
Bizarrchitecture / int_cf8c7c51 | |
Bizarrchitecture / int_d1b8f813 | type |
Bizarrchitecture | |
Bizarrchitecture / int_d1b8f813 | comment |
Maybe the Last Archie Story: Mad Doctor Doom's Limbo fortress is a floating spherical structure which combines manmade and alien architectural parts radiating out from its core. It's also dizzying to look at. | |
Bizarrchitecture / int_d1b8f813 | featureApplicability |
1.0 | |
Bizarrchitecture / int_d1b8f813 | featureConfidence |
1.0 | |
Maybe the Last Archie Story (Fanfic) | hasFeature |
Bizarrchitecture / int_d1b8f813 | |
Bizarrchitecture / int_d211d624 | type |
Bizarrchitecture | |
Bizarrchitecture / int_d211d624 | comment |
Parodied in Captain Carrot and His Amazing Zoo Crew! with their "Z-Building". | |
Bizarrchitecture / int_d211d624 | featureApplicability |
1.0 | |
Bizarrchitecture / int_d211d624 | featureConfidence |
1.0 | |
Captain Carrot and His Amazing Zoo Crew! (Comic Book) | hasFeature |
Bizarrchitecture / int_d211d624 | |
Bizarrchitecture / int_d22a9a66 | type |
Bizarrchitecture | |
Bizarrchitecture / int_d22a9a66 | comment |
Pleasant Goat and Big Big Wolf: Pleasant Goat Fun Class takes place in a building that has a spinning flower and a giant pencil. | |
Bizarrchitecture / int_d22a9a66 | featureApplicability |
1.0 | |
Bizarrchitecture / int_d22a9a66 | featureConfidence |
1.0 | |
Pleasant Goat and Big Big Wolf (Animation) | hasFeature |
Bizarrchitecture / int_d22a9a66 | |
Bizarrchitecture / int_d7765410 | type |
Bizarrchitecture | |
Bizarrchitecture / int_d7765410 | comment |
In a setting with as-expected nonhuman alphabets (one in which many letters can become other letters when the lower half is covered), it's strange that the offices of The Hitchhiker's Guide to the Galaxy are in a building shaped like a giant letter H, according to how Ford navigates it, not just how an English person reads it with the Babelfish. This is probably one of that "whole string of pretty meaningless coincidences" mentioned in passing as a byproduct of creating an Infinite Improbability Drive way back in the first book. Or maybe the modern Roman alphabet got its letter H the same way the British got the game of cricket. Either of these explanations make at least as much sense as anything that happened on the page both times when a viewpoint character was in the vicinity of these buildings. | |
Bizarrchitecture / int_d7765410 | featureApplicability |
1.0 | |
Bizarrchitecture / int_d7765410 | featureConfidence |
1.0 | |
The Hitchhiker's Guide to the Galaxy (Franchise) | hasFeature |
Bizarrchitecture / int_d7765410 | |
Bizarrchitecture / int_d7a30fe3 | type |
Bizarrchitecture | |
Bizarrchitecture / int_d7a30fe3 | comment |
In Blame!, it's pretty much all you see, as most shots are primarily of the characters' surroundings and not the characters themselves. The scale of many shots is mind boggling, and the architectural style jumps all over the place, mainly because the place in question is a Dyson Sphere called the City with an inner surface at 1 AU and an exterior at about 8 AU. Therefore, if a building can be built, it probably has been built in The City. | |
Bizarrchitecture / int_d7a30fe3 | featureApplicability |
1.0 | |
Bizarrchitecture / int_d7a30fe3 | featureConfidence |
1.0 | |
Blame! (Manga) | hasFeature |
Bizarrchitecture / int_d7a30fe3 | |
Bizarrchitecture / int_d801143d | type |
Bizarrchitecture | |
Bizarrchitecture / int_d801143d | comment |
Deeplight: The church-turned-auction-house was designed to be "frecht", referring to the awe-inspiring strangeness of the gods. The building is strangely proprotioned, with a high ceilling creating a pitch-black void above. | |
Bizarrchitecture / int_d801143d | featureApplicability |
1.0 | |
Bizarrchitecture / int_d801143d | featureConfidence |
1.0 | |
Deeplight | hasFeature |
Bizarrchitecture / int_d801143d | |
Bizarrchitecture / int_d966b18e | type |
Bizarrchitecture | |
Bizarrchitecture / int_d966b18e | comment |
Some of the constructs in Otherland are truly odd. One being a rambling house the size of a large city, and another being a hacker-run virtual enclave called Treehouse, where they threw out the laws of physics altogether. | |
Bizarrchitecture / int_d966b18e | featureApplicability |
1.0 | |
Bizarrchitecture / int_d966b18e | featureConfidence |
1.0 | |
Otherland | hasFeature |
Bizarrchitecture / int_d966b18e | |
Bizarrchitecture / int_d9e1bf7e | type |
Bizarrchitecture | |
Bizarrchitecture / int_d9e1bf7e | comment |
In Betty MacDonald's Mrs. Piggle-Wiggle stories, Mrs. Piggle-Wiggle's house was built upside-down. | |
Bizarrchitecture / int_d9e1bf7e | featureApplicability |
1.0 | |
Bizarrchitecture / int_d9e1bf7e | featureConfidence |
1.0 | |
Mrs. Piggle-Wiggle | hasFeature |
Bizarrchitecture / int_d9e1bf7e | |
Bizarrchitecture / int_da73d677 | type |
Bizarrchitecture | |
Bizarrchitecture / int_da73d677 | comment |
Shows up several times in the Quest for Glory series: Yorick's room in Quest for Glory I is a maze of Scooby-Dooby Doors. There are stairs on the ceiling (that you don't use). Falling off the walkway into the bottomless pit sends the Hero tumbling out of ANOTHER door where he can recover and get back to his feet. The game even lampshades this by commenting how much M.C. Escher would love it. Justified because it was built by a Gnome. Baba Yaga's hut is a house on chicken legs. That can fly. Erasmus's house in Quest for Glory I is fairly normal, if eclectically furnished, however his home in Quest for Glory V is a literal Cloud Cuckoo Land. You actually access it by getting swallowed by a giant cloud after answering its challenge questions. W.I.T. consists of a fairly normal-looking entry chamber. And a narrow pathway in empty space with no walls, ceiling or floor, that just goes on and on and on. Justified since it was built by wizards. So yes, A Wizard Did It. The Cave of the Dark One in Quest for Glory IV doesn't just look like the interior of some giant creature carved from stone. You're actually inside the body of Avoozl that's been frozen in stone. Features that look like bones, hearts, sensory organs and alveoli actually are bones, hearts, sensory organs and alveoli. |
|
Bizarrchitecture / int_da73d677 | featureApplicability |
1.0 | |
Bizarrchitecture / int_da73d677 | featureConfidence |
1.0 | |
Quest for Glory (Video Game) | hasFeature |
Bizarrchitecture / int_da73d677 | |
Bizarrchitecture / int_dac63daf | type |
Bizarrchitecture | |
Bizarrchitecture / int_dac63daf | comment |
In Outcry, the Shimmering World greets you with plenty of outright impossible constructions. | |
Bizarrchitecture / int_dac63daf | featureApplicability |
1.0 | |
Bizarrchitecture / int_dac63daf | featureConfidence |
1.0 | |
Outcry (Video Game) | hasFeature |
Bizarrchitecture / int_dac63daf | |
Bizarrchitecture / int_dc7ab40f | type |
Bizarrchitecture | |
Bizarrchitecture / int_dc7ab40f | comment |
Pushmo has giant objects in the shape of Mario, a strawberry, a duck, and more. | |
Bizarrchitecture / int_dc7ab40f | featureApplicability |
1.0 | |
Bizarrchitecture / int_dc7ab40f | featureConfidence |
1.0 | |
Pushmo (Video Game) | hasFeature |
Bizarrchitecture / int_dc7ab40f | |
Bizarrchitecture / int_dc8a7178 | type |
Bizarrchitecture | |
Bizarrchitecture / int_dc8a7178 | comment |
Vermintide II: The Citadel of Eternity is both warped by Chaos and touched by the Gods, leaving it a nonsensical, sometimes-changing maze of staircases, platforms, bottomless pits, and odd rooms. | |
Bizarrchitecture / int_dc8a7178 | featureApplicability |
1.0 | |
Bizarrchitecture / int_dc8a7178 | featureConfidence |
1.0 | |
Vermintide II (Video Game) | hasFeature |
Bizarrchitecture / int_dc8a7178 | |
Bizarrchitecture / int_dd518415 | type |
Bizarrchitecture | |
Bizarrchitecture / int_dd518415 | comment |
Constantine's Mansion in Thief: The Dark Project and Thief Gold contains giant objects (in the Gold version's Brobdignag section), much of the ground floor and the floor above it have interiors rotated either 90 or 180 degrees from normal, with furniture either fastened to the walls or ceilings, some of the rooms and corridors have oddly slanted walls, in one case forming a spiral pattern; some of the gardens also have this; one floor is a mixture of jungle-type tunnels, ordinary corridors and corridors with odd perspectives, and one room is entered through the roof of a greenhouse — you come up through a pool of water inside the room. This hints at Constantine's true identity as the chaotic demigod known as the Trickster. | |
Bizarrchitecture / int_dd518415 | featureApplicability |
1.0 | |
Bizarrchitecture / int_dd518415 | featureConfidence |
1.0 | |
Thief: The Dark Project (Video Game) | hasFeature |
Bizarrchitecture / int_dd518415 | |
Bizarrchitecture / int_de48ce05 | type |
Bizarrchitecture | |
Bizarrchitecture / int_de48ce05 | comment |
In the Happy Tree Friends episode "Home Is Where The Hurt Is, the characters work together to rebuild one character's house. Whether the original blueprints would have created a normal house is debatable, as while the house is being built, Lumpy folds the blueprints into an origami crane, inexplicably causing the building to be shaped like a giant origami crane that even moves. In any other series, this would be pretty awesome, but since it's this show, there are virtually no exits and dozens of death traps. | |
Bizarrchitecture / int_de48ce05 | featureApplicability |
1.0 | |
Bizarrchitecture / int_de48ce05 | featureConfidence |
1.0 | |
Happy Tree Friends (Web Animation) | hasFeature |
Bizarrchitecture / int_de48ce05 | |
Bizarrchitecture / int_df7f5776 | type |
Bizarrchitecture | |
Bizarrchitecture / int_df7f5776 | comment |
Casino Royale (1967) depicts East Berlin as something straight out of The Cabinet of Dr. Caligari. | |
Bizarrchitecture / int_df7f5776 | featureApplicability |
1.0 | |
Bizarrchitecture / int_df7f5776 | featureConfidence |
1.0 | |
Casino Royale (1967) | hasFeature |
Bizarrchitecture / int_df7f5776 | |
Bizarrchitecture / int_e0bfc6c4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_e0bfc6c4 | comment |
The office building in Being John Malkovich contains a 7 1/2th floor with a portal into the head of John Malkovich. | |
Bizarrchitecture / int_e0bfc6c4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_e0bfc6c4 | featureConfidence |
1.0 | |
Being John Malkovich | hasFeature |
Bizarrchitecture / int_e0bfc6c4 | |
Bizarrchitecture / int_e1c2dccd | type |
Bizarrchitecture | |
Bizarrchitecture / int_e1c2dccd | comment |
Baba Yaga's hut is a house on chicken legs. That can fly. | |
Bizarrchitecture / int_e1c2dccd | featureApplicability |
1.0 | |
Bizarrchitecture / int_e1c2dccd | featureConfidence |
1.0 | |
Baba Yaga | hasFeature |
Bizarrchitecture / int_e1c2dccd | |
Bizarrchitecture / int_e21bc91e | type |
Bizarrchitecture | |
Bizarrchitecture / int_e21bc91e | comment |
The bad guys in The Adjustment Bureau could, among their many powers, turn ordinary buildings into messed up mazes. The Daily Show (yes, really) seemingly had a door into an in-escapable prison. | |
Bizarrchitecture / int_e21bc91e | featureApplicability |
1.0 | |
Bizarrchitecture / int_e21bc91e | featureConfidence |
1.0 | |
The Adjustment Bureau | hasFeature |
Bizarrchitecture / int_e21bc91e | |
Bizarrchitecture / int_e2cb4c1 | type |
Bizarrchitecture | |
Bizarrchitecture / int_e2cb4c1 | comment |
Doctor Strange's Sanctum Sanctorum looks like an ordinary New York brownstone on the outside, but the inside is much bigger, and parts of it looks like M. C. Escher was the lead contractor. | |
Bizarrchitecture / int_e2cb4c1 | featureApplicability |
1.0 | |
Bizarrchitecture / int_e2cb4c1 | featureConfidence |
1.0 | |
Doctor Strange (Comic Book) | hasFeature |
Bizarrchitecture / int_e2cb4c1 | |
Bizarrchitecture / int_e489ba42 | type |
Bizarrchitecture | |
Bizarrchitecture / int_e489ba42 | comment |
Star Wars: Red Harvest: The main building at one of the Sith Academies; the students and the staff would swear the tower curves in ways not supportable by everyday physics. | |
Bizarrchitecture / int_e489ba42 | featureApplicability |
1.0 | |
Bizarrchitecture / int_e489ba42 | featureConfidence |
1.0 | |
Star Wars: Red Harvest | hasFeature |
Bizarrchitecture / int_e489ba42 | |
Bizarrchitecture / int_e49abee7 | type |
Bizarrchitecture | |
Bizarrchitecture / int_e49abee7 | comment |
In the pilot of Code Monkeys, the office hallways were deadly video game levels and the characters treated it as a regular thing. Later episodes dropped this. | |
Bizarrchitecture / int_e49abee7 | featureApplicability |
1.0 | |
Bizarrchitecture / int_e49abee7 | featureConfidence |
1.0 | |
Code Monkeys | hasFeature |
Bizarrchitecture / int_e49abee7 | |
Bizarrchitecture / int_e5da0fa0 | type |
Bizarrchitecture | |
Bizarrchitecture / int_e5da0fa0 | comment |
The Myst games adore this trope, with such Scenery Porn delights as rock-embedded shipwrecks (Myst), prisons or wasp-nestlike villages built into giant trees (Riven), a cross between a pagoda and a roller coaster (Myst III: Exile), elevators that travel horizontally underwater (Myst IV: Revelation), giant cubical tombs suspended over canyons (Uru), and Clockpunk-looking alien observatories (Myst V: End of Ages). | |
Bizarrchitecture / int_e5da0fa0 | featureApplicability |
1.0 | |
Bizarrchitecture / int_e5da0fa0 | featureConfidence |
1.0 | |
Myst (Video Game) | hasFeature |
Bizarrchitecture / int_e5da0fa0 | |
Bizarrchitecture / int_e5dc18a2 | type |
Bizarrchitecture | |
Bizarrchitecture / int_e5dc18a2 | comment |
RiME: As the game progresses, the settings become more and more mind-bending. The "Bargaining" section in particular is filled with stretching hallways and rooms that invert high and low without explanation. This is perhaps symbolic of the father's grief at his boy's death — his ability to think rationally is severely compromised while he spins the story as a coping mechanism. | |
Bizarrchitecture / int_e5dc18a2 | featureApplicability |
1.0 | |
Bizarrchitecture / int_e5dc18a2 | featureConfidence |
1.0 | |
RiME (Video Game) | hasFeature |
Bizarrchitecture / int_e5dc18a2 | |
Bizarrchitecture / int_e613101c | type |
Bizarrchitecture | |
Bizarrchitecture / int_e613101c | comment |
Sandman's castle in Gravion looks like someone took a fairytale castle, stuck an identical castle to the underside, then mounted them both on a giant pylon. | |
Bizarrchitecture / int_e613101c | featureApplicability |
1.0 | |
Bizarrchitecture / int_e613101c | featureConfidence |
1.0 | |
Gravion | hasFeature |
Bizarrchitecture / int_e613101c | |
Bizarrchitecture / int_ea4f62db | type |
Bizarrchitecture | |
Bizarrchitecture / int_ea4f62db | comment |
Family Guy has one of their classic cutaways feature one of these, with Peter commenting "This is weirder than that music video by M.C. Escher": | |
Bizarrchitecture / int_ea4f62db | featureApplicability |
1.0 | |
Bizarrchitecture / int_ea4f62db | featureConfidence |
1.0 | |
Family Guy | hasFeature |
Bizarrchitecture / int_ea4f62db | |
Bizarrchitecture / int_eb59224d | type |
Bizarrchitecture | |
Bizarrchitecture / int_eb59224d | comment |
In LazyTown, just try to find a doorway, window, building, or any structure or object made of only basic straight lines. | |
Bizarrchitecture / int_eb59224d | featureApplicability |
1.0 | |
Bizarrchitecture / int_eb59224d | featureConfidence |
1.0 | |
LazyTown | hasFeature |
Bizarrchitecture / int_eb59224d | |
Bizarrchitecture / int_eb6802b4 | type |
Bizarrchitecture | |
Bizarrchitecture / int_eb6802b4 | comment |
Cocoon in Final Fantasy XIII is a floating world above the surface of Gran Pulse. It's a Dyson Sphere, so the people live inside Cocoon rather than outside like on normal planets. | |
Bizarrchitecture / int_eb6802b4 | featureApplicability |
1.0 | |
Bizarrchitecture / int_eb6802b4 | featureConfidence |
1.0 | |
Final Fantasy XIII (Video Game) | hasFeature |
Bizarrchitecture / int_eb6802b4 | |
Bizarrchitecture / int_ec25a849 | type |
Bizarrchitecture | |
Bizarrchitecture / int_ec25a849 | comment |
Beebe Bluff Middle School in Doug. The name wasn't chosen until the first day of school, yet it's shaped like Beebe's head when seen from above and has a purple roof. It's pretty bizarre inside too. Hallways lead to nowhere, there are windows right up against another wall, and the door to one of the men's rooms leads to the auditorium stage. | |
Bizarrchitecture / int_ec25a849 | featureApplicability |
1.0 | |
Bizarrchitecture / int_ec25a849 | featureConfidence |
1.0 | |
Doug | hasFeature |
Bizarrchitecture / int_ec25a849 | |
Bizarrchitecture / int_ef076a36 | type |
Bizarrchitecture | |
Bizarrchitecture / int_ef076a36 | comment |
Star Trek: Voyager. In "Twisted", a Negative Space Wedgie somehow rearranges all the compartments in the ship. The crew spend the entire episode walking around in circles, trying to work out what's happening. They don't succeed. | |
Bizarrchitecture / int_ef076a36 | featureApplicability |
1.0 | |
Bizarrchitecture / int_ef076a36 | featureConfidence |
1.0 | |
Star Trek: Voyager | hasFeature |
Bizarrchitecture / int_ef076a36 | |
Bizarrchitecture / int_effe6a11 | type |
Bizarrchitecture | |
Bizarrchitecture / int_effe6a11 | comment |
The Eye of Argon features a royal palace which seemingly teleports from the middle of a city to some poorly-defined plains, under which is a dungeon from which Grignr follows a hallway to a storeroom. The storeroom contains a trap which protects a gap in the floor leading down to a mausoleum, and inside an occupied sarcophagus in the mausoleum is another secret trapdoor leading down to the secret sacrificial chamber of the cult of Argon, which doesn't seem to have any other doors or any stairs to reach the trapdoor. | |
Bizarrchitecture / int_effe6a11 | featureApplicability |
1.0 | |
Bizarrchitecture / int_effe6a11 | featureConfidence |
1.0 | |
The Eye of Argon | hasFeature |
Bizarrchitecture / int_effe6a11 | |
Bizarrchitecture / int_f0a86c12 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f0a86c12 | comment |
In How I Met Your Mother, Ted was once hired to design a restaurant shaped like a giant cowboy hat. In an earlier episode, his boss designed a building that (inadvertently) resembled an enormous penis. | |
Bizarrchitecture / int_f0a86c12 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f0a86c12 | featureConfidence |
1.0 | |
How I Met Your Mother | hasFeature |
Bizarrchitecture / int_f0a86c12 | |
Bizarrchitecture / int_f1d35e6c | type |
Bizarrchitecture | |
Bizarrchitecture / int_f1d35e6c | comment |
Atlanta: In "The Old Man And The Tree," Fernando's mansion is somehow located inside a modest London block house. While the house could just serve as a hidden entrance, it doesn't explain how the mansion has multiple levels, many rooms including a full service restaurant, a swimming pool, and a wide central courtyard open to the outside, yet still isn't visible from the street. | |
Bizarrchitecture / int_f1d35e6c | featureApplicability |
1.0 | |
Bizarrchitecture / int_f1d35e6c | featureConfidence |
1.0 | |
Atlanta | hasFeature |
Bizarrchitecture / int_f1d35e6c | |
Bizarrchitecture / int_f22f180e | type |
Bizarrchitecture | |
Bizarrchitecture / int_f22f180e | comment |
In Paperhouse, young Anna sketches a house which, in a dream shared with young Marc, appears solid, but retains the sketch's wonky angles. Similarly, Anna's sketched addition of a stack of books manifest as seamlessly fused into the house's inner wall. | |
Bizarrchitecture / int_f22f180e | featureApplicability |
1.0 | |
Bizarrchitecture / int_f22f180e | featureConfidence |
1.0 | |
Paperhouse | hasFeature |
Bizarrchitecture / int_f22f180e | |
Bizarrchitecture / int_f3c92203 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f3c92203 | comment |
The Cat Who... Series: To an extent, Qwill's summer home is this; it's a converted apple barn on the Klingenschoen property, which many characters compare with the Guggenheim Museum. | |
Bizarrchitecture / int_f3c92203 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f3c92203 | featureConfidence |
1.0 | |
The Cat Who... Series | hasFeature |
Bizarrchitecture / int_f3c92203 | |
Bizarrchitecture / int_f3d889f7 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f3d889f7 | comment |
Zack Snyder's Justice League: Gotham Harbor has what appears to be a submarine base that looks exactly like the ones built by the Germans in occupied France during World War II such as that of La Rochelle (which can be seen in Das Boot and Raiders of the Lost Ark). | |
Bizarrchitecture / int_f3d889f7 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f3d889f7 | featureConfidence |
1.0 | |
Zack Snyder's Justice League | hasFeature |
Bizarrchitecture / int_f3d889f7 | |
Bizarrchitecture / int_f4ba2731 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f4ba2731 | comment |
Kingdom Hearts 3D [Dream Drop Distance]'s The World That Never Was (Sora's side) has the Contorted City, which combines aspects of the original World that Never Was with Xemnas's World of Nothing. It's so contorted, it's barely a city anymore. The version of the Castle that Never Was on Riku's side is just as twisted, requiring Reality Shifts to rearrange the architecture into a traversible state. | |
Bizarrchitecture / int_f4ba2731 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f4ba2731 | featureConfidence |
1.0 | |
Kingdom Hearts 3D [Dream Drop Distance] (Video Game) | hasFeature |
Bizarrchitecture / int_f4ba2731 | |
Bizarrchitecture / int_f4fa693a | type |
Bizarrchitecture | |
Bizarrchitecture / int_f4fa693a | comment |
Quantum Vibe has The Weapons Shop Of Escher.note Punning on A.E. van Vogt's novel The Weapon Shops of Isher Fortunately the firing range next door is more normal. | |
Bizarrchitecture / int_f4fa693a | featureApplicability |
1.0 | |
Bizarrchitecture / int_f4fa693a | featureConfidence |
1.0 | |
Quantum Vibe (Webcomic) | hasFeature |
Bizarrchitecture / int_f4fa693a | |
Bizarrchitecture / int_f59e607f | type |
Bizarrchitecture | |
Bizarrchitecture / int_f59e607f | comment |
The engine used in Duke Nukem 3D is quite capable of this, although it isn't used for this purpose in most of the official levels, the two exceptions being "Tier Drops" and "Lunatic Fringe." The engine is pretty much the last one that used sectors (discrete units of space) to define levels instead of solid objects (which was popularized by Quake and has been used in pretty much all engines since). To allow sectors over other sectors, which edges connect is defined in the level data, but there's nothing that says you need to, for instance, have the actual heights of ceilings and floors in overlapping sectors make them different floors of a building. This allows you to build environments where you can walk around a building and be in different places depending on how many times you've walked around the building. | |
Bizarrchitecture / int_f59e607f | featureApplicability |
1.0 | |
Bizarrchitecture / int_f59e607f | featureConfidence |
1.0 | |
Duke Nukem 3D (Video Game) | hasFeature |
Bizarrchitecture / int_f59e607f | |
Bizarrchitecture / int_f6222924 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f6222924 | comment |
Invisible Sun is set in a dimension of magic, and so if it can be imagined, it can be built. The city of Satyrine in particular boasts streets that shift, disappear, or mirror each other and buildings made of sentient creatures or strange materials such as paper, towers that can float in the air without visible support, or homes that should not be standing that nonetheless manage to remain upright. The rule of architecture in Satyrine is basically there are no rules. | |
Bizarrchitecture / int_f6222924 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f6222924 | featureConfidence |
1.0 | |
Invisible Sun (Tabletop Game) | hasFeature |
Bizarrchitecture / int_f6222924 | |
Bizarrchitecture / int_f6a54e75 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f6a54e75 | comment |
Kingdom Hearts: 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. The Castle that Never Was is even weirder. It's a mountain-sized floating castle full of impossibly long hallways, elevators that space manipulation to reach their distinations, suspended floors, Hard Light paths between platforms, and areas that can only be accessed by portals. Kingdom Hearts 3D [Dream Drop Distance]'s The World That Never Was (Sora's side) has the Contorted City, which combines aspects of the original World that Never Was with Xemnas's World of Nothing. It's so contorted, it's barely a city anymore. The version of the Castle that Never Was on Riku's side is just as twisted, requiring Reality Shifts to rearrange the architecture into a traversible state. The original and 3D (Riku's side) has Monstro (known as Prankster's Paradise in 3D) which is an example of this AND Womb Level. Having wood pilings actually makes sense considering Monstro is a giant whale that eats ships. However, they didn't try to lay it out like what the inside of a giant animal might actually be like until 3D. Even then, you can open a hole in the bottom of the Bowels and end up right in Monstro's mouth. Castle Oblivion, as seen from the outside in Kingdom Hearts: Chain of Memories has towers jutting out horizontally, sinking into the ground, and even sticking out from the bottom of the floating island the castle sits on. The rooms inside the castle are just as weird in their own right, being made of setpieces from Kingdom Hearts rearranged into rooms that are clearly not built for normal use and often contain multiple floors. In Kingdom Hearts 0.2: Birth by Sleep -A fragmentary passage-, the Evil Queen's castle has been twisted into this by the Realm of Darkness, with its separate areas separated into pocket dimensions by whatever malevolent force is possessing the Magic Mirror. One area is an expanse of pillars mirroring themselves into several equally real "layers" for Aqua to traverse while another consists of four ruined staircases that form a loop through mirrored walls on each landing. The central "hub" area is just a stone floor floating in the void with distorted edges and gazebos containing mirrors that lead to the other areas. |
|
Bizarrchitecture / int_f6a54e75 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f6a54e75 | featureConfidence |
1.0 | |
Kingdom Hearts (Franchise) | hasFeature |
Bizarrchitecture / int_f6a54e75 | |
Bizarrchitecture / int_f73ffcb8 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f73ffcb8 | comment |
As seen in Hitman 2, Providence's "meeting room" is a floating upside-down glass pyramid supported entirely by three cables hung onto some mountains in an undisclosed location. It looks super unsafe, but nobody's in danger since they hold their meetings via holograms anyway. One has to wonder why they even need a structure like this if that's the case, though. | |
Bizarrchitecture / int_f73ffcb8 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f73ffcb8 | featureConfidence |
1.0 | |
Hitman 2 (Video Game) | hasFeature |
Bizarrchitecture / int_f73ffcb8 | |
Bizarrchitecture / int_f8956ef3 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f8956ef3 | comment |
YuYu Hakusho: It's mentioned that the person who built the House of Four Dimensions was paranoid, yet insanity wasn't mentioned. When encountering a lava pit in Maze Castle, this is lampshaded in Yu Yu Hakusho Abridged: |
|
Bizarrchitecture / int_f8956ef3 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f8956ef3 | featureConfidence |
1.0 | |
YuYu Hakusho (Manga) | hasFeature |
Bizarrchitecture / int_f8956ef3 | |
Bizarrchitecture / int_f8d75ff5 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f8d75ff5 | comment |
The Mortal Engines series by Philip Reeve is full of this trope. Much of the action takes place on a number of 'traction cities' - enormous industrial, ziggurat-shaped vehicles with whole cities piled on top of them, that move around the landscape on caterpillar tracks, or in one instance, sleds. | |
Bizarrchitecture / int_f8d75ff5 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f8d75ff5 | featureConfidence |
1.0 | |
Mortal Engines | hasFeature |
Bizarrchitecture / int_f8d75ff5 | |
Bizarrchitecture / int_f9368d52 | type |
Bizarrchitecture | |
Bizarrchitecture / int_f9368d52 | comment |
Castle Oblivion, as seen from the outside in Kingdom Hearts: Chain of Memories has towers jutting out horizontally, sinking into the ground, and even sticking out from the bottom of the floating island the castle sits on. The rooms inside the castle are just as weird in their own right, being made of setpieces from Kingdom Hearts rearranged into rooms that are clearly not built for normal use and often contain multiple floors. | |
Bizarrchitecture / int_f9368d52 | featureApplicability |
1.0 | |
Bizarrchitecture / int_f9368d52 | featureConfidence |
1.0 | |
Kingdom Hearts: Chain of Memories (Video Game) | hasFeature |
Bizarrchitecture / int_f9368d52 | |
Bizarrchitecture / int_fa00b130 | type |
Bizarrchitecture | |
Bizarrchitecture / int_fa00b130 | comment |
"Who lives in a pineapple under the sea? Spongebob Squarepants!" Some of the other characters live in giant objects too. Presumably, they were discarded or lost by humans and then used by resourceful sea creatures. Squidward lives in an Easter Island head, Mr. Krabs lives in an anchor, and Plankton lives in a bucket. The only home that's realistic for an aquatic invertebrate is Patrick's rock. Note that the objects are only "giant" in comparison to the little sea critters. Interestingly enough, Patrick's rock, despite being the most "normal-looking" on the outside, has some of the weirdest architecture on the inside. Sometimes, it's just a small flat space while Patrick clings to the underside of the rock (much like a real starfish). Other times, it's a shallow pit containing his furniture (bed, television, armchair, etc.). Sometimes, it's got all sorts of twisty passages leading away from it. And the rock itself? It always flips up on end, like it's on hinges. | |
Bizarrchitecture / int_fa00b130 | featureApplicability |
1.0 | |
Bizarrchitecture / int_fa00b130 | featureConfidence |
1.0 | |
SpongeBob SquarePants | hasFeature |
Bizarrchitecture / int_fa00b130 | |
Bizarrchitecture / int_fa5e90fd | type |
Bizarrchitecture | |
Bizarrchitecture / int_fa5e90fd | comment |
The buildings in City of Heroes look normal, but they clearly aren't. Aside from the more mundane issues (Elevators only go up one floor, labyrinthine layouts that no sane office building would have), there are also some weirder things... (A door leading to an office building one visit can lead to a secret laboratory on a later one, sometimes within minutes of each other). There's also the one mission where an ordinary door in a Casino takes you to HELL. | |
Bizarrchitecture / int_fa5e90fd | featureApplicability |
1.0 | |
Bizarrchitecture / int_fa5e90fd | featureConfidence |
1.0 | |
City of Heroes (Video Game) | hasFeature |
Bizarrchitecture / int_fa5e90fd | |
Bizarrchitecture / int_fab5d82e | type |
Bizarrchitecture | |
Bizarrchitecture / int_fab5d82e | comment |
Black House by Stephen King contains a house that has a lot of reality altering characteristics, as well as a gateway to another dimension. The house seems to be alive. | |
Bizarrchitecture / int_fab5d82e | featureApplicability |
1.0 | |
Bizarrchitecture / int_fab5d82e | featureConfidence |
1.0 | |
Black House | hasFeature |
Bizarrchitecture / int_fab5d82e | |
Bizarrchitecture / int_faf84cd | type |
Bizarrchitecture | |
Bizarrchitecture / int_faf84cd | comment |
Vampire: The Masquerade - Bloodlines: Grout's Mansion looks like an Old, Dark House on the outside, but the interior is a disjointed nightmare of nonsensical staircases, secret passages, Booby Traps, meandering halls, secret labs, and truly unsettling decorations. Justified since it's the home of an insane elder vampire and the prison of his Mind Raped test subjects. | |
Bizarrchitecture / int_faf84cd | featureApplicability |
1.0 | |
Bizarrchitecture / int_faf84cd | featureConfidence |
1.0 | |
Vampire: The Masquerade - Bloodlines (Video Game) | hasFeature |
Bizarrchitecture / int_faf84cd | |
Bizarrchitecture / int_fb173de | type |
Bizarrchitecture | |
Bizarrchitecture / int_fb173de | comment |
In The Phantom of the Opera, the Phantom's opera house is a crazy mass of passages. | |
Bizarrchitecture / int_fb173de | featureApplicability |
1.0 | |
Bizarrchitecture / int_fb173de | featureConfidence |
1.0 | |
The Phantom of the Opera (Theatre) | hasFeature |
Bizarrchitecture / int_fb173de | |
Bizarrchitecture / int_fbc58609 | type |
Bizarrchitecture | |
Bizarrchitecture / int_fbc58609 | comment |
The Nightmare Before Christmas: Lock, Shock and Barrel's treehouse might have looked like a real treehouse at some point, but Henry Selick kept telling the designer to push it further and further till it looked like it was about to fall off. Then someone had to build a model out of it. | |
Bizarrchitecture / int_fbc58609 | featureApplicability |
1.0 | |
Bizarrchitecture / int_fbc58609 | featureConfidence |
1.0 | |
The Nightmare Before Christmas | hasFeature |
Bizarrchitecture / int_fbc58609 | |
Bizarrchitecture / int_fbf33963 | type |
Bizarrchitecture | |
Bizarrchitecture / int_fbf33963 | comment |
Inception runs on this trope, including a folding city and two instances of Escher's never-ending staircase. | |
Bizarrchitecture / int_fbf33963 | featureApplicability |
1.0 | |
Bizarrchitecture / int_fbf33963 | featureConfidence |
1.0 | |
Inception | hasFeature |
Bizarrchitecture / int_fbf33963 | |
Bizarrchitecture / int_fcfa999b | type |
Bizarrchitecture | |
Bizarrchitecture / int_fcfa999b | comment |
The Medical Mechanica factory in FLCL looks like and works as a giant steam iron. | |
Bizarrchitecture / int_fcfa999b | featureApplicability |
1.0 | |
Bizarrchitecture / int_fcfa999b | featureConfidence |
1.0 | |
FLCL | hasFeature |
Bizarrchitecture / int_fcfa999b | |
Bizarrchitecture / int_fd0b756 | type |
Bizarrchitecture | |
Bizarrchitecture / int_fd0b756 | comment |
Hobbit-holes from The Hobbit and The Lord of the Rings. Hobbits build underground houses by digging tunnels into the sides of hills, which seems straightforward enough. The bizarre part seems to happen with older homes, similar to regular human habitation, where a structure is expanded on over time to accommodate extended families. Additional tunnels are dug, stairwells are installed...note Hobbits don't really like to have upper floors and aren't likely to put bedrooms up there; they're more likely to use these areas as storage; Hobbits tend to accumulate Stuff, so you need more cupboards and shelf space, and given hobbits' long lives and large families, these "holes" — especially for middle- to upper-class hobbits — can become more like good-sized underground/cave complexes, nicely paneled, fixed up and furnished. Brandy Hall is a perfect example. His neighbors' assumption that Bilbo Baggins, albeit a bachelor, had created some secret rooms or cellars to store supposed treasure is actually pretty reasonable. | |
Bizarrchitecture / int_fd0b756 | featureApplicability |
1.0 | |
Bizarrchitecture / int_fd0b756 | featureConfidence |
1.0 | |
The Hobbit | hasFeature |
Bizarrchitecture / int_fd0b756 | |
Bizarrchitecture / int_fd49dcff | type |
Bizarrchitecture | |
Bizarrchitecture / int_fd49dcff | comment |
The villains' ice palace in Die Another Day was made of... ice. Handwaved because it was set in Iceland; it would be cold enough for that to work at least some of the time. The villain melts it to drown the NSA agent inside. Those kind of buildings actually exist. However, Iceland is actually not cold enough for such a building to exist for more than a couple of weeks. The winter weather is very erratic and fluctuating, with frequent freeze-thaw-cycles that would ruin an ice building very quickly. As the previous example shows, northern Scandinavia is much more amenable to ice buildings, because there they actually have a stable, cold winter climate. | |
Bizarrchitecture / int_fd49dcff | featureApplicability |
1.0 | |
Bizarrchitecture / int_fd49dcff | featureConfidence |
1.0 | |
Die Another Day | hasFeature |
Bizarrchitecture / int_fd49dcff | |
Bizarrchitecture / int_fea9f0b9 | type |
Bizarrchitecture | |
Bizarrchitecture / int_fea9f0b9 | comment |
In Arkham Asylum: Living Hell, it's established that Humpty Dumpty caused a huge accident involving all the novelty buildings, causing the Sprang Act to ban that sort of thing from the Gotham skyline. | |
Bizarrchitecture / int_fea9f0b9 | featureApplicability |
1.0 | |
Bizarrchitecture / int_fea9f0b9 | featureConfidence |
1.0 | |
Arkham Asylum: Living Hell (Comic Book) | hasFeature |
Bizarrchitecture / int_fea9f0b9 | |
Bizarrchitecture / int_ff76c9af | type |
Bizarrchitecture | |
Bizarrchitecture / int_ff76c9af | comment |
In the stop-motion animated short film Head over Heels, an old married couple lives in a house where each person's floor is the other one's ceiling. | |
Bizarrchitecture / int_ff76c9af | featureApplicability |
1.0 | |
Bizarrchitecture / int_ff76c9af | featureConfidence |
1.0 | |
Head Over Heels | hasFeature |
Bizarrchitecture / int_ff76c9af | |
Bizarrchitecture / int_ff9ab17f | type |
Bizarrchitecture | |
Bizarrchitecture / int_ff9ab17f | comment |
Star Trek: The Next Generation: In the episode "Where Silence Has Lease", the Enterprise ends up trapped in a seemingly endless void when the Enterprise's sister ship the Yamato appears. Riker and Worf beam over to investigate, only to find some impossibly bizarre architecture, including rooms they just came from changing right behind them and a bridge whose exits only loop around to the same bridge. | |
Bizarrchitecture / int_ff9ab17f | featureApplicability |
1.0 | |
Bizarrchitecture / int_ff9ab17f | featureConfidence |
1.0 | |
Star Trek: The Next Generation | hasFeature |
Bizarrchitecture / int_ff9ab17f |
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