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Yeah, usually "negative" qualifiers in mathematics mean some specific things. "Irrational number" does not mean numbers like i or Aleph-Zero even though they are not rational numbers. It means a *real* number that is not rational. Discovery of such numbers was quite important in math. Same as with non-Euclidean geometry, the discovery that all the axioms could be satisfied but not the fifth one was important again. So it originally meant just that, not satisfy the 5th but satisfy all the others. Some people extend this but they usually try to keep the spirit (hard to explain Nil geometry using axioms, but the spirit of  parallel axiom is no longer there...). Sometimes "non-X Y" is meant to include "X Y" as a special case :)

Anyway, thanks for the nice game! I have added a mention to my article.

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Thanks!

BTW, as for the teleportation trick - both Antichamber and AAAAXY could not really have been done with the teleportation trick alone, as objects (e.g. Antichamber’s matter gun blocks) remain available when going through a portal. In a few places a player can even clearly notice that the game isn’t just teleporting those blocks, too.

However, the first part of the game would entirely have been possible with just seamless teleportation.

BTW, Super Mario Bros. 1 is probably one of the first games with impossible spaces, in two ways, so it may too be worth mentioning:

  • Pipes are not connected in a way consistent with layout on both sides (but arguably this could be understood as a long twisted pipe one just doesn’t see, so this may not really count - after all, maybe pipes are just teleporters).
  • Levels 4-4 and 7-4 are “puzzles” where one has to pick an upper/lower path, and picking the wrong path seamlessly transports one to the start of the “puzzle”. This appears to be done by seamless teleportation and even in a bad way, as Firebar objects suddenly stop working when scrolling past the “portal”.
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Another game in impossible spaces maybe worth mentioning is Unreal Tournament ’99 (the GOTY one). A few included maps use portals to shorten/lengthen pathways to balance out gameplay on the map. This is hardly noticeable in-game though, so it differs from the use in other games - the player is not intended to ever notice.

Of course, some third-party maps totally exploit that feature :)