Hacking Super Mario 64 using covering spaces (+ hyperbolic geometry)
Summary
This article explains covering spaces and universal covers, showing how hyperbolic geometry can arise from these constructions and how these ideas are visualized through examples such as Bob's world and parallel universes in Super Mario 64. It provides formal definitions (covering spaces, homeomorphisms, universal cover) and introduces the Poincaré models of hyperbolic space, concluding with references and notes on related discussions. It also includes a cautionary discussion about data casting glitches in games and mentions related media.