A mainstay arena in fighting games with environmental elements designed for practice and study.
Fighting Games are Serious Business. Therefore, there needs to be a serious place of study. That's why these are always there. This arena, which is usually called the Training Room or something similar, is almost always a plain-colored, distraction-free arena. The background or floor usually involves glowing or clearly defined grid lines or tiles for purposes of distance-measuring units to study attack range and Combos. These stages are always Fixed Floor Fighting arenas. If a game has environmental hazards to differentiate the stages from one another, this stage will always be without them, which, if they're available in versus play, will almost invariably make them popular in Tournament Play. In many competitive fighting games, the Training Stage is one of the most important tools for an improving player to use. There is a lot to be aware of when learning one's way through a Fighting Game title, and so this Training Stage features visual and kinetic tools that encourage experimentation and make it easier than ever for players to hone their craft. Usually a Fighting Game trope, but can also show up in other games, particularly in survival or strategy-based settings, as well referenced in other media. Not to be confused with any room that's used for training by a character within the work, unless it matches the aesthetic. See also Virtual Training Simulation, which is another kind of Training Room, but not precisely for fighting.
Video Games Examples:Fighting Games
- Killer Instinct 2013 has a training stage which is unavailable for versus play, but to make up for that, one can make it play the entire album from the first Killer Instinct, Killer Kuts.
- In Marvel vs. Capcom 2: New Age of Heroes and Marvel vs. Capcom 3, the Danger Room from X-Men serves this purpose, as it did in the original comics. And before them, the Danger Room was already a normal stage in X-Men: Children of the Atom.
- This is one of the two stages that comes pre-packaged with M.U.G.E.Nnote , and is often used for character demonstrations due to both the ready availability and the lack of distracting, flashy scenery.
- Playstation All Stars Battle Royale provides several of these, each with different sizes and platform layouts but all with the same basic aesthetics and general idea.
- Project M patches one of these over the Wi-Fi Waiting Room from Super Smash Bros. Brawl — it's big, it has a huge boundary to practice the all-important Offstage Game, and because of the stage it's patched over, it even has Sandbag to smack around to your heart's content.
- Soul Calibur V has the Character Creation Stage to test out how a custom character looks in motion. It's only available in Creation Mode, though, and the opponent is always a Deliberately Monochrome Edge Master.
- This stage is automatically chosen in Training Mode in Street Fighter IV, complete with an announcer voice clip. Also, the "sandbag" is noneless than Dan Hibiki.
- Super Smash Bros. Brawl had the Wi-Fi Waiting Room, with a layout identical to the popularly simple Final Destination, the signature tiles laid out on the floor, and an infinitely-regenerating Sandbag to smack around until the match starts. It's not available for normal play without hacking, though.
- This is the only stage available in Training Mode in Tekken 3D Prime Edition, and is unavailable in standard play.
- Skullgirls has the "Class Notes", a special stage which is a blank training stage as a school classroom with tables, chairs and a blackboard. Used only as a training stage and as part of Mrs. Victoria's tutorial, can be unlocked for multiplayer and versus by completing the tutorial or buying the DLC with all stages.
- The VR Training Mode is a staple of the Metal Gear Solid series, featuring simplistic, holographic environments (represented by the signature grid) to get the hang of the controls before going on the missions. This even remained in the Metal Gear mission pack of LittleBigPlanet, where the VR Materials could also prove useful for measuring the capabilities of the complicated gadgets one could build.
- Kirbys Return To Dreamland has specialized Copy Ability rooms where you can test every ability in the game with a dummy, provided that you've unlocked them.
- Kirby: Triple Deluxe and Kirby: Planet Robobot also feature similar copy ability room and a dummy that you can test the abilities on. The latter also include the Robobot Armor so that you can test its capabilities, as the mech will appear a lot in gameplay.
- Mega Man X5: The game has a dedicated "Training" stage not seen in any other game in the series. Through the Mission Control Alia, It teaches you the basics of the game's platforming for both X and Zero, and ends with a watered down version of Magma Dragoon from the previous game as the training boss.
- An unintentional example with the Bloody Palace in Devil May Cry 4. It's supposed to be a Survival Mode, but as the arena is just the right shape and design, it's often hacked to not advance and used to either practice or show off.
- Before the crossover fighting games, Capcom made already the Danger Room in the X-Men: Mutant Apocalypse, in which characters can fight against bosses like Juggernaut and Magneto. A similar training stage can be seen in the Spiritual Sequel Marvel Super Heroes: War of the Gems.
- "The Vestibule", the prologue stage of Bayonetta, often serves as one of these for players, though there's also a dedicated practice mode on loading screens.
- System Shock 2 has three near the beginning of the game that are designed to be Virtual Training Simulations (looking very much like Star Trek holodeck grids).
- Half-Life has the Hazard Course, and the HL sequel "Opposing Force", has Boot Camp.
Non-Video Games Examples:Comic Books
- X-Men has "The Danger Room", which is a dangerous training room filled with hi-tech traps, Mecha-Mooks and technology, ideal for scenario stimulation and such.
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