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** The VR missions in ''VideoGame/MetalGearSolid2SonsOfLiberty'' serve a similar purpose, but with a different design - every surface is one single flat color, Snake and Raiden are highlighted by a red box to signify their hitboxes, and bullets that hit surfaces are clearly marked by red circles instead of bullet holes. The missions themselves also vary more in scope than ''[=MGS1=]'', even covering niche situations such as [[LeParkour catching ledges during a fall]] or learning how to avert DoNotRunWithAGun.

to:

** The VR missions in ''VideoGame/MetalGearSolid2SonsOfLiberty'' serve a similar purpose, but with a different design - every surface is one single flat color, Snake and Raiden are highlighted by a red box to signify their hitboxes, and bullets that hit surfaces are clearly marked by red circles instead of bullet holes. Even the enemies take on the VR aesthetic, appearing as cel-shaded humanoids in varying shades of orange, looking somewhat like armed and walking crash test dummies. The missions themselves also vary more in scope than ''[=MGS1=]'', even covering niche situations such as [[LeParkour catching ledges during a fall]] or learning how to avert DoNotRunWithAGun.

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* ''VideoGame/ThemsFightinHerds'' has [[{{Pun}} The Nitty Grid-y]], a black and empty room with neon grids making up the floor.



* ''VideoGame/HalfLife'' has the Hazard Course, and the HL sequel ''[[VideoGame/HalfLifeOpposingForce Opposing Force]]'', has Boot Camp.
* ''VideoGame/PerfectDark'' has the Carrington Institute Training shooting area, where Joanna can test and earn scores for all thirty two weapons as soon as the player finds them.



* ''VideoGame/HalfLife'' has the Hazard Course, and the HL sequel "Opposing Force", has Boot Camp.

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* ''VideoGame/HalfLife'' has the Hazard Course, and the HL sequel "Opposing Force", has Boot Camp.
Is there an issue? Send a MessageReason:
fixing a link


* ''VideoGame/Thedivision'' also has a shooting range. Unlike the first game, there are four different range lanes for different situations, such as testing AreaOfEffect attacks, moving targets, close range targets and long range targets. There are also various buttons to toggle the target's health, [[CooldownManipulation make the player's skill cooldowns tick faster]], or inflict self-damage for certain builds.

to:

* ''VideoGame/Thedivision'' ''VideoGame/TheDivision2'' also has a shooting range. Unlike the first game, there are four different range lanes for different situations, such as testing AreaOfEffect attacks, moving targets, close range targets and long range targets. There are also various buttons to toggle the target's health, [[CooldownManipulation make the player's skill cooldowns tick faster]], or inflict self-damage for certain builds.

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alphabetizing examples, grouped some franchises under the same indent levels, added Dungeon Fighter Online, Metal Gear and The Division examples


* ''[[VideoGame/{{SORA}} Acceleration of Suguri 2]]'' has "Before the War", which could count as this, since it consists of a grid-based background with TronLines. Bonus points for being based on the tutorial stage from ''VideoGame/{{SORA}}''.
* The ''VideoGame/BlazBlue'' games, starting with ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', have the "Lessons" stage, a place completely separated from the rest of the verse that serves as the stage for the Tutorial Mode. In ''CS'', Lessons had a very Virtual Reality-ish grid in the walls and floor, while the ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'', ''[[VideoGame/BlazBlueCentralFiction Central Fiction]]'' and ''[[VideoGame/BlazBlueCrossTagBattle Cross Tag Battle]]'' versions of the stage are more elaborate.
* ''VideoGame/CapcomVs'' series:
** The Danger Room, a white room with a grid that can change its appearance, is featured as a normal stage in ''VideoGame/XMenChildrenOfTheAtom''.
** In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' serves this purpose, as it did in the original comics.
* ''VideoGame/DeadOrAlive'' features "Tatami", an endless expanse of [[ExactlyWhatItSaysOnTheTin tatami mats]] with no stage obstacles or elevation changes. You can use this space to practice combos (though obviously not wall combos).



* ''VideoGame/MarvelVsCapcom'': In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' serves this purpose, as it did in the original comics. And before them, the Danger Room was already a normal stage in ''VideoGame/XMenChildrenOfTheAtom''.
* This is one of the two stages that comes pre-packaged with ''VideoGame/{{MUGEN}}''[[note]]the other one being [[SeriesMascot Kung Fu Man]]'s home stage[[/note]], and is often used for character demonstrations due to both the ready availability and the lack of distracting, flashy scenery.

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* ''VideoGame/MarvelVsCapcom'': In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' serves this purpose, as it did in the original comics. And before them, the Danger Room was already a normal stage in ''VideoGame/XMenChildrenOfTheAtom''.
*
''VideoGame/{{MUGEN}}'': This is one of the two stages that comes pre-packaged with ''VideoGame/{{MUGEN}}''[[note]]the the game[[note]]the other one being [[SeriesMascot Kung Fu Man]]'s home stage[[/note]], and is often used for character demonstrations due to both the ready availability and the lack of distracting, flashy scenery.



* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the "Practice Room", a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the blast zone on the right, and the "Tutorial Grid", another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] in terms of layout as well as featuring a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.
* ''VideoGame/{{Skullgirls}}'' has the "[[http://skullgirls.wikia.com/wiki/Class_Notes 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 [[HotTeacher Mrs. Victoria]]'s tutorial, can be unlocked for multiplayer and versus by completing the tutorial or buying the {{DLC}} with all stages.



* This stage is automatically chosen in Training Mode in ''VideoGame/StreetFighterIV'', complete with an announcer voice clip. Also, the "sandbag" is none other than [[JokeCharacter Dan Hibiki]].
* ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' had the Wi-Fi Waiting Room, with a layout identical to the [[AbridgedArenaArray 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.
** As of ''VideoGame/SuperSmashBrosUltimate'', we now have an official training stage which takes place on a blank white background and allows players to measure launch distances with a grid. The normal stages can still be selected for Training mode if desired, just as they were in previous games.
* This is the only stage available in Training Mode in the PSP versions of ''VideoGame/{{Tekken}}: Dark Resurrection'' and ''Tekken 6'' as well as ''Tekken 3D: Prime Edition'' on the [=3DS=], and is unavailable in standard play. You can select these with or without walls (but no stage interactions for ''6'' or ''Prime Edition''). The online waiting room in ''Tag Tournament 2'' and ''7'' also matches the endless version of these training stages.

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* This stage is automatically chosen in Training Mode in ''VideoGame/StreetFighterIV'', ''Franchise/StreetFighter'':
** 'VideoGame/StreetFighterIV'' has the aptly-named "Training Stage",
complete with an announcer voice clip. Also, It's a featureless white room with black grid lines. Red lines flanked by gray boxes are seen running down the center of each wall, making it easy to find where the middle of the stage is. The stage is automatically selected for the combo trials mode, with the "sandbag" is being none other than [[JokeCharacter Dan Hibiki]].
Hibiki]]. The stage was pretty notorious for being [[AbridgedArenaArray almost exclusively the only stage most high-level players played on]], since the grid lines helped with spacing and footsies.
** ''VideoGame/StreetFighterXTekken'' patterns its training stage after the training stage found in ''VideoGame/StreetFighterIV'' but with designs on the wall that imply it's happening ''inside'' the Pandora's Box.
** ''VideoGame/StreetFighterV'' has "The Grid", which is fairly similar to its appearance in ''IV'', minus the gray boxes. There's even a second version of this stage, which inverts all the colors (dark gray background with teal center lines). In-universe, it's stated to take place in an undisclosed Shadaloo testing facility. Notably, the stage is explicitly excluded from the random select stage pool and banned from official Capcom tournaments to avert the AbridgedArenaArray problem described in ''IV''[='=]s entry.
* ''VideoGame/SuperSmashBros'' franchise:
**
''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' had the Wi-Fi Waiting Room, with a layout identical to the [[AbridgedArenaArray 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.
** As of ''VideoGame/SuperSmashBrosUltimate'', we now have an official ''VideoGame/SuperSmashBrosUltimate'' has a fully functional training stage which takes place on a blank white background and allows players to measure launch distances with a grid.grid and trajectory lines. The normal stages can still be selected for Training mode if desired, just as they were in previous games.
* ''VideoGame/TatsunokoVsCapcom'' is similar to ''Street Fighter IV'' training stage but also features a height gauge due to the nature of aerial combat in the game.
* ''VideoGame/{{Tekken}}'' franchise:
**
This is the only stage available in Training Mode in the PSP versions of ''VideoGame/{{Tekken}}: ''Tekken: Dark Resurrection'' and ''Tekken 6'' as well as ''Tekken 3D: Prime Edition'' on the [=3DS=], and is unavailable in standard play. You can select these with or without walls (but no stage interactions for ''6'' or ''Prime Edition''). The online waiting room in ''Tag Tournament 2'' and ''7'' also matches the endless version of these training stages.



* ''VideoGame/{{Skullgirls}}'' has the "[[http://skullgirls.wikia.com/wiki/Class_Notes 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 [[HotTeacher Mrs. Victoria]]'s tutorial, can be unlocked for multiplayer and versus by completing the tutorial or buying the {{DLC}} with all stages.
* The ''VideoGame/BlazBlue'' games, starting with ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', have the "Lessons" stage, a place completely separated from the rest of the verse that serves as the stage for the Tutorial Mode. In ''CS'', Lessons had a very Virtual Reality-ish grid in the walls and floor, while the ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'', ''[[VideoGame/BlazBlueCentralFiction Central Fiction]]'' and ''[[VideoGame/BlazBlueCrossTagBattle Cross Tag Battle]]'' versions of the stage are more elaborate.
* ''VideoGame/DeadOrAlive'' features "Tatami", an endless expanse of [[ExactlyWhatItSaysOnTheTin tatami mats]] with no stage obstacles or elevation changes. You can use this space to practice combos (though obviously not wall combos).
* ''VideoGame/StreetFighterXTekken'' patterns its training stage after the training stage found in ''VideoGame/StreetFighterIV'' but with designs on the wall that imply it's happening ''inside'' the Pandora's Box.
* ''VideoGame/TatsunokoVsCapcom'' is similar to ''Street Fighter IV'' training stage but also features a height gauge due to the nature of aerial combat in the game.
* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the "Practice Room", a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the blast zone on the right, and the "Tutorial Grid", another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] in terms of layout as well as featuring a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.
* ''[[VideoGame/{{SORA}} Acceleration of Suguri 2]]'' has "Before the War", which could count as this, since it consists of a grid-based background with TronLines. Bonus points for being based on the tutorial stage from ''VideoGame/{{SORA}}''.

to:

* ''VideoGame/{{Skullgirls}}'' has the "[[http://skullgirls.wikia.com/wiki/Class_Notes 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 [[HotTeacher Mrs. Victoria]]'s tutorial, can be unlocked for multiplayer and versus by completing the tutorial or buying the {{DLC}} with all stages.
* The ''VideoGame/BlazBlue'' games, starting with ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', have the "Lessons" stage, a place completely separated from the rest of the verse that serves as the stage for the Tutorial Mode. In ''CS'', Lessons had a very Virtual Reality-ish grid in the walls and floor, while the ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'', ''[[VideoGame/BlazBlueCentralFiction Central Fiction]]'' and ''[[VideoGame/BlazBlueCrossTagBattle Cross Tag Battle]]'' versions of the stage are more elaborate.
* ''VideoGame/DeadOrAlive'' features "Tatami", an endless expanse of [[ExactlyWhatItSaysOnTheTin tatami mats]] with no stage obstacles or elevation changes. You can use this space to practice combos (though obviously not wall combos).
* ''VideoGame/StreetFighterXTekken'' patterns its training stage after the training stage found in ''VideoGame/StreetFighterIV'' but with designs on the wall that imply it's happening ''inside'' the Pandora's Box.
* ''VideoGame/TatsunokoVsCapcom'' is similar to ''Street Fighter IV'' training stage but also features a height gauge due to the nature of aerial combat in the game.
* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the "Practice Room", a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the blast zone on the right, and the "Tutorial Grid", another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] in terms of layout as well as featuring a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.
* ''[[VideoGame/{{SORA}} Acceleration of Suguri 2]]'' has "Before the War", which could count as this, since it consists of a grid-based background with TronLines. Bonus points for being based on the tutorial stage from ''VideoGame/{{SORA}}''.



* The VR Training Mode is a staple of the ''VideoGame/MetalGearSolid'' 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 ''VideoGame/LittleBigPlanet'', where the VR Materials could also prove useful for measuring the capabilities of the complicated gadgets one could build.



* An [[NotTheIntendedUse unintentional]] example with the Bloody Palace in ''VideoGame/DevilMayCry4''. 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.
* ''VideoGame/DMCDevilMayCry'' and ''VideoGame/DevilMayCry5'' feature actual training rooms, in which the player is allowed to learn and master various combos as well as manuvers. With 5's take being called "The Void". Previously one had to go to Bloody Palace to learn the various characters' movesets.
* Before the {{crossover}} {{fighting game}}s, Creator/{{Capcom}} previously did the Danger Room in ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like Omega Red and Juggernaut. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems'', where you can fight a holographic version of one of the stage bosses, chosen randomly.




to:

* ''VideoGame/DevilMayCry'' franchise:
** ''VideoGame/DevilMayCry4'' has an [[NotTheIntendedUse unintentional]] example with the Bloody Palace. 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.
** ''VideoGame/DMCDevilMayCry'' has a featureless white void where players can practice their combos on a [[{{Mooks}} mook]] at their leisure.
**''VideoGame/DevilMayCry5'' has a more fleshed out training room called "The Void". Taking place in an AmazingTechnicolorBattlefield surrounded by four large invisible walls, the player has access to a settings menu that's fairly similar to the ''Franchise/StreetFighter'' games - players can change the training dummy and/or how they act, toggle on damage and input displays, and toggle infinite use of the player character's various ManaMeter-based and ammo-based moves.
* Before the {{crossover}} {{fighting game}}s, Creator/{{Capcom}} previously did the Danger Room in ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like Omega Red and Juggernaut. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems'', where you can fight a holographic version of one of the stage bosses, chosen randomly.


Added DiffLines:


[[AC:MMORPG]]
* ''VideoGame/DungeonFighterOnline'' has Pungjin's Dojo, where players can set up targets with differing stats, change their skill build, run DPS tests to see how much damage one can deal in a specific time frame, or just simply practice the game's fighting game-esque skill inputs at their leisure. There are also dropdown menus used to give the player various buffs, which is useful for those that aren't yet min-maxed.

[[AC:Stealth-based games]]
* ''Franchise/MetalGear'' franchise:
** VR training missions in ''VideoGame/MetalGearSolid'' feature simplistic, holographic environments with a monochrome TronLines grid to get the hang of the controls before going on the missions. This even remained in the Metal Gear mission pack of ''VideoGame/LittleBigPlanet'', where the VR Materials could also prove useful for measuring the capabilities of the complicated gadgets one could build.
** The VR missions in ''VideoGame/MetalGearSolid2SonsOfLiberty'' serve a similar purpose, but with a different design - every surface is one single flat color, Snake and Raiden are highlighted by a red box to signify their hitboxes, and bullets that hit surfaces are clearly marked by red circles instead of bullet holes. The missions themselves also vary more in scope than ''[=MGS1=]'', even covering niche situations such as [[LeParkour catching ledges during a fall]] or learning how to avert DoNotRunWithAGun.
** ''VideoGame/MetalGearSolid4'' has a simplistic shooting range taking place in a monochrome sepia VR space, consisting of humanoid and flying targets, with concentric rings around Snake to help determine the distance to the target. This particular game's iteration of ''VideoGame/MetalGearOnline'' had a similar feature where players could explore the multiplayer maps at their leisure, featuring the same targets from the single player shooting range. There's additionally holographic human targets to test damage or practice CQC on. In both cases, a feed on the bottom right of the screen shows how far each damage event was and how much damage was inflicted.
** ''VideoGame/MetalGearSurvive'' also has a VR shooting range in the vein of ''[=MGS4=]'' where players can, once again, test their damage and/or gadgets on holographic targets.

[[AC:Third person shooters]]
* ''VideoGame/TheDivision'' has a shooting range in the Base of Operations that has several targets, some to test the player's aim and other stationary targets that take damage like enemy [=NPCs=] do, which are useful for testing builds.
* ''VideoGame/Thedivision'' also has a shooting range. Unlike the first game, there are four different range lanes for different situations, such as testing AreaOfEffect attacks, moving targets, close range targets and long range targets. There are also various buttons to toggle the target's health, [[CooldownManipulation make the player's skill cooldowns tick faster]], or inflict self-damage for certain builds.
Is there an issue? Send a MessageReason:
None


* An [[NotTheIntendedUse unintentional]] example with the Bloody Palace in ''[[VideoGame/DevilMayCry 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.
* VideoGame/DMCDevilMayCry and VideoGame/DevilMayCry5 feature actual training rooms, in which the player is allowed to learn and master various combos as well as manuvers. With 5's take being called "The Void". Previously one had to go to Bloody Palace to learn the various characters' movesets.
* Before the {{crossover}} {{fighting game}}s, Creator/{{Capcom}} made already the Danger Room in the ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like Omega Red and Juggernaut. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems'', where you can fight a holographic version of one of the stage bosses, chosen randomly.

to:

* An [[NotTheIntendedUse unintentional]] example with the Bloody Palace in ''[[VideoGame/DevilMayCry Devil May Cry 4]]''.''VideoGame/DevilMayCry4''. 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.
* VideoGame/DMCDevilMayCry ''VideoGame/DMCDevilMayCry'' and VideoGame/DevilMayCry5 ''VideoGame/DevilMayCry5'' feature actual training rooms, in which the player is allowed to learn and master various combos as well as manuvers. With 5's take being called "The Void". Previously one had to go to Bloody Palace to learn the various characters' movesets.
* Before the {{crossover}} {{fighting game}}s, Creator/{{Capcom}} made already previously did the Danger Room in the ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like Omega Red and Juggernaut. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems'', where you can fight a holographic version of one of the stage bosses, chosen randomly.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/KirbysReturnToDreamland'' has specialized Copy Ability rooms where you can test every ability in the game with a dummy, provided that you've unlocked them.

to:

** ''VideoGame/KirbysReturnToDreamland'' ''VideoGame/KirbysReturnToDreamLand'' has specialized Copy Ability rooms where you can test every ability in the game with a dummy, provided that you've unlocked them.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/DMCDevilMayCry and VideoGame/DevilMayCry5 feature actual training rooms, in which the player is allowed to learn and master various combos as well as manuvers. With 5's take being called "The Void". Previously one had to go to Bloody Palace to learn the various characters' movesets.

to:

* ''VideoGame/DMCDevilMayCry VideoGame/DMCDevilMayCry and VideoGame/DevilMayCry5 feature actual training rooms, in which the player is allowed to learn and master various combos as well as manuvers. With 5's take being called "The Void". Previously one had to go to Bloody Palace to learn the various characters' movesets.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/DMCDevilMayCry and VideoGame/DevilMayCry5 feature actual training rooms, in which the player is allowed to learn and master various combos as well as manuvers. With 5's take being called "The Void". Previously one had to go to Bloody Palace to learn the various characters' movesets.
Is there an issue? Send a MessageReason:
None


* The ''VideoGame/BlazBlue'' games, starting with ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', have the "Lessons" stage, a place completely separated from the rest of the verse that serves as the stage for the Tutorial Mode. In ''CS'', Lessons had a very Virtual Reality-ish grid in the walls and floor, while the ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' and ''[[VideoGame/BlazBlueCentralFiction Central Fiction]]'' versions of the stage are more elaborate.

to:

* The ''VideoGame/BlazBlue'' games, starting with ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', have the "Lessons" stage, a place completely separated from the rest of the verse that serves as the stage for the Tutorial Mode. In ''CS'', Lessons had a very Virtual Reality-ish grid in the walls and floor, while the ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' and Chronophantasma]]'', ''[[VideoGame/BlazBlueCentralFiction Central Fiction]]'' and ''[[VideoGame/BlazBlueCrossTagBattle Cross Tag Battle]]'' versions of the stage are more elaborate.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/KillerInstinct 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''.

to:

* ''VideoGame/KillerInstinct 2013'' ''[[VideoGame/KillerInstinct2013 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''.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the "Practice Room", a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the blast zone on the right, and the "Tutorial Grid", another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] as well as featuring a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.

to:

* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the "Practice Room", a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the blast zone on the right, and the "Tutorial Grid", another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] in terms of layout as well as featuring a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.
Is there an issue? Send a MessageReason:
None



to:

* ''[[VideoGame/{{SORA}} Acceleration of Suguri 2]]'' has "Before the War", which could count as this, since it consists of a grid-based background with TronLines. Bonus points for being based on the tutorial stage from ''VideoGame/{{SORA}}''.
Is there an issue? Send a MessageReason:
None


* This stage is automatically chosen in Training Mode in ''VideoGame/StreetFighterIV'', complete with an announcer voice clip. Also, the "sandbag" is noneless than [[JokeCharacter Dan Hibiki]].

to:

* This stage is automatically chosen in Training Mode in ''VideoGame/StreetFighterIV'', complete with an announcer voice clip. Also, the "sandbag" is noneless none other than [[JokeCharacter Dan Hibiki]].



* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the Practice Room, a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the blast zone on the right, and the Tutorial Grid, another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] as well as featuring a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.

to:

* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the Practice Room, "Practice Room", a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the blast zone on the right, and the Tutorial Grid, "Tutorial Grid", another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] as well as featuring a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the Practice Room, a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the right and the Tutorial Grid, another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] and a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.

to:

* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the Practice Room, a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the right blast zone on the right, and the Tutorial Grid, another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] and as well as featuring a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/RivalsOfAether'' has two variants of Training Stage to choose from: the Practice Room, a grid-based stage consisting of three platforms not unlike that of [[VideoGame/SuperSmashBros Battlefield]] as well as having its ground extend to the right and the Tutorial Grid, another grid-based stage that's more in line with [[VideoGame/SuperSmashBros Final Destination]] and a pretty trippy background with Orby spectating the fight. The former can only be used in Training mode while the latter can be unlocked by clearing all of the tutorial challenges.
Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/TatsunokoVsCapcom'' is similar to ''Street Fighter IV'' training stage but also features a height gauge due to the nature of aerial combat in the game.
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* ''VideoGame/StreetFighterXTekken'' patterns its training stage after the training stage found in ''VideoGame/StreetFighterIV'' but with designs on the wall that imply it's happening ''inside'' the Pandora's Box.
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* ''VideoGame/DeadOrAlive'' features "Tatami", an endless expanse of [[ExactlyWhatItSaysOnTheTin tatami mats]] with no stage obstacles or elevation changes. You can use this space to practice combos (though obviously not wall combos).
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* This is the only stage available in Training Mode in the PSP versions of ''VideoGame/{{Tekken}}: Dark Resurrection'', ''Tekken 6'', and ''Tekken 3D: Prime Edition'', and is unavailable in standard play. You can select these with or without walls (but no stage interactions for ''6'' or ''Prime Edition''). The online waiting room in ''Tag Tournament 2'' and ''7'' also matches the endless version of these training stages.

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* This is the only stage available in Training Mode in the PSP versions of ''VideoGame/{{Tekken}}: Dark Resurrection'', Resurrection'' and ''Tekken 6'', and 6'' as well as ''Tekken 3D: Prime Edition'', Edition'' on the [=3DS=], and is unavailable in standard play. You can select these with or without walls (but no stage interactions for ''6'' or ''Prime Edition''). The online waiting room in ''Tag Tournament 2'' and ''7'' also matches the endless version of these training stages.
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* This is the only stage available in Training Mode in the PSP versions of ''VideoGame/{{Tekken}}: Dark Resurrection, ''Tekken 6'', and ''Tekken 3D: Prime Edition'', and is unavailable in standard play. You can select these with or without walls (but no stage interactions for ''6'' or ''Prime Edition''). The online waiting room in ''Tag Tournament 2'' and ''7'' also matches the endless version of these training stages.

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* This is the only stage available in Training Mode in the PSP versions of ''VideoGame/{{Tekken}}: Dark Resurrection, Resurrection'', ''Tekken 6'', and ''Tekken 3D: Prime Edition'', and is unavailable in standard play. You can select these with or without walls (but no stage interactions for ''6'' or ''Prime Edition''). The online waiting room in ''Tag Tournament 2'' and ''7'' also matches the endless version of these training stages.

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* This is the only stage available in Training Mode in ''[[VideoGame/{{Tekken}} Tekken 3D Prime Edition]]'', and is unavailable in standard play.

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* This is the only stage available in Training Mode in ''[[VideoGame/{{Tekken}} Tekken 3D the PSP versions of ''VideoGame/{{Tekken}}: Dark Resurrection, ''Tekken 6'', and ''Tekken 3D: Prime Edition]]'', Edition'', and is unavailable in standard play.play. You can select these with or without walls (but no stage interactions for ''6'' or ''Prime Edition''). The online waiting room in ''Tag Tournament 2'' and ''7'' also matches the endless version of these training stages.
** "Strategic Space" in ''Tag Tournament 2'' could be seen as a training stage but it also has every kind of stage interaction possible (a wall, floor, and balcony break). It's also selectable for normal fights.
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** As of ''VideoGame/SuperSmashBrosUltimate'', we now have an official training stage which takes place on a blank white background and allows players to measure launch distances with a grid. The normal stages can still be selected for Training mode if desired, just as they were in previous games.
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* The ''VideoGame/BlazBlue'' games, starting with ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', have the "Lessons" stage, a place completely separated from the rest of the verse that serves as the stage for the Tutorial Mode. In ''CS'', Lessons had a very Virtual Reality-ish grid in the walls and floor, while the ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' and ''[[BlazBlueCentralFiction Central Fiction]]'' versions of the stage are more elaborate.

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* The ''VideoGame/BlazBlue'' games, starting with ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', have the "Lessons" stage, a place completely separated from the rest of the verse that serves as the stage for the Tutorial Mode. In ''CS'', Lessons had a very Virtual Reality-ish grid in the walls and floor, while the ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' and ''[[BlazBlueCentralFiction ''[[VideoGame/BlazBlueCentralFiction Central Fiction]]'' versions of the stage are more elaborate.



* Before the {{crossover}} {{fighting game}}s, Creator/{{Capcom}} made already the Danger Room in the ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like Omega Red and ComicBook/{{Juggernaut}}. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems'', where you can fight a holographic version of one of the stage bosses, chosen randomly.

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* Before the {{crossover}} {{fighting game}}s, Creator/{{Capcom}} made already the Danger Room in the ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like Omega Red and ComicBook/{{Juggernaut}}.Juggernaut. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems'', where you can fight a holographic version of one of the stage bosses, chosen randomly.



* ''VideoGame/SystemShock2'' has three near the beginning of the game that are designed to be {{Virtual Training Simulation}}s (looking very much like Star Trek holodeck grids).

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* ''VideoGame/SystemShock2'' has three near the beginning of the game that are designed to be {{Virtual Training Simulation}}s (looking very much like Star Trek ''Franchise/StarTrek'' holodeck grids).
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* ''VideoGame/ANobleCircle'' has one of these in the form of the free-to-download [[https://itunes.apple.com/us/app/a-noble-circle-prologue/id1033044184?mt=8 Prologue]], which acquaints you with the gameplay mechanics and the game's unique method of storytelling.
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[[IThoughtItMeant 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 VirtualTrainingSimulation, which is another kind of Training Room, but not precisely for fighting.

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[[IThoughtItMeant [[JustForFun/IThoughtItMeant 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 VirtualTrainingSimulation, which is another kind of Training Room, but not precisely for fighting.
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* ''VideoGame/ProjectM'' patches one of these over the Wi-Fi Waiting Room from ''[[SuperSmashBros 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.

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* ''VideoGame/ProjectM'' patches one of these over the Wi-Fi Waiting Room from ''[[SuperSmashBros ''[[VideoGame/SuperSmashBros 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.
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Minor contribution, and correction on X-Men Mutant Apocalypse



to:

* The ''VideoGame/BlazBlue'' games, starting with ''[[VideoGame/BlazBlueContinuumShift Continuum Shift]]'', have the "Lessons" stage, a place completely separated from the rest of the verse that serves as the stage for the Tutorial Mode. In ''CS'', Lessons had a very Virtual Reality-ish grid in the walls and floor, while the ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' and ''[[BlazBlueCentralFiction Central Fiction]]'' versions of the stage are more elaborate.



* Before the {{crossover}} {{fighting game}}s, Creator/{{Capcom}} made already the Danger Room in the ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like ComicBook/{{Juggernaut}} and ComicBook/{{Magneto}}. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems''.

to:

* Before the {{crossover}} {{fighting game}}s, Creator/{{Capcom}} made already the Danger Room in the ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like ComicBook/{{Juggernaut}} Omega Red and ComicBook/{{Magneto}}. ComicBook/{{Juggernaut}}. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems''.''VideoGame/MarvelSuperHeroesWarOfTheGems'', where you can fight a holographic version of one of the stage bosses, chosen randomly.

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!!Video Games Examples:

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!!Video Games Examples:
!!Examples:




!!Non-Video Games Examples:

[[AC:Comic Books]]
* ''ComicBook/XMen'' has "The Danger Room", which is a dangerous training room filled with hi-tech traps, MechaMooks and technology, ideal for scenario stimulation and such.
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* In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' serves this purpose, as it did in the original comics. And before them, the Danger Room was already a normal stage in ''VideoGame/XMenChildrenOfTheAtom''.

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* ''VideoGame/MarvelVsCapcom'': In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' serves this purpose, as it did in the original comics. And before them, the Danger Room was already a normal stage in ''VideoGame/XMenChildrenOfTheAtom''.



* ''[[VideoGame/SoulSeries 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 DeliberatelyMonochrome Edge Master.

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* ''[[VideoGame/SoulSeries Soul Calibur V]]'' ''VideoGame/SoulCaliburV'' 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 DeliberatelyMonochrome Edge Master.



* ''Videogames/{{Skullgirls}}'' has the "[[http://skullgirls.wikia.com/wiki/Class_Notes 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 [[HotTeacher Mrs. Victoria]]'s tutorial, can be unlocked for multiplayer and versus by completing the tutorial or buying the {{DLC}} with all stages.

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* ''Videogames/{{Skullgirls}}'' ''VideoGame/{{Skullgirls}}'' has the "[[http://skullgirls.wikia.com/wiki/Class_Notes 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 [[HotTeacher Mrs. Victoria]]'s tutorial, can be unlocked for multiplayer and versus by completing the tutorial or buying the {{DLC}} with all stages.
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Created from YKTTW

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[[quoteright:176:[[VideoGame/ProjectM http://static.tvtropes.org/pmwiki/pub/images/training-room_5413.png]]]]
[[caption-width-right:176:Say your prayers, Sandbag. [[TheChewToy I'm going to stop by a lot]].]]

{{Fighting Game}}s are SeriousBusiness. Therefore, there needs to be a serious place of study. That's why these are always there. This arena, which is usually called [[ExactlyWhatItSaysOnTheTin 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'' FixedFloorFighting 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 [[AbridgedArenaArray almost invariably]] make them popular in TournamentPlay.

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 FightingGame 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 FightingGame trope, but can also show up in other games, particularly in survival or strategy-based settings, as well referenced in other media.

[[IThoughtItMeant 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 VirtualTrainingSimulation, which is another kind of Training Room, but not precisely for fighting.

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!!Video Games Examples:

[[AC:Fighting Games]]
* ''VideoGame/KillerInstinct 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 ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' serves this purpose, as it did in the original comics. And before them, the Danger Room was already a normal stage in ''VideoGame/XMenChildrenOfTheAtom''.
* This is one of the two stages that comes pre-packaged with ''VideoGame/{{MUGEN}}''[[note]]the other one being [[SeriesMascot Kung Fu Man]]'s home stage[[/note]], and is often used for character demonstrations due to both the ready availability and the lack of distracting, flashy scenery.
* ''VideoGame/PlaystationAllStarsBattleRoyale'' provides several of these, each with different sizes and platform layouts but all with the same basic aesthetics and general idea.
* ''VideoGame/ProjectM'' patches one of these over the Wi-Fi Waiting Room from ''[[SuperSmashBros 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.
* ''[[VideoGame/SoulSeries 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 DeliberatelyMonochrome Edge Master.
* This stage is automatically chosen in Training Mode in ''VideoGame/StreetFighterIV'', complete with an announcer voice clip. Also, the "sandbag" is noneless than [[JokeCharacter Dan Hibiki]].
* ''[[VideoGame/SuperSmashBros Super Smash Bros. Brawl]]'' had the Wi-Fi Waiting Room, with a layout identical to the [[AbridgedArenaArray 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 ''[[VideoGame/{{Tekken}} Tekken 3D Prime Edition]]'', and is unavailable in standard play.
* ''Videogames/{{Skullgirls}}'' has the "[[http://skullgirls.wikia.com/wiki/Class_Notes 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 [[HotTeacher Mrs. Victoria]]'s tutorial, can be unlocked for multiplayer and versus by completing the tutorial or buying the {{DLC}} with all stages.

[[AC:Action-Adventure - Platform Games]]
* The VR Training Mode is a staple of the ''VideoGame/MetalGearSolid'' 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 ''VideoGame/LittleBigPlanet'', where the VR Materials could also prove useful for measuring the capabilities of the complicated gadgets one could build.
* ''Franchise/{{Kirby}}''
** ''VideoGame/KirbysReturnToDreamland'' has specialized Copy Ability rooms where you can test every ability in the game with a dummy, provided that you've unlocked them.
** ''VideoGame/KirbyTripleDeluxe'' and ''VideoGame/KirbyPlanetRobobot'' also feature similar copy ability room and a dummy that you can test the abilities on. The latter also include the [[MiniMecha Robobot Armor]] so that you can test its capabilities, as the mech will appear a lot in gameplay.
* ''Videogame/MegaManX5'': The game has a dedicated "Training" stage not seen in any other game in the series. Through the MissionControl 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.

[[AC:Beat 'em Up - Spectacle Fighter]]
* An [[NotTheIntendedUse unintentional]] example with the Bloody Palace in ''[[VideoGame/DevilMayCry 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 game}}s, Creator/{{Capcom}} made already the Danger Room in the ''VideoGame/XMenMutantApocalypse'', in which characters can fight against bosses like ComicBook/{{Juggernaut}} and ComicBook/{{Magneto}}. A similar training stage can be seen in the SpiritualSequel ''VideoGame/MarvelSuperHeroesWarOfTheGems''.
* "The Vestibule", the prologue stage of ''VideoGame/{{Bayonetta}}'', often serves as one of these for players, though there's also a dedicated practice mode on loading screens.

[[AC:First Person Shooter]]
* ''VideoGame/SystemShock2'' has three near the beginning of the game that are designed to be {{Virtual Training Simulation}}s (looking very much like Star Trek holodeck grids).
* ''VideoGame/HalfLife'' has the Hazard Course, and the HL sequel "Opposing Force", has Boot Camp.

!!Non-Video Games Examples:

[[AC:Comic Books]]
* ''ComicBook/XMen'' has "The Danger Room", which is a dangerous training room filled with hi-tech traps, MechaMooks and technology, ideal for scenario stimulation and such.
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