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Training Stage

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A mainstay arena in fighting games with environmental elements designed for practice and study.

This trope has been Launched!
Proposed By:
BaffleBlend on Feb 15th 2014 at 7:57:14 AM
Last Edited By:
Basara-kun on Jan 22nd 2018 at 6:08:47 PM
Name Space: Main
Page Type: Trope

http://static.tvtropes.org/pmwiki/pub/images/training-room_5413.png
Say your prayers, Sandbag. I'm going to stop by a lot.

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.

Action-Adventure - Platform Games

  • 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.
  • Kirby
    • 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.

Beat 'em Up - Spectacle Fighter

First Person Shooter

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.

Feedback: 52 replies

Feb 15th 2014 at 8:05:01 AM

some works call this "level" "The Dojo", even if the setting is in china or its fantasy equivalent.

  • in God Eater Burst & 2, The first "mission" of the game is always training, which takes place in an octagonal arena with two tall platforms and has a glass for spectators on the wall.

Comic Book

  • X Men has The Danger Room, which is a dangerous training room filled with hi tech traps and robot mooks and holoraphic technology, ideal for scenario simulation and such.

Feb 15th 2014 at 8:40:18 AM

  • 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.
  • Mortal Kombat Deception lacks an actual training stage, but in Konquest Mode, the arenas available are basically just round arenas with no hazards and generally non-dynamic backgrounds to serve this purpose.

Feb 15th 2014 at 9:11:54 AM

The Danger Room also appears in Marvel Vs Capcom 2 and 3 as training rooms.

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.

Feb 16th 2014 at 1:30:26 AM

Edit: deleted since the creator has said it doesn't fit the trope.

Feb 16th 2014 at 4:38:42 AM

You know, I'm not sure if a lot of these are actually examples... Cleaning up.

I'm putting up "Needs a Better Name". There's a lot of confusion going on, thinking this is about any training room period rather than one specific recurring arena design.

Feb 16th 2014 at 5:05:38 AM

^ I'd PREFER "training area period".

Feb 16th 2014 at 5:09:36 AM

oh~ so that's what you meant.

then it isn't "training room" but "Combat Sim Training Area".

this means The Danger Room is an example. as it specifically is for the same purpose, though it's like a "holodeck", so it can simulate anything without the "uniform" part.

Feb 16th 2014 at 5:14:42 AM

^^ That's an entirely separate trope with different significance. I'll open up a YKTTW for that once a name's decided here.

Feb 16th 2014 at 5:47:49 AM

The Matrix example should count, yeah.

Feb 16th 2014 at 6:19:35 AM

^Except it doesn't. It's just a dojo. Does it have elements in the environment specifically designed for the combatants to study with? No. That would fit better in the general-purpose training room ykttw that's going to pop up later.

Feb 16th 2014 at 6:53:10 AM

^ then remove the reference to the dojo, it goes to Training Room.

also, does the Danger Room count or what? nvm, didn't notice you lumped it under MVC.

Feb 16th 2014 at 7:13:09 AM

Kinda don't know why this has to be specific to games.

Oh well, another example in DMC 4; forgot the name, but it has "Tower" on it. Now where's Shangai Slave when I need him?

Feb 16th 2014 at 7:14:27 AM

And where the hell is my Kirby example?

Feb 16th 2014 at 7:40:32 AM

^^ Because that's a Different. Trope. This is about rooms for the viewer to study in. You want to put in rooms where the character studies. As for DMC 4, I'll look up that stage, but I can't find it yet.

^ I must've wiped that one by mistake. Hold on, I'll re-add it..

Feb 16th 2014 at 8:27:50 AM

DAN 004, you mean Bloody Palace, it's not a literal tower, by the way. and it's not for training either. there is no tutorial in DMC (except in 4, which is a Forced Tutorial at the start of the game)

although said Bloody Palace actually fits this trope design wise, since it's just a circular arena which changes design every few floors so you can track your progress in the "tower".

it's a different trope, kinda like a sort of "quick game mode"(i know some games that call it this) which concentrates on combat(or whatever the game is basically about) entirely with no exploration or story. That said, i don't think we have that one.

Feb 16th 2014 at 2:28:48 PM

^ Dunno, in many gameplay videos the Bloody Palace seems to be used primarily for training and/or showing off combos.

Feb 16th 2014 at 2:42:53 PM

^ because there are no exploring to do there, just enemies. and people who train there use a cheat that gives enemies infinite health. you normally cannot show off combos there for long, as once the enemies run out, you "proceed to the next floor".

Feb 16th 2014 at 3:38:35 PM

I'll add it under that note.

Feb 16th 2014 at 5:12:13 PM

Big question: Is this videogame exclusive/specific? If not then the description needs to not focus so much on Fighting Games.

If it is, I suggest Training Mode as a title to avoid confusion with non-videogame examples.

Feb 16th 2014 at 5:22:17 PM

^It is video game-specific. A lot of confusion was coming from that.

Feb 16th 2014 at 6:54:42 PM

^ followup question. would an non-videogame Arena or Holodeck which fit the tropes requisite design aesthetics or purpose count?

Feb 16th 2014 at 10:34:07 PM

^ No. If this is intended to be videogame specific then non-videogame examples only count if there's an in-universe videogame to include the example.

Which, if that's the case, then Training Mode is a perfectly descriptive and succinct title. Because not every game has a dedicated training stage; take Super Smash Bros for example, when you access its Training Mode you still select a stage to train on.

But the 'stage' part would definitely qualify for a trope about generic/virtual training room aesthetics... which, if we don't have it already, can be a counterpart YKTTW.

Feb 19th 2014 at 2:03:44 PM

^Well, this is the counterpart YKTTW in that case. It's not about training modes in general, it's about the specific recurring stage design.

Feb 19th 2014 at 4:47:17 PM

^ Anything against lumping them together?

Feb 19th 2014 at 9:23:51 PM

^^ Then I don't see why it should be videogame specific at all.

Feb 20th 2014 at 5:24:42 AM

^^Aesthetic vs. mechanic. The two don't always overlap.

^Good luck finding instances not from video games, but if there are any, I'll take it.

Feb 20th 2014 at 5:47:33 AM

Just wondering how to differentiate it from the Tutorial stages in many games, while we know that Fighting games use it more, there is the detail that other games can (and will) have these kind of stages and perhaps under the survival mode. Just a thought but I see that while the aesthetics part is important for the fighting games but in other games such as RTS the variables you need to measure are in numbers very conveniently located for the user to determine the best ways to pull stuff up.

Feb 20th 2014 at 12:09:02 PM

^I've been wondering that too... Why don't you open that one? I have to lie down right now... Editing TV Tropes all day isn't doing any good for my flu.

Feb 21st 2014 at 8:52:45 AM

Being on the Internet is never good if you're under the weather with something.

For now, I stand by my assertion that we should have tropes about videogame training modes and/or VR-training-room aesthetics first before you even think about trying to trope the intersection between them. There is no reason that the former should be limited to the latter (e.g. Super Smash Bros series) or vice versa (Star Trek holodecks, sometimes used without the holographic virtual environment), and insisting on such is tacking artifical restrictions onto the definition(s).

Feb 24th 2014 at 4:55:01 PM

So what do you suggest I do? When I made this YKTTW, I specifically had the MUGEN, Tekken, and Project M examples in mind. What definition do you suggest I use?

Feb 24th 2014 at 9:00:06 PM

This draft is closer to the game trope, so I'd go with that one.

Aug 21st 2014 at 7:13:36 PM

Aug 21st 2014 at 10:56:07 PM

Potholes in the caption needs to change since chained potholes like that are considered Sinkholes here and thus, aren't allowed everywhere.

Aug 22nd 2014 at 7:18:09 AM

Usually inaccessible without hacking or glitches, but many games have a Beta or Debug Room like this used by the developers to make sure all the objects work and to even measure the physics in the first place. Grids like form and all.

Aug 22nd 2014 at 3:59:47 PM

^^That could probably be a separate trope.

Apr 4th 2017 at 7:40:33 PM

  • Mega Man X 5: 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.

Dec 18th 2017 at 2:31:00 PM

I still don't understand what's the issue to cleanup here. It doesn't be different than Virtual Training Simulation?? Also, if this is a videogame only trope, why this isn't separated by videogame genre with prominence on fighting games or something?? (is this Up For Grabs by the way??)

Dec 18th 2017 at 8:21:22 PM

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.

Dec 19th 2017 at 4:38:12 AM

^^ This proposal was last edited by/posted to by the OP Baffle Blend back in August 2014, so by the rules on that page it is Up For Grabs.

Dec 20th 2017 at 7:56:39 AM

OK, taken this Up For Grabs and fixing the format, balancing the description and FINALLY make a proper example section, with examples for video games and other media.

I got experience on MUGEN as well in various other fighting games, and I say the OP idea of scrapping "the Dojo" as a training stage was stupid, since it's also a common place to train techniques and improve the skills. What do you think?? Should I re-add the Dojo examples to improve this??

Jan 19th 2018 at 7:03:06 PM

Well, since no one answer myquestion, I suppose this is more than ready to be launched. What do you say??

Jan 20th 2018 at 2:40:28 AM

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.

Jan 22nd 2018 at 7:54:50 AM

OK, this is ready to be launched, expect to be done during these days. Also, I'll compile your other examples to make The Dojo as a separate draft, mostly seen in martial arts media that could be the Sister Trope of this. Stay tuned!!

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