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* The 2019 UpdatedRerelease of ''VideoGame/{{Hellsinker}}'' for UsefulNotes/{{Steam}} features a "Training Chamber" where you can get to grips with the game's unusually complex mechanics.
* The UsefulNotes/Atari2600 version of ''VideoGame/{{Spacewar}}'' had the UrExample in Game 14, which, while a MiniGame in its own right, the manual makes clear it exists so the player can practice maneuvering by braking the ship on the free-floating space module.

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* The 2019 UpdatedRerelease of ''VideoGame/{{Hellsinker}}'' for UsefulNotes/{{Steam}} Platform/{{Steam}} features a "Training Chamber" where you can get to grips with the game's unusually complex mechanics.
* The UsefulNotes/Atari2600 Platform/Atari2600 version of ''VideoGame/{{Spacewar}}'' had the UrExample in Game 14, which, while a MiniGame in its own right, the manual makes clear it exists so the player can practice maneuvering by braking the ship on the free-floating space module.
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** ''7'' has Geometric Space, which is basically Strategic Space without the stage breaks.
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** In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' returns to serve this purpose, as it did in the original comics. In the ''Ultimate'' version of the latter, it even comes in two variants: Training Room (based on its ''[=MvC2=]'' appearance) and Danger Room (based on its ''[=CotA=]'' appearance).

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** In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' ''ComicBook/XMen'' returns to serve this purpose, as it did in the original comics. In the ''Ultimate'' version of the latter, it even comes in two variants: Training Room (based on its ''[=MvC2=]'' appearance) and Danger Room (based on its ''[=CotA=]'' appearance).



* ''VideoGame/SuperSmashBros'' franchise:

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* ''VideoGame/SuperSmashBros'' franchise:''VideoGame/SuperSmashBros'':
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See also NewbieImmunity for when the game lets the player test out controls and mechanics at the start of the game without fear of losing or penalty.

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* ''VideoGame/{{ARMS}}'' has the Sparring Ring, a simple square boxing ring with no hazards or obstacles to speak of. Initially, it was only accessible while warming up before an online match; a later update added it as a proper stage that could be selected to play on.




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* ''Franchise/{{Splatoon}}'':
** The [[VideoGame/Splatoon1 first game]] and its [[VideoGame/Splatoon2 sequel]] both have a small Shooting Range located behind Ammo Knights, where players can test out different weapons -- even those they haven't yet purchased -- against inflatable {{training dumm|y}}ies. The ranges both have dashed lines marking the ground which are visible even through ink, which is useful for gauging the range of specific weapons.
** ''VideoGame/Splatoon3'' expands on this by having, in addition to a new Ammo Knights shooting range, a larger Test Range that can be accessed while waiting to join an online match. Aside from the features of previous games, this range also contains a Copy Machine, a robotic TrainingDummy armed with a Splattershot and Splat Bomb that will copy the player's actions when turned on, useful for testing out defensive weapons and those that interact with enemy ink.
** Additionally, ''Salmon Run: Next Wave'' also has its own separate test ranges, both a smaller one used for testing out weapons and a larger one serving as the multiplayer lobby. These rooms include useful ''Salmon Run''-specific mechanics, such as training dummies with the same size and health as different types of Salmonids, and an Egg Basket and supply of Golden Eggs to let players practice their egg-throwing.
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* The 2019 UpdatedRerelease of ''VideoGame/{{Hellsinker}}'' for UsefulNotes/{{Steam}} features a "Training Chamber" where you can get to grips with the game's unusually complex mechanics.
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* ''[[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}}''.

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* ''[[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.TronLines, although the fact that said grid is constantly moving does kind of render it somewhat moot. Bonus points for being based on the tutorial stage from ''VideoGame/{{SORA}}''.
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* ''Franchise/MetalGear'' franchise:

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* ''Franchise/MetalGear'' ''VideoGame/MetalGear'' franchise:



** ''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.

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** ''VideoGame/MetalGearSolid4'' ''VideoGame/MetalGearSolid4GunsOfThePatriots'' 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.
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* In ''VideoGame/PokemonScarletAndViolet'', the Pokémon League interior battle court has this appearance, set in an enclosed room with perfectly flat and rectangular floor, walls, and ceiling lined with square transparent glass tiles and a light turquoise glow from behind them, giving the appearance of a grid. Notably, it is the battle court for [=PvP=] with the plainest appearance by far and is the least processor-intensive background for it. The grid isn't necessary with the Pokémon series's TurnBasedGameplay though, nor is there any evidence of the battle court used for testing out Pokémon and their moves, but it does fit the look.

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* In ''VideoGame/PokemonScarletAndViolet'', the Pokémon League interior battle court has this appearance, set in an enclosed room with perfectly flat and rectangular floor, walls, and ceiling lined with square transparent glass tiles and a light turquoise glow from behind them, giving the appearance of a grid. Notably, it is the battle court for [=PvP=] with the plainest appearance by far and is the least processor-intensive background for it. The grid isn't necessary with the Pokémon series's TurnBasedGameplay TurnBasedCombat though, nor is there any evidence of the battle court used for testing out Pokémon and their moves, but it does fit the look.
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[[AC:Role-Playing Game]]
* In ''VideoGame/PokemonScarletAndViolet'', the Pokémon League interior battle court has this appearance, set in an enclosed room with perfectly flat and rectangular floor, walls, and ceiling lined with square transparent glass tiles and a light turquoise glow from behind them, giving the appearance of a grid. Notably, it is the battle court for [=PvP=] with the plainest appearance by far and is the least processor-intensive background for it. The grid isn't necessary with the Pokémon series's TurnBasedGameplay though, nor is there any evidence of the battle court used for testing out Pokémon and their moves, but it does fit the look.
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** ''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.

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** ''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 {{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.
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Per this thread, the trope is a level that the developers would intentionally place in the game to teach the mechanics. Since it's about a game mod, I'll move/rewrite it to the Game Mod trope example of the game's page instead.


** ''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.
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* ''VideoGame/BladeStrangers''' training stage somewhat bucks the trend by having its background be HighTechHexagons as opposed to the usual square layout.
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* ''VideoGame/PhantomBreaker Omnia'' has the Training Zone which, unlike the others on this list, actually changes appearance every round (specifically, it goes from grey-and-green to black-and-blue and vice versa). It's also notable for being the HomeStage for the two newcomers, Artifactor and Maestra.
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** In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' returns to serve this purpose, as it did in the original comics. In the ''Ultimate'' version of the latter, it even comes in two variants: Training Room (based on its ''[=MvC2=]'' appearance) and Danger Room (basex on its ''[=CotA=]'' appearance).

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** In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' returns to serve this purpose, as it did in the original comics. In the ''Ultimate'' version of the latter, it even comes in two variants: Training Room (based on its ''[=MvC2=]'' appearance) and Danger Room (basex (based on its ''[=CotA=]'' appearance).
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** ''VideoGame/SmashRemix'', a GameMod of ''VideoGame/SuperSmashBros64'', has [[VideoGame/SuperMarioBros1 Mushroom Kingdom]]'s "Dream Land" and "Omega" variants serve this purpose; not only does it have identical dimensions and collisions to the most commonly used stage in competitive play (([[VideoGame/KirbySuperStar Dream Land]]), but [[https://media.discordapp.net/attachments/577655757726810114/949094133794996244/IMG_0376.png the distance between the edges of bricks in the floor pattern is the same as the distance lines in the Home-Run Contest mini-game]], as well as two blocks in the stage builder grid in ''For Wii U'' and ''Ultimate'' (and, in the case of the platforms, one block).

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** ''VideoGame/SmashRemix'', a GameMod of ''VideoGame/SuperSmashBros64'', has [[VideoGame/SuperMarioBros1 Mushroom Kingdom]]'s "Dream Land" and "Omega" variants serve this purpose; not only does it have identical dimensions and collisions to [[AbridgedArenaArray the most commonly used stage stage]] in competitive play (([[VideoGame/KirbySuperStar ([[VideoGame/KirbySuperStar Dream Land]]), but [[https://media.discordapp.net/attachments/577655757726810114/949094133794996244/IMG_0376.png the distance between the edges of bricks in the floor pattern is the same as the distance lines in the Home-Run Contest mini-game]], as well as two blocks in the stage builder grid in ''For Wii U'' and ''Ultimate'' (and, in the case of the platforms, one block).

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* ''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.

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* VideoGame/SoulSeries:
**
''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.Master.
** ''VideoGame/SoulCaliburVI'' has "Grand Labyrinth: Sealed Corridor", which is a stage that stretches infinitely in all directions, has no background, and has an infinitely repeating tiled floor. It's only selectable in Training Mode, however; the selection space is blank in other modes.


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** ''VideoGame/SmashRemix'', a GameMod of ''VideoGame/SuperSmashBros64'', has [[VideoGame/SuperMarioBros1 Mushroom Kingdom]]'s "Dream Land" and "Omega" variants serve this purpose; not only does it have identical dimensions and collisions to the most commonly used stage in competitive play (([[VideoGame/KirbySuperStar Dream Land]]), but [[https://media.discordapp.net/attachments/577655757726810114/949094133794996244/IMG_0376.png the distance between the edges of bricks in the floor pattern is the same as the distance lines in the Home-Run Contest mini-game]], as well as two blocks in the stage builder grid in ''For Wii U'' and ''Ultimate'' (and, in the case of the platforms, one block).

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**''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/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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** In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' serves this purpose, as it did in the original comics.

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** In ''VideoGame/MarvelVsCapcom2'' and ''VideoGame/MarvelVsCapcom3'', the Danger Room from ''Franchise/XMen'' serves returns to serve this purpose, as it did in the original comics. In the ''Ultimate'' version of the latter, it even comes in two variants: Training Room (based on its ''[=MvC2=]'' appearance) and Danger Room (basex on its ''[=CotA=]'' appearance).



** 'VideoGame/StreetFighterIV'' has the aptly-named "Training Stage", complete with an announcer voice clip. 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" being none other than [[JokeCharacter Dan 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.

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** 'VideoGame/StreetFighterIV'' ''VideoGame/StreetFighterIV'' has the aptly-named "Training Stage", complete with an announcer voice clip. 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" being none other than [[JokeCharacter Dan 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.
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[[AC:Strategy RPG]]
* ''VideoGame/GirlsFrontline'': The Target Practice tab in the Combat Simulations list serves as one of these, allowing players to conduct a mock battle with any units and backup squads of their choosing versus a number of preset enemy formations (including a plain old target drone), or players can save a list of up to ten enemy formations encountered in non-event missions and practice against those instead - handy for bosses that [[SomeDexterityRequired require a lot of squad micromanagement]]. For the competitive folk, the preset enemies come with their own individual time attack leaderboards.
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* The UsefulNotes/Atari2600 version of ''VideoGame/{{Spacewar}}'' had the UrExample in Game 14, where the player's ship is alone, and which according to the manual only exists so the player can practice moving.

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* The UsefulNotes/Atari2600 version of ''VideoGame/{{Spacewar}}'' had the UrExample in Game 14, where the player's ship is alone, and which according to which, while a MiniGame in its own right, the manual only makes clear it exists so the player can practice moving.
maneuvering by braking the ship on the free-floating space module.
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[[AC:Shoot-'em-up]]
* The UsefulNotes/Atari2600 version of ''VideoGame/{{Spacewar}}'' had the UrExample in Game 14, where the player's ship is alone, and which according to the manual only exists so the player can practice moving.
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* ''VideoGame/{{Ninjala}}'' has a large perfectly cubic room resembling the interior of a Japanese temple, lined with a holographic grid. This is used only for the tutorial and for waiting in the lobby for more players to arrive, however. The gameplay, on the other hand, is designed with FreeFloorFighting in mind, so this stage cannot be played with human opponents.


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[[AC:Non-Video-Game Examples]]
* ''Manga/WorldTrigger'' has a training room fitting this look at each of the BORDER agencies' branch locations, used for testing out new weapons and running simulations. It not only has grid markers lining every surface, but height markers on the walls too.
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* ''VideoGame/LethalLeague'' and ''Lethal League Blaze'' have Room 21, [[BedlamHouse a cell in a mental asylum]] with floor and walls completely covered in square pads whose boundaries form a grid. Considering its setting, it may be a [[ParodiedTrope parody of this trope]]. Though it initially looks featureless, once the match progresses to certain points, the security alarms start going off and the bright white lighting is replaced by the red siren lights to give it a more intense, dramatic look.

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