A New Perspective (I think?): Loop the stage

I think it’d be interesting a 2D fighting game like this: instead of being your everyday wall-to-wall (like a standard photo) type view, how about a 360-degree panoramic perspective? The characters would walk left and right as usual, but in place of just going from Wall A to Wall B, they would walk around a full circle, thus removing corners and allowing players to better focus on their opponent rather than where they are. I think it’d be pretty difficult to pull off, and may even look ridiculous, but I’d like to see something different for a change.
To my knowledge it hasn’t been done, but maybe it has.

Welcome to SRK!

The problem with this idea is that it really doesn’t add anything to the game, only removes depth. Without the positioning you have one less thing to fight for.

Thank you :]
And wow, shot down in flames. In that case, I think more games should try it out. Seeing the same redundant stuff gets tiresome.

Nah I remembered wrong. EX series does have corners, it just doesn’t “look like it” aesthetically.

Maybe it was Rival Schools that didn’t have corners?

No idea. But maybe a fighting game would be too simple without corners?

What if the corners had spikes on them?

Mortal Kombat Deception had deathtraps, does that count?

Tekken used to have a continuous arena that didn’t have boundaries. I’m not a Tekken player so I don’t know why they changed that.

Dead Or Alive has a stage that’s an endless void with a floor. It’s in 4, 5, and 5 Ultimate.

Real Bout Fatal Fury 1 Geese Tower.

The stage goes on forever.

Before you bring up new ideas, you should read the old ones. Like, you know, the rules page for the forum you just posted in.

Welcome to SRK, please follow our simple rules.

Well what I meant was, all of Tekken’s stages were endless.

It’s interesting that DOA would have one stage like that. It seems like changing your gameplay to match one stage is less than ideal, but I’m mostly into 2D fighters, where the stage is usually an aesthetic choice. I know adding hazards to a stage is not a new concept, but it’s also not something I really enjoy.

Alright, I read them. Is it safe to say this would fall under “wish lists do not belong here”? Regardless, my mistake.

Shuma’s stage in Marvel Super Heroes also scrolls infinitely once you break the bones at either side.

As much as I sometimes (not always) don’t get on with the corner boost in certain games/matchups/characters, NOT having corners (in a 2D game at the very least) would probably make the game more shallow. It would essentially take the game from considering your relative position and the opponent to the stage itself to ONLY considering your position against the opponent. Then if you make a ranged character too strong, they auto dominate everyone.

Does Clayfighter 64 have an circular/infinite stage? I’ve never played the game before but for some reason this rings a bell to me.

It does, I definitely remember the toilet stage being infinite, there may have been more. Maybe the voodoo shack too? That might’ve had a fence.

Get a lead, run away forever until your opponent physically dies. Seems like a fun game.

Since you’re apparently new to SRK, I think you underestimate the length people will go to in order to win and/or annoy you so that you play angry/dumb in the next game.

Just play the Real Bout games. Side stepping and in the first Real Bout the final stage goes on infinitely.

power ranger the fighter for genesis done infinite stages before . I think the top tier is ice queen due to how strong her runaway and infinite stage made it nigh impossible to compete. Ironically projectile war isn’t a problem as the game has universal projectile reflector.

How about infinite stages with the negative effects of P4A, so that way you have to hit your opponent no blocked moves will count, I think negative effects that would be good are lose health after 10 seconds, slow speed, stun meter auto fill, no block damage on projectiles, and fullscreen moves. you might be able to even use meter to make an auto wall and the opponent must use same meter to break it, or teleport to your opponent. Also, make small fullscreen size.

Feel free to criticize and elaborate.