I think you should try it first. As was said many of these things have already been done. Unfortunately, no matter what you are going to have to “patch” somewhere or the other for things like interactivity etc. I forgot to show an example for the stage intro, 3:30. This stuff goes beyond the system at this point, it should be specific for those who want it, well you’d put the extra work in. [youtube]https://youtu.be/vqIbC06CptY[/youtube] You can make a stage intro since the very first mugen in 1999, you just need to use properly the "stages background or foreground controllers [BGctrl] before the round start [youtube]https://youtu.be/uwwW_4bzcv4[/youtube] What I was asking for this in my post about stage intros 3. Stage intros and stage fx Now i've seen that sounds are going to be introduced but not sure if I saw mention of stage intros. Plenty of fighting games have this and one example I can think up of is any stage in KoF95, one example would be is garou stage where they jump into the foreground https://youtu.be/lTMwD9ybSAQ?t=9m2s . Also on that stage the characters have landing dust (rather water splashing) applied to them which would be cool for stages that look better with it. Also having options whether the fx add to the ones on the character, or override the ones on the character already. Is similar to what ;x was saying (though it looks like that's just hard coded into geese with just a superpause in the video but still) but rather then having to put the code into every single individual character with a trigger X = StageVar(info.author) = "Whatever" in a state with the coding for that stage, instead have it as a line of code inside the stagedef itself so any character will be affected by it. Maybe under the [StageInfo] sctrl in a stage def it could be something similar to this or however you could implement it. [StageInfo] zoffset = 190 autoturn = 1 resetBG = 1 localcoord = 320, 240 xscale = 1 yscale = 1 ;Sets whether the stage has an intro or not stageIntro = 1 ;Sets what BGCtrl is used for the stage intro. Characters start after the BGCtrl has ended, controllers must not have a looptime trigger assigned to them. stageIntroCtrlID = 20 Which considering your example of the stage you showed, this is how it looks in it's source game. Time code is 0:35 VIDEO See how the characters don't start their intros before the stage intro has ended, this is what I was talking about with stage intros. All I really want to see is it being something I can enable in the stagedef so I don't have to program it in every character in my roster. (Because one things for sure about mugen is that people can have massive rosters, even if it's a copy paste code you still have to do that for every character) As with the stage effects, yet again would be better as an option in the stage def then coding it into every character [PlayerInfo] p1startx = -70 ;Starting x coordinates p1starty = 0 ;Starting y coordinates p1facing = 1 ;Direction player faces: 1=right, -1=left p2startx = 70 p2starty = 0 p2facing = -1 leftbound = -1000 rightbound = 1000 ; Common effects for all of the players. ; This is used if your stage benefits from having landing effects other than standard landing effects. effectsType = replace ; none uses the characters standard effects ; replace replaces the effects with the stages own ; add adds the effect along with the characters own effectsAnimation = 500 ;You can also use animations from the FightFX in the data folder effectsSound = 2 ;You can also use sounds from the common.snd in the data folder Not sure how you could do movement with this (sort of like the example I have in the video when I first suggested it when they jump into the foreground) but I hope this clears some things up.