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Wikipedia / Danger Room

The Danger Room is a fictional training facility appearing in American comic books published by Marvel Comics. It first appeared in The X-Men #1 (September 1963) and was created by Stan Lee and Jack Kirby. The facility is depicted as built for the X-Men as part of the various incarnations of the X-Mansion. Its primary purpose is to train the X-Men, initially using traps, projectile firing devices, flamethrowers, and mechanical dangers such as presses and collapsing walls. These were replaced by holographics, when the Danger Room was rebuilt using Shi'ar technology. It gained sentience in Astonishing X-Men as Danger.

Publication history

An obstacle course in which the X-Men train appears in The X-Men #1 (September 1963), but the Danger Room is never mentioned by name. The name "Danger Room" is first used in The X-Men #2 (November 1963). According to X-Men writer/editor/co-creator Stan Lee, "the Danger Room was Jack Kirby's idea. I thought it was great because we could always open with an action sequence if we needed to."

Early designs

In early stories, the Danger Room is filled with traps, projectile firing devices, flamethrowers, and mechanical dangers such as presses, collapsing walls and the like intended to challenge the trainee. An observer remains is in the overhanging control booth, managing the room's mechanisms to oversee the exercise while ensuring the subject's safety. Later, the Danger Room was upgraded with machines and robots for the X-Men to fight against. After befriending the Shi'ar, the X-Men rebuilt the Danger Room with Shi'ar hard-light holographic technology.

Sentience

In Joss Whedon's Astonishing X-Men, the Danger Room developed self-awareness. The first thing it does is convince Wing, who has recently lost his powers to Ord's cure, to kill himself. Next, the Danger Room takes control of a Sentinel and knocks out every psychic in the X-Mansion. During the Sentinel's attack, Cyclops orders Shadowcat and the students to hide in the Danger Room, where they find Wing's corpse. After being freed from its prison, the Danger Room takes a humanoid form called Danger and attacks the X-Men. Danger travels to Genosha to kill Professor X, who knew of the Danger Room's sentience and chose to keep it secret. With the Danger Room gone, Prodigy builds a similar facility called the Danger Cave.

Revenge

When the S.W.O.R.D. headquarters is destroyed, Danger escapes to Australia, posing as an anthropologist at Melbourne University. She approaches Rogue in her disguise, but is targeted by a low-flying Shi'ar salvage spacecraft. After being damaged by the crew, she warps the entire area with her holographic projections of past moments within Rogue's life as well as other famous moments from the X-Men's history. Xavier confronts Danger and she reveals she intended to make Rogue absorb all Xavier's powers and memories permanently, leaving the Professor crippled and useless. Xavier reveals that when she first gained sentience, Xavier consulted her creators, who assured him it was not possible she could have gained self-awareness and that Xavier had no way of knowing what she was or would become. Xavier tried to free Danger, but did not know how to do so without crippling her. After Xavier repairs her, Danger sides with Xavier, Rogue, and Gambit and takes out the Shi'ar salvage crew.

Utopia

Danger is offered the position of warden of Utopia by Emma Frost, which she accepts because it also allows her to study the best and the worst of what humanity has to offer.

All-New X-Factor

Danger reappears in the All-New X-Factor series. She appears as a prisoner of a member of the Thieves Guild, which Gambit is running; when Gambit discovers this, he orders her to be freed. After restoring her memory, which was lost due to the imprisonment, Gambit invites Danger to join the new X-Factor team.

Krakoa

When Krakoa becomes a sovereign nation for mutants, Madison Jeffries attempts to bring Danger with him. However, the island rejects the home he had build for her. Jeffries is put into the Pit of Exile for breaking Krakoa's laws, while Danger is forced to leave Krakoa.

Powers and abilities

As Danger gained self-awareness and adopted a more humanoid appearance, she has shown enhanced strength and durability, the abilities to create hard-light holographic projections that can affect entire areas, emit modulated energy waves for blasts, binding and protection, flight capability, mechanical regeneration and shapeshifting; with which to alternate her physical form as well as rebuild herself after her body is destroyed, control and assimilate machinery and cybernetic components into herself via thought. She is able to bring other machines into self-awareness and upload her consciousness into foreign digitized or mechanical systems to build, operate or otherwise commandeer new bodies.

Reception

The Danger Room is well known and viewed as an iconic part of the X-Men mythos.

In other media

Television

The Danger Room appears in X-Men: The Animated Series.

Film

The Danger Room appears in the X-Men film series.

  • The Danger Room was meant to appear in X-Men (2000) and was alluded to in X2 (2003), but was deleted in the former film and scrapped in the latter film due to budget concerns.

  • The Danger Room appears in X-Men: The Last Stand (2006).

  • The Danger Room appears in X-Men: Apocalypse (2016).

Video games

Miscellaneous

  • The Danger Room is featured as a wizard mode in Stern's X-Men Pinball machines.

  • The Danger Room appears as part of a replica of the Xavier Institute created by Airbnb.

  • The Danger Room appears as part of the Lego Xavier Institute, released in 2024.

References