Asteroids had it right — wrapping is the way to go. And Super Stardust’s (PS3) take on it is the best. Their excuse for wrapping is perfect — no more disappearing off the screen to show up on the other side. No more Euclidean mishaps. It’s all about the orbit, and it’s all about the sphere. It is of such geniality that one can easily forgive the perspective and size issues.
Wrapping means action won’t be hampered by such trivial things as borders. No abrupt stops, no screeching to a halt. It’s all swerving, all the time, all around — and the only obstacles are, well, everything in sight. But no rigid, unmoving lines.
It’s interesting to contrast this characteristic with the Geometry Wars (X360) field. The borders create a two-fold sense of security (”this is MY corner — MY CORNER!”) combined with an acute claustrophobia (”oh no, that’s the wall! Nowhere left to run!”). The limited field works well there, but it’s a different kind of thing. Stardust seems to me to be more oriented towards drive-by players, what with the boost capabilities and all.
Or maybe that’s just my personal playing style — I’m watching the automatic demo as I type and I see pro players moving in very little increments.