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** ''VideoGame/PokemonRanger'': Unfortunately present in all three games, and worse, if you accidentally hit the wrong button or if your styler breaks, you have to sit through explanations more than once. In the third game, though, you are allowed to skip any tutorials that would have appeared in the first two games. But only those ones.
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* ''VideoGame/RollerCoasterTycoon'': The first two games in the series feature this. Thankfully, they are not mandatory and can be stopped at any time while they are running. The one in the first game can actually give you a nice head-start in Forest Frontiers if you interrupt it right before it exits back to the main menu.
to:
* ''VideoGame/RollerCoasterTycoon'': The first two games have tutorials in the series feature this. Thankfully, they are not mandatory and this format, which can be stopped at any time while they are running. The one in interrupted by the first game can actually give you player but cannot be restarted once interrupted other than by going back to the main menu:
** In ''[=RCT1=]'' the tutorial builds anice head-start Merry-Go-Round and a Steel Mini Roller Coaster in Forest Frontiers if you interrupt it Frontiers; interrupting the tutorial right before it exits back to the main menu.menu can actually give you a nice head start in that scenario.
** ''[=RCT2=]'': There are three tutorials using the "Build Your Own Six Flags" park --a "beginners" tutorial that builds a Merry-Go-Round, a "custom rides" tutorial that builds a Vintage Cars ride and decorates it with scenery, and a "roller coasters" tutorial that builds a Wooden Roller Coaster. The ''[=RCT2=]'' tutorials were removed in ''[=OpenRCT2=]'' due to the input system they used (recorded keystrokes, mouse movements and clicks) being incompatible with the infinite resolutions and flexible UI available.
** ''[=RCT3=]'' abandons these in favor of tutorials that told you which buttons to click and grayed out the buttons it didn't want you to click.
** In ''[=RCT1=]'' the tutorial builds a
** ''[=RCT2=]'': There are three tutorials using the "Build Your Own Six Flags" park --a "beginners" tutorial that builds a Merry-Go-Round, a "custom rides" tutorial that builds a Vintage Cars ride and decorates it with scenery, and a "roller coasters" tutorial that builds a Wooden Roller Coaster. The ''[=RCT2=]'' tutorials were removed in ''[=OpenRCT2=]'' due to the input system they used (recorded keystrokes, mouse movements and clicks) being incompatible with the infinite resolutions and flexible UI available.
** ''[=RCT3=]'' abandons these in favor of tutorials that told you which buttons to click and grayed out the buttons it didn't want you to click.
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* ''VideoGame/ZookeeperBattle'': Every first level of any Invading Boss' Quest minigame robs the reins from the player to illustrate the mechanics of that particular minigame.
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* ''VideoGame/PanelDePon'': The series features in-depth, optional tutorials (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]]) that aren't playable.
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%% (ZCE) * ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario and Sonic at the Olympic Winter Games]]'' has these.
* ''VideoGame/PanelDePon'' and the ''Puzzle League/Challenge'' series of games feature these tutorials--however, they are welcome because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
* ''VideoGame/PanelDePon'' and the ''Puzzle League/Challenge'' series of games feature these tutorials--however, they are welcome because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
to:
%% (ZCE) * ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario and Sonic at the Olympic Winter Games]]'' ''VideoGame/MarioAndSonicAtTheOlympicGames'' has these.
* ''VideoGame/PanelDePon'' and the ''Puzzle League/Challenge'' series of games feature these tutorials--however, they are welcome because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
these.
* ''VideoGame/PanelDePon'' and the ''Puzzle League/Challenge'' series of games feature these tutorials--however, they are welcome because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
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** The franchise traditionally has moments at the beginning of the game where another trainer takes you into the grass and shows you how to catch a Pokémon; it's impossible to skip. ''VideoGame/PokemonSwordAndShield'' finally averted this; you get Poké Balls before you get to the tutorial, and if you catch a Pokémon before then, you wouldn't have to do the tutorial.
to:
** The franchise traditionally has moments at the beginning of the game where another trainer takes you into the grass and shows you how to catch a Pokémon; it's impossible to skip. ''VideoGame/PokemonSwordAndShield'' skip.
** ''VideoGame/PokemonSwordAndShield'': It finallyaverted {{avert|ed}}s this; you get Poké Balls before you get to the tutorial, and if you catch a Pokémon before then, you wouldn't won't have to do the tutorial.
** ''VideoGame/PokemonSwordAndShield'': It finally
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* ''VideoGame/MetalGear'': Some of the games show the player how to play by automatically scrolling through the items and sometimes controlling the player character.
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* ''VideoGame/WarioWareDIY'': The game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intuitive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
to:
* ''VideoGame/WarioWareDIY'': The game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario well''--Wario will try to do many counter-intuitive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
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* Some of the ''VideoGame/MetalGear'' games shows the player how to play by automatically scrolling through the items and sometimes controlling the player character.
* ''VideoGame/PanelDePon'' and the ''Puzzle League/Challenge'' series of games feature these tutorials - however, they are welcome because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
* ''VideoGame/PanelDePon'' and the ''Puzzle League/Challenge'' series of games feature these tutorials - however, they are welcome because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
to:
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* ''VideoGame/AstroBoyOmegaFactor'': The game opens with a skippable tutorial about the hero's air dash, normal attacks, and super moves. When attacking the enemies, you must do as Prof. Ochanamizu says or he'll repeat the task.
* ''VideoGame/DisgaeaHourOfDarkness'': {{Parodied}}. Etna delivers the tutorial to Laharl by forcing him to get beat up. "And that was what not to do." "But you made me do it!" The sequel has Rozalin and Adell replace Laharl and Etna, respectively.
* ''VideoGame/DisgaeaHourOfDarkness'': {{Parodied}}. Etna delivers the tutorial to Laharl by forcing him to get beat up. "And that was what not to do." "But you made me do it!" The sequel has Rozalin and Adell replace Laharl and Etna, respectively.
* ''VideoGame/MarioAndLuigiBowsersInsideStory'': Happens whenever you get a new Bros. Item or Bowser Army. If you choose to practice, the game demonstrates the move for you before letting you try it yourself.
* ''Franchise/{{Pokemon}}''
** The franchise traditionally has moments at the beginning of the game where another trainer takes you into the grass and shows you how to catch a Pokémon; it's impossible to skip. ''VideoGame/PokemonSwordAndShield'' finally averted this; you get Poké Balls before you get to the tutorial, and if you catch a Pokémon before then, you wouldn't have to do the tutorial.
** ''VideoGame/PokemonTradingCardGame'': Your first match against one of Prof. Mason's assistants is played with stacked decks and instructions that force you to play particular cards. Later you could practice against this person by using the same decks but without restrictions on moves.
* ''VideoGame/RollerCoasterTycoon'': The first two games in the series feature this. Thankfully, they are not mandatory and can be stopped at any time while they are running. The one in the first game can actually give you a nice head-start in Forest Frontiers if you interrupt it right before it exits back to the main menu.
* ''VideoGame/StarWarsEmpireAtWar'': After completing the five-part interactive tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.
** The franchise traditionally has moments at the beginning of the game where another trainer takes you into the grass and shows you how to catch a Pokémon; it's impossible to skip. ''VideoGame/PokemonSwordAndShield'' finally averted this; you get Poké Balls before you get to the tutorial, and if you catch a Pokémon before then, you wouldn't have to do the tutorial.
** ''VideoGame/PokemonTradingCardGame'': Your first match against one of Prof. Mason's assistants is played with stacked decks and instructions that force you to play particular cards. Later you could practice against this person by using the same decks but without restrictions on moves.
* ''VideoGame/RollerCoasterTycoon'': The first two games in the series feature this. Thankfully, they are not mandatory and can be stopped at any time while they are running. The one in the first game can actually give you a nice head-start in Forest Frontiers if you interrupt it right before it exits back to the main menu.
* ''VideoGame/StarWarsEmpireAtWar'': After completing the five-part interactive tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.
** ''VideoGame/UnrealTournament2003'': All the basic tutorials --e.g., demonstrating the Deathmatch, Double Domination, CaptureTheFlag, and Bombing Run game modes-- require you to sit through a non-interactive, video-like tutorial showing the very basics. The story gets repeated with the Onslaught mode in ''VideoGame/UnrealTournament2004''.
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** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each game mode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz, and Team Showdown) still required you to sit through a video, with a common match of the game mode following afterwards.
to:
** ''VideoGame/UnrealTournament4'': While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each game mode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz, and Team Showdown) still required you to sit through a video, with a common match of the game mode following afterwards.
* ''VideoGame/WarioWareDIY'': The game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intuitive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
* ''VideoGame/WarioWareDIY'': The game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intuitive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
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* Spoofed as early as ''VideoGame/DisgaeaHourOfDarkness'' where Etna delivers the tutorial to Laharl by forcing him to get beat up. "And that was what not to do." "But you made me do it!" The sequel has Rozalin and Adell replace Laharl and Etna, respectively.
* Whenever you get a new Bros. Item or Bowser Army in ''VideoGame/MarioAndLuigiBowsersInsideStory'', if you choose to practice, the game demonstrates the move for you before letting you try it yourself.
* Whenever you get a new Bros. Item or Bowser Army in ''VideoGame/MarioAndLuigiBowsersInsideStory'', if you choose to practice, the game demonstrates the move for you before letting you try it yourself.
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* ''Franchise/{{Pokemon}}'' traditionally has moments in the beginning of the game where another trainer takes you into the grass and shows you how to catch a Pokémon; it's impossible to skip. ''VideoGame/PokemonSwordAndShield'' finally averted this; you get Poké Balls before you get to the tutorial, and if you catch a Pokémon before then, you wouldn't have to do the tutorial.
* ''VideoGame/PokemonTradingCardGame'' for Game Boy did this by having your first match against one of Prof. Mason's assistants be played with stacked decks and instructions that forced you to play particular cards. Later you could practice against this person by using the same decks but without restrictions on moves.
* ''VideoGame/PokemonTradingCardGame'' for Game Boy did this by having your first match against one of Prof. Mason's assistants be played with stacked decks and instructions that forced you to play particular cards. Later you could practice against this person by using the same decks but without restrictions on moves.
to:
* ''VideoGame/PokemonTradingCardGame'' for Game Boy did this by having your first match against one of Prof. Mason's assistants be played with stacked decks and instructions that forced you to play particular cards. Later you could practice against this person by using the same decks but without restrictions on moves.
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* The first two games in the ''VideoGame/{{RollerCoaster Tycoon}}'' series feature this. Thankfully, they are not mandatory and can be stopped at any time while they are running. The one in the first game can actually give you a nice head-start in Forest Frontiers if you interrupt it right before it exits back to the main menu.
* ''VideoGame/StarWarsEmpireAtWar'' contains this. After completing the five-part interactive tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.
* All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'') require you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
* In ''VideoGame/WarioWareDIY'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
* ''VideoGame/AstroBoyOmegaFactor'' opens with a skippable tutorial about the hero's air dash, normal attacks and super moves. When attacking the enemies, you must do as Prof. Ochanamizu says or he'll repeat the task.
* ''VideoGame/StarWarsEmpireAtWar'' contains this. After completing the five-part interactive tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.
* All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'') require you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
* In ''VideoGame/WarioWareDIY'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
* ''VideoGame/AstroBoyOmegaFactor'' opens with a skippable tutorial about the hero's air dash, normal attacks and super moves. When attacking the enemies, you must do as Prof. Ochanamizu says or he'll repeat the task.
to:
* ''VideoGame/StarWarsEmpireAtWar'' contains this. After completing the five-part interactive tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.
* All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'') require you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
* In ''VideoGame/WarioWareDIY'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
* ''VideoGame/AstroBoyOmegaFactor'' opens with a skippable tutorial about the hero's air dash, normal attacks and super moves. When attacking the enemies, you must do as Prof. Ochanamizu says or he'll repeat the task.
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* ''VideoGame/AdvanceWars'': Some tutorial turns require the player to relinquish control to demonstrate specific moves. It applies to the AI as well. For the first couple of maps, you see the enemy using the same interface and commands you do.
* ''VideoGame/FireEmblemTheBlazingBlade'': The game forces you to make specific moves for a turn or two and then return control.
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* The seventh ''VideoGame/FireEmblem'' game and the first ''VideoGame/AdvanceWars'' game force you to make specific moves for a turn or two and then return control. The ''Advance Wars'' example is particularly interesting, as it applies this to the AI as well - for the first couple of maps, you see the enemy using the same interface and commands you do.
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* ''VisualNovel/ApolloJusticeAceAttorney'' does this a few times. One where the game automatically goes to your evidence, scrolls to the next page, chooses a piece of evidence, and chooses to examine the item in 3D. The game also plays itself for a while when it shows you to how to do forensics at a crime scene.
%% (ZCE) * ''Ascendancy's'' tutorials used this.
%% (ZCE) * ''Ascendancy's'' tutorials used this.
to:
[[AC:Video Games]]
*
* ''VideoGame/MegaManBattleNetwork'': Every game begins with an unskippable warm-up battle to teach the player about how multiple attacks can be equipped in a
* ''VideoGame/PawapokeDash'': It features a unique "Card Baseball" system instead of the usual Baseball simulator, much to the protagonist's surprise on the story's first match. His poltergeist father gives out explanations on how to pick cards against the opponent and how to activate skills; it will prevent the player from choosing anything else. On subsequent runs, this tutorial is skipped.
* ''VideoGame/{{Unreal}}'':
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo), and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. Afterwards, the players enter the match with the specified rules (i.e. Sinkhole has no orbs nor support nodes). The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each game mode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz, and Team Showdown) still required you to sit through a video, with a common match of the game mode following afterwards.
[[AC:Visual Novels]]
* ''VisualNovel/ApolloJusticeAceAttorney'': In one tutorial, the game automatically goes to your evidence, scrolls to the next page, chooses a piece of evidence, and chooses to examine the item in 3D. The game also plays itself for a while when it shows you
[[AC:Unsorted]]
%% (ZCE) * ''Ascendancy's'' tutorials
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* ''VideoGame/FinalFantasyX'' had the Blitzball tutorial, and it was interactive (to an extent). Picking an option OTHER than the one the game tells you to simply gives the response: ''"We'll be learning about that later, just click this one for now."''
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* Every ''VideoGame/MegaManBattleNetwork'' game begins with an unskippable warm up battle to teach the player about how multiple attacks can be equipped in a single turn and then how to use a special system (exchanging chips for extra inventory space[=/=]interrupting enemy attacks for a power multiplier). Each lecture will force the player to pick specific chips.
* ''VideoGame/PawapokeDash'' features a unique "Card Baseball" system instead of the usual Baseball simulator, much to the protagonist's surprise on the story's first match. His poltergeist father gives out explanations on how to pick cards against the opponent and how to activate skills, and will prevent the player from choosing anything else. On subsequent runs, this tutorial is skipped.
* ''VideoGame/{{Unreal}}'' series:
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. Afterwards, the players enter the match with the specified rules (i.e. Sinkhole has no orbs nor support nodes). The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.
* ''VideoGame/PawapokeDash'' features a unique "Card Baseball" system instead of the usual Baseball simulator, much to the protagonist's surprise on the story's first match. His poltergeist father gives out explanations on how to pick cards against the opponent and how to activate skills, and will prevent the player from choosing anything else. On subsequent runs, this tutorial is skipped.
* ''VideoGame/{{Unreal}}'' series:
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. Afterwards, the players enter the match with the specified rules (i.e. Sinkhole has no orbs nor support nodes). The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.
to:
* ''VideoGame/PawapokeDash'' features a unique "Card Baseball" system instead of the usual Baseball simulator, much to the protagonist's surprise on the story's first match. His poltergeist father gives out explanations on how to pick cards against the opponent and how to activate skills, and will prevent the player from choosing anything else. On subsequent runs, this tutorial is skipped.
* ''VideoGame/{{Unreal}}'' series:
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. Afterwards, the players enter the match with the specified rules (i.e. Sinkhole has no orbs nor support nodes). The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.
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Removed soft-split as per this thread.
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[[foldercontrol]]
[[folder:Takes full control]]
[[folder:Takes full control]]
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[[/folder]]
[[folder:Forces a specific next step]]
[[folder:Forces a specific next step]]
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[[/folder]]
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It's a redirect, but it'll be helpful for the eventual making of the page. =)
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[[quoteright:271:[[VideoGame/WarioWare https://static.tvtropes.org/pmwiki/pub/images/warioware_diy_tutorial.png]]]]
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* In ''VideoGame/{{WarioWare}}: D.I.Y.'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
to:
* In ''VideoGame/{{WarioWare}}: D.I.Y.'', ''VideoGame/WarioWareDIY'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
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Changed line(s) 25,28 (click to see context) from:
* ''VideoGame/{{Unreal}}'' series:
** All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'') require you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.
** All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'') require you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.
to:
* ''VideoGame/{{Unreal}}'' series:
**All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'') require you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.(Onslaught).
**
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.
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* ''VideoGame/{{Unreal}}'' series:
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. Afterwards, the players enter the match with the specified rules (i.e. Sinkhole has no orbs nor support nodes). The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.
** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. Afterwards, the players enter the match with the specified rules (i.e. Sinkhole has no orbs nor support nodes). The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still required you to sit through a video, with a common match of the gamemode following afterwards.
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Compare: ForcedTutorial, which this almost always is, AttractMode, which this resembles when not forced, and JustifiedTutorial, which this never is.
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** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' are interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still require you to sit through a video, with a common match of the gamemode following.
to:
** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' are [[CancelledVideoGames were]] interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still require required you to sit through a video, with a common match of the gamemode following.following afterwards.
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** While the Advanced Movement and Weapon tutorials in ''VideoGame/UnrealTournament4'' are interactive training courses, the tutorials for each gamemode (Deathmatch, Team Deathmatch, Capture the Flag, Duel, Blitz and Team Showdown) still require you to sit through a video, with a common match of the gamemode following.
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!!Takes full control:
* Some of the ''VideoGame/MetalGear'' games shows the player how to play by automatically scrolling through the items and sometimes controlling the player character.
* Some of the ''VideoGame/MetalGear'' games shows the player how to play by automatically scrolling through the items and sometimes controlling the player character.
to:
[[folder:Takes full
* Some of the ''VideoGame/MetalGear'' games shows the player how to play by automatically scrolling through the items and sometimes controlling the player character.
%% (ZCE) * ''Ascendancy's'' tutorials used this.
* Whenever you get a new Bros. Item or Bowser Army in ''VideoGame/MarioAndLuigiBowsersInsideStory'', if you choose to practice, the game demonstrates the move for you before letting you try it yourself.
%% (ZCE) * ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario and Sonic at the Olympic Winter Games]]'' has these.
* Some of the ''VideoGame/MetalGear'' games shows the player how to play by automatically scrolling through the items and sometimes controlling the player character.
%% (ZCE) * ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario and Sonic at the Olympic Winter Games]]'' has these.
* Some of the ''VideoGame/MetalGear'' games shows the player how to play by automatically scrolling through the items and sometimes controlling the player character.
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* ''Ascendancy's'' tutorials used this.
* Whenever you get a new Bros. Item or Bowser Army in ''VideoGame/MarioAndLuigiBowsersInsideStory'', if you choose to practice, the game demonstrates the move for you before letting you try it yourself.
* Whenever you get a new Bros. Item or Bowser Army in ''VideoGame/MarioAndLuigiBowsersInsideStory'', if you choose to practice, the game demonstrates the move for you before letting you try it yourself.
to:
* ''Ascendancy's'' ''VideoGame/PanelDePon'' and the ''Puzzle League/Challenge'' series of games feature these tutorials used this.
* Whenever you get a new Bros. Item or Bowser Army in ''VideoGame/MarioAndLuigiBowsersInsideStory'', if you choose to practice,- however, they are welcome because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the game demonstrates the move timing necessary for you before letting you try it yourself.time-lag chains]].
* Whenever you get a new Bros. Item or Bowser Army in ''VideoGame/MarioAndLuigiBowsersInsideStory'', if you choose to practice,
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* The ''[[VideoGame/PanelDePon Puzzle League]]'' series of games feature these tutorials - however, they are welcome because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario and Sonic at the Olympic Winter Games]]'' has these.
* In ''VideoGame/{{WarioWare}}: D.I.Y.'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario and Sonic at the Olympic Winter Games]]'' has these.
* In ''VideoGame/{{WarioWare}}: D.I.Y.'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
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* All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'') requires you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
----
!!Forces a specific next step:
----
!!Forces a specific next step:
to:
* ''VideoGame/{{Unreal}}'' series:
** All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'')requires require you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
----
!!Forces** ''VideoGame/UnrealTournamentIII'' has APT for the Capture the Flag (CTF-Reflection), Vehicle CTF (VCTF-Kargo) and Warfare (two tutorials) modes, placed at the first rungs of the Campaign. Warfare even gets two tutorials: one (WAR-Sinkhole) about the core Onslaught mechanics, and another ([=WAR-MarketDistrict=]) for the new introductions such as the Orb and the Support Nodes. The only thing the CTF tutorial requires you to do before joining the battle is to use the Translocator to enter into the arena (compare with the Deathmatch tutorial guiding you through the game's movements and the series' AlternateFire system).
* In ''VideoGame/{{WarioWare}}: D.I.Y.'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
[[/folder]]
[[folder:Forces a specific nextstep:
step]]
** All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'')
!!Forces
* In ''VideoGame/{{WarioWare}}: D.I.Y.'', the game-making tutorial is shared between Wario, Penny, and you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
[[/folder]]
[[folder:Forces a specific next
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[[/folder]]
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* All the basic tutorials for ''VideoGame/UnrealTournament2003'' and ''VideoGame/UnrealTournament2004'' (for the Deathmatch, Double Domination, CaptureTheFlag and Bombing Run gamemodes plus the Onslaught mode in ''2004'') requires you to sit through a non-interactive, video-like tutorial showing the very basics about not only those modes but also the game's movement (Deathmatch) the Translocator (CaptureTheFlag) and vehicles (Onslaught).
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* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario and Sonic at the Winter Olympic Games]]'' has these.
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* ''[[VideoGame/MarioAndSonicAtTheOlympicGames Mario and Sonic at the Winter Olympic Winter Games]]'' has these.
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* ''[[VideoGame/StarWarsEmpireAtWar Star Wars: Empire at War]]'' contains this. After completing the five-part interactive tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.
to:
* ''[[VideoGame/StarWarsEmpireAtWar Star Wars: Empire at War]]'' ''VideoGame/StarWarsEmpireAtWar'' contains this. After completing the five-part interactive tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.
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* The seventh ''VideoGame/FireEmblem'' game and the first ''VideoGame/AdvanceWars'' game force you to make specific moves for a turn or two and then return control. The ''Advance Wars'' example is particularly interesting, as it applies this to the AI as well - for the first couple of maps, you see the enemy using them same interface and commands you do.
to:
* The seventh ''VideoGame/FireEmblem'' game and the first ''VideoGame/AdvanceWars'' game force you to make specific moves for a turn or two and then return control. The ''Advance Wars'' example is particularly interesting, as it applies this to the AI as well - for the first couple of maps, you see the enemy using them the same interface and commands you do.
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* ''VideoGame/PawapokeDash'' features an unique "Card Baseball" system instead of the usual Baseball simulator, much to the protagonist's surprise on the story's first match. His poltergeist father gives out explanations on how to pick cards against the opponent and how to activate skills, and will prevent the player from choosing anything else. On subsequent runs, this tutorial is skipped.
to:
* ''VideoGame/PawapokeDash'' features an a unique "Card Baseball" system instead of the usual Baseball simulator, much to the protagonist's surprise on the story's first match. His poltergeist father gives out explanations on how to pick cards against the opponent and how to activate skills, and will prevent the player from choosing anything else. On subsequent runs, this tutorial is skipped.
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Removing Circular Link
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An AutoPilotTutorial, however, is more like ''watching'' a manual than actually practicing. Control is taken away from the player as the game demonstrates how to perform tasks by itself, usually with either voice-over or onscreen text explanations. Some people might find this more helpful than just being told what to do step-by-step in a controlled tutorial, as with the auto pilot the player has an idea of what they're expected to do and what it looks like to do so correctly. The downside is if this is the ''only'' tutorial for that mechanic, meaning the player doesn't learn how to do it for real.
to:
An AutoPilotTutorial, Auto-Pilot Tutorial, however, is more like ''watching'' a manual than actually practicing. Control is taken away from the player as the game demonstrates how to perform tasks by itself, usually with either voice-over or onscreen text explanations. Some people might find this more helpful than just being told what to do step-by-step in a controlled tutorial, as with the auto pilot the player has an idea of what they're expected to do and what it looks like to do so correctly. The downside is if this is the ''only'' tutorial for that mechanic, meaning the player doesn't learn how to do it for real.
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** The ''VideoGame/PokemonTradingCardGame'' for Game Boy did this by having your first match against one of Prof. Mason's assistants be played with stacked decks and instructions that forced you to play particular cards. Later you could practice against this person by using the same decks but without restrictions on moves.
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* The ''[[VideoGame/PanelDePon Puzzle League]]'' series of games feature these tutorials - however, they are welcome due to the facts that they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
to:
* The ''[[VideoGame/PanelDePon Puzzle League]]'' series of games feature these tutorials - however, they are welcome due to the facts that because they are optional and extremely in-depth (with six main sections and more supplemental sections featuring things like [[CrazyPrepared demonstrating the timing necessary for time-lag chains]].
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* In ''VideoGame/{{WarioWare}}: D.I.Y.'', the game-making tutorial is shared between Wario, Penny, and you.
** Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
** Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
to:
* In ''VideoGame/{{WarioWare}}: D.I.Y.'', the game-making tutorial is shared between Wario, Penny, and you.
**you. Oddly enough, this also qualifies as an Auto Pilot Tutorial for ''the in-game characters as well'' - Wario will try to do many counter-intutive things (like attempting to color the entire screen with the line tool), get bored, and Penny will take over and show him a better way to get things done (like the fill tool.)
**
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An AutoPilotTutorial, however, is more like ''watching'' a manual than actually practicing. Control is taken away from the player as the game demonstrates how to perform tasks by itself, usually with either voice-over or onscreen text explanations. Some people might find this more helpful than just being told what to do step-by-step in a controlled tutorial, as with the auto pilot the player has an idea of what they're expected to do and what it looks like to do so correctly.
to:
An AutoPilotTutorial, however, is more like ''watching'' a manual than actually practicing. Control is taken away from the player as the game demonstrates how to perform tasks by itself, usually with either voice-over or onscreen text explanations. Some people might find this more helpful than just being told what to do step-by-step in a controlled tutorial, as with the auto pilot the player has an idea of what they're expected to do and what it looks like to do so correctly.
correctly. The downside is if this is the ''only'' tutorial for that mechanic, meaning the player doesn't learn how to do it for real.
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* The first two games in the ''VideoGame/{{RollerCoaster Tycoon}}'' series feature this. Thankfully, they are not mandatory and can be stopped at any time while they are running.
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* The first two games in the ''VideoGame/{{RollerCoaster Tycoon}}'' series feature this. Thankfully, they are not mandatory and can be stopped at any time while they are running. The one in the first game can actually give you a nice head-start in Forest Frontiers if you interrupt it right before it exits back to the main menu.
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[[quoteright:272:[[VideoGame/WarioWare https://static.tvtropes.org/pmwiki/pub/images/warioware_diy_tutorial.png]]]]
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[[quoteright:272:[[VideoGame/WarioWare https://static.tvtropes.org/pmwiki/pub/images/warioware_diy_tutorial.png]]]]
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* ''Franchise/{{Pokemon}}'' traditionally has moments in the beginning of the game where another trainer would take you into the grass and engage in a wild Pokemon battle to show you how to catch it and you have to watch it because its impossible to skip.
to:
* ''Franchise/{{Pokemon}}'' traditionally has moments in the beginning of the game where another trainer would take takes you into the grass and engage in a wild Pokemon battle to show shows you how to catch it and you have to watch it because its a Pokémon; it's impossible to skip.skip. ''VideoGame/PokemonSwordAndShield'' finally averted this; you get Poké Balls before you get to the tutorial, and if you catch a Pokémon before then, you wouldn't have to do the tutorial.
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* FFX had the Blitzball tutorial, and it was interactive (to an extent). Picking an option OTHER than the one the game tells you to simply gives the response: ''"We'll be learning about that later, just click this one for now."''
to:
* FFX ''VideoGame/AstroBoyOmegaFactor'' opens with a skippable tutorial about the hero's air dash, normal attacks and super moves. When attacking the enemies, you must do as Prof. Ochanamizu says or he'll repeat the task.
* ''VideoGame/FinalFantasyX'' had the Blitzball tutorial, and it was interactive (to an extent). Picking an option OTHER than the one the game tells you to simply gives the response: ''"We'll be learning about that later, just click this one for now."''
* ''VideoGame/FinalFantasyX'' had the Blitzball tutorial, and it was interactive (to an extent). Picking an option OTHER than the one the game tells you to simply gives the response: ''"We'll be learning about that later, just click this one for now."''
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* Every ''VideoGame/MegaManBattleNetwork'' game begins with an unskippable warm up battle to teach the player about how multiple attacks can be equipped in a single turn and then how to use a special system (exchanging chips for extra inventory space[=/=]interrupting enemy attacks for a power multiplier). Each lecture will force the player to pick specific chips.
* ''VideoGame/PawapokeDash'' features an unique "Card Baseball" system instead of the usual Baseball simulator, much to the protagonist's surprise on the story's first match. His poltergeist father gives out explanations on how to pick cards against the opponent and how to activate skills, and will prevent the player from choosing anything else. On subsequent runs, this tutorial is skipped.
* ''VideoGame/PawapokeDash'' features an unique "Card Baseball" system instead of the usual Baseball simulator, much to the protagonist's surprise on the story's first match. His poltergeist father gives out explanations on how to pick cards against the opponent and how to activate skills, and will prevent the player from choosing anything else. On subsequent runs, this tutorial is skipped.
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* Many RPG games love to do this by scrolling through your menus. VERY SLOWLY. Even ''PAST THE DESIRED OPTION AND BACK AGAIN''.
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** Keep in mind that ''VideoGame/{{Disgaea 2|Cursed Memories}}'' allowed you to skip the tutorials and just play the tutorial levels like they were standard maps. And the series skips the tutorial segment on a {{new game plus}} (you still have to beat the tutorial map(s), though).
** Though it doesn't do it if you choose normal. In normal, you can do it however you wish.
** Though it doesn't do it if you choose normal. In normal, you can do it however you wish.
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* ''[[VideoGame/StarWarsEmpireAtWar Star Wars: Empire at War]]'' contains this. After completing the five-part interatvie tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.
to:
* ''[[VideoGame/StarWarsEmpireAtWar Star Wars: Empire at War]]'' contains this. After completing the five-part interatvie interactive tutorial, the player may watch two additional scenarios explaining the basic features of EAW's skirmish modes.