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* HighlyVisibleLandmark: Players are directed towards objects that dwarf all surrounding structures.


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* NoticeThis: Objects are indicated to be important via environmental signifiers.
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Misuse. Invoked Trope: "Only a character can invoke a trope; an author per se cannot."


* In ''{{VideoGame/Doom}}'', the very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly, [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.[[note]]Ultra-Violence and Nightmare both add several shotgun-toting zombiemen to this starting area, but newbies aren't expected to pick the two hardest difficulty levels from the get-go.[[/note]]

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* In ''{{VideoGame/Doom}}'', the very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly, [=E1M1=] was the last level to be designed, as the developers wanted to invoke utilize this trope.[[note]]Ultra-Violence and Nightmare both add several shotgun-toting zombiemen to this starting area, but newbies aren't expected to pick the two hardest difficulty levels from the get-go.[[/note]]

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* ''VideoGame/SuperMarioBros1'': World 1-1 is considered one of the most well-crafted levels in gaming for successfully making use of ''almost all the above subtropes within the first few seconds of gameplay'' to teach all its mechanics. Series creators Shigeru Miyamoto and Takashi Tezuka break it down themselves [[https://www.youtube.com/watch?v=zRGRJRUWafY here]]. It has also been analyzed on Anna Anthropy's blog, [[https://web.archive.org/web/20130510213758/http://www.auntiepixelante.com/?p=465 here]].
* ''VideoGame/{{Metroid}}'' uses a few different teaching techniques.
** Many of the series entries begin with you having a choice about whether to go left or right. Most games are about going right, so there's a good chance that players expecting Metroid games to be normal games will go right. However, going right in [[VideoGame/{{Metroid1}} the original game]] takes you to a dead end, communicating two things to the player: firstly, that this game is not a normal game, and secondly that this is a game about exploring, where you have multiple options about where to go.
** ''VideoGame/SuperMetroid'': In the second room, there's a small step you have to jump up on, in contrast to the many stairs in the rest of the area. This forces you to jump at least once and get a basic understanding of how the jump mechanics work, before you're pressed by time in the escape out of the area. You also meet Ridley there in a mock BossBattle to test out your shooting skills.
* The original ''VideoGame/PrinceOfPersia1'' subtly introduces several mechanics during the first few screens.
** In the very first room (the cell you're thrown into) there's nothing of interest apart from two dead-end platforms, above and below you. Dropping onto the lower platform makes one part of the floor shake; a curious player will investigate and run onto it, making it fall, thus telling that shaky floor parts are {{Temporary Platform}}s. Now, a first-time player will probably fall clumsily through the newly-made hole into a two-storey drop, further telling that falling too high will damage you.
** Now, to the left is a corridor with a closed gate at the opposite end, an easy pit to jump over, and a slightly raised floor tile between them. Jumping over the pit onto the tile reveals it as a switch that makes the gate slowly raise open. Slightly later there's a similar situation where the switch is easily placed directly before the gate, but there's a harder-to-see second switch between them that ''closes'' the gate. Walking onto it forces the player to go and press the first switch again, but now they should know that there's two kinds of gate switches.
* ''VideoGame/WorldOfWarcraft'' does this in some raids, even though you also get an ingame journal explaining the encounter mechanics. For example, before you fight Nazgrim in the Siege of Ogrimmar, you fight through groups of the same soldiers he calls in during the fight, so you'll already know what they do. Getting to Siegecrafter Blackfuse requires you to jump into pipes (and the enemies you fight are seen emerging from them) before the actual fight requires at least a few players using another set of pipes. Said enemies also use a number of abilities that appear in the fight proper as well.
* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players many elements of basic game strategy. Different enemies will move and attack differently, variably milling about, standing in place, or trying to come at X. These include enemies with different attacks that require different strategies to avoid getting hit and enemies that are composed of multiple parts that can be destroyed separately. The level also features enemies that can destroy the ground and parts of the ground that collapse when stepped on, showing off the more dynamic layout of stages that wasn't present in the Classic series. When the miniboss is destroyed, it drops players into a deep pit, forcing them to learn X's WallJump to escape; they are rewarded for their knowledge with a health refill in an adjacent pit, which is positioned to ensure they'll see it on their way out. The stage ends with a HopelessBossFight against Vile wearing Ride Armor before Zero saves X, showing off the Dash and Charge Shot -- Ride Armor and the Dash command are in Chill Penguin's stage, the first stage most walkthroughs advise, and you can figure out how to do the Charge Shot there. In terms of story the stage sets up Vile as a general of Sigma that overpowers X and Zero as X's friend who is able to chase him off, setting up a character arc for X to realize his potential and grow stronger.
* ''VideoGame/ShovelKnight'' teaches you all of its crucial mechanics through the first level's design. Piles of dirt are placed on the ground, encouraging you to figure out how to use the shovel right before you encounter your first enemy. Raised platforms require you to jump, and a breakable block that must be struck from above to proceed teaches you that you can strike down with the shovel. Right after this the downward strike must be used to bounce off a bubble to get to a higher platform and a gem located to the side of an area where the downward strike must be used teaches you that this move can be cancelled with the regular shovel hit. To beat the level you also have to pass through two breakable walls, one of which is marked and one of which isn't, teaching you about hidden rooms.
* Most ''VideoGame/{{Kirby}}'' games have a raised platform near the start of the first stage that's too high to jump over and requires Kirby to [[VideoGameFlight fly]] to get over.
* The opening segment of ''VideoGame/NierAutomata'' has small windows that appear periodically to tell you what button does what and that's it. Everything else you learn about the combat is taught without you even realizing it. In fact, the very first segment that's an arcade style Shoot 'em up teaches you EVERYTHING about the basics of the game's combat mechanics you need to know: That shooting with the R1 button lets you destroy pink bullets, that melee strikes let you destroy purple ones, that you can choose between close and long range fighting and you'll need to strategize accordingly. By the time you reach the first on-foot section, you already know the controls, because they're exactly the same as the flight sections. The only things new that you learn in the on-foot combat is how to read when an enemy is about to attack (their eyes flash red before they strike), and practice dodging melee attacks. ''Nier: Automata'' is also notable in how stiff a gatekeeper it is. To go from the first shooting section to the first boss takes about 30 minutes, and there are NO save points until you beat the boss. You die, you start from the beginning. The unspoken message is clear: you are NOT moving forward until you prove to the game you have all the skills you need down ''cold.''
* [[https://www.youtube.com/watch?v=qhCAoq_atQE This video here]] talks about how (the remixed) Flying Battery Zone in ''VideoGame/SonicMania'' teaches the player how the level's unique mechanics work in a much better way than [[VideoGame/Sonic3AndKnuckles the original's]]. In both versions, the foot-boosters are the first things encountered, which boost the player into an area that allows them to enter and run around the mesh pipes to know how they work. Unlike ''[=S3&K's=]'' Flying Battery Zone, the first hazardous mechanic is shown to the player in a relatively safe environment where the player grabs onto a hang bar that takes them near but out of range of a flamethrower trap, instead of ''[=S3&K's=]'' where it is ''very'' easy to run straight into the first flamethrower trap due to it being initially offscreen until you run towards it.



* In ''VideoGame/HaloCombatEvolved's'' first mission, upon returning to the Master Chief's cryo-room, there is a staircase that you must go up on while enemies on the second floor are firing at you, which is the first instance of encountering a multi-story platform in the game. [[https://www.youtube.com/watch?v=wytv7D9CcLc&t=7m45s According to the game's music composer Marty O'Donnell]], this was intended to teach the player to learn to look up, as most first-person shooters at the time were on flat planes and did not feature such looking up and down aside from some exceptions such as ''VideoGame/GoldenEye1997'' and ''VideoGame/HalfLife'' (it was still the era of [=FPSs=] being considered nothing more than ''VideoGame/{{Doom}}'' clones).

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* In ''VideoGame/HaloCombatEvolved's'' ''{{VideoGame/Doom}}'', the very first mission, upon returning to the Master Chief's cryo-room, there is a staircase that room you must go up on while start in [=E1M1=] is meant to be a safe zone with no enemies on or anything that will actively attack the second floor are firing at you, which is the first instance of encountering a multi-story platform in the game. [[https://www.youtube.com/watch?v=wytv7D9CcLc&t=7m45s According player, and allows players to get used to the game's music composer Marty O'Donnell]], this was intended controls, with even something to teach the player to shoot at (explosive barrels, which players will quickly learn to look up, as most first-person shooters at their use). Allegedly, [=E1M1=] was the time were on flat planes last level to be designed, as the developers wanted to invoke this trope.[[note]]Ultra-Violence and did not feature such looking up and down aside Nightmare both add several shotgun-toting zombiemen to this starting area, but newbies aren't expected to pick the two hardest difficulty levels from some exceptions such as ''VideoGame/GoldenEye1997'' and ''VideoGame/HalfLife'' (it was still the era of [=FPSs=] being considered nothing more than ''VideoGame/{{Doom}}'' clones).get-go.[[/note]]



* In ''VideoGame/HaloCombatEvolved's'' first mission, upon returning to the Master Chief's cryo-room, there is a staircase that you must go up on while enemies on the second floor are firing at you, which is the first instance of a multi-story platform in the game. [[https://www.youtube.com/watch?v=wytv7D9CcLc&t=7m45s According to the game's music composer Marty O'Donnell]], this was intended to teach the player to learn to look up, as most first-person shooters at the time were on flat planes and did not feature such looking up and down aside from some exceptions such as ''VideoGame/GoldenEye1997'' and ''VideoGame/HalfLife'' (it was still the era of [=FPSs=] being considered nothing more than ''VideoGame/{{Doom}}'' clones).
* Most ''VideoGame/{{Kirby}}'' games have a raised platform near the start of the first stage that's too high to jump over and requires Kirby to [[VideoGameFlight fly]] to get over.
* ''VideoGame/SuperMarioBros1'': World 1-1 is considered one of the most well-crafted levels in gaming for successfully making use of ''almost all'' the above subtropes within the ''first few seconds of gameplay'' to teach all its mechanics. Series creators Shigeru Miyamoto and Takashi Tezuka break it down themselves [[https://www.youtube.com/watch?v=zRGRJRUWafY here]]. It has also been analyzed on Anna Anthropy's blog, [[https://web.archive.org/web/20130510213758/http://www.auntiepixelante.com/?p=465 here]].
* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players many elements of basic game strategy. Different enemies will move and attack differently, variably milling about, standing in place, or trying to come at X. These include enemies with different attacks that require different strategies to avoid getting hit and enemies that are composed of multiple parts that can be destroyed separately. The level also features enemies that can destroy the ground and parts of the ground that collapse when stepped on, showing off the more dynamic layout of stages that wasn't present in the Classic series. When the miniboss is destroyed, it drops players into a deep pit, forcing them to learn X's WallJump to escape; they are rewarded for their knowledge with a health refill in an adjacent pit, which is positioned to ensure they'll see it on their way out. The stage ends with a HopelessBossFight against Vile wearing Ride Armor before Zero saves X, showing off the Dash and Charge Shot -- Ride Armor and the Dash command are in Chill Penguin's stage, the first stage most walkthroughs advise, and you can figure out how to do the Charge Shot there. In terms of story the stage sets up Vile as a general of Sigma that overpowers X and Zero as X's friend who is able to chase him off, setting up a character arc for X to realize his potential and grow stronger.
* ''VideoGame/{{Metroid}}'' uses a few different teaching techniques.
** Many of the series entries begin with you having a choice about whether to go left or right. Most games are about going right, so there's a good chance that players expecting Metroid games to be normal games will go right. However, going right in [[VideoGame/{{Metroid1}} the original game]] takes you to a dead end, communicating two things to the player: firstly, that this game is not a normal game, and secondly that this is a game about exploring, where you have multiple options about where to go.
** ''VideoGame/SuperMetroid'': In the second room, there's a small step you have to jump up on, in contrast to the many stairs in the rest of the area. This forces you to jump at least once and get a basic understanding of how the jump mechanics work, before you're pressed by time in the escape out of the area. You also meet Ridley there in a mock BossBattle to test out your shooting skills.
* ''VideoGame/NierAutomata'': The opening has small windows that appear periodically to tell you what button does what and that's it. Everything else you learn about the combat is taught without you even realizing it. In fact, the very first segment that's an arcade style Shoot 'em up teaches you ''everything'' about the basics of the game's combat mechanics you need to know: That shooting with the R1 button lets you destroy pink bullets, that melee strikes let you destroy purple ones, that you can choose between close and long range fighting and you'll need to strategize accordingly. By the time you reach the first on-foot section, you already know the controls, because they're exactly the same as the flight sections. The only things new that you learn in the on-foot combat is how to read when an enemy is about to attack (their eyes flash red before they strike), and practice dodging melee attacks. ''Nier: Automata'' is also notable in how stiff a gatekeeper it is. To go from the first shooting section to the first boss takes about 30 minutes, and there are NO save points until you beat the boss. You die, you start from the beginning. The unspoken message is clear: you are NOT moving forward until you prove to the game you have all the skills you need down ''cold.''
* ''VideoGame/{{Portal}}'' is densely packed with these instructive tools. When the game was produced, a FirstPersonShooter was familiar to some players, but nobody had experienced anything like the [[TeleportGun Hand-Held Portal Device]]. Designers use every opportunity to make the (initially weird and confusing) experience of thinking with portals feel intuitive and fun.
** This is analyzed in a DVDCommentary by the developers. They explain how each part of each level is intended to teach the player a move to use later.
* The original ''VideoGame/PrinceOfPersia1'' subtly introduces several mechanics during the first few screens.
** In the very first room (the cell you're thrown into) there's nothing of interest apart from two dead-end platforms, above and below you. Dropping onto the lower platform makes one part of the floor shake; a curious player will investigate and run onto it, making it fall, thus telling that shaky floor parts are {{Temporary Platform}}s. Now, a first-time player will probably fall clumsily through the newly-made hole into a two-story drop, further telling that falling too high will damage you.
** Now, to the left is a corridor with a closed gate at the opposite end, an easy pit to jump over, and a slightly raised floor tile between them. Jumping over the pit onto the tile reveals it as a switch that makes the gate slowly raise open. Slightly later there's a similar situation where the switch is easily placed directly before the gate, but there's a harder-to-see second switch between them that ''closes'' the gate. Walking onto it forces the player to go and press the first switch again, but now they should know that there's two kinds of gate switches.
* ''VideoGame/ShovelKnight'' teaches you all of its crucial mechanics through the first level's design. Piles of dirt are placed on the ground, encouraging you to figure out how to use the shovel right before you encounter your first enemy. Raised platforms require you to jump, and a breakable block that must be struck from above to proceed teaches you that you can strike down with the shovel. Right after this the downward strike must be used to bounce off a bubble to get to a higher platform and a gem located to the side of an area where the downward strike must be used teaches you that this move can be cancelled with the regular shovel hit. To beat the level you also have to pass through two breakable walls, one of which is marked and one of which isn't, teaching you about hidden rooms.
* ''VideoGame/SonicMania'': [[https://www.youtube.com/watch?v=qhCAoq_atQE This video]] explains how (the remixed) Flying Battery Zone teaches the player how the level's unique mechanics work in a much better way than [[VideoGame/Sonic3AndKnuckles the original's]]. In both versions, the foot-boosters are the first things encountered, which boost the player into an area that allows them to enter and run around the mesh pipes to know how they work. Unlike ''[=S3&K's=]'' Flying Battery Zone, the first hazardous mechanic is shown to the player in a relatively safe environment where the player grabs onto a hang bar that takes them near but out of range of a flamethrower trap, instead of ''[=S3&K's=]'' where it is ''very'' easy to run straight into the first flamethrower trap due to it being initially offscreen until you run towards it.
* ''VideoGame/StreetFighter6'': World Tour mode is designed not only as a full-fledged WideOpenSandbox ActionRPG, but also features mechanics and tasks of its own that help players better learn how to play the game. In one example from [[https://www.youtube.com/watch?v=D-UYIzbNcvs SF6 Showcase]], when fighting {{Mooks}}, a white outline will sometimes appear after certain attacks, and hitting them while they are outlined will inflict additional damage and stun. This can carry over into the core game, as this teaches players about how to perform Counter Punishes. The Hado Pizza minigame also familiarizes players with how to perform motions for special attacks with its Simon Says-style gameplay.



* In ''{{VideoGame/Doom}}'', the very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly, [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.[[note]]Ultra-Violence and Nightmare both add several shotgun-toting zombiemen to this starting area, but newbies aren't expected to pick the two hardest difficulty levels from the get-go.[[/note]]
* ''VideoGame/StreetFighter6'': World Tour mode is designed not only as a full-fledged WideOpenSandbox ActionRPG, but also features mechanics and tasks of its own that help players better learn how to play the game. In one example from [[https://www.youtube.com/watch?v=D-UYIzbNcvs SF6 Showcase]], when fighting {{Mooks}}, a white outline will sometimes appear after certain attacks, and hitting them while they are outlined will inflict additional damage and stun. This can carry over into the core game, as this teaches players about how to perform Counter Punishes. The Hado Pizza minigame also familiarizes players with how to perform motions for special attacks with its Simon Says-style gameplay.

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* In ''{{VideoGame/Doom}}'', ''VideoGame/WorldOfWarcraft'' does this in some raids, even though you also get an ingame journal explaining the very first room encounter mechanics. For example, before you start fight Nazgrim in [=E1M1=] is meant the Siege of Ogrimmar, you fight through groups of the same soldiers he calls in during the fight, so you'll already know what they do. Getting to be a safe zone with no Siegecrafter Blackfuse requires you to jump into pipes (and the enemies or anything that will actively attack you fight are seen emerging from them) before the player, and allows actual fight requires at least a few players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly, [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.[[note]]Ultra-Violence and Nightmare both add several shotgun-toting zombiemen to this starting area, but newbies aren't expected to pick the two hardest difficulty levels from the get-go.[[/note]]
* ''VideoGame/StreetFighter6'': World Tour mode is designed not only as a full-fledged WideOpenSandbox ActionRPG, but
using another set of pipes. Said enemies also features mechanics and tasks use a number of its own abilities that help players better learn how to play the game. In one example from [[https://www.youtube.com/watch?v=D-UYIzbNcvs SF6 Showcase]], when fighting {{Mooks}}, a white outline will sometimes appear after certain attacks, and hitting them while they are outlined will inflict additional damage and stun. This can carry over into in the core game, fight proper as this teaches players about how to perform Counter Punishes. The Hado Pizza minigame also familiarizes players with how to perform motions for special attacks with its Simon Says-style gameplay.well.
Is there an issue? Send a MessageReason:
None


* In ''{{VideoGame/Doom}}'', the very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly, [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.[[note]]Ultra-Violence adds several shotgun-toting zombiemen to this starting area, but newbies aren't expected to pick the second-hardest difficulty level.[[/note]]

to:

* In ''{{VideoGame/Doom}}'', the very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly, [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.[[note]]Ultra-Violence adds and Nightmare both add several shotgun-toting zombiemen to this starting area, but newbies aren't expected to pick the second-hardest two hardest difficulty level.levels from the get-go.[[/note]]
Is there an issue? Send a MessageReason:
None


* EquipmentBasedProgression: Devs may place initial limitations on the player's abilities, and lay out the game in such a way that you only need *this* thing for *that* part. This avoids a bit of confusion for a player thinking about what they should use in a given place.

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* EquipmentBasedProgression: Devs may place initial limitations on the player's abilities, and lay out the game in such a way that you only need *this* thing for *that* part. This avoids a bit of confusion for a player thinking about what they should use in a given place.place and allows designers to tutorialize parts of the game one-at-a-time in digestible chunks.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/StreetFighter6'': World Tour mode is designed not only as a full-fledged WideOpenSandbox ActionRPG, but also features mechanics and tasks of its own that help players better learn how to play the game. In one example from [[https://www.youtube.com/watch?v=D-UYIzbNcvs SF6 Showcase]], when fighting {{Mooks}}, a white outline will sometimes appear after certain attacks, and hitting them while they are outlined will inflict additional damage and stun. This can carry over into the core game, as this teaches players about how to perform Counter Punishes.

to:

* ''VideoGame/StreetFighter6'': World Tour mode is designed not only as a full-fledged WideOpenSandbox ActionRPG, but also features mechanics and tasks of its own that help players better learn how to play the game. In one example from [[https://www.youtube.com/watch?v=D-UYIzbNcvs SF6 Showcase]], when fighting {{Mooks}}, a white outline will sometimes appear after certain attacks, and hitting them while they are outlined will inflict additional damage and stun. This can carry over into the core game, as this teaches players about how to perform Counter Punishes. The Hado Pizza minigame also familiarizes players with how to perform motions for special attacks with its Simon Says-style gameplay.
Is there an issue? Send a MessageReason:
None

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* ''VideoGame/StreetFighter6'': World Tour mode is designed not only as a full-fledged WideOpenSandbox ActionRPG, but also features mechanics and tasks of its own that help players better learn how to play the game. In one example from [[https://www.youtube.com/watch?v=D-UYIzbNcvs SF6 Showcase]], when fighting {{Mooks}}, a white outline will sometimes appear after certain attacks, and hitting them while they are outlined will inflict additional damage and stun. This can carry over into the core game, as this teaches players about how to perform Counter Punishes.
Is there an issue? Send a MessageReason:
None


* In ''{{VideoGame/Doom}}'', the very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.

to:

* In ''{{VideoGame/Doom}}'', the very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly Allegedly, [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.[[note]]Ultra-Violence adds several shotgun-toting zombiemen to this starting area, but newbies aren't expected to pick the second-hardest difficulty level.[[/note]]
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The banana counter appears when collecting bananas, the KONG letter tracker appears when collecting KONG letters, the gold animal helper figure tracker appears when collecting gold animal helper figures, the lives counter appears when gaining or losing lives.


* ''VideoGame/DonkeyKongCountry1'' has no tutorial or HUD (other than the number of bananas you have), so it relies purely on visual clues and player instinct to instruct instead:

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* ''VideoGame/DonkeyKongCountry1'' has no tutorial or and the separate parts of the HUD (other than only briefly appear when then the number of bananas you have), values they track change, so it relies purely on visual clues and player instinct to instruct instead:
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Not an example, read the trope description to find out why. Also, the title wasn't italicised.


* The Sensibel Software game Wizkid opens with a training level ("Wizkid Training Camp") in which a character called B.D. Snail talks you through the main gameplay elements of the main action mode - moving into bricks to dislodge them into the path of baddies, collecting bubbles to assemble tunes, and the occasional 'special' bubbles. It doesn't cover the object-manipulation adventure elements or (understandably) the two secret levels, though.
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Contrast this with {{Tutorial Level}}, where the designers sit you down and explicitly inform you about the game's mechanics rather than let you learn through experimentation.

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Contrast this with {{Tutorial Level}}, TutorialLevel, where the designers sit you down and explicitly inform you about the game's mechanics rather than let you learn through experimentation.
experimentation. {{Antepiece}} is a SubTrope, where a level foreshadows gimmicks, obstacles or setups with its own design to communicate the player what lies ahead.
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** In the second room of ''VideoGame/SuperMetroid'', there's a small step you have to jump up on, in contrast to the many stairs in the rest of the area. This forces you to jump at least once and get a basic understanding of how the jump mechanics work, before you're pressed by time in the escape out of the area. You also meet Ridley there in a mock BossBattle to test out your shooting skills.

to:

** ''VideoGame/SuperMetroid'': In the second room of ''VideoGame/SuperMetroid'', room, there's a small step you have to jump up on, in contrast to the many stairs in the rest of the area. This forces you to jump at least once and get a basic understanding of how the jump mechanics work, before you're pressed by time in the escape out of the area. You also meet Ridley there in a mock BossBattle to test out your shooting skills.
Is there an issue? Send a MessageReason:
None


* Most ''VideoGame/{{Kirby}}'' games have a raised platform near the start of the first level that's too high to jump over and requires Kirby to [[VideoGameFlight fly]] to get over.

to:

* Most ''VideoGame/{{Kirby}}'' games have a raised platform near the start of the first level stage that's too high to jump over and requires Kirby to [[VideoGameFlight fly]] to get over.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* In ''{{VideoGame/Doom}}'', the very first room you start in [=E1M1=] is meant to be a safe zone with no enemies or anything that will actively attack the player, and allows players to get used to the controls, with even something to shoot at (explosive barrels, which players will quickly learn their use). Allegedly [=E1M1=] was the last level to be designed, as the developers wanted to invoke this trope.

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* PlatformActivatedAbility: When a level marks a spot (whether a pad, platform or marked floor) where an item, ability or special action can be performed.



* ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'''s 1-1 is considered one of the most well-crafted levels in gaming for successfully making use of ''almost all the above subtropes within the first few seconds of gameplay'' to teach all its mechanics. Series creators Shigeru Miyamoto and Takashi Tezuka break it down themselves [[https://www.youtube.com/watch?v=zRGRJRUWafY here]]. It has also been analyzed on Anna Anthropy's blog, [[https://web.archive.org/web/20130510213758/http://www.auntiepixelante.com/?p=465 here]].

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* ''[[VideoGame/SuperMarioBros1 Super Mario Bros.]]'''s ''VideoGame/SuperMarioBros1'': World 1-1 is considered one of the most well-crafted levels in gaming for successfully making use of ''almost all the above subtropes within the first few seconds of gameplay'' to teach all its mechanics. Series creators Shigeru Miyamoto and Takashi Tezuka break it down themselves [[https://www.youtube.com/watch?v=zRGRJRUWafY here]]. It has also been analyzed on Anna Anthropy's blog, [[https://web.archive.org/web/20130510213758/http://www.auntiepixelante.com/?p=465 here]].
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* ''VideoGame/WorldOfWarcraft'' has kinda gotten into this a bit in recent raids, even though you also get an ingame journal explaining the encounter mechanics. For example, before you fight Nazgrim in the Siege of Ogrimmar, you fight through groups of the same soldiers he calls in during the fight, so you'll already know what they do. Getting to Siegecrafter Blackfuse requires you to jump into pipes (and the enemies you fight are seen emerging from them) before the actual fight requires at least a few players using another set of pipes. Said enemies also use a number of abilities that appear in the fight proper as well.

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* ''VideoGame/WorldOfWarcraft'' has kinda gotten into does this a bit in recent some raids, even though you also get an ingame journal explaining the encounter mechanics. For example, before you fight Nazgrim in the Siege of Ogrimmar, you fight through groups of the same soldiers he calls in during the fight, so you'll already know what they do. Getting to Siegecrafter Blackfuse requires you to jump into pipes (and the enemies you fight are seen emerging from them) before the actual fight requires at least a few players using another set of pipes. Said enemies also use a number of abilities that appear in the fight proper as well.
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* {{Foreshadowing}}: Sometimes a level designer will give you the opportunity to have a good look at the area of a level you're about to go before you go there, allowing you to asses the situation. This happens for the "energy ball room" in Half Life 2: Episode 1 and for many shooting arenas in FEAR.

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* {{Foreshadowing}}: Sometimes a level designer will give you the opportunity to have a good look at the area of a level you're about to go before you go there, allowing you to asses the situation. This happens for the "energy ball room" in Half Life 2: Episode 1 and for many shooting arenas in FEAR.
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** Fort Zeakden: The end of chapter "final exam", where the game stops coddling the player and throws them a real challenge--an enemy troop consisting of male Knights and female Wizards lead by Algus, who has a crossbow that can inflict Blind as well as the Auto Potion reaction ability, versus your party (down a slot as one of them is taken up by [[spoiler: Alma's corpse]]) which is further split in half. Whatever decision the player made earlier about whether to save Algus or leave him to his own devices also comes back as a plot point(and a corresponding Brave deduction in the latter case) should the battle run long enough.

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** Fort Zeakden: The end of chapter "final exam", where the game stops coddling the player and throws them a real challenge--an enemy troop consisting of male Knights and female Wizards lead by Algus, who has a crossbow that can inflict Blind as well as the Auto Potion reaction ability, versus your party (down a slot as one of them is taken up by [[spoiler: Alma's Tetra's corpse]]) which is further split in half. Whatever decision the player made earlier about whether to save Algus or leave him to his own devices also comes back as a plot point(and a corresponding Brave deduction in the latter case) should the battle run long enough.
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* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players many elements of basic game strategy. Different enemies will move and attack differently, variably milling about, standing in place, or trying to come at X. These include enemies with different attacks that require different strategies to avoid getting hit and enemies that are composed of multiple parts that can be destroyed separately. The level also features enemies that can destroy the ground and parts of the ground that collapse when stepped on, showing off the more dynamic layout of stages that wasn't present in the Classic series. When the miniboss is destroyed, it drops players into a deep pit, forcing them to learn X's WallJump to escape; they are rewarded for their knowledge with a health refill in an adjacent pit, positioned to ensure they will see it on their way out. The stage ends with a HopelessBossFight against Vile wearing Ride Armor before Zero saves X, showing off the Dash and Charge Shot -- Ride Armor and the Dash command are in Chill Penguin's stage, the first stage most walkthroughs advise, and you can figure out how to do the Charge Shot there. In terms of story the stage sets up Vile as a general of Sigma that overpowers X and Zero as X's friend who is able to chase him off, setting up a character arc for X to realize his potential and grow stronger.

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* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players many elements of basic game strategy. Different enemies will move and attack differently, variably milling about, standing in place, or trying to come at X. These include enemies with different attacks that require different strategies to avoid getting hit and enemies that are composed of multiple parts that can be destroyed separately. The level also features enemies that can destroy the ground and parts of the ground that collapse when stepped on, showing off the more dynamic layout of stages that wasn't present in the Classic series. When the miniboss is destroyed, it drops players into a deep pit, forcing them to learn X's WallJump to escape; they are rewarded for their knowledge with a health refill in an adjacent pit, which is positioned to ensure they will they'll see it on their way out. The stage ends with a HopelessBossFight against Vile wearing Ride Armor before Zero saves X, showing off the Dash and Charge Shot -- Ride Armor and the Dash command are in Chill Penguin's stage, the first stage most walkthroughs advise, and you can figure out how to do the Charge Shot there. In terms of story the stage sets up Vile as a general of Sigma that overpowers X and Zero as X's friend who is able to chase him off, setting up a character arc for X to realize his potential and grow stronger.
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* The first four levels in ''VideoGame/WarioLand3'' are deliberately designed to acquaint the player with the game's various mechanics.
** The first level, Out of the Woods, introduces the basics of movement, breaking blocks, avoiding enemies, and finding the key to the level's treasure.
** The second and third levels are unlocked at the same time and can be cleared in either order, foreshadowing the nonlinear nature of the game. Both of these levels teach the player about Wario's transformations, which can be both harmful and helpful.
*** The Peaceful Village features enemies that inflict transformations on Wario in order to halt his progress, either by making him fall through a breakable floor as Fat Wario, or making him sink through a thin platform as Zombie Wario. Later on, Wario must make use of the same transformation in order to reach the key to the level's treasure.
*** The Vast Plain has a security door that blocks Wario's progress, but conveniently next to the door is a Mad Scienstein who can turn Wario invisible, allowing him to pass. The drawback of invisibility is that it is difficult to see Wario's position, so you're likely to fall into a pit during your first playthrough. At the bottom of the pit is a pipe that cures Wario's invisibility when he walks through it, which is important because Wario needs to be invisible to get the key, but must then cure his invisibility before claiming the treasure.
** The fourth level, Desert Ruins, reveals how levels are affected by the time of day. During nighttime, the central area is empty and the west building is unlocked. During daytime, the central area is filled with quicksand and the east building is unlocked. Wario must visit this level once during nighttime and once during daytime in order to progress.
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** Before you even press start, the games introduction shows Cranky throwing a barrel at DK, which is a move you'll frequently use throughout the game. The select screen with the multiplayer options hints to the player that you can control Diddy as well as Donkey, as well as the fact that you can switch between the two when you have them together.

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** Before you even press start, the games game's introduction shows Cranky throwing a barrel at DK, which is a move you'll frequently use throughout the game. The select screen with the multiplayer options hints to the player that you can control Diddy as well as Donkey, as well as the fact that you can switch between the two when you have them together.

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