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[[caption-width-right:349:"Why, thank you conveniently-placed sign of a video game controller and me!"]]

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[[caption-width-right:349:"Why, ->[[caption-width-right:349:"Why, thank you conveniently-placed sign of a video game controller and me!"]]
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Moved.


* ''VideoGame/IttleDew'' has the Tutorial Cave, full of signs that explain basic mechanics.

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* ''VideoGame/IttleDew'' ''VideoGame/IttleDew1'' has the Tutorial Cave, full of signs that explain basic mechanics.
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[[caption-width-right:349:"Thanks conveniently-placed sign of a video game controller and me!"]]

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[[caption-width-right:349:"Thanks [[caption-width-right:349:"Why, thank you conveniently-placed sign of a video game controller and me!"]]
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[[caption-width-right:349:Thanks conveniently-placed sign of a video game controller and me!]]

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[[caption-width-right:349:Thanks [[caption-width-right:349:"Thanks conveniently-placed sign of a video game controller and me!]]me!"]]
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[[caption-width-right:349:Thanks conveniently-placed sign of a video game controller and me!]]
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Just remembered the very first challenge stage in Kirby's Dream Collection Special Edition has these signposts scattered throughout.


** ''VideoGame/KirbysReturnToDreamLand'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime. They were also featured in ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'', ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]'', ''[[VideoGame/KirbyBattleRoyale Battle Royale]]'' and ''[[VideoGame/KirbyStarAllies Star Allies]]''.

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** ''VideoGame/KirbysReturnToDreamLand'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime. They were also featured in ''Dream Collection Special Edition'', ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'', ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]'', ''[[VideoGame/KirbyBattleRoyale Battle Royale]]'' and ''[[VideoGame/KirbyStarAllies Star Allies]]''.
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* ''VideoGame/TheDeadMines'': The first ApocalypticLog-style note the player finds explains the controls.
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More Kirby games offer these signposts for a tutorial purpose.


** ''VideoGame/KirbysReturnToDreamLand'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime. They were also featured in ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'' and ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]''.

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** ''VideoGame/KirbysReturnToDreamLand'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime. They were also featured in ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'' and Deluxe]]'', ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]''.Robobot]]'', ''[[VideoGame/KirbyBattleRoyale Battle Royale]]'' and ''[[VideoGame/KirbyStarAllies Star Allies]]''.
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[[quoteright:349:[[VideoGame/KirbysReturnToDreamland https://static.tvtropes.org/pmwiki/pub/images/kirby_return_to_dream_land_tutorial_sign.png]]]]

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[[quoteright:349:[[VideoGame/KirbysReturnToDreamland [[quoteright:349:[[VideoGame/KirbysReturnToDreamLand https://static.tvtropes.org/pmwiki/pub/images/kirby_return_to_dream_land_tutorial_sign.png]]]]
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%%Image chosen via crowner in the Image Suggestion thread: https://tvtropes.org/pmwiki/crowner.php/ImagePickin/ImageSuggestions110
%%https://tvtropes.org/pmwiki/posts.php?discussion=1452266899092104700
%%Please do not change or remove without starting a new thread.

[[quoteright:349:[[VideoGame/KirbysReturnToDreamland https://static.tvtropes.org/pmwiki/pub/images/kirby_return_to_dream_land_tutorial_sign.png]]]]
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This serves to make tutorial levels self-guided and less obtrusive than having {{NPC}}s interrupt the gameplay and [[HeKnowsAboutTimedHits try to explain the controls while maintaining character]]. Just don't ask us who the heck is responsible for building those.

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This serves to make tutorial levels self-guided and less obtrusive than having {{NPC}}s interrupt the gameplay and [[HeKnowsAboutTimedHits try to explain the controls while maintaining character]]. Just don't ask us who the heck is responsible for building those.
and placing those things out there.
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This serves to make tutorial levels self-guided and less obtrusive than having {{NPC}}s interrupt the gameplay and [[HeKnowsAboutTimedHits try to explain the controls while maintaining character]]. Just don't ask us who the heck is building those.

to:

This serves to make tutorial levels self-guided and less obtrusive than having {{NPC}}s interrupt the gameplay and [[HeKnowsAboutTimedHits try to explain the controls while maintaining character]]. Just don't ask us who the heck is responsible for building those.
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This serves to make tutorial levels self-guided and less obtrusive than having {{NPC}}s interrupt the gameplay and [[HeKnowsAboutTimedHits try to explain the controls while maintaining character]].

to:

This serves to make tutorial levels self-guided and less obtrusive than having {{NPC}}s interrupt the gameplay and [[HeKnowsAboutTimedHits try to explain the controls while maintaining character]].
character]]. Just don't ask us who the heck is building those.
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Where a video game offers in-game instructions on how to play through some feature of the game world. The instructions may be advertised on some part of the background, or the player can stop to read them in a manner similar to StoryBreadcrumbs.

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Where When a video game offers in-game instructions on how to play through some feature of the game world. The instructions may be advertised on some part of the background, or the player can stop to read them in a manner similar to StoryBreadcrumbs.

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* The ''VideoGame/{{Jumper}}'' games give instructions to the player in form of unobstructing text. ''Jumper Two'', however, puts them away in blocks that Ogmo has to bump from below to read.

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* The ''VideoGame/{{Jumper}}'' games give instructions to the player in form of unobstructing text. text, except for ''Jumper Two'', however, which puts them away in blocks that Ogmo has to bump from below to read.



* ''VideoGame/{{Purple}}'''s stage 1-1 features billboards that visually show how to move around.

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* ''VideoGame/{{Purple}}'''s stage 1-1 features billboards that visually show how to move give instructions on moving around.



** Parodied with the first freestanding signpost in the game reads: "Press [Z] to read signs!"

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** Parodied with the first freestanding signpost in the game reads: which reads "Press [Z] to read signs!"



* ''VideoGame/BlackAndWhite'' has literal signposts littered throughout the lands and clustered around your temple that remind you of how to do basic deeds, though there are actual advisors who explain the principles as well.

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* ''VideoGame/BlackAndWhite'' has literal signposts littered throughout the lands and clustered around your temple that remind you of how to do basic deeds, though there are actual advisors who explain the principles as well.well.

[[AC:Third-Person Shooters]]
* The early missions in ''VideoGame/{{Warframe}}'' feature tutorials in the form of black in-scene rectangles providing instructions for what you need to do. Interaction prompts likewise appear as tiny 3D models appearing near the objects.

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* ''VideoGame/EternalDarkness'' has recurring paintings, frescoes, and other artworks in nearly every chapter which depict the four Ancients' runes in a circular pattern, clueing you in on how the ElementalRockPaperScissors works.
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* ''VideoGame/TheLostVikings'' uses squares with question marks that show an instructional text box when pressed. They are scattered throughout the first few levels before introducing every new ability. The very first such block activates automatically to explain how to read the other blocks.

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* ''VideoGame/TheLostVikings'' uses squares with question marks that show an instructional text box when pressed. They are scattered throughout the first few levels before introducing every new ability. The very first such block activates automatically to explain how to read the other blocks.
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**''VideoGame/WarioLand4'' has the Hall of Hieroglyphs, which teaches players in much the same way, only through the eponymous hieroglyphs.

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* ''VideoGame/KirbysEpicYarn'' has the tutorial level laden with signposts that demonstrate what certain buttons do in specific scenarios like when he transforms into a tank or a saucer.
* ''VideoGame/KirbysReturnToDreamLand'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime. They were also featured in ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'' and ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]''.

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* ''Franchise/{{Kirby}}'':
**
''VideoGame/KirbysEpicYarn'' has the tutorial level laden with signposts that demonstrate what certain buttons do in specific scenarios like when he transforms into a tank or a saucer.
* ** ''VideoGame/KirbysReturnToDreamLand'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime. They were also featured in ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'' and ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]''.
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* ''VideoGame/KirbysReturnToDreamland'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime.

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* ''VideoGame/KirbysReturnToDreamland'' ''VideoGame/KirbysReturnToDreamLand'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime. They were also featured in ''[[VideoGame/KirbyTripleDeluxe Triple Deluxe]]'' and ''[[VideoGame/KirbyPlanetRobobot Planet Robobot]]''.
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* In ''VideoGame/YoshisIsland'', literal signposts appear whenever a new gameplay mechanic is introduced that you can read for hints on what to do and how to do it. Some even have illustrations.

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* In ''VideoGame/YoshisIsland'', literal signposts ''VideoGame/SuperMarioWorld2YoshisIsland'', message blocks similar to ''Super Mario World'' appear whenever a new gameplay mechanic is introduced that you can read for hints on what to do and how to do it. Some even have illustrations.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' contains a number of literal signposts in a maze near the cave that leads to the Kokiri Sword. These cover basic jumping and attack maneuvers. You can ignore them if you want to (and most people do, as unlike some tutorials the game doesn't pull the "you are not allowed to do any maneuver that you didn't learn in-game" trick) and still be able to do everything.

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* ''Franchise/TheLegendOfZelda'':
**
''VideoGame/TheLegendOfZeldaOcarinaOfTime'' contains a number of literal signposts in a maze near the cave that leads to the Kokiri Sword. These cover basic jumping and attack maneuvers. You can ignore them if you want to (and most people do, as unlike some tutorials the game doesn't pull the "you are not allowed to do any maneuver that you didn't learn in-game" trick) and still be able to do everything.everything.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' teaches you how to control your [[SiliconBasedLife Goron]] and [[FishPeople Zora]] [[VoluntaryTransformation transformations]] using text on the gravestones of the [[FaceStealer characters whose visages you are copying]].
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* In ''VideoGame/HoratioTheThirdSeniorManjensenWithKnuckles'', the first level features signposts that tell you how to play.

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* Parodied in ''VideoGame/{{Undertale}}''. The first freestanding signpost in the game reads: "Press [Z] to read signs!" The rest of the game generally averts this trope in favor of HeKnowsAboutTimedHits.

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* ''VideoGame/{{Undertale}}'' mostly prefers HeKnowsAboutTimedHits to this trope, but a few examples do occur:
**
Parodied in ''VideoGame/{{Undertale}}''. The with the first freestanding signpost in the game reads: "Press [Z] to read signs!" The rest of signs!"
** A straight example is
the game generally averts this trope piano puzzle in favor of HeKnowsAboutTimedHits.
Waterfall, where the buttons to press are crudely drawn on the wall above.
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* The tutorial in ''VideoGame/DarkSouls'' is given through messages on the ground. They outwardly look the same as the player-written messages, but once you read them they can be distinguished by their special character, art, and inability to be rated.

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* The tutorial in ''VideoGame/DarkSouls'' is given through messages on the ground. They outwardly look the same as the player-written messages, but once you read them they can be distinguished by their special character, unique art, and inability to be rated.rated, and not conforming the [[MadLibsDialogue usual templates]].
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* The tutorial in ''VideoGame/DarkSouls'' is given through messages on the ground.

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* The tutorial in ''VideoGame/DarkSouls'' is given through messages on the ground. They outwardly look the same as the player-written messages, but once you read them they can be distinguished by their special character, art, and inability to be rated.

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* ''VideoGame/SuperMario63'' conveys the majority of controls and hints to you from signs in the tutorial levels.

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* ''VideoGame/SuperMario64'' contains a number of signposts scattered throughout the Castle, and a few more in the levels themselves. They cover all of the basic moves and gameplay elements, but you can skip them if you want.
* The signposts return in ''VideoGame/SuperMarioGalaxy'' under the name of [[PunnyName Bill Board]], and they also cover the basics of gameplay.
* The fangame
''VideoGame/SuperMario63'' conveys the majority of controls and hints to you from signs in the tutorial levels.
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* ''VideoGame/IttleDew'' has the Tutorial Cave, full of signs that explain basic mechanics.
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Link


* ''VideoGame/NeedForSpeed Underground 2'' has a series of info coronas laid around the Airport and City Center (the only two sections of town accessible at the start of the game). Driving through these gives you some information on the game and a small amount of cash.

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* ''VideoGame/NeedForSpeed Underground ''VideoGame/NeedForSpeedUnderground 2'' has a series of info coronas laid around the Airport and City Center (the only two sections of town accessible at the start of the game). Driving through these gives you some information on the game and a small amount of cash.
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Created from YKTTW

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Where a video game offers in-game instructions on how to play through some feature of the game world. The instructions may be advertised on some part of the background, or the player can stop to read them in a manner similar to StoryBreadcrumbs.

This serves to make tutorial levels self-guided and less obtrusive than having {{NPC}}s interrupt the gameplay and [[HeKnowsAboutTimedHits try to explain the controls while maintaining character]].

Compare InstructiveLevelDesign.
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!!Examples:

[[AC:ActionAdventure]]
* ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' contains a number of literal signposts in a maze near the cave that leads to the Kokiri Sword. These cover basic jumping and attack maneuvers. You can ignore them if you want to (and most people do, as unlike some tutorials the game doesn't pull the "you are not allowed to do any maneuver that you didn't learn in-game" trick) and still be able to do everything.

[[AC:Miscellaneous Games]]
* The ''VideoGame/{{Glider}} PRO'' "Demo House" does this with instructions printed over the background graphic.

[[AC:Platform Games]]
* ''VideoGame/{{Braid}}'' uses free-standing signs that depict a button and the action that your character will perform.
* ''VideoGame/CrashBandicoot2NTranced'': In the first "tutorial" stage, you'll find "hint squares" that will teach you how you do things.
* ''VideoGame/{{Iji}}'': The tutorial is given by reading floating logbooks.
* The ''VideoGame/{{Jumper}}'' games give instructions to the player in form of unobstructing text. ''Jumper Two'', however, puts them away in blocks that Ogmo has to bump from below to read.
* ''VideoGame/KirbysEpicYarn'' has the tutorial level laden with signposts that demonstrate what certain buttons do in specific scenarios like when he transforms into a tank or a saucer.
* ''VideoGame/KirbysReturnToDreamland'' has large signposts in the background of the first few levels that demonstrate controls and actions with pictures. If the player follows directions, the sign shows a checkmark and the game plays a chime.
* ''VideoGame/LevelUp'': The tutorial is given through touching speech bubbles with question marks inside them, that lay on the ground.
* ''VideoGame/TheLostVikings'' uses squares with question marks that show an instructional text box when pressed. They are scattered throughout the first few levels before introducing every new ability. The very first such block activates automatically to explain how to read the other blocks.
* In ''Marvin's Marvellous Adventure'' for the UsefulNotes/{{Amiga}}, the ground is strewn with {{Speech Bubble}}s saying "HELP." Hints from the Professor pop up when you walk over these.
* ''VideoGame/{{Purple}}'''s stage 1-1 features billboards that visually show how to move around.
* ''VideoGame/{{Putty}}'' has the Gym, a simple beginning level with signs showing where the Stretch, Bounce, Jab, Absorb and Inflate moves can best be used.
* ''VideoGame/SuperMario63'' conveys the majority of controls and hints to you from signs in the tutorial levels.
* ''VideoGame/SuperMarioWorld'' occasionally has message blocks that Mario can bump into that give playing hints, captioned "-Point of Advice-" (or "Tourist Tips" in the ''Advance'' remake).
* ''VideoGame/TinyToonAdventuresBusterBustsLoose'' has wall signs in the first level pointing out where to "DASH!!" and "JUMP!!"
* ''VideoGame/ToeJamAndEarl: Panic on Funkotron'', for playing tips, recommends examining the funky fountains along your path.
* ''VideoGame/WarioLandShakeIt'' uses signs in the background of the tutorial level to show the controls.
* In ''VideoGame/YoshisIsland'', literal signposts appear whenever a new gameplay mechanic is introduced that you can read for hints on what to do and how to do it. Some even have illustrations.
* ''VideoGame/YouHaveToBurnTheRope'' has the game's only instructions written on the wall in the background.

[[AC:Puzzle Games]]
* In ''VideoGame/WorldOfGoo'', the signposts scattered around the stages will tell you how the new type of goo works if you encounter one, as well as give hints on how to clear the stage. It's also where [[StoryBreadcrumbs most of the story is contained]].

[[AC:Racing Games]]
* ''VideoGame/NeedForSpeed Underground 2'' has a series of info coronas laid around the Airport and City Center (the only two sections of town accessible at the start of the game). Driving through these gives you some information on the game and a small amount of cash.

[[AC:Role-Playing Games]]
* The tutorial in ''VideoGame/DarkSouls'' is given through messages on the ground.
* In ''VideoGame/HolyUmbrella'', signposts in the SideView levels say which way the player should go, which techniques to use here or how the player needs to use them.
* Present in any ''Franchise/{{Pokemon}}'' main series game: Signposts may contain in-universe information (location names, etc.), or they may contain "Trainer Tips!" which provide tutorial-like information to the player.
* Parodied in ''VideoGame/{{Undertale}}''. The first freestanding signpost in the game reads: "Press [Z] to read signs!" The rest of the game generally averts this trope in favor of HeKnowsAboutTimedHits.

[[AC:Simulation Games]]
* ''VideoGame/BlackAndWhite'' has literal signposts littered throughout the lands and clustered around your temple that remind you of how to do basic deeds, though there are actual advisors who explain the principles as well.

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