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* [[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's 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.

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* [[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's 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.
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* ''VideoGame/FinalFantasyTactics'' comes with a tutorial that has a [[BlindIdiotTranslation notoriously poor translation]], but simply playing through Chapter One will teach the player most of the basic controls and strategy...
** Orbonne Monastery: Only Ramza is player controlled and he is usually given a random secondary ability so the player can experiment with unit placement, see how front attacks are less effective than side and back attacks, and begin to learn the subtleties of how to manage CT; this battle is also practically impossible to lose (unless purposeful self-sabotage is undertaken).
** Gariland Magic Academy: The player now has to control a full party which must contain at least one generic Squire and Chemist (but it is possible, if extremely difficult, to beat the stage with just Ramza and Delita), the buildings have a large enough height difference that they form a natural barrier, and there's enough water to highlight how most classes move more slowly in it. If the player is competent enough to not get very injured, the enemy Chemist is there to showcase item usage and the Chemist's unique ability to use items from more than one tile away.
** Mandalia Plains: Introduces "Save X" missions if the player chooses the first option (which most will by virtue of mashing through dialogue); the map also has traps (that yields items on revisit if the player has Move-Find Item), the first instance of a Monster (who comes with a guaranteed Reaction ability) and a Thief (which is a class the player would not have unlocked even if they got very lucky with Archer starting JP).
** Sweegy Woods: This is effectively a random encounter, except with two AI guests to help mitigate decision making. This map also impresses much more strongly upon the player that moving in water is slower than walking on land, since so much of the map is a swamp.
** Dorter Trade City: The NoobBridge of Chapter One. The party starts the battle in the shadow of an Archer with a longbow and the enemy Knight is carrying a shield, highlighting the usefulness such loadouts; to mitigate these factors, the other Archer present is unarmed and the Wizards are all male and only use Fire magic in the rain--if the player has Wizard already unlocked, they will also notice the effect weather has on magic.
** Sand Rat Cellar: The first instance where the player has to split the party into two groups; also much more strongly demonstrates the importance of choke points by having two doors.
** Thieves Fort: Introduces "Defeat X" missions and deep water.
** Lenalia Plateau: The only story battle of Chapter One that allows the player to field a five-unit party; introduces Time Mages and the effect they have on the flow of battle.
** Windmill Shed: Features the first instance of a special class and that some battles have special conditions that end the fight early; also introduces Boco (and Chocobos if the player hasn't run into them in random battles yet) as well as the Monk job.
** 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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[[caption-width-right:349:[[https://medium.com/swlh/the-perfect-game-tutorial-analyzing-super-marios-level-design-92f08c28bdf7 Explanatory text boxes not included.]]]]


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[[caption-width-right:350:The very beginning of ''[[VideoGame/SuperMarioBros1 Super Mario Bros]]'', with all the basic elements of the game displayed.]]

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-->-- '''Creator/EgoRaptor''', ''WebVideo/{{Sequelitis}}''

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-->-- '''Creator/EgoRaptor''', '''Creator/{{Egoraptor}}''', ''WebVideo/{{Sequelitis}}''
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* 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, 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'' first mission, upon returning to the Master Chief's cryo-room, there is a staircase that you must go up on, 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'' first mission, upon returning to the Master Chief's cryo-room, there is a staircase that you must go up on, 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'' first mission, upon returning to the Master Chief's cryo-room, there is a staircase that you must go up on, 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'' ''VideoGame/{{Doom}}'' clones).
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* 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, 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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* 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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* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players many elements of basic game strategy. Different enemies will move and attack in different ways, and this includes an enemy that has two different attacks, 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 fall apart, showing off the dynamic layout of stages. When the miniboss is destroyed, it drops players into a deep pit, forcing them to learn X's WallJump to proceed; they are rewarded for their knowledge with a health refill in an adjacent pit. 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 ways, and this includes an enemy attacks that has two require different attacks, 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 fall apart, collapse when stepped on, showing off the more dynamic layout of stages. 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 proceed; escape; they are rewarded for their knowledge with a health refill in an adjacent pit.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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->''"Mega Man X on the other hand, has so much to offer, and it teaches you all of it in the first level, no, in the first fuckin' '''seconds''' of the game. It's '''nuts!'''"''

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->''"Mega Man X ->''"VideoGame/MegaManX on the other hand, has so much to offer, and it teaches you all of it in the first level, no, in the first fuckin' '''seconds''' of the game. It's '''nuts!'''"''



* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players the controls and many elements of basic game strategy. The different enemy types will teach the player how to jump over enemies and their projectiles, demonstrates the different behaviors of enemies, and how to ride on certain enemies and vehicles, including that some enemies come in parts that can be destroyed separately. The level also features enemies that can destroy the ground and parts of the ground that fall apart, showing off the dynamic layout of stages and stage elements, and giving the player a safe chance to learn how to do X's WallJump when they fall into a pit that they have to climb to get out of, and reward their feat with a second pit immediately after with a health power-up. The stage ends with a HopelessBossFight against Vile that Zero saves you from, the two demonstrating usage of the Charge Shot, dash command, and Ride Armor; the latter two mechanics show up in Chill Penguin's stage, the first stage most walkthroughs advise, and you can try out the Charge Shot there. In terms of story the stage sets up Vile as a general of Sigma that overpowers X and is then chased off by Zero, X's friend, which sets 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 the controls and many elements of basic game strategy. The Different enemies will move and attack in different ways, and this includes an enemy types will teach the player how to jump over enemies and their projectiles, demonstrates the that has two different behaviors of enemies, attacks, and how to ride on certain enemies and vehicles, including that some enemies come in 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 fall apart, showing off the dynamic layout of stages and stage elements, and giving stages. When the player miniboss is destroyed, it drops players into a safe chance deep pit, forcing them to learn how to do X's WallJump when to proceed; they fall into a pit that they have to climb to get out of, and reward are rewarded for their feat with a second pit immediately after knowledge with a health power-up. refill in an adjacent pit. The stage ends with a HopelessBossFight against Vile that wearing Ride Armor before Zero saves you from, X, showing off the two demonstrating usage of the Dash and Charge Shot, dash command, and Shot -- Ride Armor; Armor and the latter two mechanics show up Dash command are in Chill Penguin's stage, the first stage most walkthroughs advise, and you can try 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 is then chased off by Zero, Zero as X's friend, which sets 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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* BrokenBridge: The designers might want to put you in a room that you can't get out of without working out the new thing they are trying to instruct you in. The question arises though: what if they try to go out the way they got in? They might not be able to immediately see how to get through this room, and instead think "oh I'd better go and check to see if I missed something in early parts of the game that will be useful here". So, when you have such a room, you want to make it so the player can't go back.

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* BrokenBridge: The designers might want to As a designer, you put you your player in a room that you they can't get out of without working out the new thing they are you're trying to instruct you in. The question arises though: what if they try to go out the way they got in? They might not be able to immediately see how to get through this room, and instead think "oh I'd better go and check to see if I missed something in early parts of the game that will be useful here". So, when you have such a room, you want to make it so teach them. That way, the player can't go back.forward without figuring out more about your game.
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* {{Antepiece}}: When a number of "challenges" involve related ideas, but initial ones don't present anything like the same challenge. They exist purely to expose some concepts that will be useful later.
* BrokenBridge: The designers might want to put you in a room that you can't get out of without working out the new thing they are trying to instruct you in. The question arises though: what if they try to go out the way they got in? They might not be able to immediately see how to get through this room, and instead think "oh I'd better go and check to see if I missed something in early parts of the game that will be useful here". So, when you have such a room, you want to make it so the player can't go back – you want to lock the door, or break the bridge they used to get here.

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* {{Antepiece}}: When a number of "challenges" involve related ideas, but initial ones don't present anything like the same are a much lesser challenge. They exist purely to expose some concepts that will be useful needed later.
* BrokenBridge: The designers might want to put you in a room that you can't get out of without working out the new thing they are trying to instruct you in. The question arises though: what if they try to go out the way they got in? They might not be able to immediately see how to get through this room, and instead think "oh I'd better go and check to see if I missed something in early parts of the game that will be useful here". So, when you have such a room, you want to make it so the player can't go back – you want to lock the door, or break the bridge they used to get here.back.



* EquipmentBasedProgression: devs may place initial limitations on the player's abilities and lay out the game such 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 Devs may place initial limitations on the player's abilities 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.



* TheLawOfConservationOfDetail: there are things you'll do in a level that don't seem like such a big deal, certainly they're not very challenging. But they might be teaching you certain controls in a subtle way.
* {{Minimalism}}: Designers want the player to focus on learning something that could potentially be very important, so instructive level-bits will often contain a small number of elements. They don't want you to be distracted by the nice way the light shines through the trees over there, or whatever.
* NewWeaponTargetRange: Designers give the player a new tool, and set up the next area in such a way that it perfectly suits the tool's use.
* NoSidepathsNoExplorationNoFreedom: Constraining the player means that you can make sure that he gets introduced to the exact ideas you want to introduce to him or her.
* {{Teaching through Accident}}: When designers encourages players to do something that may not actually help them, but allows them to discover something new regardless.

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* TheLawOfConservationOfDetail: there There are things you'll do in a level that don't seem like such a big deal, deal; certainly they're not very challenging. But they might be teaching you certain controls in a subtle way.
* {{Minimalism}}: Designers want the player to focus on learning something that could potentially be very important, so important. So instructive level-bits will often contain a small number of elements. They don't want you to be distracted by the nice way the light shines through the trees over there, or whatever.
trees; they want you to focus on how to play.
* NewWeaponTargetRange: Designers give the player a new tool, and set up the next area in such a way that it perfectly suits the tool's use.
use so a player can learn how it works.
* NoSidepathsNoExplorationNoFreedom: Constraining the player means that you can make sure that he gets they get introduced to the exact ideas you want to introduce to him or her.
them.
* {{Teaching through Accident}}: TeachingThroughAccident: When designers encourages players to do something that may not actually help them, but allows them to discover something new regardless.



* VideoGameRewards: To hammer home "you have learned something specific", it is good to give the player some kind of short-term reward for their successful experimentation. Not a "you have won the game", or indeed a "you have done something HUGE AND DIFFICULT", but simply a "you have showed some cleverness" - a medium-sized reward.

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* VideoGameRewards: To hammer home "you have that you've learned something specific", it is specific, it's good to give the player some kind of small, short-term reward for their successful experimentation. reward. Not a "you have "you've won the game", game" reward, or indeed a "you have "you've done something HUGE AND DIFFICULT", but simply DIFFICULT" reward. Just a "you have showed "you've shown some cleverness" - a medium-sized reward.



* TrainingDummy: something you can practice moves on without getting hurt.

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* TrainingDummy: something Something you can practice moves on without getting hurt.
any consequence.
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* ''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:
** 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.
** When you start the first level, the very first thing you see is DK rolling out of his treehouse, which clues in the player that this is one of his attacks — and a Gnawty is directly ahead and will kill you in one hit on collision, so the player either has to jump or roll to attack, and will likely try out the latter, which may also clue in the player that the game has a run button. A player will also learn from this that rolling into enemies can cause you to gain momentum from hitting them, especially if you roll into rows of enemies at once later in it. Doing a traditional Goomba Stomp on enemies will help a player take notice of items lurking around the palmtrees, telling the player that they can explore off the beaten path. Grabbing a barrel and throwing it also gives you Diddy, and getting hit causes you to lose him, tipping off the player that your partner works as an extra hit point. The level also anticipates that you'll hop right onto Rambi and start running ahead, which will lead to the player ramming through a wall and discovering the first of many bonus areas in the game. This is meant to tip off the player that the game has many more secrets to find. In fact, as soon as you complete the first bonus room, Rambi will fall right on the ground and reveal a secret hidden in a patch of dirt the ground, giving the player a hint that not only will there be more than one secret room in the level, but that there's another secret room right next to that spot you fell on.
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* ''[[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]].

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* ''[[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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* NewWeaponTargetRange: Designers give the player a new tool, and set up the next area in such a way that it perfectly suits the tool's use.

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* {{Teaching through Accident}}: When designers encourages players to do something that won't actually help them, but allows them to discover something new.

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* {{Teaching through Accident}}: When designers encourages players to do something that won't may not actually help them, but allows them to discover something new.new regardless.


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* ''[[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]].
Is there an issue? Send a MessageReason:
None


* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players the controls and many elements of basic game strategy. The different enemy types will teach the player how to jump over enemies and their projectiles, demonstrates the different behaviors of enemies, demonstrates how to ride on certain enemies and vehicles, including that some enemies come in parts that can be destroyed separately, and the stage ends by showing off Vile in Ride Armor and Zero using a Charge Shot. The level also features enemies that can destroy the ground and parts of the ground that fall apart, demonstrating the dynamic layout of stages and stage elements, and giving the player a safe chance to learn how to do X's WallJump when they fall into a pit. In terms of story the stage also quickly sets up Vile as an enemy for X to defeat beyond the normal robots you've seen through the stage, and demonstrates how much more powerful Zero is than X by having him chase Vile off after X is helpless against him, giving X a character arc to go through.

to:

* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players the controls and many elements of basic game strategy. The different enemy types will teach the player how to jump over enemies and their projectiles, demonstrates the different behaviors of enemies, demonstrates and how to ride on certain enemies and vehicles, including that some enemies come in parts that can be destroyed separately, and the stage ends by showing off Vile in Ride Armor and Zero using a Charge Shot. separately. The level also features enemies that can destroy the ground and parts of the ground that fall apart, demonstrating showing off the dynamic layout of stages and stage elements, and giving the player a safe chance to learn how to do X's WallJump when they fall into a pit. pit that they have to climb to get out of, and reward their feat with a second pit immediately after with a health power-up. The stage ends with a HopelessBossFight against Vile that Zero saves you from, the two demonstrating usage of the Charge Shot, dash command, and Ride Armor; the latter two mechanics show up in Chill Penguin's stage, the first stage most walkthroughs advise, and you can try out the Charge Shot there. In terms of story the stage also quickly sets up Vile as an enemy for a general of Sigma that overpowers X to defeat beyond the normal robots you've seen through the stage, and demonstrates how much more powerful Zero is than X by having him chase Vile then chased off after X is helpless against him, giving X by Zero, X's friend, which sets up a character arc for X to go through.realize his potential and grow stronger.
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no potholes in page quotes


->''"VideoGame/MegaManX on the other hand, has so much to offer, and it teaches you all of it in the first level, no, in the first fuckin' '''seconds''' of the game. It's '''nuts!'''"''

to:

->''"VideoGame/MegaManX ->''"Mega Man X on the other hand, has so much to offer, and it teaches you all of it in the first level, no, in the first fuckin' '''seconds''' of the game. It's '''nuts!'''"''
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* 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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* WorldOfWarcraft ''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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* [[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's 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.

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* [[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's 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.trap due to it being initially offscreen until you run towards it.
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* [[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's grabs onto a hang bar that takes them near, but out of range of a flamethrower trap.

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* [[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's grabs onto a hang bar that takes them near, 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.
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Added DiffLines:

* [[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's grabs onto a hang bar that takes them near, but out of range of a flamethrower trap.
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-->-- '''Creator/EgoRaptor'''

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-->-- '''Creator/EgoRaptor'''
'''Creator/EgoRaptor''', ''WebVideo/{{Sequelitis}}''
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* 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 with 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.''

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* 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 with 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.''
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None

Added DiffLines:

* 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 with 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.''
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I suck


* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players the controls and many elements of basic game strategy. The different enemy types will teach the player how to jump over enemies and their projectiles, demonstrates the different behaviors of, demonstrates how to ride on certain enemies and vehicles, including that some enemies come in parts that can be destroyed separately, and the stage ends by showing off Vile in Ride Armor and Zero using a Charge Shot. The level also features enemies that can destroy the ground and parts of the ground that fall apart, demonstrating the dynamic layout of stages and stage elements, and giving the player a safe chance to learn how to do X's WallJump when they fall into a pit. In terms of story the stage also quickly sets up Vile as an enemy for X to defeat beyond the normal robots you've seen through the stage, and demonstrates how much more powerful Zero is than X by having him chase Vile off after X is helpless against him, giving X a character arc to go through.

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* ''VideoGame/MegaManX'' is famous for its intro level intuitively teaching players the controls and many elements of basic game strategy. The different enemy types will teach the player how to jump over enemies and their projectiles, demonstrates the different behaviors of, of enemies, demonstrates how to ride on certain enemies and vehicles, including that some enemies come in parts that can be destroyed separately, and the stage ends by showing off Vile in Ride Armor and Zero using a Charge Shot. The level also features enemies that can destroy the ground and parts of the ground that fall apart, demonstrating the dynamic layout of stages and stage elements, and giving the player a safe chance to learn how to do X's WallJump when they fall into a pit. In terms of story the stage also quickly sets up Vile as an enemy for X to defeat beyond the normal robots you've seen through the stage, and demonstrates how much more powerful Zero is than X by having him chase Vile off after X is helpless against him, giving X a character arc to go through.

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