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A visual appreciation of Shovel Knight's first level, and of tutorials done RIGHT

Neiteio

Member
Tutorials are a fine art. They're something I find fascinating.

In teaching the basics, so many games lean on crutches like button prompts, pictures or written explanations... But some teach you by letting you play. They arrange the first level so that you learn everything you need to know without the game ever needing to stop the action or break your immersion.

Shovel Knight is a masterful example of such organic design. I like this game so much that I double-dipped on WiiU and 3DS, and may triple-dip on Steam. For the purposes of this tour, all screens are from the WiiU version. Click to enlarge each screen:

wiiu_screenshot_tv_01aose5.jpg
You start off in the wilderness and are immediately faced with two things: A pile of dirt, and a baddie. Right away the game is teaching you that your shovel can be used to dig for treasure, and to whack enemies. I'm reminded of 1-1 in the original Super Mario Bros., where you're immediately confronted with a Goomba. Run into the Goomba, and you learn Goombas hurt you; jump over the Goomba, and you may land on it and learn you can stomp Goombas; jump over it and hit the first brick block, and you'll see you can pop blocks from below. Something similar can happen here, depending on what your spade hits first.

Proceed along and you encounter another dirt pile, another baddie -- and a sand block, a new element. You quickly learn your shovel can destroy sand blocks, as well. Keep moving right and you'll come across your first pitfall and a wall made of sand blocks, as seen in the second screen. The game is teaching you how to jump, and since you know your shovel can break through sand blocks, you know how to get past the wall, as well.


Here's where things start to get interesting. In the first screen, there is a sand block in the ground, but so far you've only been taught how to swing your shovel forward. How do you get through the sand block in the ground to the floor below? Inevitably, the player will jump around, and tap down while jumping -- pile-driving their way into the underground passage.

Next, the player comes across a chasm, as seen in the second screen. There is only a single bubble between you and the distant ledge. You just learned how to drop with your shovel. Inevitably, the player will try the maneuver on the bubble -- and learn they can bounce off bubbles like they're using a pogo stick, crossing the gap to the other side.

Here the player comes across their first checkpoint, their first moving platform, and a string of floating treasure. The platform and the treasure will test the player's precision jumping. The baddie on the upper right will teach the player how enemies can knock you off ledges.

On the next screen, the player encounters another moving platform, this time over a bed of spikes, and a lone piece of treasure to tempt them into falling onto the spikes. If the player lands on the spikes, they will learn that spikes are instant death -- and then they will learn how checkpoints work by respawning at the checkpoint on the previous screen.

Next you encounter a dragon that fires bubbles at you. The player can swing his shovel to pop the bubbles and attack the dragon head-on, but the player will more likely jump and pogo off the bubbles to avoid taking damage. In the process, they will likely end up bouncing off the dragon and dealing damage from above, something that can be done repeatedly. The dragon will inch forward and backwards, and the player can follow, reinforcing the skill of air control.

After the dragon, the player encounters this skeleton. The player also encounters skulls on the ground that they can hit with their shovel to send flying at the skeleton. The game is teaching you that in some cases, you can use the environment against your enemies.

Here the player encounters a seemingly impenetrable wall. Only there is an imperfection in the wall that may encourage a desperation swing -- collapsing the wall, and revealing that imperfections mark secret passages. The nearby pile of treasure can also tempt a swing that might hit the wall instead and reveal the way forward.

Once the player climbs the ladders, they encounter another wall, this time with no imperfection. Another swing reveals another secret passage, establishing that not all secret passages are marked by imperfections in the wall. There are also enemies lying in wait behind the collapsing wall, punishing the player if they rush blindly forward, and underscoring that in Shovel Knight, "haste makes waste."

Here the game presents the player with a choice: Go left and hit the imperfection in the wall to reveal a secret passage, as previously learned, or go right and proceed with the level. The player knows he must jump over the spikes, and he can get the drop on the skeleton by leaping off the sand block and using the shovel drop to defeat the enemy in close quarters. The imperfection in the wall leads to a series of pitfalls the player can then leap across to reach treasure.


The player once again drops through sand blocks in the ground and must dodge an enemy below before proceeding to a pyramid of sand blocks. The player can pogo off the flying enemy to reach the treasure in the air. The player can also strike the imperfection in the upper-right of the second screen to reveal more treasure -- provided they haven’t already destroyed the sand blocks needed to reach it. Again, "haste makes waste." Also, here the player finds the first silver platter, containing turkey that will replenish their HP.

Another checkpoint, another bubble to cross the gap (reinforcing an essential technique), and a baddie timed to knock you down the hole if you aren’t careful. You’re operating without a safety net this time, but the developers placed a checkpoint there for a reason.

These two screens make me think of the "Rule of Three" -- the smallest number needed to establish a pattern, to solidify a concept. They're stringing together multiple platforming concepts established so far -- the moving platform, the moving enemy who can serve as a makeshift platform, the floating treasure to snag with precision... and in the room hidden behind the secret passage, multiple bubbles across which to jump.

What you don't see in the first screen is that the player (yours truly) has revealed two secret passageways -- one above the ledge, one below. Each concealed a skeleton, reinforcing that you shouldn't rush blindly into a collapsing passageway. And the one above wasn't marked -- rather, you think to double back and try hitting the wall once you see the treasure chest underground in the second screen.

Here the player encounters flying enemies that move forward, and here they learn a very subtle lesson, one so subtle most players won't consciously note it: Enemies can hide behind foreground elements such as bushes, as we see with the slime baddies.

Another dragon in another cave, and the complexity has been increased considerably. Not only must the player drop through the sand blocks in the ground, but they must pop the rising bubbles as they do so. And once they hop atop the dragon and start bouncing off its head, they'll have to watch out for the pitfall as the dragon shuffles back and forth across it. This sequence is honing the player's ability to track a moving enemy from the air -- a skill that will be tested again shortly.

A skeleton that stops just short of the edge, risking knockback down a bottomless hole, and a narrow ledge that requires pixel-perfect jumping. By this point the player is well-attuned to the controls -- controls so tight, they're an extension of the mind.

Here, the game once again teaches the player that "haste makes waste." A player who drops their shovel into the sand with reckless abandon will find themselves without a floor to reach the treasure on the left. And if they rush through the grass at the bottom of the screen, they'll run into the baddies that are just barely hidden -- a danger previously established.

Also, note that to cancel your downward shoveling, you need to attack mid-bounce -- something players will also learn while trying to reach the treasure.

As the player approaches the end of the level, bouncing off the flying enemy to go left reveals a series of platforms that require pixel-perfect jumping to reach the treasure on the far side. But again, by this point the player has become one with the controls.

And here's where the air control reinforced in the second dragon battle pays off -- the grand finale against the Black Knight. He'll try to shovel-drop on the player himself, encouraging the player to do the same -- and once the player starts bouncing, they'll think to try and track Black Knight for a second hit as he scurries around the battlefield. And then a third hit... and maybe a fourth. All without ever touching terra firma.

And there you have it. The first level of Shovel Knight, and a masterpiece in organic design. I haven't been so smitten with a first level since Super Mario 3D Land. Shovel Knight just gets it, constructing the levels so that new mechanics emerge naturally from the player responding to the layout, and then reinforcing those mechanics with increasingly layered scenarios that also teach through action, rather than prompts or pictures or words.

What do you think of Shovel Knight's approach to tutorials? And what other games also teach the player in an elegant and nonintrusive way?
 

HUELEN10

Member
What do you think of Shovel Knight's approach to tutorials? And what other games also teach the player in an elegant and nonintrusive way?
First of all, the question is, what do I think about this thread?

Wanna know the answer?

It's a crime this isn't in print in an acclaimed publication, this thread is amazing and you did a damned good job going through each and every point, props to you!

As for the approach on tutorials (which is a term I personally try not to use) I agree; shovel knight nails it, and too few games nowadays do. I wouldn't call the tutorial rats in 1001 Spike intrusive, but it's not quite elegant, so as far as other games go, perhaps Mighty Switch Force.
 

Dr Dogg

Member
I've got to say the way Shovel Knight handles teaching the player it's mechanics are on par with Super Metroid and MegaMan. Super Meat Boy is quite similar but spreads out one new mechanic a stage and then ramps up the difficulty but Shovel Knight does it all through the first level (well the main gameplay mechanics, I had a brain fart with my first meal ticket). It's just another case of this doing what other classic 8bit (and 16bit too) games did right.
 

Ferrio

Banned
These types of tutorials are great and all, but I don't think you can apply them to any old game.

Platformers, or games with rather simple mechanics are great for it but I fail to see how they can be applied to something more complex.
 

ChrisD

Member
These types of tutorials are great and all, but I don't think you can apply them to any old game.

Platformers, or games with rather simple mechanics are great for it but I fail to see how they can be applied to something more complex.

No way, no how are you going to find a way to organically teach a player how to play something like Muramasa Rebirth. (First thing off the top of my head.)

When done it is an amazing complement to a game, but yeah it can't really ever become a standard.
 
It's a well thought out opening stage, that's for sure. It's also nice to see it laid out like that in the OP.
These types of tutorials are great and all, but I don't think you can apply them to any old game.

Platformers, or games with rather simple mechanics are great for it but I fail to see how they can be applied to something more complex.
I agree with this. This type of tutorial lends itself well to certain types of games. Games with more concurrent systems, complex structures and elaborate controls can't really go for this type of stuff as easily.
 

Zakalwe

Banned
No way, no how are you going to find a way to organically teach a player how to play something like Muramasa Rebirth. (First thing off the top of my head.)

When done it is an amazing complement to a game, but yeah it can't really ever become a standard.

I completely disagree with this. Divinity Original Sin manages it with it's tutorial dungeon, and while there are pop up hints to guide you it's the rpg equivalent.

Some games might need text, but you could fit that in with the background of the world somehow.
 

BooJoh

Member
Here, the game once again teaches the player that "haste makes waste." A player who drops their shovel into the sand with reckless abandon will find themselves without a floor to reach the treasure on the left. And if they rush through the grass at the bottom of the screen, they'll run into the baddies that are just barely hidden -- a danger previously established.

One minor detail, this screen also serves to teach the player that they can stop the pogo-bounce by attacking.

Great write-up though. The level design in the game is overall great, and I love when a game can be played so intuitively that you don't need a dialog box every other screen telling you how to do things.
 

Toxi

Banned
Great breakdown of the tutorial. Since Plains of Passage introduces all the basic mechanics and tests them so that you know them well, the game can focus more on teaching level-specific gimmicks like the goo in the Lost City.

And on the subject of the Lost City, that level's bouncy goo section could merit a breakdown on its own.
 

sn00zer

Member
These types of tutorials are great and all, but I don't think you can apply them to any old game.

Platformers, or games with rather simple mechanics are great for it but I fail to see how they can be applied to something more complex.

Agreed...one of the reasons I didnt like egoraptors sequelitis was how he bashed newer games for being too obvious about controls...shovel knight has three buttons not including direction inputs, so the player can learn how buttons work through experimentation....most modern games use a full controller which includes 12 buttons if you dont include directional or start/select...so yes sometimes the game does have to tell you what button does what....and this isnt including the additional complexity of 3d movement
 

mrklaw

MrArseFace
Once the player climbs the ladders, they encounter another wall, this time with no imperfection. Another swing reveals another secret passage, establishing that not all secret passages are marked by imperfections in the wall.

one of my pet peeves in games. Once my OCD realises that there are secrets that you can only guess at and are not telegraphed in any way, I'm inevitably tempted to just flail wildly at everything in the game, slowing my progress massively.

All secrets should have something to indicate that they are there - even a tiny difference in a texture, or a path leading from it that you can't otherwise get to. In this particular case you're forced to go that way, but I expect that later secrets are not like that?
 

Neiteio

Member
one of my pet peeves in games. Once my OCD realises that there are secrets that you can only guess at and are not telegraphed in any way, I'm inevitably tempted to just flail wildly at everything in the game, slowing my progress massively.

All secrets should have something to indicate that they are there - even a tiny difference in a texture, or a path leading from it that you can't otherwise get to. In this particular case you're forced to go that way, but I expect that later secrets are not like that?
Rest assured, there are other contextual clues -- usually an outcropping wide enough to stand on, suggesting you might uncover a secret passage if you hit the wall.
 
Incredible thread, OP. Full kudos to you for putting this together.

And I fully agree with you. Shovel Knight is the perfect example of how to do a tutorial. It's such a breath of fresh air when a game teaches the player how to play without actually spelling it out.
 

Jigorath

Banned
It's a good tutorial but it's not exactly a rare accomplishment for games of this type. Introduce a mechanic for the game, make it simple enough for the player to figure it out on their own, then make it more challenging later on. I've seen plenty of games go this route.
 

Neiteio

Member
One minor detail, this screen also serves to teach the player that they can stop the pogo-bounce by attacking.

Great write-up though. The level design in the game is overall great, and I love when a game can be played so intuitively that you don't need a dialog box every other screen telling you how to do things.
Ah, I made a mental note to point that out while playing but forgot to mention it. Thanks for reminding me -- I've gone back and added it to the OP. :)
 

Tookay

Member
Neiteio puts all this time into the thread and it's met by defensive claims about how other games can't do this or citations to other games that do it right too.

Can't we just appreciate the content of the thread: namely that SK does a pretty good job introducing a lot of mechanics in one level?
 

Neiteio

Member
Neiteio puts all this time into the thread and it's met by defensive claims about how other games can't do this or citations to other games that do it right too.

Can't we just appreciate the content of the thread: namely that SK does a pretty good job introducing a lot of mechanics in one level?
I appreciate your kind words, but I'm OK with people thinking it won't work for other games, or that other games do it just as well. I just wish more people would name specific games as examples, and take the time to explain how those games handle teaching just as well -- whether it's done similar to Shovel Knight, or differently. :)

I should note, Shovel Knight is extra remarkable since every level teaches a variety of mechanics with the same thoroughness as the first level. Every level introduces new elements that are taught organically and then layered together in increasingly complex ways. It's amazing!
 

ponpo

( ≖‿≖)
I should note, Shovel Knight is extra remarkable since every level teaches a variety of mechanics with the same thoroughness as the first level. Every level introduces new elements that are taught organically and then layered together in increasingly complex ways. It's amazing!

Many mechanics or short game?
 

Jigorath

Banned
Neiteio puts all this time into the thread and it's met by defensive claims about how other games can't do this or citations to other games that do it right too.

Can't we just appreciate the content of the thread: namely that SK does a pretty good job introducing a lot of mechanics in one level?

Nobody's being defensive, just adding to the discussion of tutorials in games. Neiteio did a great write up of the game, no doubt about it.
 

Neiteio

Member
Many mechanics or short game?
Many mechanics. You have the "tutorial level" (which is by every measure a full level in its own right), you have huge themed levels for each of the eight knights in the Order of No Quarter, you have multiple item-based or forced-scrolling gauntlets, and you have three capstone levels comprising the grand finale. You can finish the core game in under 10 hours on your first playthrough, but it's consistently inventive that entire time. There are 60-hour games out there that quickly fall into a repetitive rut and can't claim to have 10 hours' worth of inventiveness.
 

Toxi

Banned
They do the rule of three with how branching pathways are identified too. Every single one has a barrier of some kind (The last one changing it up a bit to show that it's not restricted to just breakable walls), a pattern that continues for the rest of the game so the player is always familiar with which way is forward and which way leads to extra treasure.

Anyway, I find Shovel Knight's tutorial awesome mainly because it doesn't just teach these skills in a non-intrusive fashion, it tests them until they're so familiar that other levels don't have to waste time reintroducing them.
 

Riposte

Member
I found the first level of Shovel Knight to be boring, especially compared to Volgarr the Viking, so I'm reluctant to go back.
 

Neiteio

Member
I found the first level of Shovel Knight to be boring, especially compared to Volgarr the Viking, so I'm reluctant to go back.
Sorry you feel that way. I love replaying the first level in Shovel Knight. Coming back to it after completing the game is surprisingly fun. I'm always pushing myself to see how nimbly I can pull off a no-damage run now that I'm seasoned from later levels. It's such a well-paced level, and the controls are so tight and the feedback is so satisfying that for me, it's pure zen. :)
 

HK-47

Oh, bitch bitch bitch.
Neiteio puts all this time into the thread and it's met by defensive claims about how other games can't do this or citations to other games that do it right too.

Can't we just appreciate the content of the thread: namely that SK does a pretty good job introducing a lot of mechanics in one level?

Or maybe not every game is a classically inspired 2d side scoller with very few inputs to learn?
 
Here's a subtle one that I really like:

shoveljumpvws1z.png


This one is more for experienced players, but the low-hanging platforms encourage experimentation. Here, if players attempt to jump instead of climbing, they will learn that they pass through ladders and land on top.

Also, regarding ladders:

wiiu_screenshot_tv_01p0jfh.jpg


Here players will learn that safe platforms are clearly defined, that they will pass through certain kinds of scenery. They must also jump and press up to grab on to ladders.
 

Toxi

Banned
I found the first level of Shovel Knight to be boring, especially compared to Volgarr the Viking, so I'm reluctant to go back.
You can beat it in less than three minutes, so it certainly doesn't drag on repeat playthroughs.

Later areas are much more willing to challenge and experiment because the player has learned the basic concepts.
 

mclem

Member
I don't think it's *quite* successful at conveying 'swinging your shovel stops you pogoing', that's the only criticism I'd have. When I encountered that scene, I pogoed on the left hand side of the pile of sand and when I was in line I pushed into the gap and swung. I stopped pogoing at that point, of course, but because - if I recall correctly - I landed on the solid ground of the alcove immediately afterwards, I didn't really notice it.

That said, even as I type it, I'm wondering if I didn't remember that right..

Are Shovel Knight speedruns a thing yet?
Well, there's an achievement for it, which should get people started on that road, but I've not heard about any serious speedrunning yet.
 

Ramenman

Member
When done it is an amazing complement to a game, but yeah it can't really ever become a standard.

Yeah I think unintrusive tutorial through self explanatory level design situations (or any other way really) is something all games strive for and try to achieve. It's just not possible on the same level for every type of game.
 

Dryk

Member
I'd seen the trailer so I was already pogoing by the time it tried to teach me. But I have watched Lets Plays and those two sand blocks are instrumental in getting people to realise that move even exists.
 

ryanofcall

Member
Can't wait for it to release in European eShop
Hoping for cross-buy, too - I still haven't decided if I want it for 3DS or WiiU
 

Toxi

Banned
Are Shovel Knight speedruns a thing yet?
Yes. There are already 100%, low%, and any% runs out there. There are some pretty clever tricks I wouldn't have expected, like using the Mobile Gear's slight height increase to reach a ladder that would otherwise be just out of range.
 

Neiteio

Member
Also, regarding ladders:

wiiu_screenshot_tv_01p0jfh.jpg


Here players will learn that safe platforms are clearly defined, that they will pass through certain kinds of scenery. They must also jump and press up to grab on to ladders.
They actually teach you to press up to climb ladders earlier:

This is more merciful, too, since there's no bottomless pit, and a checkpoint is one screen before. :)
 

Bleep

Member
I immediately noticed how smart and thoughtfully laid out the levels are in this game, it's really high quality design. Not only do they smoothly teach players level design concepts but they also lay them out in a way that allows for some fun tricks. The game really rewards players for going back through the levels with what they learn throughout the game.

Are Shovel Knight speedruns a thing yet?

Yes. There are already 100%, low%, and any% runs out there. There are some pretty clever tricks I wouldn't have expected, like using the Mobile Gear's slight height increase to reach a ladder that would otherwise be just out of range.

People have been posting there fastest times here: http://www.pbtracker.net/game/shovel-knight. Capndrake has the fastest time at 52 minutes 51 seconds: http://www.twitch.tv/capndrake/c/4589916. I've timed myself playing a couple of times now, it's a really fun game to speed run.
 

ArjanN

Member
I found the first level of Shovel Knight to be boring, especially compared to Volgarr the Viking, so I'm reluctant to go back.

Volgarr the Viking is more punishing, but actually has the exact same type of design as Shovel Knight, in that every mechanic, new type of enemy or environmental threat is first introduced in a 'safe' way, demonstrating how it works before it throws them at you for real.

I really appreciate this type of design, even if I think SK almost does this to a fault, in that IMO the game kind of forgot to actually get challenging until the last level or so.
 
Ha, I was prepping a thread on this very thing. Great job, and I completely agree. It's a text book example of how to do a brilliant, gameplay driven tutorial. Its another one of those things that is special to this medium, I believe.
 

F0rneus

Tears in the rain
This thread is spectacular. Reminds me of Egoraptor's love for MMX's opener. This is just as great. I loved that freaking level, but I missed a lot of these subtleties. Makes me see it in a whole new light. God, this game. Hnnng.
 

CDX

Member
Yes. The level design is really great. It really is.

I personally found that first tutorial level really fun to play too.

Watching many first impressions and blind plays on youtube, I think a lot of people don't even realize that first level basically is a tutorial level. They just get started playing and learning and having fun.

It really is fantastic game design.
 

Mr-Joker

Banned
I would like to think that they looked at Super Mario Bros 1-1 and basically applied it here but more fleshed out.

What do you think of Shovel Knight's approach to tutorials? And what other games also teach the player in an elegant and nonintrusive way?

The only one I can think of at the moment is Wario Land the shake dimension and Donkey Kong Country Tropical Freeze.
 
I didn't really think of these points you made while running through the tutorial. I can tell you that it felt neither hand-holdy nor ambiguous, but just right. Looking at all these screens of the first level makes me really crave a level editor for Shovel Knight.
 

Neiteio

Member
The first level of Shovel Knight (and every level, really) is always teaching you, but it never feels like a tutorial because the controls, feedback, pacing and variety are all spot-on. The entire game exudes a strong sense of craftsmanship that makes it feel very confident and smart.
 
I don't think it's *quite* successful at conveying 'swinging your shovel stops you pogoing', that's the only criticism I'd have. When I encountered that scene, I pogoed on the left hand side of the pile of sand and when I was in line I pushed into the gap and swung. I stopped pogoing at that point, of course, but because - if I recall correctly - I landed on the solid ground of the alcove immediately afterwards, I didn't really notice it.
.

This I agree with, I didn't actually realize that you could stop pogoing until a later level where you have to in order to avoid dying and progress, and that killed me once or twice until I figured it out. I feel reluctant to blame the game for my oversight, but I think this mechanic in particular could have been demonstrated better. The rest I agree with though, Shovel Knight's design in general just seem very well thought out.
 
Dragon's Dogma is similar to this, but with a more complex system. It's an action RPG with a ton of elements, but it's never really that intrusive (well, it can be, but only if you decent that it should be).

You start off in an area that takes less than 10 minutes to beat. Here's how it goes down.

Th game immediately sets you off in a pre-determined Fighter class, which is the most basic and the easiest way to guide people into the game. That character is joined by a Pawn, which is an AI controlled character that comments on the surroundings. It's kinda constant, but it's done in such a manner that you get tips depending on the area you are in, or what you are fighting - goblins hate fire and such.

So anyway, the game leads you through a path where you learn how to fight different enemies. Ground combat is covered with the goblin fights, alongside how to utilize items (there's a barrel you can pick up and throw during the second fight, right beside the larger/greater goblin dude). Sky battles are covered through a fight with the harpies, and then they combine together, making you use the terrain to get at the harpies while managing the goblins below.

Then you fight a boss, a chimera, where your pawn tells you to climb away and hack. You have the support of other AI characters and more pawns, so while it looks daunting, it's actually not so bad, and your characters play off you and work in tandem. Even the boss teaches you to aim for weakpoints on monsters by stopping certain attacks once a head is cutoff.

There's a few problems here and there, but there's a lot more to that, and the beginning of the game that makes Dragon's Dogma a bar for good game design in the modern days.

Edit: I forgot to note the items system. See, you can combine shit to make better, laster longing shits. At the very start, you see some boxes, and because you are programmed as a gamer to smash everything and anything, they give you the reward of a herb. You look at your options menu and are about to eat it when, what's that? A combine option? Can't use that now, but hey, I know it's there so I'll come back to it later. I believe the Pawn even says something about that as well.

Also, there's a very obvious ledge you can grab, and if you make the jump, you get a reward for exploring. If you don't, you don't even take damage from the fall, you just have to walk up the way again and attempt a second time. I didn't know this until my second playthrough, but if you pay attention to the game, it will reveal many secrets without having a blinking arrow on screen.
 
Metroid Prime also had good introductions of controls and mechanics with simple little puzzles at the start. As far as 3D games go, it felt very intuitive and easy to control.
 

Toxi

Banned
Here's a fantastic analysis of Super Metroid's level design and how it guides the player in a non-linear world.

I think Super Metroid still makes a few mistakes: The famous power bomb tube really feels out-of-place because it's not clearly marked like every other power bomb block or door. There should have been other glass barriers beforehand, maybe even one surrounding the power bombs. It would have both taught players and been a nice way of making them think back "Wait, what glass walls did I see before?"

Metroid Prime also had good introductions of controls and mechanics with simple little puzzles at the start. As far as 3D games go, it felt very intuitive and easy to control.
I think Metroid Prime made a mistake by giving you power-ups at the beginning and then taking them away; there's no reason to teach you the Grapple Beam for a short section so many hours before you actually use it consistently.

I think there are still some wonderful tutorial elements on Tallon IV though. The Plated Beetle is a good introduction to circle-strafing and pattern recognition even if it's hilariously easy. Then there's the double bomb jump puzzle right next to Magmoor with the three holes making it obvious, so that your first experience with double bomb jumping isn't trying to get that energy tank above the lava near the end of Magmoor.
 
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