It’s not about pressing buttons. It’s about combinations of buttons and when those button presses come into play. I guarantee you that no one immediately knew that the Gravity Boots did in SOTN. Also how stupid is the notion that gamers should have to figure out how to manipulate their character? The challenge should be in completing the game not figuring out the control scheme.
I can’t say for sure, because it was like 15 years ago, but I can say that it didn’t take me long to figure out how to use the gravity boots - I might have known immediately just by knowing the input from messing around with Richter in the intro stage.
And why should the game be obligated to tell the player how to perform actions that are completely optional? It’s not like you need to high jump at any point in the game (any place reachable with high jump is also reachable with bat form or mist form, which are both required to get the boots in the first place), much like you never need to know that certain weapons have special attacks when pressing qcf+attack - they’re just a special bonus for people who experiment with the controls.
On the subject of Super Ghouls 'n Ghosts, if you’d had the manual, it says on page 7, “To do this: Double-jump Press this: Button B twice.” Even without the manual, the attract mode shows Arthur double jumping. Even without that, there are only two buttons that actually do anything, that pillar is the very first obstacle on the very first screen of the game, and the stage has a five-minute timer. The game doesn’t need an explicit tutorial, because that pillar IS the tutorial - just like the first screen of Super Mario Bros or the intro stage of Megaman X.
You’re still missing the point. The player should never have to wonder about what options are available to them. Completing the game should be about using those options properly. As for GNG, like I said, it was quite possibly, the first game of its kind to allow air mobility actions like that, and certainly the first game I’d ever played. I didn’t have a manual, and games were not designed with informative demo modes, so it wasn’t expected that someone should have to watch those to find out how to play. Years of conditioning before that trained me not to even consider being able to do a double jump.
Still though tell me how your logic applies to fighting games. Players don’t need things like focus attacks, special moves etc. Why tell the player?