If the tutorial text is vital, why would you allow the player to dismiss them forever and get themselves lost? Here's a few ideas:
A common approach I've seen is to dismiss the tutorial text only when the player has completed the required action.
For example, if the current text is:
Welcome to bobobobo's game! Press A to jump.
Only dismiss that text if the player has pressed A and jumped.
Another approach is to let the player revisit the text at will. For example, in Binding of Isaac the starting room tells you the controls. You can freely come back to this room in case you need a reminder:

There's another tip here and that's to make the tutorial text as unobtrusive as possible. A text bubble that floats over everything is distracting. If it's in the background, or is something that could be brought up at will (e.g. signs that can be read, or NPCs that can be talked to):

One more approach (and this is the hardest but probably has the best effect) is to make the hints very very subtle. In the developer commentary for Escape from Butcher Bay, the lead developer mentioned small level changes that prevented their testers from getting lost: making certain doorways larger, adding lights etc. These had a psychological effect on the players that made them feel as if that was the right way to proceed, without being told explicitly so.
In the same vein (but in a less subtle way), the opening stage of Half-Life contained color-coded corridors. The player could choose to follow them, or maybe be subconsciously reminded by them:

One more thing; I read this somewhere (but I don't remember now) that the first level in Super Mario Bros has an excellent example of preparing the player in advance for obstacles. Consider this section:

See how it's almost the same jumping puzzle repeated twice. First there's almost no consequence for failing to jump over the gap, but the player in failing (or not) will know what to expect and what to do (or not to do) when they get to the real deal: the second obstacle where failure results in death. Sometimes it's better to teach the player by letting them practice in low-stakes settings in this way.