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* The UsefulNotes/Atari2600 had a color/black-and-white switch on the console, because black-and-white televisions were still fairly common when it was released. Exact effects depended on the game; ''VideoGame/{{Combat|Atari2600}}'' and many other early games switched to monochrome, while many later games ignore it.

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* The UsefulNotes/Atari2600 Platform/Atari2600 had a color/black-and-white switch on the console, because black-and-white televisions were still fairly common when it was released. Exact effects depended on the game; ''VideoGame/{{Combat|Atari2600}}'' and many other early games switched to monochrome, while many later games ignore it.
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Not every single person on the planet can see every color in the visible spectrum, or at least, not properly. This is known as Color Blindness, and it comes in many flavors. Some have protanopia,[[note]]the inability to distinguish between colors in the green-yellow-red spectrum[[/note]] deuteranopia,[[note]]similar problems to protanopes, but without the abnormal dimming[[/note]] tritanopia,[[note]]seeing short-wavelength colors (blue, indigo and a spectral violet) as greenish and drastically dimmed, plus yellow is indistinguishable from pink, and purple colors are perceived as various shades of red[[/note]] or the rarest of them all, monochromacy.[[note]]seeing everything as black, white, or gray[[/note]]

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Not every single person on the planet can see every color in the visible spectrum, or at least, not properly. This is known as Color Blindness, and it comes in many flavors. Some have protanopia,[[note]]the inability to distinguish between colors in the green-yellow-red spectrum[[/note]] spectrum, and red appears dark if not black[[/note]] deuteranopia,[[note]]similar problems to protanopes, but without the abnormal dimming[[/note]] dimming and red doesn’t appear dark[[/note]] tritanopia,[[note]]seeing short-wavelength colors (blue, indigo and a spectral violet) as greenish and drastically dimmed, plus yellow is indistinguishable from pink, and purple colors are perceived as various shades of red[[/note]] or the rarest of them all, monochromacy.[[note]]seeing everything as black, white, or gray[[/note]]



* ''VideoGame/FinalFantasyXIV'' didn't have a color blind mode for years. Originally, the AOE markers were colored a dark red, which made it hard to see in dark areas or against certain surfaces. While this would annoy color blind players, it also annoyed players that weren't color blind. To alleviate the issue for both camps, the AOE markers were changed to a bright orange and pulsated. The game would eventually get a proper color blind mode.

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* ''VideoGame/FinalFantasyXIV'' didn't have a color blind mode for years. Originally, the AOE markers were colored a dark red, which made it hard to see in dark areas or against certain surfaces. While this would annoy color blind players, players (protanopia in particular, who would see the red as black), it also annoyed players that weren't color blind.blind because dark red is not very distinguishable from black either. To alleviate the issue for both camps, the AOE markers were changed to a bright orange and pulsated. The game would eventually get a proper color blind mode.
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* The UsefulNotes/Atari2600 had a color/black-and-white switch on the console, because black-and-white televisions were still fairly common when it was released. Exact effects depended on the game; ''VideoGame/{{Combat}}'' and many other early games switched to monochrome, while many later games ignore it.

to:

* The UsefulNotes/Atari2600 had a color/black-and-white switch on the console, because black-and-white televisions were still fairly common when it was released. Exact effects depended on the game; ''VideoGame/{{Combat}}'' ''VideoGame/{{Combat|Atari2600}}'' and many other early games switched to monochrome, while many later games ignore it.
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* ''VideoGame/{{Picross}} S5'' has a "high contrast colors" toggle for Color Picross, which locks all cell colors to a fixed palette of easily-distinguishable colors.

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* ''VideoGame/{{Picross}} S'' games starting with ''Picross S5'' has a "high contrast colors" toggle for Color Picross, which locks all cell colors to a fixed palette of easily-distinguishable colors.

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* Website/ThisVeryWiki has one: The ''Highlight Links'' toggle in the Display Options. Turning it on gives page links a yellow highlight and an underline.


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* Website/ThisVeryWiki has one: The ''Highlight Links'' toggle in the Display Options. Turning it on gives page links a yellow highlight and an underline.
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* ''TabletopGame/MagicTheGathering'': The mana symbols consist of a colored circle with a unique symbol (a sun for White, a droplet for Blue, and so on) on it so that colorblind players can tell them apart. However, Phyrexian mana replaces the unique symbols with the Phyrexian symbol, which would cause problems for colorblind players if not for the creators taking care to avoid it: all cards with Phyrexian mana only feature one type of Phyrexian mana and have reminder text specifying which one it is (e.g. a white card will say "<white Phyrexian mana symbol> can be paid with either <normal white mana symbol> or 2 life."

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* ''TabletopGame/MagicTheGathering'': The mana symbols consist of a colored circle with a unique symbol (a sun for White, a droplet for Blue, and so on) on it so that colorblind players can tell them apart. However, Phyrexian mana replaces the unique symbols with the Phyrexian symbol, which would cause problems for colorblind players if not for the creators taking care to avoid it: all cards with Phyrexian mana only feature one type of Phyrexian mana it and have reminder text specifying which one it is (e.g. a white card will say "<white Phyrexian mana symbol> can be paid with either <normal white mana symbol> or 2 life."life").
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* ''TabletopGame/{{Azul}}''[']s tiles are pattern-coded in addition to being color-coded, meaning that colorblind players can play the game.

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* ''TabletopGame/{{Azul}}''[']s ''TabletopGame/{{Azul}}''[='=]s tiles are pattern-coded in addition to being color-coded, meaning that colorblind players can play the game.game.
* ''TabletopGame/MagicTheGathering'': The mana symbols consist of a colored circle with a unique symbol (a sun for White, a droplet for Blue, and so on) on it so that colorblind players can tell them apart. However, Phyrexian mana replaces the unique symbols with the Phyrexian symbol, which would cause problems for colorblind players if not for the creators taking care to avoid it: all cards with Phyrexian mana only feature one type of Phyrexian mana and have reminder text specifying which one it is (e.g. a white card will say "<white Phyrexian mana symbol> can be paid with either <normal white mana symbol> or 2 life."


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* ''TabletopGame/TicketToRide'' cards are symbol-coded in addition to being color-coded.

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!!Examples:

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!!Examples:!!Video game examples:


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!!Non-video game examples:
* ''TabletopGame/SevenWonders'': While the game's use of color was never the only way to identify the function of a card, it was still significant enough to make the game awkward to play if you're colorblind. The second edition rectifies this by using clear symbology in addition to high-contrast colors to code the card types.
* ''TabletopGame/{{Azul}}''[']s tiles are pattern-coded in addition to being color-coded, meaning that colorblind players can play the game.
* ''[[TabletopGame/SeaSaltAndPaper Sea Salt & Paper]]'' has a few cards that care about sets of cards with matching colors. The game uses the [=ColorADD=] code so that colorblind players can still identify the colors.
* ''TabletopGame/{{Splendor}}'' has built-in colorblind friendliness: each color of gem has a different shape, making them distinguishable without color vision.
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* ''VideoGame/DungeonsOfAether'' has deuteranopia, tritanopia, protanopia, and Okabe-Ito options, since matching colored dice to their corresponding stats is an important part of the game.
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* ''VideoGame/{{Temtem}}'' has a weekly sidequest where players must catch a Koish that has a specific combination of features, and one of the variables is the colours of the stripes on its tail. The 1.2 update added a colourblind setting that gives each possible tail stripe colour a distinct pattern.
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Added an example.

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* ''VideoGame/{{Chuzzle}}'': There's a colorblind mode in the settings that puts shapes on Chuzzles' heads depending on their color.

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