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* ''VideoGame/YellowTaxiGoesVroom'': Arcade Panik world has magenta and green blocks with only one type being solid at a time. The player has to press buttons that act as [[SpringsSpringsEverywhere springboards]] to switch which blocks are solid. Often these puzzles involve trying to bowling balls to be moved from one place to another.
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* ''VideoGame/GuardianTales'': First debuting in World 7, color switches can either be toggled to [[ColorCodedForYourConvenience blue or red.]] If blue, then associated pillars of the same color will be raised while red pillars will be lowered, and vice versa.

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** ''VideoGame/CadenceOfHyrule'': In the first floor of the Temple of Storms, there are fans which blow either upward or towards a side (depending on whether they're positioned in the floor or the walls), but some of them are turned on while others are turned off. The player's character of choice has to make their way around the second floor so they can get back to the first via an alternate staircase and reach a switch that swaps the states of the fans, with those currently off turning on and vice versa; doing this will allow the character to reach parts they couldn't before (as a drawback, previously-accessible areas will be now blocked due to the wind of the fans that are now turned on, at least until the Iron Boots are collected).

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** ''VideoGame/CadenceOfHyrule'': ''VideoGame/CadenceOfHyrule'':
***
In the first floor of the Temple of Storms, there are fans which blow either upward or towards a side (depending on whether they're positioned in the floor or the walls), but some of them are turned on while others are turned off. The player's character of choice has to make their way around the second floor so they can get back to the first via an alternate staircase and reach a switch that swaps the states of the fans, with those currently off turning on and vice versa; doing this will allow the character to reach parts they couldn't before (as a drawback, previously-accessible areas will be now blocked due to the wind of the fans that are now turned on, at least until the Iron Boots are collected).collected).
*** In the Frozen Grotto, there's a switch that freezes the tiles of warm water but also melts the tiles of ice. Due to the effect of SuperDrowningSkills present with the water as well as the effect of FrictionlessIce with the ice tiles, navigation will be greatly affected depending of the current respective states of the tiles.
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** ''VideoGame/CadenceOfHyrule'': In the first floor of the Temple of Storms, there are fans which blow either upward or towards a side (depending on whether they're positioned in the floor or the walls), but some of them are turned on while others are turned off. The player's character of choice has to make their way around the second floor so they can get back to the first via an alternate staircase and reach a switch that swaps the states of the fans, with those currently off turning on and vice versa; doing this will allow the character to reach parts they couldn't before (as a drawback, previously-accessible areas will be now blocked due to the wind of the fans that are now turned on, at least until the Iron Boots are collected).
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Crosswicking

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[[folder:Other]]
* ''VideoGame/FindTheChomiks'': Reversemik's 2D obby contains On/Off switches that toggle between red and blue platforms, with either the red platforms appearing and the blue platforms disappearing or vice versa. You have to time your jumps while hitting or avoiding the switches to reach the Chomik without falling.
[[/folder]]
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Crosswicking

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* ''VideoGame/SuperKiwi64'': The fifth level features crystal switches that swap the states of various contraptions like color-coded barriers (green and red), the level of a toxic liquid in one pool, the height of solid platforms in another, and the respective positions of a room's floor and ceiling. The switches, by default, are colored green when they're toggled off, and red when they're toggled on. Working around the contraptions and their states will be necessary to reach the most treasured part of the level, where ''five'' [[PlotCoupon gems]] await.
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And here I thought there were other locations with this gimmick. Turns out Tenbez Shrine is the only one. =(


** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': In some locations, there are switches that toggle the gravity of the surroundings. These take the form of small pillars shaped like dragons facing each other, between which lies a stone component that brights orange when gravity is at its normal value, and green when Link hits it and makes gravity reduce its intensity (other visual cues include light-blue particles appearing in the atmosphere and the stone component hovering). Fittingly, ''all'' gravity-controlling switches present will show the current state of the surroundings, even though only one of them is hit at a time. Changing the gravity back and forth will be important to solve puzzles, since doing so will alter the weight of objects as needed.

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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': In some locations, the Tenbez Shrine, there are switches that toggle the gravity of the surroundings. These take the form of small pillars shaped like dragons facing each other, between which lies a stone component that brights orange when gravity is at its normal value, and green when Link hits it and makes gravity reduce its intensity (other visual cues include light-blue particles appearing in the atmosphere and the stone component hovering). Fittingly, ''all'' gravity-controlling switches present will show the current state of the surroundings, even though only one of them is hit at a time. Changing the gravity back and forth will be important to solve puzzles, since doing so will alter the weight of objects as needed.
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Oops. A fellow troper spotted this grammar mistake in the work page. Reflecting the correction here!


** ''VideoGame/SuperMarioBrosWonder'': Certain levels feature toggleable mechanisms that have to worked around to either solve a navigation puzzle oir simply overcome an obstacle. As usual for the ''Mario'' series, the ON/OFF Switches can be pressed to swap their corresponding states. The mechanisms in question include the classic red and blue blocks, the Zip Tracks used for fast navigation, and the radius of light for objects in dark rooms.

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** ''VideoGame/SuperMarioBrosWonder'': Certain levels feature toggleable mechanisms that have to worked around to either solve a navigation puzzle oir or simply overcome an obstacle. As usual for the ''Mario'' series, the ON/OFF Switches can be pressed to swap their corresponding states. The mechanisms in question include the classic red and blue blocks, the Zip Tracks used for fast navigation, and the radius of light for objects in dark rooms.
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** ''VideoGame/SuperMarioBrosWonder'': Certain levels feature toggleable mechanisms that have to worked around to either solve a navigation puzzle oir simply overcome an obstacle. As usual for the ''Mario'' series, the ON/OFF Switches can be pressed to swap their corresponding states. The mechanisms in question include the classic red and blue blocks, the Zip Tracks used for fast navigation, and the radius of light for objects in dark rooms.

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Crosswicking


* ''VideoGame/BabaIsYou'': The overarching mechanic of the game consists of alternating the physical properties of ''all'' present setpieces in the levels so you can reach the goal (or even ''create'' one). In each level, there are special blocks that identify the setpieces present (walls, rocks, lava, water, flagpoles, etc.), blocks that provide the potential effects of said setpieces (solid, pushable, harmful, [[InstantWinCondition goal]], etc.), and connecting blocks that link the setpieces with the effects ("IS"). So if the level has a three-block connection showing "WATER-IS-SINK", it means water is unsafe to cross; but if you manage to move any of those three blocks from its position, the effect will no longer be active and the setpiece (water, in this case) is perfectly safe to cross. Cleverness is vital to take advantage of these special blocks to alter the effects and properties of all setpieces, and in certain cases you can not only stack more than one effect to a specific setpiece, but even turn multiple setpieces into ''Babas'' and play as all of them at the same time.

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* ''VideoGame/BabaIsYou'': ''VideoGame/BabaIsYou'':
**
The original game's overarching mechanic of the game consists of alternating the physical properties of ''all'' present setpieces in the levels so you can reach the goal (or even ''create'' one). In each level, there are special blocks that identify the setpieces present (walls, rocks, lava, water, flagpoles, etc.), blocks that provide the potential effects of said setpieces (solid, pushable, harmful, [[InstantWinCondition goal]], etc.), and connecting blocks that link the setpieces with the effects ("IS"). So if the level has a three-block connection showing "WATER-IS-SINK", it means water is unsafe to cross; but if you manage to move any of those three blocks from its position, the effect will no longer be active and the setpiece (water, in this case) is perfectly safe to cross. Cleverness is vital to take advantage of these special blocks to alter the effects and properties of all setpieces, and in certain cases you can not only stack more than one effect to a specific setpiece, but even turn multiple setpieces into ''Babas'' and play as all of them at the same time.time.
** ''VideoGame/MobileSuitBaba'': The core mechanic of ''Baba is You'' is still present, although given the drastically different format its presence is downplayed somewhat. Units and terrain (except the playable cast, which have certain predefined attributes) have no innate properties until a rule is formed somewhere on the map by combining a noun, a preposition, and an adjective. Using your team's movement abilities to push the text pieces into place to enable and disable rules is a key element of completing objectives.


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[[folder:Simulation Game]]
* ''VideoGame/LonesomeVillage'':
** The Crow Luxury puzzle revolves around eye markings that can make platforms appear/disappear.
** The floor in Surfing Bird can be switched between the vertical pink paths and the horizontal blue paths.
** The paths in the Beach Shrine change as you flip switches.
[[/folder]]
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* ''VideoGame/ShantaeAndTheSevenSirens'': In the Sea Vent Lab, there's blocks that turn from outlines to solid and back if an invincible monster in the same room as the blocks are struck.
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Crosswicking

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** ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'': In some locations, there are switches that toggle the gravity of the surroundings. These take the form of small pillars shaped like dragons facing each other, between which lies a stone component that brights orange when gravity is at its normal value, and green when Link hits it and makes gravity reduce its intensity (other visual cues include light-blue particles appearing in the atmosphere and the stone component hovering). Fittingly, ''all'' gravity-controlling switches present will show the current state of the surroundings, even though only one of them is hit at a time. Changing the gravity back and forth will be important to solve puzzles, since doing so will alter the weight of objects as needed.
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Recursive crosswick. I had added this in the work page


* ''VideoGame/DeadlyRoomsOfDeath'': Navigating through the dungeons requires the player to work around solid barriers that can be toggled on or off by pressing switches. Since some of the barriers are lifted and others are receded, the switches will swap their states, so it'll be important to check what routes are available in each case and which ones aren't.

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* ''VideoGame/DeadlyRoomsOfDeath'': Navigating through the dungeons requires the player to work around solid barriers that can be toggled on or off by pressing switches. Since some of the barriers are lifted and others are receded, the switches will swap their states, so it'll be important to check what routes are available in each case and which ones aren't. For extra complexity, the connection between the barriers and the switches isn't always global, which means some of the barriers are only toggled by specific switches.
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None

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* ''VideoGame/DeadlyRoomsOfDeath'': Navigating through the dungeons requires the player to work around solid barriers that can be toggled on or off by pressing switches. Since some of the barriers are lifted and others are receded, the switches will swap their states, so it'll be important to check what routes are available in each case and which ones aren't.
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None


Lastly, since Administrivia/TropesAreFlexible, this type of puzzle isn't limited to using toggleable physical obstructions. If you're in an EternalEngine level with lots of [[InconvenientlyPlacedConveyorBelt conveyor belts]], there's the possibility that pressing a switch will reverse their respective directions. Or, if there are visible electric wires, the switches will toggle the junctions that control where the electrical charge goes; and so on. The possibilities are endless.

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Lastly, since Administrivia/TropesAreFlexible, this type of puzzle isn't limited to using toggleable physical obstructions. If you're in an EternalEngine level with lots of [[InconvenientlyPlacedConveyorBelt conveyor belts]], there's the possibility that pressing a switch will reverse their respective directions. Or, if there are visible electric wires, wires [[ConspicuousElectricObstacle and surfaces]], the switches will toggle the junctions that control where the electrical charge goes; and so on. The possibilities are endless.
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Crosswicking

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* ''VideoGame/PrisonCity'': In Power Plant, shooting a lever makes it flip, altering the stage hazards. Some need to be set in certain way in order to proceed.
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* ''VideoGame/ThirtyXX'': Penumbra features switches which, when shot, alter which blocks are active. They're used as light puzzle elements.
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* ''VideoGame/CurseCrackersForWhomTheBelleToils'': There are levels with blocks which, when active, manifest like solid white-and-grey tiles, and when inactive they're absent and one can only see white dots marking their would-be positions. However, when Belle or Chime interacts with holes surrounded by purple octagonal borders, all blocks will swap their states, activating the blocks that are inactive and vice versa. Toggling these blocks will be essential to successfully navogate through the levels.
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After having gone through all 8 dungeons in Seasons, it pains me to realize that the color-coded barriers don't appear in any of them. So I'm editing this example to rectify


*** In both ''Ages'' and ''Seasons'', there are dungeons with toggleable cubical barriers that can have their states swapped by pressing switches, continuing the trend from previous 2D installments. Unlike in ''Link's Awakening'', the barriers are color-coded, thanks to the games' improved palettes as they were worked upon the other's DX engine. Interestingly, the color-coding is inverted in relation to ''A Link to the Past'', where the crystal's current color matched that of the blocks toggled ''off'', and here it matches the color of the ones toggled ''on''.

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*** In both ''Ages'' and ''Seasons'', there are features dungeons with toggleable cubical barriers that can have their states swapped by pressing switches, continuing the trend from previous 2D installments. Unlike in ''Link's Awakening'', the barriers are color-coded, thanks to the games' improved palettes as they were worked upon the other's DX engine. Interestingly, the color-coding is inverted in relation to ''A Link to the Past'', where the crystal's current color matched that of the blocks toggled ''off'', and here it matches the color of the ones toggled ''on''.
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None


* Two late-game areas in ''VideoGame/AnUntitledStory'' feature red and blue blocks alongside buttons which can be [[GroundPound divebombed]] to toggle their colour, turning blocks of one colour solid and blocks of the other passable outlines.

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* ''VideoGame/AnUntitledStory'': Two late-game areas in ''VideoGame/AnUntitledStory'' the game feature red and blue blocks alongside buttons which can be [[GroundPound divebombed]] to toggle their colour, turning blocks of one colour solid and blocks of the other passable outlines.

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SisterTrope (and, in practice, an [[OppositeTropes opposite]]) of ControlRoomPuzzle.

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SisterTrope (and, in practice, an [[OppositeTropes opposite]]) {{opposite|Tropes}}) of ControlRoomPuzzle.



Lastly, since Administrivia/TropesAreFlexible, this type of puzzle isn't limited to using toggleable physical obstructions. If you're in an EternalEngine level with lots of conveyor belts, there's the possibility that pressing a switch will reverse their respective directions. Or, if there are visible electric wires, the switches will toggle the junctions that control where the electrical charge goes; and so on. The possibilities are endless.

to:

Lastly, since Administrivia/TropesAreFlexible, this type of puzzle isn't limited to using toggleable physical obstructions. If you're in an EternalEngine level with lots of [[InconvenientlyPlacedConveyorBelt conveyor belts, belts]], there's the possibility that pressing a switch will reverse their respective directions. Or, if there are visible electric wires, the switches will toggle the junctions that control where the electrical charge goes; and so on. The possibilities are endless.



*** In the room preceding the illusory hall where Dark Link is, there's a red-colored crystal at the top of a pillar in the center. When it's hit (either with an arrow or with the Hookshot), it will turn blue, and as a result, the room's water will raise and certain dragon-headed statues with Hookshot targets will erect. This allows Link to make his way around the room by latching onto the statues with the Hookshot, but at one point he has to shoot the crystal once again to lower the water's level and the statues, allowing him to climb one of the statue's dragon heads and keep moving. He has to repeat the procedure until he finally arrives at the other end and reaches the famous room where he fights his doppëlganger.
** ''VideoGame/TheLegendOfZeldaMajorasMask'': The Stone Tower Temple takes it to the extreme by featuring a gold-colored emblem that, upon being hit with a Light Arrow, flips ''the entire dungeon'' and the surrounding physical space, turning the ceilings into floors and vice versa, and the sky into an abyssal pit. Later in the dungeon, Link finds similar emblems that only flip their respective rooms: In the first such room, he hits the emblem to simply traverse a lava pond to reach the other side; but in the second, he has to do it frequently to solve a BlockPuzzle (since both the ceiling and the floor feature parts onto which the block cannot be pushed).

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*** In the room preceding the illusory hall where Dark Link is, there's a red-colored crystal at the top of a pillar in the center. When it's hit (either with an arrow or with the Hookshot), it will turn blue, and as a result, the room's water will raise and certain dragon-headed statues with Hookshot targets will erect. This allows Link to make his way around the room by latching onto the statues with the Hookshot, but at one point he has to shoot the crystal once again to lower the water's level and the statues, allowing him to climb one of the statue's dragon heads and keep moving. He has to repeat the procedure until he finally arrives at the other end and reaches the famous room where he fights his doppëlganger.
** ''VideoGame/TheLegendOfZeldaMajorasMask'': The Stone Tower Temple takes it to the extreme by featuring features a gold-colored emblem that, upon being hit with a Light Arrow, flips ''the entire dungeon'' and the surrounding physical space, turning the ceilings into floors and vice versa, and the sky into an abyssal pit. Later in the dungeon, Link finds similar emblems that only flip their respective rooms: In the first such room, he hits the emblem to simply traverse a lava pond to reach the other side; but in the second, he has to do it frequently to solve a BlockPuzzle (since both the ceiling and the floor feature parts onto which the block cannot be pushed).



** ''VideoGame/TheLegendOfZeldaTheMinishCap'': The early parts of the Palace of Winds feature switches that, upon being hit, extend nearby bridges while also retracting others, and Link has to hit them accordingly to make his way through the dungeon. At one point, he has to hit one of the switches via a [[TrickShotPuzzle trick shot]] (whether with the boomerang or a bomb), since it's placed alongside an obstruction that is preventing a direct shot necessary to extend the next bridge.

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** ''VideoGame/TheLegendOfZeldaTheMinishCap'': The early parts of the Palace of Winds feature switches that, upon being hit, extend nearby bridges while also retracting others, and Link has to hit them accordingly to make his way through the dungeon. At one point, he has to hit one of the switches via a [[TrickShotPuzzle trick shot]] {{trick shot|Puzzle}} (whether with the boomerang or a bomb), since it's placed alongside an obstruction that is preventing a direct shot necessary to extend the next bridge.



** ''VideoGame/TheLegendOfZeldaSkywardSword'': This type of puzzle is often brought up in certain areas of Lanayru Desert (including dungeon rooms) due to the Timeshift Stones. In the present time, some areas may be difficult to run across due to the quicksand, and certain doors may be sealed shut due to thorny wires. When a Timeshift Stone is hit, the surrounding area regresses dimensionally to the past time, getting rid of the quicksand in favor of solid ground as well as removing the thorny wires. But as a tradeoff, ''other'' parts may now be obstructed by electric fences (which makes sense, since reviving the decayed machinery will also bring back the protection measures), as well as pillars of solid ground that had eroded or crumbled prior to the present. As the game progresses, Link has to frequently interact with both eras to overcome the obstacles present in each, and sometimes make the Timeshift Stone (or even a carriable Timeshift Orb) move so he can remove any incoming obstacle as he and the Timeshift object move forward.

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** ''VideoGame/TheLegendOfZeldaSkywardSword'': This type of puzzle is often brought up in certain areas of Lanayru Desert (including dungeon rooms) due to the Timeshift Stones. In the present time, some areas of Lanayru Desert may be difficult to run across due to the quicksand, and certain doors may be sealed shut due to thorny wires. When a Timeshift Stone is hit, the surrounding area regresses dimensionally to the past time, getting rid of the quicksand in favor of solid ground as well as removing the thorny wires. But as a tradeoff, ''other'' parts may now be obstructed by electric fences (which makes sense, since reviving the decayed machinery will also bring back the protection measures), as well as pillars of solid ground that had eroded or crumbled prior to the present. As the game progresses, Link has to frequently interact with both eras to overcome the obstacles present in each, and sometimes make the Timeshift Stone (or even a carriable Timeshift Orb) move so he can remove any incoming obstacle as he and the Timeshift object move forward.



* ''VideoGame/{{Okami}}'': The GhostShip incorporates this type of puzzle by allowing Amaterasu to, in a certain room with a crack that grants a view of the skies, transition between day and night with the Sunrise and Crescent brush techniques. During day, the tide level of Ryoshima's sea rises, flooding much of the ship's interior; this allows her, Issun, and then-accompanying Rao to reach upper parts of the vessel that were previously inaccessible during night. At one point, however, they reach a crucial area that is flooded and cannot be entered in that state (since they don't know how to swim), so they have to enable a shortcut to the area with the crack and turn day into night, lowering the tide and granting access to the desired area (which has a Magic Mallet that grants access to the next dungeon).

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* ''VideoGame/{{Okami}}'': The GhostShip incorporates this type of puzzle by allowing allows Amaterasu to, in a certain room with a crack that grants a view of the skies, transition between day and night with the Sunrise and Crescent brush techniques. During day, the tide level of Ryoshima's sea rises, flooding much of the ship's interior; this allows her, Issun, and then-accompanying Rao to reach upper parts of the vessel that were previously inaccessible during night. At one point, however, they reach a crucial area that is flooded and cannot be entered in that state (since they don't know how to swim), so they have to enable a shortcut to the area with the crack and turn day into night, lowering the tide and granting access to the desired area (which has a Magic Mallet that grants access to the next dungeon).



** The Crystal Caves is this on a larger scale, where you have to switch the water in the entire area between thawed and frozen in order to access certain parts of it.

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** The In the Crystal Caves is this on a larger scale, where Caves, you have to switch the water in the entire area between thawed and frozen in order to access certain parts of it.it.
* Two late-game areas in ''VideoGame/AnUntitledStory'' feature red and blue blocks alongside buttons which can be [[GroundPound divebombed]] to toggle their colour, turning blocks of one colour solid and blocks of the other passable outlines.



** ''VideoGame/MarioVsDonkeyKong'': In these games, Mario (as well as the Mini-Marios in all games minus the first) can jump on color-coded switches (red, blue, and yellow) to activate objects (such as blocks, ladders, and bridges) of their corresponding colors. The catch? When you're pressing a switch to toggle on its associated setpieces, those of the other colors are toggled off (for example, pressing the red switch will enable the red objects but disable the blue and yellow ones), so you have to learn how to use each element in the right moment to make your way to the levels' exits.

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** ''VideoGame/MarioVsDonkeyKong'': In these ''VideoGame/MarioVsDonkeyKong'' games, Mario (as well as the Mini-Marios in all games minus the first) can jump on color-coded switches (red, blue, and yellow) to activate objects (such as blocks, ladders, and bridges) of their corresponding colors. The catch? When you're pressing a switch to toggle on its associated setpieces, those of the other colors are toggled off (for example, pressing the red switch will enable the red objects but disable the blue and yellow ones), so you have to learn how to use each element in the right moment to make your way to the levels' exits.exits.
* ''VideoGame/{{Jumper}} Two'' features panels which Ogmo can crouch on to toggle their colour between blue and red, changing which blocks and spikes are touchable by Ogmo and which ones are simply intangible outlines.



** ''VideoGame/MegaManMaker'': ON/OFF Switches, which are shaped like orbs. You can put them so they have to be hit to activate or you can put them to toggle through an automatic timer. The toggleable elements include blocks, spikes and ladders; and they're color-coded (red and blue, with the former ones being active by default).

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** ''VideoGame/MegaManMaker'': ''VideoGame/MegaManMaker'' has ON/OFF Switches, which are shaped like orbs. You can put them so they have to be hit to activate or you can put them to toggle through an automatic timer. The toggleable elements include blocks, spikes and ladders; and they're color-coded (red and blue, with the former ones being active by default).



** The blue-colored tanks, which are usually MechaMooks are sometimes used this way due to their connection to blue buttons. By default, a tank will face forward onto a specific side and stick there, but pressing a blue button will make them turn around to move at the opposite direction until they hit a wall. Some levels, like ''Lesson 4'' (level 4) and ''Firetrap'' (level 124) take advantage of this, as the local passageways are obstructed by tanks and you have to make them move by pressing the blue buttons so you can proceed. The level ''Memory'' (103) combines tanks ''and'' toggle walls, making up for [[https://wiki.bitbusters.club/images/6/61/Cc1_full_map_level_103.png an intricate (but pretty-looking) maze]].

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** The blue-colored tanks, which are usually MechaMooks are sometimes used this way due to their connection to blue buttons. By default, a tank the [[MechaMooks blue-coloured tanks]] will face forward onto a specific side and stick there, but pressing a blue button will make them turn around to move at the opposite direction until they hit a wall. Some levels, like ''Lesson 4'' (level 4) and ''Firetrap'' (level 124) take advantage of this, as the local passageways are obstructed by tanks and you have to make them move by pressing the blue buttons so you can proceed. The level ''Memory'' (103) combines tanks ''and'' toggle walls, making up for [[https://wiki.bitbusters.club/images/6/61/Cc1_full_map_level_103.png an intricate (but pretty-looking) maze]].



* ''VideoGame/Pikmin2'': The battle against the Ranging Bloyster in Shower Room is a unique PuzzleBoss version of this trope, because the toggleable setpiece is the ''boss'' itself. The Bloyster is a slime-like creature whose eyes and backside bud, which are all connected to the main body via antennae, are colored yellow when the boss is in a docile state. When one of the playable Captains approaches the boss, the latter's eyes and bud detect his presence and glow into the color matching the Captain's helmet bulb, enticing the boss to chase him for an attack. If the Captain is Olimar, the parts in question will glow red; if it's Louie or the President, they'll glow blue. When the player switches control between Captains, the Bloyster will stop chasing the one who is no longer active, and after a couple seconds its eyes and bud will accordingly swap colors to match that of the now-moving Captain so it begins chasing him instead. The strategy to win the fight is to use one of the Captains as a distraction to lure the boss and, upon proximity, switch to the other Captain and make him attack the bud with Pikmin; the two Captains have to swap roles (bait and attacker) periodically to efficiently defeat the boss. [[https://www.youtube.com/watch?v=vhlfQ_vpURk This video]] showcases the battle with this tactic in mind. An extra detail is that, as the Bloyster moves onto the active Captain, the sound it makes is also dependent on its current target.

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* ''VideoGame/Pikmin2'': The battle against the [[PuzzleBoss Ranging Bloyster Bloyster]] in Shower Room is a unique PuzzleBoss version of this trope, because the toggleable setpiece is the ''boss'' itself. The Bloyster is a slime-like creature whose eyes and backside bud, which are all connected to the main body via antennae, are colored yellow when the boss is in a docile state. When one of the playable Captains approaches the boss, the latter's eyes and bud detect his presence and glow into the color matching the Captain's helmet bulb, enticing the boss to chase him for an attack. If the Captain is Olimar, the parts in question will glow red; if it's Louie or the President, they'll glow blue. When the player switches control between Captains, the Bloyster will stop chasing the one who is no longer active, and after a couple seconds its eyes and bud will accordingly swap colors to match that of the now-moving Captain so it begins chasing him instead. The strategy to win the fight is to use one of the Captains as a distraction to lure the boss and, upon proximity, switch to the other Captain and make him attack the bud with Pikmin; the two Captains have to swap roles (bait and attacker) periodically to efficiently defeat the boss. [[https://www.youtube.com/watch?v=vhlfQ_vpURk This video]] showcases the battle with this tactic in mind. An extra detail is that, as the Bloyster moves onto the active Captain, the sound it makes is also dependent on its current target.



* ''VideoGame/GenshinImpact'': Enkanomiya is built around this mechanic. Several switches are found across the region which control its artificial day and night cycle via the Dainichi Mikoshi tower, and whether it is day (Whitenight) or night (Evernight) will determine the accessibility of barrier puzzles. For example, some barriers will only be active during the day but disappear during the night, and the same applies vice versa as well, prompting the player to cleverly use the day/night switches to their advantage in order to progress through the puzzles for rewards.

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* ''VideoGame/GenshinImpact'': Enkanomiya is built around this mechanic. Several switches are found across the region Enkanomiya which control its artificial day and night cycle via the Dainichi Mikoshi tower, and whether it is day (Whitenight) or night (Evernight) will determine the accessibility of barrier puzzles. For example, some barriers will only be active during the day but disappear during the night, and the same applies vice versa as well, prompting the player to cleverly use the day/night switches to their advantage in order to progress through the puzzles for rewards.



** ''VideoGame/PokemonRubyAndSapphire'': Alternating electrical currents in the Mauville City Gym. As the player's character makes their way to the leader, they not only have to challenge the local trainers but also toggle the electrical barriers by pressing switches. Namely, when a switch is pressed, the [[VisualPun current]] barriers turn off while others turn on, shifting the layout of the maze.

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** ''VideoGame/PokemonRubyAndSapphire'': Alternating electrical currents in the Mauville City Gym. As the player's character makes their way to the leader, they not only have to challenge the local trainers but also toggle the electrical barriers by pressing switches. Namely, when a switch is pressed, the [[VisualPun current]] current barriers turn off while others turn on, shifting the layout of the maze.



** ''VideoGame/PokemonBlackAndWhite'': Raising and lowering parts of giant dragon statues in the Opelucid City Gym. This is done by stomping on switches from upper parts (since GroundPound isn't a thing for humans in the game); the dragon statues will raise or lower their claws and bend their necks to reroute the paths, allowing the character to make their way to the leader.

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** ''VideoGame/PokemonBlackAndWhite'': Raising and lowering parts of giant dragon statues in the Opelucid City Gym. This Gym is done by stomping on switches from upper parts (since GroundPound isn't a thing for humans in the game); the dragon statues will raise or lower their claws and bend their necks to reroute the paths, allowing the character to make their way to the leader.

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** ''VideoGame/TheLegendOfZeldaOracleGames'': In both ''Ages'' and ''Seasons'', there are dungeons with toggleable cubical barriers that can have their states swapped by pressing switches, continuing the trend from previous 2D installments. Unlike in ''Link's Awakening'', the barriers are color-coded, thanks to the games' improved palettes as they were worked upon the other's DX engine. Interestingly, the color-coding is inverted in relation to ''A Link to the Past'', where the crystal's current color matched that of the blocks toggled ''off'', and here it matches the color of the ones toggled ''on''.

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** ''VideoGame/TheLegendOfZeldaOracleGames'': ''VideoGame/TheLegendOfZeldaOracleGames'':
***
In both ''Ages'' and ''Seasons'', there are dungeons with toggleable cubical barriers that can have their states swapped by pressing switches, continuing the trend from previous 2D installments. Unlike in ''Link's Awakening'', the barriers are color-coded, thanks to the games' improved palettes as they were worked upon the other's DX engine. Interestingly, the color-coding is inverted in relation to ''A Link to the Past'', where the crystal's current color matched that of the blocks toggled ''off'', and here it matches the color of the ones toggled ''on''.''on''.
*** ''Ages'' also features specific instances with other puzzles that involve toggleable setups, like a room in Mermaid's Cave where a crystal switch rearranges the placement of the floor's tiles, a couple rooms in Moonlit Grotto that have crystal switches which protract bridges above a bottomless pit while retracting others, and floor switches in Jabu-Jabu's Belly that toggle the current level of the water. The crystal switch will often be placed in distant or inconvenient spots that call for the use of the Seed Shooter (sometimes even requiring the Seeds to ricochet with adjustable seesaw-like pieces, thus overlapping with TrickShotPuzzle).
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* ''VideoGame/SuperMarioBros'':

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* ''VideoGame/SuperMarioBros'':''Franchise/SuperMarioBros'':
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[[folder:Gacha Games]]
* ''VideoGame/HonkaiStarRail'': Some platforming puzzles in the Herta Space Station require you to toggle between orange and blue HardLight platforms in order to reach an objective. A gray platform can also be activated to provide a shortcut to a previously-used control panel, which then mandates you to toggle between the blue and orange platforms again.
[[/folder]]

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