In these games, switches were big buttons used to unlock secret areas in the level they were found in. Once Kirby activates a switch, they vanish for the remainder of the game. In Kirby's Adventure, the switches are color-coded: Red Switches unlock Arenas, Green Switches unlock Sub-games, Blue Switches unlock Museums, and Yellow Switches unlock Warp Star Stations.
Outside of the tower, there are many platforms (clouds in Kirby's Adventure). Climb up until a cluster of Star Blocks on the tower is visible. Break them to reveal a door. Activate the Bomb Block chain, but act quickly in order to reach the door.
After the room with UFOs, there are many Star Blocks. In a section of this room, the Star Blocks alternate in a checkered pattern. One of them is out of place. Destroy the Star Block and press up to go into a hidden door (Kirby: Nightmare in Dream Land has a red marking where the hidden door is).
In the room where Kirby is falling, there is a door on the bottom on top of a Star Block platform. Destroy the platform to gain access to a lower area. Near the left side of the room, the Star Blocks are obscuring a door. Destroy them to reveal it.
After defeating the Meta-Knights, Kirby will enter a room with many waterfalls. One of them will have an arch, as it is partially obscuring a door (this is made more obvious in the remake). Enter the door to enter yet another room. Enter the first door to the right.
In the first room, fall down the gap nearby the first Sir Kibble. Below him is a door. Inside there is a cannon, a Hot Head, and a Starman. There are two ways to do this: 1. Inhale the Hot Head, light the fuse, get rid of Fire, inhale the Starman, use Hi-Jump to break through the Star Blocks and enter the cannon before the fuse burns out. 2. Wait for the Starman to come nearby, inhale it, jump over the Hothead, destroy the blocks with Hi-Jump, get rid of Hi-Jump, inhale the Hothead, light the fuse, and run for the cannon. Upon being blasted, Kirby will land on the switch (has to be pressed manually in the remake).
Before going to this stage, go to the Arena to obtain Hammer. After getting Hammer, trek through the level until Kirby reaches the third room. Go into the door on the island. Destroy the coral blocks (Metal Blocks in the remake) and Star Blocks, revealing a door.
If Kirby still has Hammer (required to get the switch in Stage 6 of Yogurt Yard or can be obtained from the Heavy Mole fight), keep it. If not, it can be obtained in-stage. In the second room (ignoring the Rolling Turtle/Phan Phan room), there are Flamers and Sparkys. If Kirby has Hammer, enter the door midway through the room; if not, inhale both the Flamer and the Sparky at the same time. If done correctly, the Mix roulette will end on Hammer (the Flamer needs to be inhaled just before the Sparky; the opposite is true in the remake, however). In Kirby: Nightmare in Dream Land, however, there are two Sparkys conveniently "caged" nearby the midway door. These can be easily inhaled for Hammer if done correctly. Enter the door. Destroy the hollow block (Metal Block in the remake) in the way of a door. Enter the door.
In the first room, destroy the Bomb Block and release the Pep Brew. Float up to where the Pep Brew was for a secret door (made more obvious in the remake). A Rocky will be present. Inhale him for Stone. In the following room, enter the door midway through the room. Pound the stake in the middle. Inhaling both Sparkys will result in Hammer from the mix.
In the second room, defeat Bonkers for Hammer (or use Fireball/Burning from a Flamer or the Fire Lion in the Arena). Destroy the wooden crate (Metal Block in the remake) after climbing the ladder. Destroy the Bomb Block and water will flow into the ship. Stand in the place where the Bomb Block was and press up to enter a secret door. Float up to the surface and destroy the Sword Knight. In his place is a door marked by a different wood pattern (just a door in the remake). Quickly inhale the Laser Ball for Laser. Enter the door marked by a different water pattern (a hole in the wood in the remake). Enter the door to the left. Inside is a Hot Head and a cannon. Light the fuse with a laser by deflecting it on the diagonal surface. Hop in the cannon and get blasted into the sky.
In the second room, proceed through the room until reaching water. Nearby the ladders where Kirby can resurface, there is a Broom Hatter on a rock. This rock has an empty space on the right. Press up to enter a secret door (made more obvious in the remake).
In the last room, activate the Bomb Block chain revealing the fuse for a cannon. Light the fuse with Fire. Get out and run quickly and activate the second Bomb Block chain to get into the cannon. Quick players will succeed; if not, try again now that the second Bomb Block chain has been activated. Get blasted into the sky where the switch is located.
Before entering this stage, go to the Arena to get Fireball/Burning. In the first room, go down the pit and float to the left. There are ice blocks (Metal Blocks in the remake) that Kirby needs to break. Break them with Fireball/Burning. The switch is now accessible. There is an alternative way to do this: in the second room, there are UFOs. Get the UFO Copy Ability. Go back to the first room and destroy the aforementioned ice/metal blocks with a fully charged shot.
In the second room, get Spark. Notice a Waddle Doo is stuck. Use the Spark ability in the area where the Flamer spawns. This will destroy the blocks below (made more obvious in the remake), allowing the player access to the Waddle Doo. Inhale him for Beam. Notice an area with three Waddle Dees stuck together. Destroy them. Jump into the alcove they were in and use the beam attack. Some blocks should be destroyed above Kirby. Most of them can be destroyed, but the two blocks (Metal Blocks in the remake) in front of the door cannot. Get rid of Beam and get Fireball/Burning from the Flamer. Go back and destroy the blocks in front of the door. Kirby will fall onto the switch.
In these games, there were more of the switches found in Kirby's Adventure. Also introduced were small switches that open mechanical doors that block Kirby's path. These small switches can only be pressed-on for a certain amount of time- so Kirby must move quickly- or in some cases, solve a puzzle that is even more complex. An example of a more complex switch puzzle is the one in The Great Cave Offensive, where the player must press a series of switches in the right order to get the treasure.
In this game, switches lose their distinctive, star look and now look more like buttons or toggles. They appear in some levels, where any number of them must be pressed down to open doors or move Blockbots. If the player takes too long trying to press all the switches, they will pop back up and will have to be pressed again.
In this game, big switches are pressed to place a door; leading to the world they're pressed in at Rainbow Route. If the player hits every big switch, a golden door will appear in Central Circle. This door leads to a room containing almost every Copy Ability in the game.
In addition to small switches, there are three big switches within the stages – an orange one in Rift Ruin, Iello Adventure; a green one in Cold Course, Bloo Hills; and a blue one in Frozen Fantasy, Wonder Lilane. There are also several blocks in the same three colors, that usually block Kirby off from medals. Pressing a switch flattens it for the rest of the game, and destroys all the aforementioned blocks of the corresponding color.
In this game, switches sometimes stay down after pressed and therefore leave any doors they trigger open. Some open doors to areas containing Treasure Chests and may keep them open for only a limited time, adding a challenge to obtaining the chest.
In this game, switches are less common and look like pedestals; these switches require more work to push down. The player must make the Kirbys jump on it and push it into the ground. These switches do things like opening up blockades and releasing bomb bricks. The Kirbys also push these down in the intro to each level. Other switches called Melody Switches are seen in the game.
Additionally, there are three exclusive switches only found in Stage 10 of Dedede Resort. There's a red switch, a blue switch, and a green switch. The Kirbys must uncover the order to hit these switches in. When the player hits them in the correct order (which is red, green, blue, green), a blockade disappears, allowing the Kirbys to enter a secret room. This room contains a medal.
In these three games, switches' functions are differentiated by color; blue switches stay permanently pressed after Kirby touches them, while pink switches pop back up shortly after being pushed. The pink switches' effect on any given object is temporary, and they are reusable. Switches can trigger gateways to open, cause blocks to break and/or appear, and reveal doorways or collectibles that would have otherwise been hidden. Some switches come in the form of handles hanging from ceilings. In Kirby: Triple Deluxe and Kirby: Planet Robobot, these handles greatly resemble ordinary switches.
Switches serve their typical purpose by opening gates when pressed. A big switch appears inside Bastron on bothoccasions when Kirby enters it. Pressing the big switch causes a self-destruct sequence to begin, which Kirby Rocket and Elline must quickly escape from.
Use Fire and Yo-Yo or Whip to create Sizzle Yo-Yo or Sizzle Whip and light the fuse for a cannon. Launching from the cannon will destroy Durable Blocks, allowing entry to a round-trip door. After entering the round-trip door, press the switch to prevent the ball of Waddle Dees from destroying the durable blocks, allowing access to the key. Bringing the key to the locked door grants access to the switch.
Go to the room with the drain pipes. Have two characters with Parasol perform Chumbrella to block the water flow and have a character with Fire light the fuse to the dynamite; alternatively, one can use Ice or moves with the Blizzard element to freeze the water instead of using two parasol wielders. The explosion from the dynamite will reveal a round-trip door.
Go to the room with the Chilly. Use Bluster Ninja to cut the flaming chain; alternatively, one can use Cutter with Splash or Blizzard to cut the flaming chain instead of just Ninja or just Bluster. This reveals a round-trip door to the left. After entering the round-trip door, climb down the right ladder and cut the flaming chain.
Use the Geokinesis Friend Ability to destroy the Durable Blocks by guiding the stone through the spikes. The stone will slide down the slope after landing and pound an Electric Stake, opening a gate to a round-trip door.
In the second vertical segment, hit the Bomb Block on the right and enter the round-trip door. Obtain Artist from Vividria and paint the blank sign to create a key. Bring the key to a locked door near the end of the room, releasing a round-trip door. After entering the round-trip door, bring another key to another locked door.
Pound the stake underwater with Hammer. Use Zap Hammer to then pound the Stake Battery; alternatively, Stone could be used to pound the normal stake and ESP from NESP could be used to perform Geokinesis on the Stake Battery.