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Characters with SuperNotDrowningSkills, by definition, rarely have need of an Oxygen Meter. SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).

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Characters with SuperNotDrowningSkills, by definition, rarely have need of an Oxygen Meter. Meter.

SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).
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Characters with SuperNotDrowningSkills, by definition, rarely have need of an Oxygen Meter.

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Characters with SuperNotDrowningSkills, by definition, rarely have need of an Oxygen Meter. SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).
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* ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'' doesn't have a visible air meter, but survivors who are submerged underwater for too long will start losing health until they get out of the water. Official maps that have [[SuperDrowningSkills very deep water can kill survivors that fall in it]], but some custom maps can let survivors be fully submerged without dying instantly.
* One of the random mission modifiers in ''VideoGame/DeepRockGalactic'' is low O2, which enforces an air meter on the players. Running out of air completely will damage a player's health until they get some air. Getting air comes from several sources, such as being near the M.U.L.E., supply drops, the Drop Pod, and other devices.
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Crosswicking

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* In ''VideoGame/{{Minicraft}}'', a {{Retraux}} take on ''VideoGame/{{Minecraft}}'', swimming through water rapidly depletes your stamina bar and, once it runs out, your HitPoints.
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* In ''VideoGame/HandsOfNecromancy'', the moment you enter an underwater area, a 30-second timer appears onscreen and you need to either clear the stage or resurface before the timer hits zero. However you can collect a morphing spell turning you into a water serpent, which removes the timer and allows you to stay underwater for as long as you need.
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''"There's some pretty cool stuff down there. Grab a blue balloon and double your dive time, dude!"''

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''"There's ->''"There's some pretty cool stuff down there. Grab a blue balloon and double your dive time, dude!"''
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''"There's some pretty cool stuff down there. Grab a blue balloon and double your dive time, dude!"''
-->-- '''Funky Kong''', ''VideoGame/DonkeyKongCountryTropicalFreeze''
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removing duplicate quote per forum


->''"Your air supply is running out."''
-->-- '''Sparks''', ''VideoGame/LEGORockRaiders'' (PC)
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* ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it. ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog Sonic]], [[Franchise/{{Splatoon}} Inkling]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.

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* ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it. ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog [[Franchise/SonicTheHedgehog Sonic]], [[Franchise/{{Splatoon}} Inkling]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.
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[[folder:Non-Video Game Examples]]
* In the pinball table ''Pinball/ScoobyDooWhereAreYou2023'', the first stretch of Captain Cutler's mode requires the player to fill up an oxygen tank before going underwater to search for clues. The oxygen meter then serves as a time limit that can be refilled by hitting a specific set of targets.
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** In ''VideoGame/FinalFantasyVII'', the party has twenty minutes to defeat [[BonusBoss Emerald]] [[UnderwaterBossBattle WEAPON]], unless a party member is carrying the "Underwater" Materia, which replaces the timer with SuperNotDrowningSkills.

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** In ''VideoGame/FinalFantasyVII'', the party has twenty minutes to defeat [[BonusBoss Emerald]] [[UnderwaterBossBattle [[{{Superboss}} Emerald WEAPON]], unless a party member is carrying the "Underwater" Materia, which replaces the timer with SuperNotDrowningSkills.
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* ''[[VideoGame/{{Doom}} Doom 3]]'' has the oxygen meter only visible outdoors. You can even refill it by getting scattered air canisters.

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* ''[[VideoGame/{{Doom}} Doom 3]]'' ''VideoGame/Doom3'' has the oxygen meter only visible outdoors.outdoors, and begins depleting when you're outside the inner areas of Mars City. You can even refill it by getting scattered air canisters.
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* In ''VideoGame/BanjoKazooie'', the Oxygen Meter is represented by blue-colored honeycombs (in analogy to the yellow honeycombs that represent the standard health meter); if it runs out, you immediately drown. [[ThatOneLevel Rusty Bucket Bay]] has oily water that not only drains the meter twice as fast when submerged, but drains it at the regular speed ''when on the surface'' (this also happens with the water in Click Clock Wood in winter, due to its low temperature). This is rectified slightly in ''VideoGame/BanjoTooie'', where once the Oxygen Meter goes, your health starts to go down really quickly instead (this is also the case for areas where oxygen is depleted due to toxic airs or very naughty smells); there's a sidequest in Spiral Mountain whose reward is an upgrade to the oxygen meter's length. In both games, certain transformations allow you to stay underwater indefinitely.
* ''VideoGame/ConkersBadFurDay'' has one of these once you're able to swim underwater (namely after consuming some pills in the Poo Cabin). When you're underwater, Conker's face and a stream of bubbles represents your air. As your air runs down, the stream of bubbles grows shorter, and Conker's expression becomes increasingly desperate. And his face starts turning blue as well. When his head droops, your chocolate bar (i.e., your health) starts falling apart rapidly. All six pieces go in about five seconds, so unless you're near the surface, you run out of air, you're probably gonna die.

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* In ''VideoGame/BanjoKazooie'', the Oxygen Meter is represented by blue-colored honeycombs (in analogy to the yellow honeycombs that represent the standard health meter); it normally lasts about 60 seconds from a full meter, and if it runs out, you immediately drown. [[ThatOneLevel Rusty Bucket Bay]] has oily water that not only drains the meter twice as fast when submerged, but drains it at the regular speed ''when on the surface'' (this also happens with the water in Click Clock Wood in winter, due to its low temperature). This is rectified slightly in ''VideoGame/BanjoTooie'', where once the Oxygen Meter goes, your health starts to go down really quickly instead (this is also the case for areas where oxygen is depleted due to toxic airs or very naughty smells); there's a sidequest in Spiral Mountain whose reward is an upgrade to the oxygen meter's length. In both games, certain transformations allow you to stay underwater indefinitely.
* ''VideoGame/ConkersBadFurDay'' and its remake ''VideoGame/ConkerLiveAndReloaded'' has one of these once you're able to swim underwater (namely after consuming some pills in the Poo Cabin). When you're underwater, Conker's face and a stream of bubbles represents your air. As your air runs down, the stream of bubbles grows shorter, and Conker's expression becomes increasingly desperate. And desperate and his face starts turning blue as well.blue. When his head droops, your chocolate bar (i.e., your health) starts falling apart rapidly. All six pieces go in about five seconds, so unless you're near the surface, you run out of air, you're probably gonna die. The meter lasts about 25 seconds in the original, and about 70 seconds in ''Live and Reloaded.'' The other main difference between the two is that you begin losing health immediately when the last bubble goes [[https://www.youtube.com/watch?v=gfrjTh_RNYw in the original]], while [[https://www.youtube.com/watch?v=x9fW_htHYOo in the remake]], your last bubble goes at about 15 seconds remaining, and that's when Conker's expression really starts getting desperate, shaking and ultimately having his eyeballs begin to roll back as his head droops and his eyes close.
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* ''VideoGame/MonsterHunter Tri'' and ''3 Ultimate'' use an oxygen meter during underwater combat, though the amount of time the player character can hold their breath for is a bit unrealistic, just not enough so that you're not forced to return to the surface, find oxygen bubbles underwater, or use a miniature oxygen supply bauble. One of the major fights in the game takes place exclusively underwater, so this becomes very important. Eating certain food combinations or using an Air Philter or Mega Air Philter will extend your already-generous oxygen meter, and raising the Oxygen skill to 10 points grants you the [[SuperNotDrowningSkills Endless Oxygen]] skill.

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* ''VideoGame/MonsterHunter Tri'' ''VideoGame/MonsterHunter3Tri'' and ''3 Ultimate'' use an oxygen meter during underwater combat, though the amount of time the player character can hold their breath for is a bit unrealistic, just not enough so that you're not forced to return to the surface, find oxygen bubbles underwater, or use a miniature oxygen supply bauble. One of the major fights in the game takes place exclusively underwater, so this becomes very important. Eating certain food combinations or using an Air Philter or Mega Air Philter will extend your already-generous oxygen meter, and raising the Oxygen skill to 10 points grants you the [[SuperNotDrowningSkills Endless Oxygen]] skill.
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* ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it. ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog Sonic]], [[VideoGame/{{Splatoon}} Inkling]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.

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* ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it. ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog Sonic]], [[VideoGame/{{Splatoon}} [[Franchise/{{Splatoon}} Inkling]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.

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* Most 3D ''Franchise/SuperMarioBros'' games have one (With the exceptions being ''[[VideoGame/SuperMario3DLand 3D Land]]'' and ''[[VideoGame/SuperMario3DWorld 3D World]]'' which allow the player to swim indefinitely since they play closer to the 2D games). The original ''VideoGame/SuperMario64'' makes the odd decision of using the LifeMeter in lieu of a separate oxygen meter, while still allowing you to catch your breath when surfacing, which basically means that you can refill your health for free by swimming around at the surface of any deep body of water, or continue holding your breath as long as you gather coins (which heal your life meter). ''VideoGame/SuperMarioSunshine'' and both ''[[VideoGame/SuperMarioGalaxy Galaxy]]'' [[VideoGame/SuperMarioGalaxy2 games]] use a separate oxygen meter (though coins still refill it when underwater, and in ''Sunshine'', it basically replaces your health meter while you're underwater). ''VideoGame/SuperMarioOdyssey'' also uses a separate meter, however, the need for oxygen can be bypassed altogether if Mario uses Cappy to capture an aquatic creature that breathes water, such as a Cheep Cheep. The oxygen meter is also turned off altogether in [[MercyMode Assist Mode]], allowing Mario to stay underwater indefinitely.

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* ''Franchise/SuperMarioBros'':
**
Most 3D ''Franchise/SuperMarioBros'' games have one (With the exceptions being ''[[VideoGame/SuperMario3DLand 3D Land]]'' and ''[[VideoGame/SuperMario3DWorld 3D World]]'' which allow the player to swim indefinitely since they play closer to the 2D games). The original ''VideoGame/SuperMario64'' makes the odd decision of using the LifeMeter in lieu of a separate oxygen meter, while still allowing you to catch your breath when surfacing, which basically means that you can refill your health for free by swimming around at the surface of any deep body of water, or continue holding your breath as long as you gather coins (which heal your life meter). meter).
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''VideoGame/SuperMarioSunshine'' and both ''[[VideoGame/SuperMarioGalaxy Galaxy]]'' [[VideoGame/SuperMarioGalaxy2 games]] use a separate oxygen meter (though coins still refill it when underwater, and in ''Sunshine'', it basically replaces your health meter while you're underwater). ''VideoGame/SuperMarioOdyssey'' also uses a separate meter, however, the need for oxygen can be bypassed altogether if Mario uses Cappy to capture an aquatic creature that breathes water, such as a Cheep Cheep. The oxygen meter is also turned off altogether in [[MercyMode Assist Mode]], allowing Mario to stay underwater indefinitely.indefinitely.
** ''VideoGame/MarioParty6'': The minigame Sink Or Swim has three characters swim in the waters of a flowery lake while the fourth player is standing on the surface to drop mines onto them to try to eliminate them. Each of the swimming players has a heart-shaped gauge that will deplete the longer they spend underwater; rather than drowning, they'll automatically rise to the surface to breathe anew once their oxygen depletes completely, making them easier targets for the solo player. The solo player wins if they manage to hit all the other three with the mines; however, if at least one swimming player survives during 30 seconds, then the trio wins.
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Up To Eleven is a defunct trope


* DoujinSoft developer Creator/FoxEye takes this UpToEleven by having this mechanic in every last one of their games. This is mainly out of [[AuthorAppeal its lead designer's huge fascination with underwater fantasies and drowning perils]], making this trope the developer's [[SignatureStyle modus operandi]]. Even in games where the Oxygen Meter isn't present (and several games where it is), the developer puts great care [[NightmareFuel and graphic detail]] in showing that it still plays a significant role [[TruthInTelevision through the character's distressful body language as they're running out of air]].

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* DoujinSoft developer Creator/FoxEye takes this UpToEleven by having has this mechanic in every last one of their games. This is mainly out of [[AuthorAppeal its lead designer's huge fascination with underwater fantasies and drowning perils]], making this trope the developer's [[SignatureStyle modus operandi]]. Even in games where the Oxygen Meter isn't present (and several games where it is), the developer puts great care [[NightmareFuel and graphic detail]] in showing that it still plays a significant role [[TruthInTelevision through the character's distressful body language as they're running out of air]].

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* In ''VideoGame/AnotherWorld'', a meter isn't explicitly shown, but as Lester spends time in the water, he releases more and more air bubbles. When the bubbles start getting out more frequently, he'd better be close to the surface.



* In ''VideoGame/FarCry1'', your SprintMeter doubles as a Oxygen meter. It makes sense, because if you sprint for an extended period of time, ''what'' are you going to have to catch?
* ''VideoGame/FarCry2'' had your standard oxygen meter that, once empty, would begin to drain your life instead. However Far Cry 2 ''also'' allows you to heal for free with the press of a button. This wonderful GoodBadBug led to what the fans call [[https://www.youtube.com/watch?v=enb0zWbYUik DEADLY AFRICANIZED WATER]]: you can swim for an eternity in it, provided to stop every so often to pull the barbed wire out of your flesh that the water inexplicably leaves there. Later games corrected this by merely having you drown when your breath ran out.

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* ''Franchise/FarCry'':
**
In ''VideoGame/FarCry1'', your SprintMeter doubles as a Oxygen meter. It makes sense, because if you sprint for an extended period of time, ''what'' are you going to have to catch?
* ** ''VideoGame/FarCry2'' had your standard oxygen meter that, once empty, would begin to drain your life instead. However Far Cry 2 ''also'' allows you to heal for free with the press of a button. This wonderful GoodBadBug led to what the fans call [[https://www.youtube.com/watch?v=enb0zWbYUik DEADLY AFRICANIZED WATER]]: you can swim for an eternity in it, provided to stop every so often to pull the barbed wire out of your flesh that the water inexplicably leaves there. Later games corrected this by merely having you drown when your breath ran out.



* ''VideoGame/AlphaPrime'' uses an OxygenMeter on the asteroid's surface, refillable through the use of oxygen dispensers, or simply by walking back into an airlock.

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* ''VideoGame/AlphaPrime'' uses an OxygenMeter Oxygen Meter on the asteroid's surface, refillable through the use of oxygen dispensers, or simply by walking back into an airlock.



* ''VideoGame/SouthPark'': You can take a character underwater but there isn't any indication that there is a time limit, which may make you think the game gives SuperNotDrowningSkills, only for the character to start rapidly losing health after a while.



* In ''VideoGame/BanjoKazooie'', the Oxygen Meter is represented by blue-colored honeycombs (in analogy to the yellow honeycombs that represent the standard health meter); if it runs out, you immediately drown. [[ThatOneLevel Rusty Bucket Bay]] has oily water that not only drains the meter twice as fast when submerged, but drains it at the regular speed ''when on the surface'' (this also happens with the water in Click Clock Wood in winter, due to its low temperature). This is rectified slightly in ''Banjo-Tooie'', where once the Oxygen Meter goes, your health starts to go down really quickly instead (this is also the case for areas where oxygen is depleted due to toxic airs or very naughty smells); there's a sidequest in Spiral Mountain whose reward is an upgrade to the oxygen meter's length. In both games, certain transformations allow you to stay underwater indefinitely.

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* In ''VideoGame/BanjoKazooie'', the Oxygen Meter is represented by blue-colored honeycombs (in analogy to the yellow honeycombs that represent the standard health meter); if it runs out, you immediately drown. [[ThatOneLevel Rusty Bucket Bay]] has oily water that not only drains the meter twice as fast when submerged, but drains it at the regular speed ''when on the surface'' (this also happens with the water in Click Clock Wood in winter, due to its low temperature). This is rectified slightly in ''Banjo-Tooie'', ''VideoGame/BanjoTooie'', where once the Oxygen Meter goes, your health starts to go down really quickly instead (this is also the case for areas where oxygen is depleted due to toxic airs or very naughty smells); there's a sidequest in Spiral Mountain whose reward is an upgrade to the oxygen meter's length. In both games, certain transformations allow you to stay underwater indefinitely.



* ''VideoGame/DistortedTravesty 3'' has a blue bar on the left side of the screen that appears whenever your head is below the water. Additionally when it's within five seconds of running out, [[https://youtu.be/xTkDI0cUj_4?t=1m28s big green numbers]] [[ShoutOut straight from]] ''VideoGame/SonicTheHedgehog'' appear right above the player's head and start counting down.

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* ''VideoGame/DistortedTravesty 3'' has a blue bar on the left side of the screen that appears whenever your head is below the water. Additionally when it's within five seconds of running out, [[https://youtu.be/xTkDI0cUj_4?t=1m28s big green numbers]] [[ShoutOut straight from]] ''VideoGame/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog1'' appear right above the player's head and start counting down.down.
* ''VideoGame/Gex3DeepCoverGecko'': Gex is given a red bar slowly emptying whenever he dives into water. Earlier games gave him SuperNotDrowningSkills where Gex swims Mario-style, pressing the jump button to float upwards and not needing any oxygen.



* The first ''VideoGame/RatchetAndClank'' game. Ratchet then gains an oxygen mask about halfway through the first game -- and unlike [[BagOfSpilling most of his weapons and items]], the mask makes it to every subsequent game, making it a non-issue for the rest of the series.
* ''VideoGame/SonicTheHedgehog'':

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* The first ''VideoGame/RatchetAndClank'' game. ''VideoGame/RatchetAndClank2002'': Ratchet then gains an oxygen mask about halfway through the first game -- and unlike [[BagOfSpilling most of his weapons and items]], the mask makes it to every subsequent game, making it a non-issue for the rest of the series.
* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':



** Averted in some levels, where Sonic displays SuperDrowningSkills, dying if he so much as touches the rippling water at the very bottom of the game world (if you're lucky, he may only lose rings, and bounce back onto land). On others, water is a relatively benign substance, merely reducing your running speed and jump height (swimming is out of the question), and in ''some'' cases (where it takes up a significant portion or even all of the level) requiring you to find air to breathe. Worse, there are even some places where the two are mixed; go too deep on, say, the Jungle zone in the [[VideoGame/SonicTheHedgehog18Bit 8-bit version of]] ''[[VideoGame/SonicTheHedgehog18Bit Sonic the Hedgehog]]'' or the Aquatic boss fight, and you'll instantly pop your clogs.

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** Averted in some levels, where Sonic displays SuperDrowningSkills, dying if he so much as touches the rippling water at the very bottom of the game world (if you're lucky, he may only lose rings, and bounce back onto land). On others, water is a relatively benign substance, merely reducing your running speed and jump height (swimming is out of the question), and in ''some'' cases (where it takes up a significant portion or even all of the level) requiring you to find air to breathe. Worse, there are even some places where the two are mixed; go too deep on, say, the Jungle zone in the [[VideoGame/SonicTheHedgehog18Bit 8-bit version of]] ''[[VideoGame/SonicTheHedgehog18Bit Sonic version]] of ''Sonic the Hedgehog]]'' Hedgehog 1'' or the Aquatic boss fight, and you'll instantly pop your clogs.



* ''VideoGame/KirbyMassAttack'' is the only game in the ''VideoGame/{{Kirby}}'' series which has this meter.[[note]]And one of the only games to not feature Kirby in scuba gear when underwater.[[/note]] This meter is shared by all the Kirbys and the more Kirbys the player has, the bigger the meter is.
* The first ''VideoGame/{{Rayman}}'' game has SuperDrowningSkills, the second has an Oxygen Meter which can be refilled by collecting blue lums (or by entering bubble vents in ''Rayman Revolution'', and inhaling the large air bubbles Carmen the Whale provides for you in [[UnderTheSea Whale Bay]]), and the third game onward lets you breathe underwater indefinitely.

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* ''VideoGame/KirbyMassAttack'' is the only game in the ''VideoGame/{{Kirby}}'' ''Franchise/{{Kirby}}'' series which has this meter.[[note]]And one of the only games to not feature Kirby in scuba gear when underwater.[[/note]] This meter is shared by all the Kirbys and the more Kirbys the player has, the bigger the meter is.
* The first ''VideoGame/{{Rayman}}'' ''VideoGame/Rayman1'' game has SuperDrowningSkills, the second has an Oxygen Meter which can be refilled by collecting blue lums (or by entering bubble vents in ''Rayman Revolution'', ''VideoGame/Rayman2'', and inhaling the large air bubbles Carmen the Whale provides for you in [[UnderTheSea Whale Bay]]), and the third game onward lets you breathe underwater indefinitely.



* ''{{VideoGame/Fallout}}'': ''VideoGame/{{Fallout 3}}'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/{{Fallout 4}}'', which use the same (or similar) engines to their aforementioned {{Creator/Bethesda}} ''Elder Scrolls'' sister series above, inherit this mechanic as well. It drains worryingly quickly, followed by massive health loss. Although a character in ''New Vegas'' can gain SuperNotDrowningSkills with [[spoiler:the unique rebreather]], again based on the very same effect as Water Breathing in ''The Elder Scrolls''. An interesting variation on this is that the meter is more and more forgiving as you increase your Endurance attribute. Amusingly, some creatures in ''New Vegas'' will follow you underwater, despite having their own oxygen meter.

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* ''{{VideoGame/Fallout}}'': ''VideoGame/{{Fallout 3}}'', ''VideoGame/{{Fallout}}'': ''VideoGame/Fallout3'', ''VideoGame/FalloutNewVegas'', and ''VideoGame/{{Fallout 4}}'', ''VideoGame/Fallout4'', which use the same (or similar) engines to their aforementioned {{Creator/Bethesda}} Creator/{{Bethesda}} ''Elder Scrolls'' sister series above, inherit this mechanic as well. It drains worryingly quickly, followed by massive health loss. Although a character in ''New Vegas'' can gain SuperNotDrowningSkills with [[spoiler:the unique rebreather]], again based on the very same effect as Water Breathing in ''The Elder Scrolls''. An interesting variation on this is that the meter is more and more forgiving as you increase your Endurance attribute. Amusingly, some creatures in ''New Vegas'' will follow you underwater, despite having their own oxygen meter.



* When traveling on the ocean floor to Tane-Tane Island in ''VideoGame/{{Mother 3}}'', the way you refuel your characters' collective oxygen bar is unusual. The amount of time you're able to survive without the aide of these machines is fairly realistic compared to most examples, though -- around 30 seconds to a minute (with battles excluded). You get them [[HoYay kissed by big-lipped mermen]]. And if you run out of oxygen, you don't die -- instead you get washed up on the beach at the beginning and have to start the underwater "dungeon" all over again.
* In ''VideoGame/FinalFantasyVII'', the party has twenty minutes to defeat [[BonusBoss Emerald]] [[UnderwaterBossBattle WEAPON]], unless a party member is carrying the "Underwater" Materia, which replaces the timer with SuperNotDrowningSkills.
* There's an optional underwater dungeon in ''VideoGame/FinalFantasyV'' that gives you a timer. The boss is a PuzzleBoss, just to make things more "fun". It's Gogo the Mimic. How do you win? [[spoiler:Do nothing. He's testing to see if you can be a good mimic -- so mimic him mimicking you doing nothing.]] The faster you catch on, the more time you have to get out.

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* When traveling on the ocean floor to Tane-Tane Island in ''VideoGame/{{Mother 3}}'', ''VideoGame/Mother3'', the way you refuel your characters' collective oxygen bar is unusual. The amount of time you're able to survive without the aide of these machines is fairly realistic compared to most examples, though -- around 30 seconds to a minute (with battles excluded). You get them [[HoYay kissed by big-lipped mermen]]. And if you run out of oxygen, you don't die -- instead you get washed up on the beach at the beginning and have to start the underwater "dungeon" all over again.
* In ''VideoGame/FinalFantasyVII'', the party has twenty minutes to defeat [[BonusBoss Emerald]] [[UnderwaterBossBattle WEAPON]], unless a party member is carrying the "Underwater" Materia, which replaces the timer with SuperNotDrowningSkills.
*
''Franchise/FinalFantasy'':
**
There's an optional underwater dungeon in ''VideoGame/FinalFantasyV'' that gives you a timer. The boss is a PuzzleBoss, just to make things more "fun". It's Gogo the Mimic. How do you win? [[spoiler:Do nothing. He's testing to see if you can be a good mimic -- so mimic him mimicking you doing nothing.]] The faster you catch on, the more time you have to get out.out.
** In ''VideoGame/FinalFantasyVII'', the party has twenty minutes to defeat [[BonusBoss Emerald]] [[UnderwaterBossBattle WEAPON]], unless a party member is carrying the "Underwater" Materia, which replaces the timer with SuperNotDrowningSkills.


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* ''VideoGame/YsVIIILacrimosaOfDana'': While none of the party members can swim and they sink like rocks, they can still go underwater, albeit with an Oxygen Meter that rapidly depletes and forces a respawn above water with some HP damage when empty.


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* ''VideoGame/ResidentEvil6'': Leon is given one when he traversing through a flooded cavern with zombies while having to find safe spots to get some air.

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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask'', diving while swimming normally only lasts for a few seconds before Link resurfaces. Equipping the Iron Boots in the former game lets Link stay underwater longer, in which case a timer based on how much health you have appears (unless you also equip the [[ArtificialGill Zora Tunic]], which lets you breathe underwater). These two items are important in the Water Temple. ''Majora's Mask'' merely requires Link wearing the Zora Mask to eliminate the swimming restrictions.

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** In ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' and ''VideoGame/TheLegendOfZeldaMajorasMask'', diving ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': Diving while swimming normally only lasts for a few seconds before Link resurfaces.resurfaces (in the former game, the Silver Scale raises the timer to 6, and the Golden Scale does for 8). Equipping the Iron Boots in the former game lets Link stay underwater longer, in which case a timer based on how much health you have appears (unless you also equip the [[ArtificialGill Zora Tunic]], which lets you breathe underwater). These two items are important in the Water Temple. ''Majora's Mask'' merely requires Temple.
** ''VideoGame/TheLegendOfZeldaMajorasMask'': Link's timer while diving is only ''two'' seconds. Fortunately,
Link wearing the Zora Mask to will eliminate the swimming restrictions.
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** In ''VideoGame/MegaManBattleNetwork5'', there is a water dungeon which you have to guide your current Navi through. While they are underwater, they are perfectly fine until they run out of "cyber-air" (really?), at which point their HP starts dropping rapidly until you either hit a cyber-air pocket or exit the water. Oh, [[FakeDifficulty and there's random encounters the whole way, including while you're attempting to fight the currents that push you back and drain your air, and while you're trying to avoid the whirlpools that drain your air.]] There's also three areas of this, each one progressively more frustrating. This is one instance Capcom cut something out of the English release for a good reason -- in the Japanese version, there were four areas. By the DS version, it was back up to four.

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** In ''VideoGame/MegaManBattleNetwork5'', ''VideoGame/MegaManBattleNetwork5TeamColonelAndTeamProtoMan'', there is a water dungeon which you have to guide your current Navi through. While they are underwater, they are perfectly fine until they run out of "cyber-air" (really?), at which point their HP starts dropping rapidly until you either hit a cyber-air pocket or exit the water. Oh, [[FakeDifficulty and there's random encounters the whole way, including while you're attempting to fight the currents that push you back and drain your air, and while you're trying to avoid the whirlpools that drain your air.]] There's also three areas of this, each one progressively more frustrating. This is one instance Capcom cut something out of the English release for a good reason -- in the Japanese version, there were four areas. By the DS version, it was back up to four.
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* ''VideoGame/{{Breathedge}}'', being heavily inspired by ''Subnautica'' but set [[RecycledInSpace in space]], also features an oxygen meter as a core mechanic. Your spacesuit starts with a pathetically small capacity, which is upgraded over the course of the game. Unlike ''Subnautica'', you can't just swim to the surface when your tank gets low, so you have to keep a close eye on your distance from the nearest air supply especially in the early game.
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* ''VideoGame/{{Subnautica}}'': The whole game takes place in a planet surrounded by water, so naturally it's present and you'll be keeping an eye on it a lot. At first you can only hold your breath for about 30 seconds, but you can craft oxygen tanks to increase that amount. Your PDA will give you warnings when you'll run out of oxygen, and once it runs out your vision will start fading until it goes black and you die. There are a few oxygen-producing plants underwater, which can restore some oxygen levels. The oxygen mechanic has some additional caveats like submerged depth affecting oxygen usage (unless you have Rebreathers equipped) and unpowered interiors not providing oxygen.
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* ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it. ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog Sonic]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.

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* ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it. ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog Sonic]], [[VideoGame/{{Splatoon}} Inkling]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.
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* ''VideoGame/SomaUnion'': In the Ripple Railway, there are some sections of the subway that are submerged in water. When traveling through these maps, the party has a limited amount of time they can hold their breath. Running into bubbles from pipes will refill the oxygen gauge and allow them to make it to the other side of these maps.
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* ''VideoGame/WorldOfWarcraft'' has two of these. A traditional oxygen bar for underwater, and a fatigue bar to prevent you from swimming out too far. The first one can be bypassed by potions or spells. The second one on depleting completely begins draining your health, and can be circumvented by healing yourself to easily swim to the end of the map. The undead Forsaken can also stay underwater for much longer. This used to be significantly more useful until they extended the oxygen bar for all players, so that now everyone usually has plenty of time to fulfill their task. They can't seem to decide on how long the oxygen meter should be, before the ''Burning Crusade'' expansion, and shortly into ''Wrath of the Lich King'', it was one minute long, halfway through wrath, they increased it to roughly five minutes, and as of ''Cataclysm'', it's back down to roughly two minutes. As of ''Mists of Pandaria,'' the Forsaken no longer have a longer oxygen meter than the other races.

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* ''VideoGame/WorldOfWarcraft'' has two of these. A traditional oxygen bar for underwater, and a fatigue bar to prevent you from swimming out too far. The first one can be bypassed by potions or spells. The second one on depleting completely begins draining your health, and can be circumvented by healing yourself to easily swim to the end of the map. The undead Forsaken can also stay underwater for much longer. This used to be significantly more useful until they extended the oxygen bar for all players, so that now everyone usually has plenty of time to fulfill their task. They can't seem to decide on how long the oxygen meter should be, before the ''Burning Crusade'' expansion, and shortly into ''Wrath of the Lich King'', it was one minute long, halfway through wrath, they increased it to roughly five minutes, and as of ''Cataclysm'', it's back down to roughly two minutes. As of ''Mists of Pandaria,'' the Forsaken no longer have a longer oxygen meter than the other races.races, while as of ''Warlords of Draenor'' they [[SuperNotDrowningSkills no longer have an oxygen meter in the first place]].

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What's so hard about indenting properly?


* ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it.
** ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog Sonic]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.

to:

* ''VideoGame/SuperSmashBrosBrawl'' has an invisible one just for swimming. Some characters (e.g. Squirtle) can swim longer than others (e.g. Charizard), but anyone will sink eventually. In the Subspace Emissary, some stickers can increase the length, but there really isn't any need for it.
**
it. ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog Sonic]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.
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** ''VideoGame/SuperSmashBrosUltimate'' expands on this by having certain characters -- namely [[VideoGame/SonicTheHedgehog Sonic]], [[VideoGame/{{Pokemon}} Incineroar and Charizard]] -- outright [[SuperDrowningSkills take damage from being in the water]] on top of the meter itself, and are constantly seen in their "drowning" animation when swimming.
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* ''VideoGame/TheLEGOMovieVideogame'' has a swimming section in the mission "The Depths" that slowly drains the characters' health over time, which can be replenished by collecting blue hearts.

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Banjo and Conker are platform games, not adventure ones. I did other tweaks while I was at it (including a removal of natter)


A third way, of course, is to just prohibit underwater travel entirely--either by limiting swimming mechanics to the water's surface (such as in ''VideoGame/{{Bully}}''), using SuperDrowningSkills, or by simply not allowing the player to interact with deep water in the first place using {{Invisible Wall}}s. (Sure, you can still splash around in puddles and knee-high streams, but to go jump in a ''lake''? Are you crazy?)

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A third way, of course, is to just prohibit underwater travel entirely--either by limiting swimming mechanics to the water's surface (such as in ''VideoGame/{{Bully}}''), using SuperDrowningSkills, or by simply not allowing the player to interact with deep water in the first place using {{Invisible Wall}}s. (Sure, Sure, you can still splash around in puddles and knee-high streams, but to go jump in a ''lake''? Are you crazy?)
crazy?



* ''VideoGame/GrandTheftAutoSanAndreas''. This was a departure from the rest of the series, as previous games gave the player SuperDrowningSkills.

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* ''VideoGame/GrandTheftAuto'':
**
''VideoGame/GrandTheftAutoSanAndreas''. This was a departure from the rest of the series, as previous games gave the player SuperDrowningSkills.



** ''VideoGame/TheLegendOfZeldaTheWindWaker'' does not have any underwater breathing, but does have a stamina bar to prevent you from swimming from island to island (which can only be done by sailing your boat).

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** ''VideoGame/TheLegendOfZeldaTheWindWaker'' does not have any underwater breathing, but does have a stamina bar to prevent you from swimming from island to island (which can only be done by sailing your boat). This also applies to ''VideoGame/TheLegendOfZeldaBreathOfTheWild'', in which Link can only swim on the surface and while the standard SprintMeter lasts.



* In ''VideoGame/BanjoKazooie'', the Oxygen Meter is represented by blue-colored honeycombs (in analogy to the yellow honeycombs that represent the standard health meter); if it runs out, you immediately drown. [[ThatOneLevel Rusty Bucket Bay]] has oily water that not only drains the meter twice as fast when submerged, but drains it at the regular speed ''when on the surface'' (this also happens with the water in Click Clock Wood in winter, due to its low temperature). This is rectified slightly in ''Banjo-Tooie'', where once the Oxygen Meter goes, your health starts to go down really quickly instead (this is also the case for areas where oxygen is depleted due to toxic airs or very naughty smells); there's a sidequest in Spiral Mountain whose reward is an upgrade to the oxygen meter's length. In both games, certain transformations allow you to stay underwater indefinitely.



* ''VideoGame/ConkersBadFurDay'' has one of these once you're able to swim underwater (namely after consuming some pills in the Poo Cabin). When you're underwater, Conker's face and a stream of bubbles represents your air. As your air runs down, the stream of bubbles grows shorter, and Conker's expression becomes increasingly desperate. And his face starts turning blue as well. When his head droops, your chocolate bar (i.e., your health) starts falling apart rapidly. All six pieces go in about five seconds, so unless you're near the surface, you run out of air, you're probably gonna die.



* Bungie's ''VideoGame/{{Marathon}}'' series feature an especially heinous, literal Oxygen Meter: Your armored suit's {{HUD}} doesn't indicate how much oxygen remains in your lungs and blood, but in ITS compressed oxygen tanks! Since your suit lacks any way of refilling it with ambient oxygen, you must locate compressed oxygen dispenser panels or tanks of compressed oxygen to refill it. Worse yet, the player character apparently refuses to hold his breath, as if his suit's tank is empty he will [[CriticalExistenceFailure instantly faint from even momentary immersion]].
** It's rare to have trouble with Oxygen underwater (or sewage, or lava), but the back-to-back vacuum levels (three in a row, if you visit a secret level) in ''Marathon Infinity'' have a nasty reputation. The one vacuum level in ''Marathon'' was also infamous.
** Compare this with the ''Franchise/{{Halo}}'' series' Master Chief/playable Elites, who can apparently stand around forever without anything to breathe.

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* Bungie's ''VideoGame/{{Marathon}}'' series feature an especially heinous, literal Oxygen Meter: Your armored suit's {{HUD}} doesn't indicate how much oxygen remains in your lungs and blood, but in ITS compressed oxygen tanks! Since your suit lacks any way of refilling it with ambient oxygen, you must locate compressed oxygen dispenser panels or tanks of compressed oxygen to refill it. Worse yet, the player character apparently refuses to hold his breath, as if his suit's tank is empty he will [[CriticalExistenceFailure instantly faint from even momentary immersion]].
**
immersion]]. It's rare to have trouble with Oxygen underwater (or sewage, or lava), but the back-to-back vacuum levels (three in a row, if you visit a secret level) in ''Marathon Infinity'' have a nasty reputation. The one vacuum level in ''Marathon'' was also infamous.
** Compare this with the ''Franchise/{{Halo}}'' series' Master Chief/playable Elites, who can apparently stand around forever without anything to breathe.
infamous.



* ''VideoGame/WorldOfWarcraft'' has two of these. A traditional oxygen bar for underwater, and a fatigue bar to prevent you from swimming out too far.
** The first one can be bypassed by potions or spells. The second one on depleting completely begins draining your health, and can be circumvented by healing yourself to easily swim to the end of the map. The undead Forsaken can also stay underwater for much longer. This used to be significantly more useful until they extended the oxygen bar for all players, so that now everyone usually has plenty of time to fulfill their task.
*** They can't seem to decide on how long the oxygen meter should be, before the ''Burning Crusade'' expansion, and shortly into ''Wrath of the Lich King'', it was one minute long, halfway through wrath, they increased it to roughly five minutes, and as of ''Cataclysm'', it's back down to roughly two minutes.
*** As of ''Mists of Pandaria,'' the Forsaken no longer have a longer oxygen meter than the other races.

to:

* ''VideoGame/WorldOfWarcraft'' has two of these. A traditional oxygen bar for underwater, and a fatigue bar to prevent you from swimming out too far.
**
far. The first one can be bypassed by potions or spells. The second one on depleting completely begins draining your health, and can be circumvented by healing yourself to easily swim to the end of the map. The undead Forsaken can also stay underwater for much longer. This used to be significantly more useful until they extended the oxygen bar for all players, so that now everyone usually has plenty of time to fulfill their task.
***
task. They can't seem to decide on how long the oxygen meter should be, before the ''Burning Crusade'' expansion, and shortly into ''Wrath of the Lich King'', it was one minute long, halfway through wrath, they increased it to roughly five minutes, and as of ''Cataclysm'', it's back down to roughly two minutes.
***
minutes. As of ''Mists of Pandaria,'' the Forsaken no longer have a longer oxygen meter than the other races.



* In ''VideoGame/BanjoKazooie'', the Oxygen Meter is represented by blue-colored honeycombs (in analogy to the yellow honeycombs that represent the standard health meter); if it runs out, you immediately drown. [[ThatOneLevel Rusty Bucket Bay]] has oily water that not only drains the meter twice as fast when submerged, but drains it at the regular speed ''when on the surface'' (this also happens with the water in Click Clock Wood in winter, due to its low temperature). This is rectified slightly in ''Banjo-Tooie'', where once the Oxygen Meter goes, your health starts to go down really quickly instead (this is also the case for areas where oxygen is depleted due to toxic airs or very naughty smells); there's a sidequest in Spiral Mountain whose reward is an upgrade to the oxygen meter's length. In both games, certain transformations allow you to stay underwater indefinitely.
* ''VideoGame/ConkersBadFurDay'' has one of these once you're able to swim underwater (namely after consuming some pills in the Poo Cabin). When you're underwater, Conker's face and a stream of bubbles represents your air. As your air runs down, the stream of bubbles grows shorter, and Conker's expression becomes increasingly desperate. And his face starts turning blue as well. When his head droops, your chocolate bar (i.e., your health) starts falling apart rapidly. All six pieces go in about five seconds, so unless you're near the surface, you run out of air, you're probably gonna die.
* ''VideoGame/DonkeyKongCountryTropicalFreeze'' has a meter that applies to all Kongs, both when played as together or separately. Touching air bubbles or items surrounded by air will replenish the meter.



* ''VideoGame/DonkeyKongCountryTropicalFreeze'' has a meter that applies to all Kongs, both when played as together or separately. Touching air bubbles or items surrounded by air will replenish the meter.
* ''VideoGame/OriAndTheBlindForest'' has an oxygen bar that lasts for roughly 15 seconds before Ori's health begins to drain rapidly. Strangely, drowning in this game is the only way to die that doesn't employ CriticalExistenceFailure (Ori clutches at their throat and visibly inhales a lungful of water upon death, rather than exploding into a shower of magic sparks as usual), and can be averted entirely via an upgrade that ditches the meter for SuperNotDrowningSkills.
** The meter returns in ''VideoGame/OriAndTheWillOfTheWisps'', but with one frustating change: instead of their health rapidly draining upon their air running out, Ori now drowns immediately.

to:

* ''VideoGame/DonkeyKongCountryTropicalFreeze'' has a meter that applies to all Kongs, both when played as together or separately. Touching air bubbles or items surrounded by air will replenish the meter.
* ''VideoGame/OriAndTheBlindForest'' has an oxygen bar that lasts for roughly 15 seconds before Ori's health begins to drain rapidly. Strangely, drowning in this game is the only way to die that doesn't employ CriticalExistenceFailure (Ori clutches at their throat and visibly inhales a lungful of water upon death, rather than exploding into a shower of magic sparks as usual), and can be averted entirely via an upgrade that ditches the meter for SuperNotDrowningSkills.
**
SuperNotDrowningSkills. The meter returns in ''VideoGame/OriAndTheWillOfTheWisps'', but with one frustating change: instead of their health rapidly draining upon their air running out, Ori now drowns immediately.

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