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[[File:SMHYDROCITY1-7.png|thumb|200px|right|[[Sonic the Hedgehog (Classic Sonic's world)|Classic Sonic]] riding an Air Bubble in ''[[Sonic Mania]]''.]]
[[File:SMHYDROCITY1-7.png|thumb|200px|right|[[Sonic the Hedgehog (Classic Sonic's world)|Classic Sonic]] riding an Air Bubble in ''[[Sonic Mania]]''.]]
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Although they mainly serve to extend the player's time limit when underwater, there have been cases in several games where the Air Bubbles have served other purposes. Most noticeably, [[Sonic the Hedgehog 2 (8-bit)|a]] [[Sonic the Hedgehog Triple Trouble|few]] [[Sonic Mania|games]] have featured extra large Air Bubbles that can surround the playable character when they touch them. Whilst inside these ridable Air Bubbles, the playable character cannot drown and willfloat slowly towards the surface automatically. In addition, while riding these Air Bubbles, the player can move to the left or right, as well as changing the speed of the Air Bubbles' ascent by pressing up or down on {{Directional Pad}}. These Air Bubble can be popped by [[Spin Jump]]ing out of them, hitting hazards, or colliding with walls or ceilings.
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Although they mainly serve to extend the player's time limit when underwater, there have been cases in several games where the Air Bubbles have served other purposes. Most noticeably, [[Sonic the Hedgehog 2 (8-bit)|a]] [[Sonic the Hedgehog Triple Trouble|few]] [[Sonic Mania|games]] have featured extra large Air Bubbles that can surround the playable character when they touch them. Whilst inside these ridable Air Bubbles, the playable character cannot drown and deflect enemy energy shots (similar to an [[Aqua Shield]]) while floating slowly towards the surface automatically. In addition, while riding these Air Bubbles, the player can move to the left or right, as well as changing the speed of the Air Bubbles' ascent by pressing up or down on {{Directional Pad}}. These Air Bubble can be popped by [[Spin Jump]]ing out of them, hitting hazards, or colliding with walls or ceilings.
===Countdown sequence===
===Countdown sequence===
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In numerous games in the ''Sonic'' series, including they early main games for the [[Sega Genesis]], if the player is in an underwater section and does not get an Air Bubble within eighteen seconds, a countdown sequence will start. A small two-note jingle can be heard between five, ten, and fifteen seconds before this happens. When the countdown sequence begins, the game will display a countdown from five to zero on the screen. If the player does not get an Air Bubble or gets back to the surface before the alarm music ends and counter reaches zero, then a second later, the playable character will drown.
In numerous games in the ''Sonic'' series, including they early main games for the [[Sega Genesis]], if the player is in an underwater section and does not get an Air Bubble within eighteen seconds, a countdown sequence will start. A small two-note jingle can be heard between five, ten, and fifteen seconds before this happens. When the countdown sequence begins, the game will display a countdown from five to zero on the screen. If the player does not get an Air Bubble or gets back to the surface before the alarm music ends and counter reaches zero, then a second later, the playable character will drown.
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The alarm jingle, that signifies that the player is about to drown, is believed to be composed by [[Yukifumi Makino]], the sound programmer of [[Sonic the Hedgehog (1991)|''Sonic the Hedgehog'' (16-bit)]]<ref group="Note" name="composer">The drowning theme, along with the [[Chaos Emerald]] jingle, is not known to be composed by [[Masato Nakamura]]. Any of these two jingles aren't featured in ''[[Sonic the Hedgehog 1&2 Soundtrack]]'' album, as these jingles can be assumed to be composed by [[Yukifumi Makino]].</ref> and it has since then been used in many later games through the series. The following audio track presents how the alarm music sounds like in both the 16-bit version of the original ''[[Sonic the Hedgehog (1991)|Sonic the Hedgehog]]'' and ''[[Sonic the Hedgehog 2]]'':
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The alarm jingle, that signifies that the player is about to drown, is believed to be composed by [[Yukifumi Makino]], the sound programmer of [[Sonic the Hedgehog (1991)|''Sonic the Hedgehog'' (16-bit)]]<ref group="Note" name="composer">The drowning theme, along with the [[Chaos Emerald]] jingle, is not known to be composed by [[Masato Nakamura]]. Any of these two jingles aren't featured in ''[[Sonic the Hedgehog 1&2 Soundtrack]]'' album, as these jingles can be assumed to be composed by [[Yukifumi Makino]].</ref> and it has since then been used in many later games through the series.
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===Countdown jingles===
{| class="wikitable" border="1" width="670"
{| class="wikitable" border="1" width="670"
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! style="text-align: center; " |'''Game'''
!Length
!Length
!Composer
!Composer
!Music Track
!Music Track
|-
|-
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|''[[Sonic the Hedgehog (1991)|Sonic the Hedgehog]]''
[[file:Air-Bubbles-Sonic-2.png|thumb|200px|left|Air Bubbles in ''[[Sonic the Hedgehog 2]]''.]]
[[file:Air-Bubbles-Sonic-2.png|thumb|200px|left|Air Bubbles in ''[[Sonic the Hedgehog 2]]''.]]
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In ''[[Sonic the Hedgehog 2]]'', the Air Bubbles make an appearance in the underwater areas of [[Aquatic Relix Zone]]. While [[Chemical Plant Zone (Sonic the Hedgehog 2)|Chemical Plant Zone]] has underwater areas made of [[Mega Mack]], they purposely contain no Air Bubbles.
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In ''[[Sonic the Hedgehog 2]]'', the Air Bubbles make an appearance in the underwater areas of [[Aquatic Ruin Zone]]. While [[Chemical Plant Zone (Sonic the Hedgehog 2)|Chemical Plant Zone]] has underwater areas made of [[Mega Mack]], they purposely contain no Air Bubbles.
===''Sonic the Hedgehog 2'' (8-bit)===
===''Sonic the Hedgehog 2'' (8-bit)===
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In ''[[Sonic Mania]]'', and its expansion ''[[Sonic Mania Plus]]'', the Air Bubbles only appear in the underwater sections of [[Hydrocity Zone (Sonic Mania)|Hydrocity Zone]]. Also, in addition to the regular Air Bubbles, this [[Zone]]'s first Act features extra large ridable Air Bubbles that can be pushed around by [[Fan]]s. To release these bubbles however, the player has to press a nearby [[Switch]] while underwater.
In ''[[Sonic Mania]]'', and its expansion ''[[Sonic Mania Plus]]'', the Air Bubbles only appear in the underwater sections of [[Hydrocity Zone (Sonic Mania)|Hydrocity Zone]]. Also, in addition to the regular Air Bubbles, this [[Zone]]'s first Act features extra large ridable Air Bubbles that can be pushed around by [[Fan]]s. To release these bubbles however, the player has to press a nearby [[Switch]] while underwater.
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When facing the [[Laundro Mobile]], the player can create Air Bubbles to rely on for air during the boss battle by colliding with water mines.
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When facing the [[Laundro Mobile]], the player can create Air Bubbles to rely on for air during the first phase of the boss battle by colliding with water mines.
===''Sonic Forces''===
===''Sonic Forces''===
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*According to [[Yuji Naka]], the idea for Air Bubbles came from thinking of ways to make the playable character have a weakness, as the developer team implemented it to the [[Labyrinth Zone]].<ref>''As for the air bubble idea, we were thinking of ways to make the character more unique, so we thought giving him some sort of weakness would be a good idea, and since there was a water stage, why not have him sink? So what to do when he gets in the water stage, we wondered, and after some deliberation we came up with the air bubbles.'' - [[Yuji Naka]], [[Sonic Team]] Commentary in ''[[Sonic Jam]] Strategy Guide''.</ref>
*According to [[Yuji Naka]], the idea for Air Bubbles came from thinking of ways to make the playable character have a weakness, as the developer team implemented it to the [[Labyrinth Zone]].<ref>''As for the air bubble idea, we were thinking of ways to make the character more unique, so we thought giving him some sort of weakness would be a good idea, and since there was a water stage, why not have him sink? So what to do when he gets in the water stage, we wondered, and after some deliberation we came up with the air bubbles.'' - [[Yuji Naka]], [[Sonic Team]] Commentary in ''[[Sonic Jam]] Strategy Guide''.</ref>
*In most of 3D games, the player instantly dies when falling into the water. They can, however, run across the water at a certain speed and at right angles.
*In most of 3D games, the player instantly dies when falling into the water. They can, however, run across the water at a certain speed and at right angles.
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*In ''Sonic the Hedgehog 3'', Air Bubbles exist within the sprite list of [[Launch Base Zone]] Act 2, even though none are ever encountered within this zone, despite there being underwater segments. They can be placed using Debug Mode.
The Air Bubble[1] (気泡,Kihō?) is an object that appears in the Sonic the Hedgehog series. They are large bubbles in underwater environments that can provide the playable characters with extra air to breathe, thus allowing said characters to stay underwater for extended periods of time. Without using Air Bubbles underwater to breathe, the playable character will eventually drown.
Since their introduction, the Air Bubbles have appeared in almost every underwater-themedlevel in the Sonic the Hedgehog series. While the Air Bubbles' purpose and functions have remained the same in all games, there have been cases in several games where they have aided the player in other ways.
Akin to their real-life counterparts, the Air Bubbles are large bubbles filled with oxygen. They appear exclusively in underwater-themedlevels. Within these levels, Air bubbles can always found in the sections of the levels that are submerged in water; though, they do not appear in all underwater sections. In gameplay, they periodically rise in small clusters from cracks in the submerged floors. However, there have been cases where Air Bubbles have emerged from other sources. Once an Air Bubble has emerged, it starts rising up towards the surface until it reaches it or simply disperses.
When a playable character has to stay underwater for longer periods of time without drowning, the player has to make the playable character make physical contact with an Air Bubble, before said playable character runs out of air. This will make the playable character automatically inhale the Air Bubble and cause it to vanish, thus restoring the playable character's oxygen supply, and extend the time the player can remain underwater. The extended time underwater that Air Bubbles grant the player is limited though, and the playable character will eventually start to run out of air once more. Without using Air Bubbles underwater, the playable character will eventually drown, thus causing the player to lose a life.
While numerous Air Bubbles of all sizes are always released from their point of origin, it is only the biggest of them that the player can use to restore the playable character's oxygen supply, while the smaller ones go unnoticed by the playable character. As such, the player often has to wait until a large enough Air Bubble pops out of the ground to be inhaled.
Air bubbles are not necessarily needed by the player when passing through underwater sections, and a player can in some cases make it through a Zone without using them at all. However, because some underwater pathways in the Zones can be so long that the playable character cannot make it through them without getting at least one fresh supply of oxygen, Air Bubbles are usually necessary for the player's survival underwater.
Although they mainly serve to extend the player's time limit when underwater, there have been cases in several games where the Air Bubbles have served other purposes. Most noticeably, afewgames have featured extra large Air Bubbles that can surround the playable character when they touch them. Whilst inside these ridable Air Bubbles, the playable character cannot drown and deflect enemy energy shots (similar to an Aqua Shield) while floating slowly towards the surface automatically. In addition, while riding these Air Bubbles, the player can move to the left or right, as well as changing the speed of the Air Bubbles' ascent by pressing up or down on . These Air Bubble can be popped by Spin Jumping out of them, hitting hazards, or colliding with walls or ceilings.
Countdown sequence
In numerous games in the Sonic series, including they early main games for the Sega Genesis, if the player is in an underwater section and does not get an Air Bubble within eighteen seconds, a countdown sequence will start. A small two-note jingle can be heard between five, ten, and fifteen seconds before this happens. When the countdown sequence begins, the game will display a countdown from five to zero on the screen. If the player does not get an Air Bubble or gets back to the surface before the alarm music ends and counter reaches zero, then a second later, the playable character will drown.
The alarm jingle, that signifies that the player is about to drown, is believed to be composed by Yukifumi Makino, the sound programmer of Sonic the Hedgehog (16-bit)[Note 1] and it has since then been used in many later games through the series.
In the 8-bit version of Sonic the Hedgehog, Air Bubbles only appear in Labyrinth Zone. Also, instead of hearing the infamous alarm jingle when about to run out of air, the player hears a beeping sound that increases in frequency the closer Sonic gets to drowning.
In the 8-bit version of Sonic the Hedgehog 2, Air Bubbles appear exclusively in the underwater areas of Aqua Lake Zone. Also, in addition to the regular Air Bubbles, this Zone features extra large ridable Air Bubbles.
When about to run out of air in this game, instead of hearing the infamous alarm jingle, the player hears a beeping sound every time the counter counts down.
Sonic the Hedgehog CD
In Sonic the Hedgehog CD, the Air Bubbles appear only in the underwater areas of Tidal Tempest. Also, during the battle with the Tidal Tempest boss, Dr. Robotnik will create a large shield of Air Bubbles around the boss vehicle. The player is required to inhale the Air Bubbles in order to create an opening in the shield so they can hit and defeat Robotnik.
When about to run out of air in this game, instead of hearing the infamous alarm jingle, the player will hear an eerie bubbling sound that plays in the background during the countdown.
In Sonic the Hedgehog Triple Trouble, the Air Bubbles make an appearance in Tidal Plant Zone. Also, in addition to regular Air Bubbles, this Zone features extra large ridable Air Bubbles. To release these bubbles however, the player has to press a nearby pink Switch.
When about to run out of air in this game, instead of hearing the infamous alarm jingle, the player hears a beeping sound every time the counter counts down.
Sonic Blast
In Sonic Blast, the Air Bubbles make an exclusive appearance in the underwater areas of Blue Marine Zone. Also, when fighting the underwater boss of Blue Marine Zone, the player can trick the boss into firing harpoons into the ground in order to release Air Bubbles for the playable character to rely on for air during the boss battle.
When about to run out of air in this game, no special music or sound effect is played during the countdown.
In Sonic Shuffle, Air Bubbles appear as board Spaces that can be found on the Emerald CoastBoard. When a player enters the water, a five-turn counter will be placed on them. By passing over an Air Bubble space, the counter will be reset to five turns. However, if the playable character does not reach an Air Bubble space or reach the surface before the counter reaches zero, they will drown and wash up on the surface, wasting a turn.
In Sonic Rush, the Air Bubbles only appear in the underwater areas found within Water Palace.
Sonic Chronicles: The Dark Brotherhood
In Sonic Chronicles: The Dark Brotherhood, Air Bubbles appear in the game's last chapter when Sonic and Tails' team enter Prefect Charyb's lair on Nocturne. At that point, Prefect Charyb appears and floods the lair with water, causing Air Bubbles to appear. While moving around the submerged lair, the player's party will gradually lose POW Points (PP). However, the player can refill their PP using Air Bubbles. Once a character's PP reaches zero, that character's HP will then begin depleting until they only have one HP left.
In Sonic Colors, the Air Bubbles make an appearance in both the Wii and Nintendo DS version of the game. On both versions, they main appear in the underwater sections of Aquarium Park. In the WIi version of the game, the Air Bubbles also appear in the underwater sections of the Game Land.
Sonic Generations
In Sonic Generations, the Air Bubbles appear in both the console/PC and Nintendo 3DS version of the game. On the console/PC version, the Air Bubbles appear in the underwater sections of Chemical Plant and Seaside Hill and their associated Challenge Acts. On the Nintendo 3DS version on the other hand, the Air Bubbles only appear in the underwater sections of Water Palace and its missions.
In Water Palace in the Nintendo 3DS version, the alarm music for drowning is not featured. Instead, the countdown uses submarine radar noises for each number.
In Sonic Mania, and its expansion Sonic Mania Plus, the Air Bubbles only appear in the underwater sections of Hydrocity Zone. Also, in addition to the regular Air Bubbles, this Zone's first Act features extra large ridable Air Bubbles that can be pushed around by Fans. To release these bubbles however, the player has to press a nearby Switch while underwater.
When facing the Laundro Mobile, the player can create Air Bubbles to rely on for air during the first phase of the boss battle by colliding with water mines.
In Fleetway's Sonic the Comic, some stories depict Air Bubbles in flooded Zones and locations. During a trip to the Aquatic Ruin Zone, where he got trapped by debris, Sonic tried to reach some Air Bubbles, but was unable to do so until a Sentinel rescued him from drowning.[2] Later, Grimer invented a trap to catch Sonic within the waters of Labyrinth Zone. There, Sonic was ambushed by new spider Badniks that shot fire, and fell into the water. After fighting a pair of Spikers, he found a vent of Air Bubbles where the trap was located and was engulfed by an impenetrable bubble of ultra-tough plastic. However, he escaped the trap using the flames of the new spider Badniks.[3]
In the Archie Comics' Sonic the Hedgehog miniseries, Sonic was about to drown after keeping himself from being pulled into an underwater Roboticizer by Jaws. Fortunately, thanks to a distraction provided by Tails and Rotor in the Bathysphere, Sonic was able to get some air from some Air Bubbles they made, and destroyed the Roboticizer.[5]
According to Yuji Naka, the idea for Air Bubbles came from thinking of ways to make the playable character have a weakness, as the developer team implemented it to the Labyrinth Zone.[7]
In most of 3D games, the player instantly dies when falling into the water. They can, however, run across the water at a certain speed and at right angles.
In Sonic the Hedgehog 3, Air Bubbles exist within the sprite list of Launch Base Zone Act 2, even though none are ever encountered within this zone, despite there being underwater segments. They can be placed using Debug Mode.
↑Sonic Team (4 November 2011). Sonic Generations. PlayStation 3. Sega. Area/Level: Chemical Plant (loading screen). "Omochao: You need air to stay underwater. Use Air Bubbles to catch your breath!"
↑Sonic X #11, "No Thanks for the Memories! Part Two"
↑As for the air bubble idea, we were thinking of ways to make the character more unique, so we thought giving him some sort of weakness would be a good idea, and since there was a water stage, why not have him sink? So what to do when he gets in the water stage, we wondered, and after some deliberation we came up with the air bubbles. - Yuji Naka, Sonic Team Commentary in Sonic Jam Strategy Guide.