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A brother to the LifeMeter and ManaMeter, the Sprint Meter, or Stamina Points / Meter is a graphical depiction of some aspect of a player character's condition other than their remaining health. Generally, this represents stamina, and often more precisely their ability to run at high speed; when the meter empties, the character must either take a moment to catch their breath or be unable to run until it is recovered. This allows a game to put a limitation on a player's ability to flee from danger, which makes such meters popular for SurvivalHorror games. For purely gameplay purposes, this meter usually runs out so fast that plenty of people who probably don't think of themselves as particularly fit would expect that they would be able to run longer that some video game protagonists, but [[AcceptableBreaksFromReality it probably wouldn't be very interesting for a lot of games if players were designed around the expectation that they could sprint away for multiple minutes at the sight of trouble]].

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A brother to the LifeMeter and ManaMeter, the Sprint Meter, or Stamina Points / Meter is a graphical depiction of some aspect of a player character's condition other than their remaining health. Generally, this represents stamina, and often more precisely their ability to run at high speed; when the meter empties, the character must either take a moment to catch their breath or be unable to run until it is recovered. This allows a game to put a limitation on a player's ability to flee from danger, which makes such meters popular for SurvivalHorror games. For purely gameplay purposes, this meter usually runs out so fast that plenty of people who probably don't think of themselves as particularly fit would expect that they would be able to run longer that some video game protagonists, but [[AcceptableBreaksFromReality it probably wouldn't be very interesting for a lot of games if players were designed around the expectation that they could sprint away for multiple minutes at the sight sign of trouble]].
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A brother to the LifeMeter and ManaMeter, the Sprint Meter, or Stamina Points / Meter is a graphical depiction of some aspect of a player character's condition other than their remaining health. Generally, this represents stamina, and often more precisely their ability to run at high speed; when the meter empties, the character must either take a moment to catch their breath or be unable to run until it is recovered. This allows a game to put a limitation on a player's ability to flee from danger, which makes such meters popular for SurvivalHorror games.

to:

A brother to the LifeMeter and ManaMeter, the Sprint Meter, or Stamina Points / Meter is a graphical depiction of some aspect of a player character's condition other than their remaining health. Generally, this represents stamina, and often more precisely their ability to run at high speed; when the meter empties, the character must either take a moment to catch their breath or be unable to run until it is recovered. This allows a game to put a limitation on a player's ability to flee from danger, which makes such meters popular for SurvivalHorror games.
games. For purely gameplay purposes, this meter usually runs out so fast that plenty of people who probably don't think of themselves as particularly fit would expect that they would be able to run longer that some video game protagonists, but [[AcceptableBreaksFromReality it probably wouldn't be very interesting for a lot of games if players were designed around the expectation that they could sprint away for multiple minutes at the sight of trouble]].
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* ''VideoGame/SnufkinMelodyOfMoominvalley'': Snufkin has a stamina meter which drains as he runs and refills over time. His maximum stamina can be increased by progressing through the Muskrat's sidequest, in which you find ingredients for his stew (which gives you more energy when you eat it).
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See also RunDontWalk; compare with NitroBoost, a temporary boost of speed. StaminaBurn is for when this meter's value can be lowered by non-player action or effects.

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See also RunDontWalk; compare with NitroBoost, a temporary boost of speed. StaminaBurn is for when this meter's value can be lowered by non-player action or effects. SubTrope of StatusLine (a display element showing the current disposition of the player, e.g. score, health, ammo, etc).
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* In ''VideoGame/PotionPermit'', you have a stamina meter that's separate from your HP meter, which tells you how much energy you have left to use your tools. It can be recovered by [[HyperactiveMetabolism eating food]], much like HP, but unlike the latter, running out of stamina will ''not'' instantly make you faint.

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* In ''VideoGame/PotionPermit'', you You have a stamina meter that's separate from your HP meter, which tells you how much energy you have left to use your tools. It can be recovered by [[HyperactiveMetabolism eating food]], much like sleeping, or relaxing at the bathhouse. Unlike with HP, but unlike the latter, running out of stamina will ''not'' instantly make you faint. faint, although your running speed will be decreased.
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** ''All Star Battle R'' introduces Pet Shop, who has a special Flight Mode that allows him to fly freely in the air, attack while moving, and dash repeatedly without limit. However, using this mode consumes stamina, which can only be recharged by resting on the ground.
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* In ''VideoGame/JoJosBizarreAdventureAllStarBattle'', Vanilla Ice possesses a unique stamina meter that slowly depletes in Stand On mode, and regenerates in Stand Off mode. All attacks in Stand On cost stamina to use, to counterbalance the fact that they're [[InvulnerableAttack completely invulnerable]], [[UnblockableAttack unblockable]], and [[MightyGlacier hit like a truck]].
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I know it doesn't have a page yet, but still

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* In ''VideoGame/PotionPermit'', you have a stamina meter that's separate from your HP meter, which tells you how much energy you have left to use your tools. It can be recovered by [[HyperactiveMetabolism eating food]], much like HP, but unlike the latter, running out of stamina will ''not'' instantly make you faint.

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Alphabetized examples.


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* ''Franchise/TheLegendOfZelda'':
** In games that include [[PowerupMount Epona]], pressing the A button spurs her to a full gallop, which is regulated by a line of carrots (implying that feeding her carrots acts as an organic NitroBoost) or spur icons. The meter will refill gradually when partially depleted, or all at once if fully depleted, but only after Epona slows noticeably for several seconds, which is enough to lose you the {{Racing Minigame}}s in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''. The recommended technique for maintaining a high speed is to keep at least one carrot on screen at all times.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' introduced a general Stamina Meter used for sprinting (which lets you run a short distance up walls to reach somewhat higher ledges and go up steeper hills), climbing, {{spin attack}}s (but not regular attacks), carrying heavy items, [[ShiftingSandLand and keeping yourself afloat in sand]]. It takes the form of a green circle divided into wedges; especially rigorous actions take off one or more wedges at a time. (The OxygenMeter has the same design in blue.) This gives it a resemblance to the cross-section of a citrus fruit; appropriately, the Stamina Fruit pickup instantly refills the meter, giving Link the ability to run long distances in certain areas by zig-zagging from one fruit to the next. Drain the meter completely and Link can't do anything but move around slowly until the circle refills, including actions that don't normally run off the meter. There's a specific potion that slows how fast stamina is burned for three minutes, which conveniently only becomes available after you complete a dungeon with a large number of stamina-based puzzles that would be trivialized by that potion.
** The meter returns in ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', in improved fashion. It now depletes much more slowly, doesn't come into play as often, can be augmented and recharged more easily, and Link's regular jogging speed (which does not reduce the meter) has been increased. There is also a GoodBadBug where by whistling for your horse and tapping B you can run indefinitely.
* Averted in ''VideoGame/MirrorsEdge'', where Faith can sprint for as long as she needs to and never gets tired. Instead, it simply takes a short time for her to accelerate to a sprint (save for abuse of [[GoodBadBugs a certain glitch which allows you to instantly achieve full speed from a stop]]). There is also a less obvious meter that fills up when sprinting and allows you to briefly activate [[BulletTime Runner Time]] for tricky jumps or disarms. This meter is not visible on the screen, but your screen will flash blue once it is filled.



* ''Franchise/TombRaider''

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* ''Franchise/TombRaider'' ''VideoGame/{{Sundered}}'' has a Stamina Meter represented by yellow pips. The player spends this meter to [[UnnecessaryCombatRoll dodge-roll]], [[VideoGameDashing air-dash]], and fire the [[{{BFG}} Valkyrie Cannon]], with each action consuming one pip per use. The pips regenerate after a few seconds of inactivity, and the meter can be increased by spending Shards in the Trapezohedron Tree.
* ''Franchise/TombRaider'':



* Averted in ''VideoGame/MirrorsEdge'', where Faith can sprint for as long as she needs to and never gets tired. Instead, it simply takes a short time for her to accelerate to a sprint (save for abuse of [[GoodBadBugs a certain glitch which allows you to instantly achieve full speed from a stop]]). There is also a less obvious meter that fills up when sprinting and allows you to briefly activate [[BulletTime Runner Time]] for tricky jumps or disarms. This meter is not visible on the screen, but your screen will flash blue once it is filled.
* ''Franchise/TheLegendOfZelda'':
** In games that include [[PowerupMount Epona]], pressing the A button spurs her to a full gallop, which is regulated by a line of carrots (implying that feeding her carrots acts as an organic NitroBoost) or spur icons. The meter will refill gradually when partially depleted, or all at once if fully depleted, but only after Epona slows noticeably for several seconds, which is enough to lose you the {{Racing Minigame}}s in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''. The recommended technique for maintaining a high speed is to keep at least one carrot on screen at all times.
** ''VideoGame/TheLegendOfZeldaSkywardSword'' introduced a general Stamina Meter used for sprinting (which lets you run a short distance up walls to reach somewhat higher ledges and go up steeper hills), climbing, {{spin attack}}s (but not regular attacks), carrying heavy items, [[ShiftingSandLand and keeping yourself afloat in sand]]. It takes the form of a green circle divided into wedges; especially rigorous actions take off one or more wedges at a time. (The OxygenMeter has the same design in blue.) This gives it a resemblance to the cross-section of a citrus fruit; appropriately, the Stamina Fruit pickup instantly refills the meter, giving Link the ability to run long distances in certain areas by zig-zagging from one fruit to the next. Drain the meter completely and Link can't do anything but move around slowly until the circle refills, including actions that don't normally run off the meter. There's a specific potion that slows how fast stamina is burned for three minutes, which conveniently only becomes available after you complete a dungeon with a large number of stamina-based puzzles that would be trivialized by that potion.
** The meter returns in ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', in improved fashion. It now depletes much more slowly, doesn't come into play as often, can be augmented and recharged more easily, and Link's regular jogging speed (which does not reduce the meter) has been increased. There is also a GoodBadBug where by whistling for your horse and tapping B you can run indefinitely.
* ''VideoGame/{{Sundered}}'' has a Stamina Meter represented by yellow pips. The player spends this meter to [[UnnecessaryCombatRoll dodge-roll]], [[VideoGameDashing air-dash]], and fire the [[{{BFG}} Valkyrie Cannon]], with each action consuming one pip per use. The pips regenerate after a few seconds of inactivity, and the meter can be increased by spending Shards in the Trapezohedron Tree.



* ''VideoGame/MassEffect1'' had an odd example of this: The ability to sprint (ie, move faster than normal) was only available during combat (ie, once enemies were actively trying to hurt you). Shepard could then sprint for a short period until the bar was depleted or combat ended, abruptly ''turning off your ability to sprint''. This was changed in ''VideoGame/MassEffect2'' so that Shepard could sprint on command, in or out of combat, but still at the mercy of a Sprint Bar. Still helped get around faster. ''VideoGame/MassEffect3'' removed the Sprint Bar, allowing the player to sprint as long as they pleased.

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* ''VideoGame/MassEffect1'' had an odd example of this: The ability In ''VideoGame/DemonsSouls'' and its SpiritualSuccessor ''VideoGame/DarkSouls'', the stamina meter goes down with ''everything'' your character does except walking and magic--and even magic takes stamina in ''VideoGame/DarkSoulsII'' and ''VideoGame/DarkSoulsIII''. Attacking, blocking, rolling, and running all drain stamina while holding a shield up makes it recover far slower. Stamina is based on Endurance, which is why most players make raising Endurance a high priority.
* ''VideoGame/GenshinImpact'' has a stamina bar that's shared between running, swimming, climbing, gliding and using your charged attacks, with different consequences if you run out -- if you're running, you will simply slow down
to sprint (ie, move faster than normal) was only available during combat (ie, once enemies were actively trying a normal jog and be unable to hurt you). Shepard could then sprint dodge for a short period until few seconds (not the bar was depleted or combat ended, abruptly ''turning off best situation if you're fighting enemies); if you're swimming, you will drown and be teleported back to the coast you started from with all your ability characters losing 10% of their max HP; if you're climbing or gliding you will fall and be subject to sprint''. This was changed in ''VideoGame/MassEffect2'' so that Shepard could sprint on command, in or out of combat, but still FallDamage possibly disabling the character you were using at the mercy of a Sprint Bar. Still helped get time until they're revived. The only way to increase your max stamina is to collect items called "oculi" scattered around faster. ''VideoGame/MassEffect3'' removed the Sprint Bar, allowing map and offer them to special statues, which encourages players to explore every nook and cranny of Teyvat. Also certain characters have passive abilities that decrease the player to sprint as long as stamina consumption of certain activities while they pleased.are in your party, and some foods also temporarily decrease stamina use while sprinting.



* In ''VideoGame/LetItDie'', your stamina meter is represented by a beating heart appearing over your Fighter when you sprint, dodge, or attack. It beats faster the more you exert yourself, and your Fighter will be forced to stop and take a breather, leaving you open to attack, if you overexert yourself.
* ''VideoGame/MassEffect1'' had an odd example of this: The ability to sprint (ie, move faster than normal) was only available during combat (ie, once enemies were actively trying to hurt you). Shepard could then sprint for a short period until the bar was depleted or combat ended, abruptly ''turning off your ability to sprint''. This was changed in ''VideoGame/MassEffect2'' so that Shepard could sprint on command, in or out of combat, but still at the mercy of a Sprint Bar. Still helped get around faster. ''VideoGame/MassEffect3'' removed the Sprint Bar, allowing the player to sprint as long as they pleased.
* ''VideoGame/MonsterHunter'': The stamina meter is used not just for running, but also dodging and guarding. The stamina meter's maximum value decreases every so often, more quickly so in very cold areas, requiring the player to eat meat to restore it. There's also two items that temporarily grant infinite stamina. ''Monster Hunter Tri'' introduces two status effects that affect the stamina meter: Waterblight, which makes it recover more slowly, and Iceblight, which makes it deplete more quickly. And [[ThatOneBoss Glacial Agnaktor]] is capable of inflicting both. If you're carrying a heavy object and you deplete your stamina meter entirely, you drop the item, it shatters, and you have to start over again. It should be noted that "sprinting" while carrying a heavy object is akin to the speed of walking when not carrying one.



* ''VideoGame/MonsterHunter'': The stamina meter is used not just for running, but also dodging and guarding. The stamina meter's maximum value decreases every so often, more quickly so in very cold areas, requiring the player to eat meat to restore it. There's also two items that temporarily grant infinite stamina. ''Monster Hunter Tri'' introduces two status effects that affect the stamina meter: Waterblight, which makes it recover more slowly, and Iceblight, which makes it deplete more quickly. And [[ThatOneBoss Glacial Agnaktor]] is capable of inflicting both. If you're carrying a heavy object and you deplete your stamina meter entirely, you drop the item, it shatters, and you have to start over again. It should be noted that "sprinting" while carrying a heavy object is akin to the speed of walking when not carrying one.
* In ''VideoGame/DemonsSouls'' and its SpiritualSuccessor ''VideoGame/DarkSouls'', the stamina meter goes down with ''everything'' your character does except walking and magic--and even magic takes stamina in ''VideoGame/DarkSoulsII'' and ''VideoGame/DarkSoulsIII''. Attacking, blocking, rolling, and running all drain stamina while holding a shield up makes it recover far slower. Stamina is based on Endurance, which is why most players make raising Endurance a high priority.
* IN ''VideoGame/LetItDie'', your stamina meter is represented by a beating heart appearing over your Fighter when you sprint, dodge, or attack. It beats faster the more you exert yourself, and your Fighter will be forced to stop and take a breather, leaving you open to attack, if you overexert yourself.
* ''VideoGame/GenshinImpact'' has a stamina bar that’s shared between running, swimming, climbing, gliding and using your charged attacks, with different consequences if you run out − if you’re running, you will simply slow down to a normal jog and be unable to dodge for a few seconds (not the best situation if you’re fighting enemies); if you’re swimming, you will drown and be teleported back to the coast you started from with all your characters losing 10% of their max HP; if you’re climbing or gliding you will fall and be subject to FallDamage possibly disabling the character you were using at the time until they’re revived. The only way to increase your max stamina is to collect items called "oculi" scattered around the map and offer them to special statues, which encourages players to explore every nook and cranny of Teyvat. Also certain characters have passive abilities that decrease the stamina consumption of certain activities while they are in your party, and some foods also temporarily decrease stamina use while sprinting.



* In ''VideoGame/BarkleyShutUpAndJamGaiden'', a sprint meter appears when Barkley is running, indicated with a sneaker image. It depletes quite quickly on top of recharging slowly.



* In ''VideoGame/BarkleyShutUpAndJamGaiden'', a sprint meter appears when Barkley is running, indicated with a sneaker image. It depletes quite quickly on top of recharging slowly.



* The ''VideoGame/MortalKombat3/[=UMK3=]/MK Trilogy'' games had a Run meter, which allows you to dash forward for a brief while until the meter runs out. It also worked as a {{Cap}} for combos, so that you (supposedly) can't do a combo or run immediately after doing the other. This mechanic is also present in ''VideoGame/MortalKombat4'' (and by extension ''Gold'') and ''VideoGame/MortalKombatX''.



* The ''VideoGame/MortalKombat3/[=UMK3=]/MK Trilogy'' games had a Run meter, which allows you to dash forward for a brief while until the meter runs out. It also worked as a {{Cap}} for combos, so that you (supposedly) can't do a combo or run immediately after doing the other. This mechanic is also present in ''VideoGame/MortalKombat4'' (and by extension ''Gold'') and ''VideoGame/MortalKombatX''.



* ''VideoGame/{{Battlefield}}'' during the Refractor era. In ''Battlefield 2'' how long you could sprint was determined by your class, with some having heavier armor at the expense of not being able to run as long.
* ''VideoGame/CallOfDuty'':
** ''VideoGame/CallOfDuty1: United Offensive'' and then ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' onward add the ability for the player character to sprint for short durations, which is useful as your AI allies have always typically run faster than you can and rarely wait for you to catch up; there's only an actual meter present in ''United Offensive'', where it depletes far faster than in later games. The perks from multiplayer's Create-A-Class also have frequently included ones that allow you to sprint faster and/or longer than normal starting from ''[[VideoGame/CallOfDutyModernWarfare2 Modern Warfare 2]]''.
** ''VideoGame/CallOfDutyModernWarfare2019'' and onward go for a different system: regular sprinting is now infinite, but there's also a slightly faster Tactical Sprint that lasts for a short time.
* Introduced in the FanRemake of ''VideoGame/CommandAndConquerRenegade'' known as ''Renegade-X.'' The original did not have this mechanic--instead, it had a "toggled walk or run" system. As walking was functionally useless in both the campaign and multiplayer, it was replaced with sprinting in the remake. Both sprinting and jumping deplete the meter, which is most likely intended to reduce the prevalence of bunny-hopping.
* ''VideoGame/{{Contagion}}'' has a sprint meter which depletes so fast when running, you can't jog 100 meters with it, despite your pick of character also including a veteran soldier that's still at work. It also gets consumed when jumping, which is reasonable enough... and when holding a melee weapon poised to strike, which really isn't, especially when you consider it goes down as fast as when you run.
* In ''VideoGame/Crysis2'', sprinting draws energy from your [[PoweredArmor nanosuit's]] energy reserves. Justified in that [[spoiler: the player character wouldn't even be alive let alone fighting if it weren't for the suit, so he can't exactly run unaided.]]



* ''VideoGame/HalfLife2'' made the odd decision to have running, the flashlight, ''and'' oxygen be a single "Auxillary power" meter. Dashing causes your flashlight to run out, swimming with the flashlight on reduces your time underwater, etc. In ''Episode 2'', however, the flashlight energy is separated, to allow the player to run in a certain underground section when they are expected to have their flashlight on.
** A way to HandWave the former decision is that, since the suit power's auxillary power is used to help Gordon Freeman both sprint and use a flashlight; Freeman doesn't want to tire himself out and make himself incapable of fighting, and so, refuses to sprint outside of being aided from the suit. The flashlight regaining a separate meter is similarly handwaved as it being a backup after the original was broken by [[spoiler:the Citadel's explosion at the end of ''Episode One''.]]
* The team-based, online FPS ''Tremulous'' has a sprint meter for humans, but not for aliens. This is to capitalize on the aliens' amazing mobility vs. the humans' lack thereof. Jumping also takes 'stamina'.



* In ''VideoGame/Crysis2'', sprinting draws energy from your [[PoweredArmor nanosuit's]] energy reserves. Justified in that [[spoiler: the player character wouldn't even be alive let alone fighting if it weren't for the suit, so he can't exactly run unaided.]]



* ''VideoGame/HaloReach'' features a meter that gauges the energy of armor abilities, one of which is a sprint ability. Like most examples, it recharges with time. The game {{handwave}}s sprinting being an armor ability as it removes the RestrainingBolt on your PoweredArmor, letting you achieve higher speed temporarily without damaging your armor or injuring yourself.
* ''VideoGame/CallOfDuty'':
** ''VideoGame/CallOfDuty1: United Offensive'' and then ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' onward add the ability for the player character to sprint for short durations, which is useful as your AI allies have always typically run faster than you can and rarely wait for you to catch up; there's only an actual meter present in ''United Offensive'', where it depletes far faster than in later games. The perks from multiplayer's Create-A-Class also have frequently included ones that allow you to sprint faster and/or longer than normal starting from ''[[VideoGame/CallOfDutyModernWarfare2 Modern Warfare 2]]''.
** ''VideoGame/CallOfDutyModernWarfare2019'' and onward go for a different system: regular sprinting is now infinite, but there's also a slightly faster Tactical Sprint that lasts for a short time.
* Introduced in the FanRemake of ''VideoGame/CommandAndConquerRenegade'' known as ''Renegade-X.'' The original did not have this mechanic--instead, it had a "toggled walk or run" system. As walking was functionally useless in both the campaign and multiplayer, it was replaced with sprinting in the remake. Both sprinting and jumping deplete the meter, which is most likely intended to reduce the prevalence of bunny-hopping.
* ''VideoGame/{{Contagion}}'' has a sprint meter which depletes so fast when running, you can't jog 100 meters with it, despite your pick of character also including a veteran soldier that's still at work. It also gets consumed when jumping, which is reasonable enough... and when holding a melee weapon poised to strike, which really isn't, especially when you consider it goes down as fast as when you run.
* ''VideoGame/{{STALKER}}'': All three games have it, and it depletes when sprinting, jumping and even walking, sneaking or crawling (though at a slower pace). It's very generous, provided you don't get over your weight limit, which upon being trespassed, makes the meter drop so fast that even walking can tire you out quite fast, and it only gets worse the heavier your loadout is until you suffer from CriticalEncumbranceFailure at 10kg over the limit. In all games, a can of energy drink can immediately fill up a large part of the depleted endurance meter, and there are stamina-enhancing artifacts that, if stacked, can make the meter infinite, though they're only really practical in ''Shadow of Chernobyl'', where they're not radioactive; in the latter two games, you can't really use them if you don't also have a powerful radiation-clearing artifact like the Wrenched or Bubble.

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* ''VideoGame/HalfLife2'' made the odd decision to have running, the flashlight, ''and'' oxygen be a single "Auxillary power" meter. Dashing causes your flashlight to run out, swimming with the flashlight on reduces your time underwater, etc. In ''Episode 2'', however, the flashlight energy is separated, to allow the player to run in a certain underground section when they are expected to have their flashlight on.
** A way to HandWave the former decision is that, since the suit power's auxillary power is used to help Gordon Freeman both sprint and use a flashlight; Freeman doesn't want to tire himself out and make himself incapable of fighting, and so, refuses to sprint outside of being aided from the suit. The flashlight regaining a separate meter is similarly handwaved as it being a backup after the original was broken by [[spoiler:the Citadel's explosion at the end of ''Episode One'']].
* ''VideoGame/HaloReach'' features a meter that gauges the energy of armor abilities, one of which is a sprint ability. Like most examples, it recharges with time. The game {{handwave}}s sprinting being an armor ability as it removes the RestrainingBolt on your PoweredArmor, letting you achieve higher speed temporarily without damaging your armor or injuring yourself. \n* ''VideoGame/CallOfDuty'':\n** ''VideoGame/CallOfDuty1: United Offensive'' and then ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' onward add the ability for the player character to sprint for short durations, which is useful as your AI allies have always typically run faster than you can and rarely wait for you to catch up; there's only an actual meter present in ''United Offensive'', where it depletes far faster than in later games. The perks from multiplayer's Create-A-Class also have frequently included ones that allow you to sprint faster and/or longer than normal starting from ''[[VideoGame/CallOfDutyModernWarfare2 Modern Warfare 2]]''.\n** ''VideoGame/CallOfDutyModernWarfare2019'' and onward go for a different system: regular sprinting is now infinite, but there's also a slightly faster Tactical Sprint that lasts for a short time.\n* Introduced in the FanRemake of ''VideoGame/CommandAndConquerRenegade'' known as ''Renegade-X.'' The original did not have this mechanic--instead, it had a "toggled walk or run" system. As walking was functionally useless in both the campaign and multiplayer, it was replaced with sprinting in the remake. Both sprinting and jumping deplete the meter, which is most likely intended to reduce the prevalence of bunny-hopping.\n* ''VideoGame/{{Contagion}}'' has a sprint meter which depletes so fast when running, you can't jog 100 meters with it, despite your pick of character also including a veteran soldier that's still at work. It also gets consumed when jumping, which is reasonable enough... and when holding a melee weapon poised to strike, which really isn't, especially when you consider it goes down as fast as when you run.\n* ''VideoGame/{{STALKER}}'': All three games have it, and it depletes when sprinting, jumping and even walking, sneaking or crawling (though at a slower pace). It's very generous, provided you don't get over your weight limit, which upon being trespassed, makes the meter drop so fast that even walking can tire you out quite fast, and it only gets worse the heavier your loadout is until you suffer from CriticalEncumbranceFailure at 10kg over the limit. In all games, a can of energy drink can immediately fill up a large part of the depleted endurance meter, and there are stamina-enhancing artifacts that, if stacked, can make the meter infinite, though they're only really practical in ''Shadow of Chernobyl'', where they're not radioactive; in the latter two games, you can't really use them if you don't also have a powerful radiation-clearing artifact like the Wrenched or Bubble.



* ''VideoGame/{{Battlefield}}'' during the Refractor era. In ''Battlefield 2'' how long you could sprint was determined by your class, with some having heavier armor at the expense of not being able to run as long.

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* ''VideoGame/{{Battlefield}}'' during the Refractor era. In ''Battlefield 2'' how long ''VideoGame/{{STALKER}}'': All three games have it, and it depletes when sprinting, jumping and even walking, sneaking or crawling (though at a slower pace). It's very generous, provided you could sprint was determined by don't get over your class, with some having weight limit, which upon being trespassed, makes the meter drop so fast that even walking can tire you out quite fast, and it only gets worse the heavier armor your loadout is until you suffer from CriticalEncumbranceFailure at 10kg over the expense limit. In all games, a can of energy drink can immediately fill up a large part of the depleted endurance meter, and there are stamina-enhancing artifacts that, if stacked, can make the meter infinite, though they're only really practical in ''Shadow of Chernobyl'', where they're not being able radioactive; in the latter two games, you can't really use them if you don't also have a powerful radiation-clearing artifact like the Wrenched or Bubble.
* The team-based, online FPS ''Tremulous'' has a sprint meter for humans, but not for aliens. This is
to run as long.capitalize on the aliens' amazing mobility vs. the humans' lack thereof. Jumping also takes 'stamina'.



* Running in ''VideoGame/RuneScape'' goes on a sprint meter, which refills faster as you level up in Agility. Your character can also recover "run energy" by resting, listening to music (by bards), drinking potions, or getting help from a SUMMONED BIRD.



* ''VideoGame/{{Vindictus}}'' has the stamina meter goes down when you sprint, pick up heavy stuff, use magic as Evie, block attacks as Fiona, or use smash attacks.
* ''VideoGame/StarTrekOnline'' features a sprint meter in ground missions but only when you're actually in combat. Out of combat, it never appears, allowing you to sprint to your liking.



* Running in ''VideoGame/RuneScape'' goes on a sprint meter, which refills faster as you level up in Agility. Your character can also recover "run energy" by resting, listening to music (by bards), drinking potions, or getting help from a SUMMONED BIRD.
* ''VideoGame/StarTrekOnline'' features a sprint meter in ground missions but only when you're actually in combat. Out of combat, it never appears, allowing you to sprint to your liking.
* ''VideoGame/{{Vindictus}}'' has the stamina meter goes down when you sprint, pick up heavy stuff, use magic as Evie, block attacks as Fiona, or use smash attacks.



* The boat's boost meter in ''VideoGame/{{Submerged}}''. The amount of time you can boost can be increased by collecting boat upgrades.



* The boat's boost meter in ''VideoGame/{{Submerged}}''. The amount of time you can boost can be increased by collecting boat upgrades.



* ''VideoGame/AceOnline'' has a boost bar that allows players to [[OverDrive temporarily fly faster]].



* ''VideoGame/AceOnline'' has a boost bar that allows players to [[OverDrive temporarily fly faster]].
* ''VideoGame/WolfDOS'' has an Endurance meter which is used for running at top speed for a certain distance; it's represented by what looks like a green liver, and refills any time you're not running (it refills faster if you sit down). However, you can trot for days at a time with absolutely no need to rest [[WizardNeedsFoodBadly except for stopping to eat or drink]]; sleep is one thing you can do without.



* ''VideoGame/WolfDOS'' has an Endurance meter which is used for running at top speed for a certain distance; it's represented by what looks like a green liver, and refills any time you're not running (it refills faster if you sit down). However, you can trot for days at a time with absolutely no need to rest [[WizardNeedsFoodBadly except for stopping to eat or drink]]; sleep is one thing you can do without.



* ''VideoGame/NBAJam'' has the "turbo" button that makes the character run faster, pass faster, and jump higher for a short time.



* ''VideoGame/NBAJam'' has the "turbo" button that makes the character run faster, pass faster, and jump higher for a short time.



* This is played with in ''VideoGame/NeverendingNightmares''; you can run for a limited time, but calling it a "sprint" is being generous. You can only run a short distance, during which you move progressively slower and slower before stopping to have a mini asthma attack. Since there's no HUD elements, there's no actual meter; instead, you have to listen to Thomas' rattling breaths to let you know how far you've run the meter down.



* The protagonists of the ''Franchise/SilentHill'' games all have a hidden stamina stat that, after some time of running, eventually forces them to jog at a slower pace; Harry in the first game will become winded and start panting when he stops, but he can run more or less indefinitely. It is only really problematic in ''VideoGame/SilentHillOrigins'', as the protagonist, Travis, has the misfortune of being a smoker AND having a sedentary job of a truck driver, and so when he's tired he is ''very'' slow; fortunately ''0rigins'' features Energy Drinks that instantly restore the sprint meter when used.stal



* This is played with in ''VideoGame/NeverendingNightmares''; you can run for a limited time, but calling it a "sprint" is being generous. You can only run a short distance, during which you move progressively slower and slower before stopping to have a mini asthma attack. Since there's no HUD elements, there's no actual meter; instead, you have to listen to Thomas' rattling breaths to let you know how far you've run the meter down.

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* This is played with The protagonists of the ''Franchise/SilentHill'' games all have a hidden stamina stat that, after some time of running, eventually forces them to jog at a slower pace; Harry in ''VideoGame/NeverendingNightmares''; you the first game will become winded and start panting when he stops, but he can run for a limited time, but calling it a "sprint" more or less indefinitely. It is only really problematic in ''VideoGame/SilentHillOrigins'', as the protagonist, Travis, has the misfortune of being generous. You can only run a short distance, during which you move progressively slower smoker AND having a sedentary job of a truck driver, and slower before stopping to have a mini asthma attack. Since there's no HUD elements, there's no actual meter; instead, you have to listen to Thomas' rattling breaths to let you know how far you've run so when he's tired he is ''very'' slow; fortunately ''0rigins'' features Energy Drinks that instantly restore the sprint meter down.when used.stal



* In ''VideoGame/S4League'', you have a SP gauge which allows you to perform tricks like sprinting, dodging, wall jumping, and using skills. Because such usage of the skills makes it hard for any player to be hit, when carrying the ball, your SP is depleted so that it would be easier for the opposing team to kill you.



* In ''VideoGame/S4League'', you have a SP gauge which allows you to perform tricks like sprinting, dodging, wall jumping, and using skills. Because such usage of the skills makes it hard for any player to be hit, when carrying the ball, your SP is depleted so that it would be easier for the opposing team to kill you.



* The ''{{VideoGame/Decision}}'' series has a sprint meter that becomes infinite once the sprinting and health upgrades are maxed out.

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* The ''{{VideoGame/Decision}}'' ''VideoGame/{{Decision}}'' series has a sprint meter that becomes infinite once the sprinting and health upgrades are maxed out.



* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' had separate meters for HitPoints and Fatigue. The latter would run down when running, fighting, heavily encumbered or casting spells, [[JustifiedTrope justifying]] the RobeAndWizardHat since robes were among the lightest non-technological apparel in the game.



* ''VideoGame/EvilIslands: Curse of the Lost Soul'' combined the Sprint Meter with the ManaMeter: it was depleted by either spellcasting or running, and it only replenished when the character was motionless.
* ''VideoGame/ArcanumOfSteamworksAndMagickObscura'' had separate meters for HitPoints and Fatigue. The latter would run down when running, fighting, heavily encumbered or casting spells, [[JustifiedTrope justifying]] the RobeAndWizardHat since robes were among the lightest non-technological apparel in the game.



* ''VideoGame/EvilIslands: Curse of the Lost Soul'' combined the Sprint Meter with the ManaMeter: it was depleted by either spellcasting or running, and it only replenished when the character was motionless.



* ''VideoGame/DragonQuestBuilders2'' has a stamina meter that is shared between both swimming and running (the latter being to compensate for the fact that islands are much larger than they were in the previous game). The meter automatically upgrades at several level checkpoints.



* There's a Stamina meter in the ''VideoGame/SaintsRow'' games, and in ''VideoGame/SaintsRowIV'' also allows you to glide in the simulation. Upgrades increase the size and eventually give you unlimited meter.



* ''VideoGame/DragonQuestBuilders2'' has a stamina meter that is shared between both swimming and running (the latter being to compensate for the fact that islands are much larger than they were in the previous game). The meter automatically upgrades at several level checkpoints.

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* ''VideoGame/DragonQuestBuilders2'' has There's a stamina Stamina meter that is shared between both swimming and running (the latter being to compensate for the fact that islands are much larger than they were in the previous game). The meter automatically upgrades at several level checkpoints. ''VideoGame/SaintsRow'' games, and in ''VideoGame/SaintsRowIV'' also allows you to glide in the simulation. Upgrades increase the size and eventually give you unlimited meter.
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* ''VideoGame/{{Wolf}}'' has an Endurance meter which is used for running at top speed for a certain distance; it's represented by what looks like a green liver, and refills any time you're not running (it refills faster if you sit down). However, you can trot for days at a time with absolutely no need to rest [[WizardNeedsFoodBadly except for stopping to eat or drink]]; sleep is one thing you can do without.

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* ''VideoGame/{{Wolf}}'' ''VideoGame/WolfDOS'' has an Endurance meter which is used for running at top speed for a certain distance; it's represented by what looks like a green liver, and refills any time you're not running (it refills faster if you sit down). However, you can trot for days at a time with absolutely no need to rest [[WizardNeedsFoodBadly except for stopping to eat or drink]]; sleep is one thing you can do without.
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* ''VideoGame/GenshinImpact'' has a stamina bar that’s shared between running, swimming, climbing, gliding and using your charged attacks, with different consequences if you run out − if you’re running, you will simply slow down to a normal jog and be unable to dodge for a few seconds (not the best situation if you’re fighting enemies); if you’re swimming, you will drown and be teleported back to the coast you started from; if you’re gliding high in the air, you will fall to your death and the character will be out of commission until they’re revived. The only way to increase your max stamina is to collect items called "oculi" scattered around the map and offer them to special statues, which encourages players to explore every nook and cranny of Teyvat.

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* ''VideoGame/GenshinImpact'' has a stamina bar that’s shared between running, swimming, climbing, gliding and using your charged attacks, with different consequences if you run out − if you’re running, you will simply slow down to a normal jog and be unable to dodge for a few seconds (not the best situation if you’re fighting enemies); if you’re swimming, you will drown and be teleported back to the coast you started from; from with all your characters losing 10% of their max HP; if you’re climbing or gliding high in the air, you will fall to your death and be subject to FallDamage possibly disabling the character will be out of commission you were using at the time until they’re revived. The only way to increase your max stamina is to collect items called "oculi" scattered around the map and offer them to special statues, which encourages players to explore every nook and cranny of Teyvat. Also certain characters have passive abilities that decrease the stamina consumption of certain activities while they are in your party, and some foods also temporarily decrease stamina use while sprinting.
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* ''VideoGame/OutlastII'': [[PlayerCharacter Blake]] has a hidden stamina meter that drains when he runs or swims in water.
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* In the ''VideoGame/PaleoPines'' demo, both the player and their helpers have stamina. Whenever they perform certain actions, such as destroying objects, dashing, or plowing, they lose a set amount of stamina. It doesn't regenerate automatically.
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* ''VideoGame/MyDearSister'': A white sprint meter appears at the bottom of the screen whenever [[PlayerCharacter Alice]] starts running. It can drain pretty quickly, too.

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* ''VideoGame/HaloReach'' features a meter that gauges the energy of armor abilities, one of which is a sprint ability. Like most examples, it recharges with time. The game [[{{HandWave}} handwaves]] sprinting being an armor ability as it removes the RestrainingBolt on your PowerArmor, letting you achieve higher speed temporarily without damaging your armor or injuring yourself.
* ''VideoGame/CallOfDuty: United Offensive'' and then ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' onward add the ability for the player character to sprint for short durations, which is useful as your AI allies have always typically run faster than you can and rarely wait for you to catch up; there's only an actual meter present in ''United Offensive'', where it depletes far faster than in later games. The perks from multiplayer's Create-A-Class also have frequently included ones that allow you to sprint faster and/or longer than normal starting from ''[[VideoGame/CallOfDutyModernWarfare2 Modern Warfare 2]]''.

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* ''VideoGame/HaloReach'' features a meter that gauges the energy of armor abilities, one of which is a sprint ability. Like most examples, it recharges with time. The game [[{{HandWave}} handwaves]] {{handwave}}s sprinting being an armor ability as it removes the RestrainingBolt on your PowerArmor, PoweredArmor, letting you achieve higher speed temporarily without damaging your armor or injuring yourself.
* ''VideoGame/CallOfDuty: ''VideoGame/CallOfDuty'':
** ''VideoGame/CallOfDuty1:
United Offensive'' and then ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' onward add the ability for the player character to sprint for short durations, which is useful as your AI allies have always typically run faster than you can and rarely wait for you to catch up; there's only an actual meter present in ''United Offensive'', where it depletes far faster than in later games. The perks from multiplayer's Create-A-Class also have frequently included ones that allow you to sprint faster and/or longer than normal starting from ''[[VideoGame/CallOfDutyModernWarfare2 Modern Warfare 2]]''.2]]''.
** ''VideoGame/CallOfDutyModernWarfare2019'' and onward go for a different system: regular sprinting is now infinite, but there's also a slightly faster Tactical Sprint that lasts for a short time.

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* ''VideoGame/HalfLife2'' made the odd decision to have running, the flashlight, and oxygen be a single "Auxillary power" meter. Dashing causes your flashlight to run out, swimming with the flashlight on reduces your time underwater, etc. In ''Episode 2'', however, the flashlight energy is separated, to allow the player to run in a certain underground section when they are expected to have their flashlight on.

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* ''VideoGame/HalfLife2'' made the odd decision to have running, the flashlight, and ''and'' oxygen be a single "Auxillary power" meter. Dashing causes your flashlight to run out, swimming with the flashlight on reduces your time underwater, etc. In ''Episode 2'', however, the flashlight energy is separated, to allow the player to run in a certain underground section when they are expected to have their flashlight on.



*** The game also gives a convenient explanation on why the player character, who is by all accounts a badass, can't sprint for more than 50 meters. It's because you are dying of malaria, the amount of sprinting you can do decreases as your disease worsens. This is especially pronounced in comparison to the later sequels starting from ''VideoGame/FarCry3'', where you ''don't'' have a sprint meter and can run as long as you like.

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*** The game also gives a convenient explanation on why the player character, who is by all accounts a badass, can't sprint for more than 50 meters. It's because you are dying of malaria, the amount of sprinting you can do decreases as your disease worsens. This is especially pronounced in comparison to worsens.
** ''VideoGame/FarCry3'' onwards went
the later sequels starting from ''VideoGame/FarCry3'', where other way, giving you ''don't'' have a limited faster sprint meter and can run as long as you like.that then slows down to a slower but unlimited sprint. There's an unlockable skill that removes the limit on the faster sprint, too.



* ''VideoGame/CallOfDuty: United Offensive'' and then ''VideoGame/ModernWarfare'' onward add the ability for the player character to sprint for short durations, which is useful as your AI allies have always typically run faster than you can and rarely wait for you to catch up; there's only an actual meter present in ''United Offensive'', where it depletes far faster than in later games. The perks from multiplayer's Create-A-Class also have frequently included ones that allow you to sprint faster and/or longer than normal starting from ''Modern Warfare 2''.
* Introduced in the FanRemake of ''VideoGame/CommandAndConquerRenegade'' known as ''Renegade-X.'' The original did not have this mechanic--instead, it had a "toggled walk or run" system. As walking was functionally useless in both the campaign and multiplayer, it was replaced with the Sprint Meter in the remake. Both sprinting and jumping deplete the meter, which is most likely intended to reduce the prevalence of bunny-hopping.

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* ''VideoGame/CallOfDuty: United Offensive'' and then ''VideoGame/ModernWarfare'' ''VideoGame/{{Call of Duty 4|ModernWarfare}}'' onward add the ability for the player character to sprint for short durations, which is useful as your AI allies have always typically run faster than you can and rarely wait for you to catch up; there's only an actual meter present in ''United Offensive'', where it depletes far faster than in later games. The perks from multiplayer's Create-A-Class also have frequently included ones that allow you to sprint faster and/or longer than normal starting from ''Modern ''[[VideoGame/CallOfDutyModernWarfare2 Modern Warfare 2''.
2]]''.
* Introduced in the FanRemake of ''VideoGame/CommandAndConquerRenegade'' known as ''Renegade-X.'' The original did not have this mechanic--instead, it had a "toggled walk or run" system. As walking was functionally useless in both the campaign and multiplayer, it was replaced with the Sprint Meter sprinting in the remake. Both sprinting and jumping deplete the meter, which is most likely intended to reduce the prevalence of bunny-hopping.
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* ''VideoGame/TheObscuraExperiment'': A sprint meter appears in the center of the screen whenever [[PlayerCharacter Priya]] starts running. It starts replenishing when she stops running, and disappears once it's filled up.
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* ''VideoGame/GenshinImpact'' has a stamina bar that’s shared between running, swimming, climbing, gliding and using your charged attacks, with different consequences if you run out − if you’re running, you will simply slow down to a normal jog and be unable to dodge for a few seconds (not the best situation if you’re fighting enemies); if you’re swimming, you will drown and be teleported back to the coast you started from; if you’re gliding high in the air, you will fall to your death and the character will be out of commission until they’re revived. The only way to increase your max stamina is to collect items called "oculi" scattered around the map and offer them to special statues, which encourages players to explore every nook and cranny of Teyvat.
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* ''VideoGame/GarfieldsFunFest'': Garfield has an energy meter, which depletes even from walking, let alone jumping. It is only replenished by eating food.
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* ''VideoGame/HaloReach'' features a meter that gauges the energy of armor abilities, one of which is a sprint ability. Like most examples, it recharges with time.

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* ''VideoGame/HaloReach'' features a meter that gauges the energy of armor abilities, one of which is a sprint ability. Like most examples, it recharges with time. The game [[{{HandWave}} handwaves]] sprinting being an armor ability as it removes the RestrainingBolt on your PowerArmor, letting you achieve higher speed temporarily without damaging your armor or injuring yourself.
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* ''VideoGame/SCPSecretLaboratory'' added a sprint meter in the Scopophobia update, which limits how much human players can sprint. Said meter is quite generous - it fully regenerates in four seconds, and a full meter lasts for twenty.
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* One of the unlockable abilities in ''VideoGame/NoMoreHeroes'' is the "Technique of Bizarre", AKA the ability to run, stopping in exhaustion for a few seconds should you sprint the meter completely empty. The beam sword charge gauge pulls double-duty as the sprint meter, so you can't actually run while in battle. It's still a good way to get around the alleys in town that a bike has trouble maneuvering in, and it's practically a requirement to get a good score in some of the side-jobs. Sprinting makes Travis cannonball forward with enough velocity to outrun a car for about fifteen seconds. And he's winded for three. The sequel, ''VideoGame/NoMoreHeroes2DesperateStruggle'', doesn't have one (nor any of the other Lovikov skills), mostly because Travis doesn't need to sprint at any point (due to the city of Santa Destroy being turned into a glorified menu).

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* ''VideoGame/NoMoreHeroes'': One of the unlockable abilities in ''VideoGame/NoMoreHeroes'' the game is the "Technique of Bizarre", AKA the ability to run, stopping in exhaustion for a few seconds should you sprint the meter completely empty. The beam sword charge gauge pulls double-duty as the sprint meter, so you can't actually run while in battle. It's still a good way to get around the alleys in town that a bike has trouble maneuvering in, and it's practically a requirement to get a good score in some of the side-jobs. Sprinting makes Travis cannonball forward with enough velocity to outrun a car for about fifteen seconds. And he's winded for three. The sequel, ''VideoGame/NoMoreHeroes2DesperateStruggle'', ''VideoGame/NoMoreHeroes2DesperateStruggle'' doesn't have one (nor any of the other Lovikov skills), mostly because Travis doesn't need to sprint at any point (due to the city of Santa Destroy being turned into a glorified menu).menu). ''VideoGame/NoMoreHeroesIII'' still lacks a sprint meter and ''does'' bring back the playable overworld, but Travis runs a little faster to make up for the absence.
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* ''VideoGame/CarriesOrderUp'' lets Carrie [[EverythingsBetterWithSpinning spin]] in order to dodge customers. However, doing this too much causes her to turn red and work up a sweat. If you don't stop and let her return to normal, you'll lose a life.

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* ''VideoGame/CarriesOrderUp'' lets Carrie [[EverythingsBetterWithSpinning [[SpectacularSpinning spin]] in order to dodge customers. However, doing this too much causes her to turn red and work up a sweat. If you don't stop and let her return to normal, you'll lose a life.
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* ''VideoGame/BloodBreed'': A large blue meter labelled "Stamina" is located in the bottom left corner of the screen. It decreases for as long as the PlayerCharacter runs.

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Only now noticed there was a duplicate example.


* ''VideoGame/{{STALKER}}'': All three games have it, and it depletes when sprinting, jumping and even walking, sneaking or crawling (though at a slower pace). It's very generous, provided you don't get over your weight limit, which upon being trespassed, makes the meter drop so fast that even walking can tire you out quite fast, and it only gets worse the heavier your loadout is until you suffer from CriticalEncumbranceFailure at 10kg over the limit. There are stamina-enhancing artifacts that, if stacked, can make the meter infinite, though they're only really practical in ''Shadow of Chernobyl'', where they're not radioactive; in the latter two games, you can't really use them if you don't also have a powerful radiation-clearing artifact like the Wrenched or Bubble.

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* ''VideoGame/{{STALKER}}'': All three games have it, and it depletes when sprinting, jumping and even walking, sneaking or crawling (though at a slower pace). It's very generous, provided you don't get over your weight limit, which upon being trespassed, makes the meter drop so fast that even walking can tire you out quite fast, and it only gets worse the heavier your loadout is until you suffer from CriticalEncumbranceFailure at 10kg over the limit. There In all games, a can of energy drink can immediately fill up a large part of the depleted endurance meter, and there are stamina-enhancing artifacts that, if stacked, can make the meter infinite, though they're only really practical in ''Shadow of Chernobyl'', where they're not radioactive; in the latter two games, you can't really use them if you don't also have a powerful radiation-clearing artifact like the Wrenched or Bubble.



* The protagonists of the ''Franchise/SilentHill'' games have a hidden stamina statistic that would eventually force you to walk (Harry in the first game will become winded and start panting when he stops, but he can run more or less indefinitely). It is only really noticeable in ''VideoGame/SilentHillOrigins'', as the protagonist had the misfortune of being a smoker AND having a sedentary job of a truck driver. Suffice to say, it limits his running time A LOT.

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* The protagonists of the ''Franchise/SilentHill'' games all have a hidden stamina statistic that would stat that, after some time of running, eventually force you forces them to walk (Harry jog at a slower pace; Harry in the first game will become winded and start panting when he stops, but he can run more or less indefinitely). indefinitely. It is only really noticeable problematic in ''VideoGame/SilentHillOrigins'', as the protagonist had protagonist, Travis, has the misfortune of being a smoker AND having a sedentary job of a truck driver. Suffice to say, it limits his running time A LOT.driver, and so when he's tired he is ''very'' slow; fortunately ''0rigins'' features Energy Drinks that instantly restore the sprint meter when used.stal



* The endurance meter in ''VideoGame/{{STALKER}}'' works for sprinting and jumping, if exhausted you can do neither. It refills slowly when walking and much faster when standing still. However, if you are encumbered by exceeding the weight capacity for your inventory, it will refill even slower and even start running down just from walking if you don't shed some weight. Certain [[AmplifierArtifact items]] can reduce the rate at which it empties or (in the first game only) make it possible for you to sprint cross-country indefinitely provided you don't go over the weight limit and suffer CriticalEncumbranceFailure.
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Missing bullet point.


''VideoGame/{{Battlefield}}'' during the Refractor era. In ''Battlefield 2'' how long you could sprint was determined by your class, with some having heavier armor at the expense of not being able to run as long.

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* ''VideoGame/{{Battlefield}}'' during the Refractor era. In ''Battlefield 2'' how long you could sprint was determined by your class, with some having heavier armor at the expense of not being able to run as long.
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