History Main / SprintMeter

2nd Jun '16 6:56:29 AM REV6Pilot
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* ''VideoGame/FarCry'' has a Sprint Meter that also functions as a Jump Meter and OxygenMeter. If it depletes your character won't be able to sprint, jump, or [[SuperDrowningSkills hold his breath underwater]] until after it at least partially restores itself. Jogging also slows down the meter's regeneration speed.

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* ''VideoGame/FarCry'' has a Sprint Meter that also functions as a Jump Meter and OxygenMeter. If it depletes your character won't be able to sprint, jump, or [[SuperDrowningSkills hold his breath underwater]] until after it at least partially restores itself. Jogging also slows down the meter's regeneration speed. Interestingly enough, it's a blue bar instead of the usual colors.


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* ''VideoGame/{{Contagion}}'' has one, and it's one of the more annoying kinds. It 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. 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 have a powerful radiation-clearing artifact like the Wrenched or Bubble.
26th May '16 10:59:30 PM thatother1dude
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* In ''VideoGame/DemonsSouls'' and its SpiritualSuccessor ''VideoGame/DarkSouls'', the stamina meter goes down with ''everything'' your character does except magic and walking. 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.

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* 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 walking.''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.
22nd Mar '16 6:22:38 AM 20person
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* In ''VideoGame/{{Fallout 4}}'', sprinting utilizes the Action Points normally used in [[TurnBasedCombat VATS]].

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* In ''VideoGame/{{Fallout 4}}'', sprinting utilizes the Action Points normally used in [[TurnBasedCombat VATS]]. Action Points are also drained whenever you use your PoweredArmor's jetpack.
19th Mar '16 8:32:35 PM wolftickets1969
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* In ''VideoGame/{{Fallout 4}}'', sprinting utilizes the Action Points normally used in [[TurnBasedCombat VATS]].
29th Nov '15 1:18:31 AM TheGunheart
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[[folder:Action Game]]
* ''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.
[[/folder]]
19th Nov '15 2:07:27 PM WingWalker
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* In ''VideoGame/ColdFear'', the "Resistance" meter doubles as this, depleting when Tom runs. The Resistance meter running out during SmashingSurvival or PressXNotToDie is often a ''very'' bad thing, so running about when near hazards or monsters is a poor idea.

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* In ''VideoGame/ColdFear'', the "Resistance" meter doubles as this, depleting when Tom runs. The Resistance meter running out during SmashingSurvival or PressXNotToDie PressXToNotDie is often a ''very'' bad thing, so running about exhausting yourself when near hazards or monsters is a poor idea.can end poorly.
19th Nov '15 2:06:01 PM WingWalker
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* In ''VideoGame/ColdFear'', the "Resistance" meter doubles as this, depleting when Tom runs. The Resistance meter running out during SmashingSurvival or PressXNotToDie is often a ''very'' bad thing, so running about when near hazards or monsters is a poor idea.
4th Nov '15 12:21:09 PM HeraldAlberich
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** As a first for the series, ''VideoGame/TheLegendOfZeldaSkywardSword'' has 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 attacks (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.\\\

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** As a first for the series, ''VideoGame/TheLegendOfZeldaSkywardSword'' has 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 attacks {{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.\\\
4th Nov '15 12:09:18 PM erforce
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* ''Franchise/TombRaider'' has a sprint move (and meter) from the third game until ''[[VideoGame/TombRaiderLegend Legend]]''. Underworld brought back the sprint with no visual gauge (although you can still only do it a certain amount of time).

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* ''Franchise/TombRaider'' has ''Franchise/TombRaider''
** The series had
a sprint move (and meter) from the [[VideoGame/TombRaiderIII third game game]] until ''[[VideoGame/TombRaiderLegend Legend]]''. Underworld ''[[VideoGame/TombRaiderUnderworld Underworld]]'' brought back the sprint with no visual gauge (although you can still only do it a certain amount of time).
4th Nov '15 11:54:41 AM HeraldAlberich
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** 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 vegetables 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 {{Horse Rac|ing}}e in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' and ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]''. The recommended technique for maintaining a high speed is to keep one carrot on screen at all times.

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** 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 vegetables 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 {{Horse Rac|ing}}e {{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 one carrot on screen at all times.
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