->'''Dipper:''' Uh oh. I think I hear my uncle. Stay ''perfectly still.''\\
''[Rumble stands in place but moves up and down.]''\\
'''Dipper:''' I said "stay still."\\
'''Rumble [=McSkirmish=]:''' ''[[foldercontrol]]

[[folder: This is as STILL...as I can STAY! ]]
-->-- ''WesternAnimation/GravityFalls''

A HyperactiveSprite just can't keep still, even when it's not moving. At least, it would probably look like the character is "walking in place". This is unlike an IdleAnimation, which is the character intermittently performing animations when left idle for long periods, as a hyperactive sprite has no idle mode and never comes out of its movement animation.

One of the reasons is the designers' unwillingness to make separate "standing still" sprites for the characters, whether out of memory limitations or laziness.
%%Please place examples alphabetically.


[[folder: Action Adventure ]]

* Some characters in ''VideoGame/{{Action52}}'' games start constantly walking in place after shooting. Examples include main characters in Non-Human and French Baker.
* Several sprites in ''VideoGame/TheLegendOfZeldaLinksAwakening'' had this.
* People in the ''VideoGame/StarTropics'' world certainly couldn't keep still.
* In ''VideoGame/SuperMetroid'', the morph ball is perpetually spinning, even in place.


[[folder: Fighting Games ]]

* A lot of fighting games, especially in the 16 bit era. While most characters just bounce a little due to represent them in a fighting stance, there are typically some characters, (or entire games) where the movement is so stylized that it counts as this.


[[folder: First Person Shooter ]]

* In ''VideoGame/{{Doom}}'', enemies walk in place when not doing anything.
* Notably, ''VideoGame/{{Marathon}}'' was one of the first games to avert this, giving an idle sprite to most enemies and even the player when standing still.
* ''VideoGame/{{Wolfenstein 3D}}'' and ''VideoGame/BlakeStone'' first averted this (despite both preceding ''Doom''), although you'll only see it when sneaking up on enemies, since once they spot you they never stop running around to find you.


[[folder: Massive Multiplayer Online Role Playing Games ]]

* ''None'' of the enemies in ''VideoGame/RagnarokOnline'' know how to stand still unless they're physically frozen. Animations range from tame to ridiculous and beyond.


[[folder: Platform Games ]]

* For Master Higgins in the ''VideoGame/AdventureIsland'' series, his standing still animation really ''was'' running in place, and was a different animation than his movement frames.
* In the SNES version of ''VideoGame/DonkeyKongCountry3DixieKongsDoubleTrouble'', the inactive Kong would always do this. Unfortunately this also caused a glitch where pressing Select would do nothing unless you were moving.
* ''Jerry Boy'': The blobby protagonist will not stop pulsating. This is even more obvious on the world clear screens in ''VideoGame/JellyBoy2'', where the background fades to black but the pulsating sprites remain.
* Metal Man, Quick Man, and Crash Man in ''VideoGame/MegaMan2''. Metal Man most prominently due to the boss refight stages. In his own stage, Metal Man looks like he's running in place on the conveyor belt that is used for the floor of the arena, when in reality he's just running in place, unaffected by the conveyor belt. There's no conveyor belt the second time you fight him. This is justified in Quick Man's case, as he has to keep moving. Standing still hurts him, which is why he is the only character in the game hurt by the Time Stopper.
* Some ''VideoGame/SuperMarioBros'' games, notably ''VideoGame/SuperMarioBros3'' and ''VideoGame/SuperMarioWorld'', have this on the map screen. Mario appears to walk in place. He stays perfectly still when not doing anything in-game, however. Not even an IdleAnimation. The "walking in place" animation is referenced in ''VideoGame/SuperMario3DLand'', where Mario is seen frantically running in place right before accessing the very first level out of panic over Peach being kidnapped (though he stands still after that).


[[folder: Real Time Strategy ]]

* Your critters in all three ''VideoGame/{{Patapon}}'' games. Also applies for the enemy tribes. The only ones who avert this are the Uberheroes/Dark Heroes.


[[folder: Role Playing Games ]]

* The player characters and [=NPCs=] in ''VideoGame/BreathOfDeathVII'' walk even when standing still.
* Some [=NPCs=] in ''VideoGame/ChronoTrigger''.
* A couple of ''Franchise/{{Digimon}}'' games for the DS do this. The Digimon do walk in place when not moving. The only time they stand still is in cutscenes.
* ''VideoGame/DragonQuest'' had sprites that were never still (except when paralysed or dead) until the eighth game, when it went full 3D.
* The UsefulNotes/PlayStation2 [[VideoGameRemake remake]] of ''VideoGame/DragonQuestV'' still kept the series' traditional "move in place" animation, despite the fact that it's completely in 3D. It looks bizarre, to say the least.
* In a subtle way, every NPC from ''VideoGame/EarthBound'' appears to walk in place (that is, they alternate between two sprites).
* All the ''Franchise/FinalFantasy'' games up to ''[[VideoGame/FinalFantasyVI VI]]'' do this:
** Particularly noticeable in ''VideoGame/FinalFantasyV'' when, walking through the town of Mirage in the Cleft of Dimension, time stands still for everyone but the party and the sprites of the merchants there are motionless, where before they had been perpetually walking in place.
** From the beginning, though, this has only affected [=NPCs=]. Your party always stands still when left idle.
** ''VideoGame/FinalFantasyTactics'' and ''VideoGame/FinalFantasyTacticsAdvance'' do this on battle scenes and the overworld. If a unit is ''not'' constantly walking in place, it's almost certainly charging a spell/special ability, about to die or carrying one of several StandardStatusAilments.
* In ''VideoGame/HolyUmbrella'', almost any character in ThreeQuartersView will walk in place unless it's an NPC you're currently talking to. Even [[TakenForGranite petrified]] [=NPCs=] can often be seen going through their normal walking motions (with a gray PaletteSwap).
* The majority of the games in the ''Franchise/{{Lunar}}'' series have the party characters in continuous motion, though more recent installments avert this.
* Player characters, heroes, and enemies in ''Videogame/MarvelAvengersAlliance'' move slightly on the battle screen, as if breathing hard or keeping loose in anticipation. An early glitch (now fixed) could cause the sprites to end up 'stuck' in a permanent attack animation.
* The heroes in the original ''VideoGame/{{Persona}}'' constantly shift through a series of poses just fast enough to be considered animated. This can be written off as them being fidgety teenagers, but since no one else does it, it's pretty noticeable.
* The original ''[[VideoGame/MakaiToshiSaGa Final Fantasy Legend]]'' game has your characters always walking in place.
* ''VideoGame/PhantasyStarOnline'' used this for player characters and nearly all the [=NPCs=]. The characters would rhythmically raise and lower their arms when standing still. Particularly noticeable when talking to shopkeepers.
** Averted for most of the enemies, although Hildebears and their variants are a notable exception. Once a player left a room, most enemies would return to their spawn points and stand still; Hildebears, on the other hand, would continue to wander menacingly around the room, waiting for something to fight, and were completely incapable of standing still.
* ''Franchise/{{Pokemon}}'':
** In ''[[Videogame/PokemonGoldAndSilver Pokémon HeartGold and SoulSilver]]'', your partner Pokémon never wants to keep still.
** Even more so in ''Videogame/PokemonBlackAndWhite'', where all Pokémon are always animated in battle.
** Everyone in the ''VideoGame/PokemonTradingCardGame'' GameBoy game walks in place in time to the music. The exception is the player character, but you can make even him do it if you turn to face a wall and leave him facing it.
* The ''VideoGame/ShiningForce'' series uses this because [[DepthPerplexion staying still is used to symbolize lying down]].
* ''VideoGame/SuperMarioRPG'' has this for enemies, though not [=NPCs=] or playable characters. At a point you fight a boss that can make clones of your character. However enemy sprites are usually hyperactive, thus the clones of your characters are as well, even though the originals are about as stiff as a statue.
* Everyone but you is like this is ''VideoGame/SwordOfVermilion''. They all seem to walk in place while you stand completely still.
* Lampshaded with a ''VideoGame/TacticsOgre: Let Us Cling Together'' flash advertisement, which allowed you to "Buy the game", "Learn more", or "Keep walking in place". Mousing over the latter makes a character remark, "My feet hurt."
* ''VideoGame/UltimaIV'' for the NES follows this convention. Even Lord British can't stop movin'.
* ''VideoGame/{{Undertale}}:'' Almost every battle sprite is animated. [[note]]The two exceptions are Toriel, who has animated facial expressions but a still sprite; and Papyrus, though his sprite is animated during the "date" with him.[[/note]] The two most notable examples are [[http://undertale.wikia.com/wiki/File:Temmie.gif Temmie]], who constantly vibrates in place; and [[spoiler:[[http://vignette1.wikia.nocookie.net/gfaqssb/images/5/58/Mettaton.gif Mettaton EX]]]], who dances and goes through about ''five poses a second''.
* The iconic, turban-clad shopkeepers of most ''VideoGame/WorldOfMana'' games don't just walk in place - they ''dance!''


[[folder: Roguelike ]]

* ''VideoGame/CryptOfTheNecrodancer'': Not only is everyone hyperactive, they do it in rhythm.
* ''VideoGame/DungeonsOfDredmor'': Everybody is constantly fidgeting even when you're not taking a turn.
* ''VideoGame/PokemonMysteryDungeon'' and sequels.


[[folder: Sports Games ]]

* The ''VideoGame/MarioTennis'' and ''VideoGame/MarioGolf'' games for the Game Boy Color.


[[folder: Survival Horror ]]

* ''VideoGame/NanashiNoGame'': True to its 8-bit-inspired origins, the game-within-a-game features characters who walk in place endlessly. And then there are characters (like [[spoiler: Asahi]] in the original and [[spoiler: Red Akane]] in the sequel) who ''vibrate'' in place.


[[folder: Turn Based Strategy ]]

* ''Franchise/{{Disgaea}}'': Most characters manage to stand fairly still when idle, but the Succubus and Nekomata characters... [[GagBoobs well]], [[{{Gainaxing}} don't]].
** A more traditional example is seen with recurring BonusBoss Pringer X, who walks in place. Asagi also does it in ''VideoGame/{{Disgaea 2|CursedMemories}}'', her sprite and animations being ripped directly from her first appearance in ''VideoGame/MakaiKingdom'', where everybody did it.
** Also of note is a bat-demon NPC in ''Disgaea 2'' who comments that he's exhausted and just wants to land already, but can't because they didn't make him any non-flying sprites.
* Units do this in ''Franchise/FireEmblem'' games. They'll change their animation if you put your cursor over them.

!! Non Video Game Examples

[[folder: Live Action TV ]]

* The king/queen/prince in ''Series/RetroGameMaster'' are done in this fashion, to invoke an old ''VideoGame/DragonQuest'' style.


[[folder: Webcomics ]]

* ''Webcomic/{{Precocious}}'' [[http://www.precociouscomic.com/archive/comic/2015/02/06 describes it]] as "a fighting game bouncy stance".


[[folder: Western Animation ]]

* Mocked in ''WesternAnimation/GravityFalls''; when 16-bit fighting game character Rumble [=McSkirmish=] is brought to life in "Fight Fighters", he is physically incapable of standing still.
-->'''Dipper:''' I ''said'' stay still!
-->'''Rumble [=McSkirmish=]:''' This is as still as I can stay!