[[quoteright:340:[[VideoGame/TheLegendOfZeldaSkywardSword http://static.tvtropes.org/pmwiki/pub/images/stamina_meter.jpg]]]]

A brother to the LifeMeter and ManaMeter, the '''Sprint 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.

A Sprint Meter can also be used to indicate the capacity for a swimming character to hold their breath (where it's called an OxygenMeter) or other quantities. The defining characteristic of the Sprint Meter is that it [[GradualRegeneration refills automatically over time]] when it's not in use. Since dashing while swimming is often impossible anyway, the sprint and oxygen meters can share real estate on the screen.

Where Life Meters tend to be red, and Mana Meters tend to be blue, the Sprint Meter will often be green or (less commonly) yellow to round out the color trio.

See also RunDontWalk; compare with NitroBoost.


[[folder:Action Adventure]]
* ''VideoGame/ShadowOfTheColossus'' has a variant that indicates your stamina: your ability to hold onto stuff without falling off, your ability to hold your breath underwater, etc. More often than not, this meter is more important than the LifeMeter.
* ''Franchise/TombRaider''
** The series had a sprint move (and meter) from the [[VideoGame/TombRaiderIII third game]] until ''[[VideoGame/TombRaiderLegend Legend]]''. ''[[VideoGame/TombRaiderUnderworld Underworld]]'' brought back the sprint with no visual gauge (although you can still only do it a certain amount of time).
** ''VideoGame/TombRaiderAngelOfDarkness'' features a stamina meter for climbing and shimmying, as well as the more standard OxygenMeter for swimming under water.
* 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.
** As a first for the series, ''VideoGame/TheLegendOfZeldaSkywardSword'' (pictured above) 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 attack}}s (but not regular attacks), carrying heavy items, [[ShiftingSandLand and keeping yourself afloat in sand]], making it very much a ScrappyMechanic due to it's sheer over-usage in the game. 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 [[GameBreaker broken]] by that potion.
** The meter returned in ''[[VideoGame/TheLegendOfZeldaBreathOfTheWild Breath of the Wild]]'', having been toned down considerably in [[AuthorsSavingThrow in response to complaints about Skyward Sword]]. 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.

[[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:Action RPG]]
* ''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/JadeEmpire'' has a variant. Instead of your character speeding up, [[BulletTime time slows down]], [[RuleOfFun enabling the player to run around pretending they're Keanu Reeves]].
* The ''VideoGame/WorldOfMana'' series (as well as ''VideoGame/SecretOfEvermore'') combined the sprint meter with the ChargeMeter -- you couldn't attack effectively immediately after running, and you couldn't even walk at full speed while charging for more powerful attacks.
* ''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.
** Bonus: 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, so...
* 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.

[[folder:Adventure Game]]
* The ''VideoGame/QuestForGlory'' hybrid RPG/Adventure games had stamina that would run out the more strenous activity your character would partake in without stopping to rest or drinking a stamina potion. Stamina also ran out faster if you ran instead of walking, and upon reaching zero the game would start taking from your health meter, and you would get messages saying things like "you're so tired everything you do hurts" and repeatedly warning you to get some rest before you died of exhaustion.
** In the first two games, running out of stamina in battle was [[CriticalExistenceFailure instantly fatal]]. The explanation was that, being exhausted, you would be unable to attack or defend effectively, or even run away, resulting in a quick death. From the third game on, fighting with zero stamina does, in fact, drain your health. In the third game in particular, it drains remarkably fast, meaning you can fight yourself to death.
** The fourth was a little more kind, simply preventing you from attacking if stamina was nearly gone. Of course, since the in-combat stamina regeneration is tied to the computer's CPU power, any modern system will completely regenerate the hero's stamina in seconds.

[[folder:Eastern RPG]]
* In ''VideoGame/BatenKaitos: Origins'' you have a bar that represents the power of your "wings of the heart" which allow you to dash around. If the bar runs out your wings disappear and the character has to stumble around until the bar refills.
* ''VideoGame/LunarDragonSong'' is an extremely odd example in which the Sprint Meter and the Life Meter are the same -- because running ''depletes your health''. Characters start panting at about 2/3 HP, and your party can no longer run if a member hits 1/3 HP.
* In ''VideoGame/BarkleyShutUpAndJamGaiden'', a sprint meter appears when Barkley is running, indicated with a sneaker image. It depletes quickly ''and'' recharges slow, forcing the player to walk aside from running.

[[folder:Fighting Game]]
* 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/MK Gold''.
** The mechanic once again makes an appearance in ''VideoGame/MortalKombatX''.
* In ''[[VideoGame/DefJamSeries Def Jam: Fight For New York]]'', the player's Momentum (which controls when you can use the character's "Blazin'" (super) move) also controls how long they can run. Apparently, you can only run for long periods with the consent of the crowd.
* ''VideoGame/MagicalBattleArena'' has a Sprint Meter that doubles as a ManaMeter for your normal ranged attack. When [[Franchise/LyricalNanoha Fate]] switches to her [[FragileSpeedster Sonic Form]], not only does her speed increase, but her Sprint Meter's rate of consumption while dashing drastically decreases as well.

[[folder:First Person Shooter]]
* ''VideoGame/EnemyTerritoryQuakeWars'' subverts this. You can sprint as long as you have an open path in front of you, but your character will pant loudly after a time, which will alert other players.
* ''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'.
* ''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.
** The [[InNameOnly "sequel"]], ''VideoGame/FarCry2'', has a sprint meter that functions much like the above. While it's not actually represented by the interface, you can tell you're about to tire out when the edges of the screen start to blur, resulting in the entire screen becoming blurry when you're completely exhausted.
*** 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.
* In ''VideoGame/{{Crysis}} 2'', 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.]]
* Present in ''[[VideoGame/FirstEncounterAssaultRecon FEAR 2]]'', although only really useful for the sliding kick. Running in this game is a good way to get shot up.
* ''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.
* ''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.
* ''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 also have a powerful radiation-clearing artifact like the Wrenched or Bubble.

[[folder:Hack and Slash]]
* 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.
** Let's put this in perspective: sprinting makes Travis cannonball forward with enough velocity to outrun a car for about fifteen seconds. And he's winded for three.
** [[VideoGame/NoMoreHeroes2DesperateStruggle The sequel]] doesn't have one, mostly because Travis doesn't need to sprint at any point (due to the city of Santa Destroy being turned into a glorified menu), but FridgeBrilliance kicks in when you realize he can't because he hasn't done anything for three years, and as such is somewhat out-of-shape.

[[folder:Massively Multiplayer Online Role-Playing Game]]
* Inverted with some character archetypes in ''VideoGame/CityOfHeroes'' who have inherent powers -- like Domination for Dominators -- that have corresponding bars on the interface to indicate their level of effectiveness. Most of the the time these bars run ''down'' if the player isn't doing something to keep it up (such as engaging in combat for Brutes).
** Sprint, itself, was a toggle power all characters had immediately upon starting, and drained the Endurance bar as any other. For the lower levels, draining the bar to nothing was fairly easy, meaning a player could neither flee quickly ''nor fight'' until it recharged. At higher levels with the right builds, players could easily have Sprint activated permanently, in addition to their other travel powers.
* 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/EVEOnline'' has a [[ManaMeter general-purpose capacitor gauge]] which effectively functions as a sprint meter when using an afterburner or a microwarpdrive. In addition, warping to a celestial object uses a chunk of the energy stored in the capacitor up front. If you don't have enough, the game drops your ship out of warp prematurely.
* ''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.
* The original ''Videogame/PlanetSide'' has health, armor, and stamina bars. Stamina is drained by jumping and using implants (such as the [[SprintShoes Surge sprint implant]] or the personal shield), and cannot be regenerated at the typical brisk jogging pace. If you completely drain your stamina, you're stuck moving at a slow crawl and panting loudly until it goes above a certain threshold. If you die and a medic revives you, your stamina will be completely drained.

[[folder:Platform Game]]
* In ''VideoGame/RoadRunnersDeathValleyRally'', the Road Runner has a Turbo Speed Meter, which is refilled by eating bird seed.
* The ''VideoGame/{{Turrican}}'' homage game ''Hurrican'' uses a regenerating meter to limit use of the energy wheel.

[[folder:Simulation Game]]
* ''VideoGame/{{Freelancer}}'' and the ''VideoGame/FreeSpace'' series of Space Sims have a meter showing how long you can use the afterburners on your ship. The meter refills over time. (''VideoGame/WingCommander'' had a similar meter for its afterburners, but they wouldn't recharge during a mission.)
* ''VideoGame/AceOnline'' has a boost bar that allows players to [[OverDrive temporarily fly faster]].
* ''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.
* In ''Videogame/MechWarrior'', the speed-boosting Myomer Accelerator Signal Circuitry is typically tied to some form of sprint meter. In ''Mechwarrior Living Legends'', MASC puts out a ''tremendous'' amount of heat on the HumongousMecha's reactor, but has no hard cap, meaning one can literally sprint their way into the grave as the mech [[OverHeating overheats]] around them. In ''Mechwarrior Online'', MASC has a direct sprint meter; albeit starting from 0% and going up. Above 75%, the mech's leg actuators start to jam up, causing continued leg SubsystemDamage.
* In ''Videogame/XRebirth'', the massive boosters on the Albion Skunk draw their power from the ship's regenerating DeflectorShields. Higher capacity shields and more powerful thrusters enable the ship to traverse longer distances before pausing to regenerate.

[[folder:Sports Game]]
* In ''[[VideoGame/BackyardSports Backyard Baseball]]'', you have a juice meter which measures your stamina.
* In both the NES and Wii ''VideoGame/PunchOut'' games, Little Mac's stamina is indicated by a heart gauge with a number. Blocking a punch the opponent throws or having one of your punches blocked takes away one heart, and getting hit takes away three. When the gauge hits 0, Little Mac becomes tired and can't throw any punches. He has to either dodge the opponent's punches or recover from a knockdown for the heart gauge to refill. There's nothing special that having stamina enables you to do, so it's more like one half of a Sprint Meter.
* ''VideoGame/NBAJam'' has the "turbo" button that makes the character run faster, pass faster, and jump higher for a short time.

[[folder:Survival Horror]]
* ''VideoGame/ProjectZomboid'': No meter is shown, but if you run too much, your character will be forced to walk, and your melee attacks will become weak.
* In ''[[VideoGame/EternalDarkness Eternal Darkness: Sanity's Requiem]]'', you don't have a visible meter. You have different characters, and the amount of time each can sprint is roughly proportional to the size of the person's health bar.
** It's really tied more to each character's condition. Bianchi and Max are both rather hefty and consequently can't sprint for long. Pious is strong enough, but he's in heavy armor and exhausted; he also can't run for long. Anthony is [[spoiler:immortal during his chapter]], but his curse cripples his sprinting progressively, regardless of his health meter. Characters like Karim or Michael, on the other hand, are strong ''and'' unencumbered, and thus able to run for a long time. Even Peter can (& has to) book it for quite a while, aided by his youth and weight.
* 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.
* ''VideoGame/TheEvilWithin'' also justifies your limited sprinting ability with the player character being a heavy smoker, but you can unlock upgrades to extend the sprint gauge.
* ''VideoGame/SCPContainmentBreach'' has not only one for running, but also one for blinking, since actively watching SCP-173 is the only way to prevent it attacking you.
* In ''VideoGame/DeadlyPremonition'', York has a general stamina gauge that monitors his heartbeat, which is also why it raises when he peeks into people's houses, though very slowly.
* In ''VideoGame/ColdFear'', the "Resistance" meter doubles as this, depleting when Tom runs. The Resistance meter running out during SmashingSurvival or PressXToNotDie is often a ''very'' bad thing, so exhausting yourself when near hazards or monsters can end poorly.
* In ''VideoGame/SilenceOfTheSleep'', Jacob can only run for short distances before having to rest up. Thus, it has to be saved for when you're fleeing from enemies.
* 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.

[[folder:Third Person Shooter]]
* ''VideoGame/StarWarsBattlefront II'' has an "energy" meter for both on foot and in vehicles. Sprinting/turbo gradually drain the bar, while other actions (rolling, jumping from a sprint, or performing a trick in a starfighter) take away a set amount of the bar, up to and including going into a negative value that requires a longer recharge period before you can do anything that requires energy. While on-foot you can recharge the meter faster by picking up yellow canisters that enemies sometimes drop alongside the more typical healing bacta canisters and ammo boxes, and one of the awards you can get in the game, Endurance (for making twelve points in one life) grants you a bonus that lets your meter recharge faster.
* 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.

[[folder:Turn Based Strategy]]
* The ''VideoGame/JaggedAlliance'' series feature an energy bar beside the life bar. Running for too long, carrying too heavy a load, or getting hit by stun grenades and tear gas would deplete it (in the latter two, almost all in one shot). If it ran out, your character would pass out until it refilled, though you could drink water to speed up the process. In ''Jagged Alliance 2'', the maximum energy would deplete over time, representing how tired your character was. You could only raise the maximum back up by sleeping.

[[folder:Web Games]]
* One of the rewards in ''VideoGame/{{Amorphous}}+'' allows you to sprint and outrun the nastier {{Blob Monster}}s. Unfortunately, that took up your sprint bar, which would only recharge if you stood still.
* The ''{{VideoGame/Decision}}'' series has a sprint meter that becomes infinite once the sprinting and health upgrades are maxed out.

[[folder:Western RPG]]
* In ''VideoGame/DiabloII'', completely depleting the sprint meter means having to wait for it to fill up completely before sprinting again. Potions exist to temporarily nullify it. Also, the game is kind enough to freeze the meter in the non-combat areas, allowing you to sprint all you like.
* ''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.
* ''Franchise/TheElderScrolls'' has a Fatigue meter in all games, which works somewhat differently between entries. Common between them, however, is that it drains when you sprint or use your weapons.
** ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' have a Fatigue meter that drains slowly but surely over time and can only be restored by resting, casting a spell, or drinking a potion. Sprinting makes it drain much faster. Running out of Fatigue makes your character fall unconscious for an hour. Also has a minor interface version of DamnYouMuscleMemory in that Fatigue is the ''red'' bar with the ''green bar'' indicating health, unlike the later games.
** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'' changes it so that the Fatigue meter functions partly as this. Running and jumping cause it to drain rapidly, though it will replenish over time if you stand still. If being struck by an unarmed attack or hit by a fatigue-draining spell causes it to reach zero, you will collapse for a couple of seconds. A low fatigue makes melee attacks more likely to miss and makes actions (spell casting, lock picking, persuasion, etc.) more likely to fail.
** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' is mostly the same as ''Morrowind''...except that there's no longer a sprint button in the first place. Instead, moving slows the Fatigue regeneration rate based on your Athletics mastery level. Higher mastery levels reduce and even outright remove the regeneration penalty once mastered.
** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'' brings back a Fatigue-draining sprint (which drains faster than ''Morrowind'' sprinting), and is otherwise similar to ''Oblivion''. The same meter also covers your ability to perform power attacks, and to zoom in while aiming a bow.
** ''[[VideoGame/TheElderScrollsOnline Online]]'' has a meter similar to ''Skyrim'''s, and is spent to sprint, [[UnnecessaryCombatRoll dodge]], block, interrupt casting, break free from crowd control effects and use most weapon-based abilities.
* 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. Before it, {{Game Mod}}s introduced this function to ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas''.

[[folder:Wide Open Sandbox]]
* In ''VideoGame/GrandTheftAuto'', your character does not have a visible sprint meter, but he will get winded if you force him to run for too long (there's a similar effect when riding pedal bikes). This distance gets longer as your Stamina [[RPGElements stat improves]], and can become unlimited by finishing the Paramedic side missions.
* 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.
* 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.
* Done somewhat differently in ''VideoGame/{{Minecraft}}''. Your Hunger Meter (which can be refilled by eating) is made of ten muttonchops. If the top one is not empty, you'll slowly heal. If three or less are full, there's no way to sprint. If it's empty, you start to starve to nothing (in Hard or [[HarderThanHard Hardcore]] difficulties only).
* An all-around stamina metre appears in ''VideoGame/PlanetExplorers'', limiting the player's ability to sprint, jump and utilise a sword. Mining and logging also drain the metre, but the player can keep doing these activities at a reduced pace.