Sprint Meter: Difference between revisions

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* In ''[[Def Jam Series|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.
* In ''[[Grand Theft Auto]]'', your character does not have a visible sprint meter, but he will get winded if you force him to run for too long. This distance eventually gets longer as the game goes on, and can become unlimited by finishing the Paramedic side missions (which require you be in an ambulance).
* In ''[[Eternal Darkness|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.
* Inverted with some character archetypes in the MMORPG ''[[City of Heroes]]'' 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).
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** ''[[The Elder Scrolls IV: 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.
** ''[[The Elder Scrolls V: Skyrim]]'' brings back a Fatigue-draining sprint (which drains faster than ''Morrowind'' sprinting), and is otherwise similar to ''Oblivion''.
* ''[[EveEVE Online]]'' has a [[Mana Meter|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.
* The ''[[Quest for Glory]]'' 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 [[Critical Existence Failure|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.