Sprint

Sprinting is an Alternative Movement Option defined by continuous linear movement at a pace faster than the character’s default (the speed of their Walk). A character does not necessarily need to be running or sprinting in the animation of a Sprint, and Sprinting may be done in a vehicle or while flying or underwater. The primary purpose of a sprint is to move linearly over space more quickly than otherwise possible. Sprinting is an explicit part of the player character’s move set, and as such Advanced Movement Techniques for fast sustained movement are not generally considered Sprints.

It is common for Sprints to also be Resource-Dependent Movement Options consuming stamina. Sprints may also be balanced by a decrease in control, Loud Footsteps, restrictions on available moveset while sprinting, or decreased accuracy for Aiming-Based Attacks.

Examples

Hollow Knight: Silksong (2025) – Player character Hornet gains a dash that transitions into a Sprint, which increases her speed but limits her ability to change direction.

Super Mario Bros. (1985) – The player can increase the player character’s speed by holding B. This also increases speed underwater.

Deltarune (Upcoming) – An example of a sprint with no downside. The player can increase the player character’s speed by holding a key, and has access to a setting to automatically sprint.

Tony Hawk’s Pro Skater 3 (2001) – The player character moves faster when charging for an ollie (the game’s Jump). The downside to sprinting here stems from the controls – the player must have a Jump stored in order to move faster.

See Also

Context-Sensitive Movement Option – Often used to move quickly, but dependent on certain elements in the environment.

Burst Movement Option – Often transitions directly into a Sprint.

Long Jump – Jump that is often associated with a Sprint option.

Fastfall – Similar principle for downward movement.

Rushing Attack – Attack that often requires the player to Sprint.