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** ''VideoGame/PokemonBlackAndWhite'' have different Fight Wooshes for the different legendaries: Reshiram and Zekrom just have the screen pause and fade to black, Kyurem has some energy balls swirl into the center, the Raijin trio has a beam shoot across the screen and an energy swirl expands from the center, and the Musketeer trio have a sword that slashes across the screen a few times before it "shatters" and falls away to reveal the battle screen a la ''VideoGame/FinalFantasyX''.

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** ''VideoGame/PokemonBlackAndWhite'' have different Fight Wooshes for the different legendaries: Reshiram and Zekrom just have the screen pause and fade to black, Kyurem has some energy balls swirl into the center, the Raijin trio has a beam shoot across the screen and an energy swirl expands from the center, and the Musketeer trio have a sword that slashes across the screen a few times before it "shatters" and falls away to reveal the battle screen a la ''VideoGame/FinalFantasyX''.''VideoGame/FinalFantasyX'', with that particular FightWoosh being the current page image.
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* ''WebAnimation/DeathBattle'' has ''[[Franchise/TheLegendOfZelda Link]] vs. [[VideoGame/FinalFantasyVII Cloud]] (2021)'' start with one of these in the style of ''VideoGame/FinalFantasyVII''.
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[[quoteright:268:[[VideoGame/PokemonBlackAndWhite https://static.tvtropes.org/pmwiki/pub/images/cobalion_3.png]]]]

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[[quoteright:268:[[VideoGame/PokemonBlackAndWhite [[quoteright:268:[[VideoGame/PokemonBlack2AndWhite2 https://static.tvtropes.org/pmwiki/pub/images/cobalion_3.png]]]]
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* In ''VideoGame/HarryPotter and the Chamber of Secrets'', every time you touch a [[ItMakesSenseInContext big blue cloud of smoke]], the screen would vanish, the music would change to the predetermined area for fighting, and the image would reappear with Harry (and, depending on the time, Ron and/or Hermione) in front of an enemy. Played with, as the setting was a lot like the place where you were before entering the fight.

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* In ''VideoGame/HarryPotter and the Chamber of Secrets'', ''VideoGame/HarryPotterAndTheChamberOfSecrets'', every time you touch a [[ItMakesSenseInContext big blue cloud of smoke]], the screen would vanish, the music would change to the predetermined area for fighting, and the image would reappear with Harry (and, depending on the time, Ron and/or Hermione) in front of an enemy. Played with, as the setting was a lot like the place where you were before entering the fight.
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[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/cobalion_3.png]]

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[[quoteright:268:https://static.[[quoteright:268:[[VideoGame/PokemonBlackAndWhite https://static.tvtropes.org/pmwiki/pub/images/cobalion_3.png]]png]]]]
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[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/cobalion_2.png]]

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[[quoteright:300:https://static.[[quoteright:268:https://static.tvtropes.org/pmwiki/pub/images/cobalion_2.org/pmwiki/pub/images/cobalion_3.png]]
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%% See the Image Pickin' thread for alternative page-image ideas.
[[quoteright:300:[[VideoGame/FinalFantasyX https://static.tvtropes.org/pmwiki/pub/images/ffx_random_encounter_7451.jpg]]]]
[[caption-width-right:300:[[WeInterruptThisProgram We interrupt this adventure]] to bring you this important RandomEncounter!]]

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%% See the Image selected per Image Pickin' thread for alternative page-image ideas.
[[quoteright:300:[[VideoGame/FinalFantasyX https://static.
thread: https://tvtropes.org/pmwiki/posts.php?discussion=1616226175079355000
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[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/ffx_random_encounter_7451.jpg]]]]
[[caption-width-right:300:[[WeInterruptThisProgram We interrupt this adventure]] to bring you this important RandomEncounter!]]
org/pmwiki/pub/images/cobalion_2.png]]
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*** ''[[VideoGame/FinalFantasyV V]]'' contained a village hidden in a forest which faked out the player by triggering a fight whoosh when you stepped on the tile to enter it, making you think you'd hit a random encounter at first. Sadly, the remakes changed the fight whooshes for random encounters but forgot to update the one for the village, so the fakeout became pretty obvious.
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* ''VideoGame/{{Okami}}'' has demon scrolls and gates that, when touched, send Amaterasu to the demonic plane, surrounded by a barrier of kanji and swirling colors. The game does let you escape by finding a weak spot and attacking it, although doing so causes you to take more damage in subsequent battles.



* ''VideoGame/{{Okami}}'' has demon scrolls and gates that, when touched, send Amaterasu to the demonic plane, surrounded by a barrier of kanji and swirling colors. The game does let you escape by finding a weak spot and attacking it, although doing so causes you to take more damage in subsequent battles.


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* Almost every enemy encounter in ''VideoGame/YakuzaLikeADragon'' has after-images of the screen spin around briefly before displaying what group they belong to and having them suddenly don more outrageous-looking clothes. In-universe, most of this is said to be just Kasuga's imagination, due to him being a big classic RPG fan.
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I got my foreign phrases mixed up.


** Battles against other Trainers use different transitions with Poké Balls added, and members of the villainous team ''de jure'' have a unique woosh showing their insignia.

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** Battles against other Trainers use different transitions with Poké Balls added, and starting in Generation III, members of the villainous team ''de jure'' ''du jour'' have a unique woosh showing their insignia.



** ''VideoGame/PokemonSwordAndShield'' have a blur burst when encountering a Pokemon. If it's a random encounter in the grass, the burst is accompanied by a multicolored "!" as well.

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** ''VideoGame/PokemonSwordAndShield'' have a blur burst when encountering a Pokemon.Pokémon. If it's a random encounter in the grass, the burst is accompanied by a multicolored "!" as well.
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** ''VideoGame/PokemonSwordandShield'' have fight a blur burst when encountering a Pokemon. If it's a random encounter in the grass, the burst is accompanied by a multicolored "!" as well.

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** ''VideoGame/PokemonSwordandShield'' ''VideoGame/PokemonSwordAndShield'' have fight a blur burst when encountering a Pokemon. If it's a random encounter in the grass, the burst is accompanied by a multicolored "!" as well.
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** ''VideoGame/PokemonSwordandShield'' have fight a blur burst when encountering a Pokemon. If it's a random encounter in the grass, the burst is accompanied by a multicolored "!" as well.
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* All the ''VideoGame/{{Persona}}'' games, as well as most other ''Franchise/ShinMegamiTensei'' games. ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' employ an "advantage" system similar to ''Earthbound'' mentioned above, where if you attack the enemy's model on the dungeon map from behind you get a blue flash (after the fight woosh) with the words "Player Advantage" and a bonus round, while if the enemy gets you from behind there's a red flash and "Enemy Advantage." There's no flash after the transition in the case of neither side having an advantage.

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* All the ''VideoGame/{{Persona}}'' ''Franchise/{{Persona}}'' games, as well as most other ''Franchise/ShinMegamiTensei'' games. ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' employ an "advantage" system similar to ''Earthbound'' mentioned above, where if you attack the enemy's model on the dungeon map from behind you get a blue flash (after the fight woosh) with the words "Player Advantage" and a bonus round, while if the enemy gets you from behind there's a red flash and "Enemy Advantage." There's no flash after the transition in the case of neither side having an advantage.
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** {{Random Encounter}}s use various transitions depending on the area (a wavy or watery effect while surfing, for example). These are coupled with different BattleThemeMusic for each type too.

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** {{Random Encounter}}s RandomEncounters use various transitions depending on the area (a wavy or watery effect while surfing, for example). These are coupled with different BattleThemeMusic for each type too.
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* ''VideoGame/{{Valis}} II''(UsefulNotes/PCEngine CD version): "Warning! A strong warrior, [boss name] is coming here!", accompanied by a klaxon.

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* ''VideoGame/{{Valis}} II''(UsefulNotes/PCEngine II'' (UsefulNotes/PCEngine CD version): "Warning! A strong warrior, [boss name] is coming here!", accompanied by a klaxon.
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[[folder: Tower Defence]]

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[[folder: Tower [[folder:Tower Defence]]
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* Being that it was a parody of all things Fantasy, including ''TabletopGame/DungeonsAndDragons'', ''Discworld/TheColourOfMagic'' includes a random encounter, where a troll is whisked from its mountain home to the middle of a plain to attack the heroes, much to their -- and its -- confusion. The way it's described, it almost perfectly matches most of the effects described above, despite predating nearly all of them.

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* Being that it was a parody of all things Fantasy, including ''TabletopGame/DungeonsAndDragons'', ''Discworld/TheColourOfMagic'' ''Literature/TheColourOfMagic'' includes a random encounter, where a troll is whisked from its mountain home to the middle of a plain to attack the heroes, much to their -- and its -- confusion. The way it's described, it almost perfectly matches most of the effects described above, despite predating nearly all of them.
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* [[JustifiedTrope Justified]] in ''VideoGame/TheWorldEndsWithYou'', as [[spoiler:the battles actually take place in an alternate dimension. [[MindScrew Or something like that.]]]]

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* [[JustifiedTrope Justified]] in In ''VideoGame/TheWorldEndsWithYou'', as [[spoiler:the after you tap Noise symbols to initiate a battle, your {{Player Character}}s' sprites will warp away (up for Neku and down for his partner in the DS version, or both vanishing in a swirl for the single-screen remakes). The Secret Reports reveal that this, of all tropes, is ''{{justified|Trope}}'' -- battles actually take place in an alternate dimension. [[MindScrew Or something like that.]]]]plane of existence, dubbed the "Noise dimension".



* Inverted in ''Franchise/KingdomHearts''. Like ''VideoGame/ChronoTrigger'', almost every fight takes place in the same area where you first ran into the enemy. There is, however, a fight woosh at the ''end'' of most event battles, especially boss fights, often followed by a cutscene.

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* Inverted in ''Franchise/KingdomHearts''. Like ''VideoGame/ChronoTrigger'', almost Almost every fight takes place in the same area where you first ran into the enemy. There is, however, a fight woosh at the ''end'' of most event battles, especially boss fights, often followed by a cutscene.
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* A variant occurs in the Turn-Based-Real-Time-Strategy hybrid ''VideoGame/TotalWar'' series (From ''VideoGame/RomeTotalWar'' onward). When two (or more) enemy armies engage on the Turn-Based campaign map, a top-down FightWoosh zooms down to the block where the fighting takes place; after the loading screen, an exact replica of the block, but with much more details and massively upsized, will be used for the Real-Time battle.

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* A variant occurs in the Turn-Based-Real-Time-Strategy hybrid ''VideoGame/TotalWar'' series (From ''VideoGame/RomeTotalWar'' onward). When two (or more) enemy armies engage on the Turn-Based campaign map, a top-down FightWoosh woosh zooms down to the block where the fighting takes place; after the loading screen, an exact replica of the block, but with much more details and massively upsized, will be used for the Real-Time battle.



* ''VideoGame/ChronoTrigger'' is a famous exception; there was no FightWoosh, with the fights taking place on the same map as everything else. In some areas, such as scripted gauntlet battles, the ''music'' doesn't even change, either maintaining the normal stage theme or the battle theme for the duration of the segment.

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* ''VideoGame/ChronoTrigger'' is a famous exception; there was no FightWoosh, fight woosh, with the fights taking place on the same map as everything else. In some areas, such as scripted gauntlet battles, the ''music'' doesn't even change, either maintaining the normal stage theme or the battle theme for the duration of the segment.



* ''VideoGame/BreathOfFireIV'' used this as well, with blue for normal, green if you got first hit, and red if the enemies did, although its prequel, ''VideoGame/BreathOfFireIII'', had no FightWoosh and RandomEncounters took place on the field.

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* ''VideoGame/BreathOfFireIV'' used this as well, with blue for normal, green if you got first hit, and red if the enemies did, although its prequel, ''VideoGame/BreathOfFireIII'', had no FightWoosh woosh and RandomEncounters took place on the field.



** ''VideoGame/FinalFantasyVIII'' also uses a different FightWoosh for boss battles than it does for normal encounters.

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** ''VideoGame/FinalFantasyVIII'' also uses a different FightWoosh woosh for boss battles than it does for normal encounters.



* All the ''VideoGame/{{Persona}}'' games, as well as most other ''Franchise/ShinMegamiTensei'' games. ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' employ an "advantage" system similar to ''Earthbound'' mentioned above, where if you attack the enemy's model on the dungeon map from behind you get a blue flash (after the FightWoosh) with the words "Player Advantage" and a bonus round, while if the enemy gets you from behind there's a red flash and "Enemy Advantage." There's no flash after the transition in the case of neither side having an advantage.

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* All the ''VideoGame/{{Persona}}'' games, as well as most other ''Franchise/ShinMegamiTensei'' games. ''VideoGame/{{Persona 3}}'' and ''VideoGame/{{Persona 4}}'' employ an "advantage" system similar to ''Earthbound'' mentioned above, where if you attack the enemy's model on the dungeon map from behind you get a blue flash (after the FightWoosh) fight woosh) with the words "Player Advantage" and a bonus round, while if the enemy gets you from behind there's a red flash and "Enemy Advantage." There's no flash after the transition in the case of neither side having an advantage.



* The single most popular FightWoosh is making the screen break like glass to reveal the battle scene. It's shown up in ''VideoGame/{{Xenogears}}'' and ''VideoGame/FinalFantasyX'', among others.

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* The single most popular FightWoosh use of this trope is making the screen break like glass to reveal the battle scene. It's shown up in ''VideoGame/{{Xenogears}}'' and ''VideoGame/FinalFantasyX'', among others.



** In ''VideoGame/{{Xenogears}}'', you can usually hear the UsefulNotes/PlayStation's laser move just before the actual FightWoosh begins.

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** In ''VideoGame/{{Xenogears}}'', you can usually hear the UsefulNotes/PlayStation's laser move just before the actual FightWoosh woosh begins.



* ''VideoGame/TheLegendOfDragoon'' had a reeeeeally looooong FightWoosh, but it wasn't so bad, because random encounters were less frequent than in, say, ''Franchise/FinalFantasy'' games. You probably know how close you are to a fight by the marker over Dart's head. If it's red when you first enter an area, then you have to collide with enemies on screen to fight. This is always so in places like [[spoiler:Hellena Prision or The Black Castle]]

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* ''VideoGame/TheLegendOfDragoon'' had a reeeeeally looooong FightWoosh, fight woosh, but it wasn't so bad, because random encounters were less frequent than in, say, ''Franchise/FinalFantasy'' games. You probably know how close you are to a fight by the marker over Dart's head. If it's red when you first enter an area, then you have to collide with enemies on screen to fight. This is always so in places like [[spoiler:Hellena Prision or The Black Castle]]



* ''VideoGame/PaperMarioTheThousandYearDoor'' had a stage curtain drop when a battle started, then raise to reveal the battle on a literal stage. The background elements were themed on the location where the battle was started, and in ''The Thousand-Year Door'', these elements could randomly fall over, hurting Mario and his partner, the enemies, everyone on stage, or nobody, depending on the prop's size. The FightWoosh was the same for every battle, though it had overlay text if you attacked the enemy on the field ("You got the First Strike!", followed by an extra attack on the enemy when battle started) or if an enemy hit you first ("The enemy struck first!"); the two First Strike messages are complimented by a burst of introduction music. ''Super Paper Mario'' didn't have Fight Wooshes, as all the battles (except one) were platformer-style.

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* ''VideoGame/PaperMarioTheThousandYearDoor'' had a stage curtain drop when a battle started, then raise to reveal the battle on a literal stage. The background elements were themed on the location where the battle was started, and in ''The Thousand-Year Door'', these elements could randomly fall over, hurting Mario and his partner, the enemies, everyone on stage, or nobody, depending on the prop's size. The FightWoosh This was the same for every battle, though it had overlay text if you attacked the enemy on the field ("You got the First Strike!", followed by an extra attack on the enemy when battle started) or if an enemy hit you first ("The enemy struck first!"); the two First Strike messages are complimented by a burst of introduction music. ''Super Paper Mario'' didn't have Fight Wooshes, as all the battles (except one) were platformer-style.



* ''VideoGame/HeroesOfMightAndMagic V'' uses a FightWoosh similar to ''Total War's'' one: The camera zooms to the battlefield, which (somewhat) resembles the environment.

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* ''VideoGame/HeroesOfMightAndMagic V'' uses a FightWoosh one similar to ''Total War's'' one: The camera zooms to the battlefield, which (somewhat) resembles the environment.
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!Examples:

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!Examples:
!!Examples:
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Darth Wiki doesn't go on main wiki


* ''VideoGame/TheLordOfTheRingsTheThirdAge'' had level specific fight wooshes where something would obscure the screen accompanied by a [[DarthWiki/MostAnnoyingSound monstrous shriek]]. For example, the first area, a forest, would have leaves gather up from the ground and cover the screen. They would then fall away and reveal the battle at hand.

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* ''VideoGame/TheLordOfTheRingsTheThirdAge'' had level specific fight wooshes where something would obscure the screen accompanied by a [[DarthWiki/MostAnnoyingSound monstrous shriek]].shriek. For example, the first area, a forest, would have leaves gather up from the ground and cover the screen. They would then fall away and reveal the battle at hand.
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* ''VideoGame/TheLordOfTheRingsTheThirdAge'' had level specific fight wooshes where something would obscure the screen accompanied by a [[MostAnnoyingSound monstrous shriek]]. For example, the first area, a forest, would have leaves gather up from the ground and cover the screen. They would then fall away and reveal the battle at hand.

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* ''VideoGame/TheLordOfTheRingsTheThirdAge'' had level specific fight wooshes where something would obscure the screen accompanied by a [[MostAnnoyingSound [[DarthWiki/MostAnnoyingSound monstrous shriek]]. For example, the first area, a forest, would have leaves gather up from the ground and cover the screen. They would then fall away and reveal the battle at hand.
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-->-- '''''Webcomic/CaptainSNES'''''[[note]]Who took it from ''Videogame/OgreBattle'', but since that game just used standard wipes, it's NotAnExample. ''Captain SNES'' at least had the good sense of using a blurring effect when the line was called.[[/note]]

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-->-- '''''Webcomic/CaptainSNES'''''[[note]]Who took it from ''Videogame/OgreBattle'', but since that game just used standard wipes, it's NotAnExample.Administrivia/NotAnExample. ''Captain SNES'' at least had the good sense of using a blurring effect when the line was called.[[/note]]
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Renamed


* In ''VideoGame/{{Okage}}: Shadow King'', upon entering battle, the screen will blur and swirl, before fading into a battle sequence.

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* In ''VideoGame/{{Okage}}: Shadow King'', ''VideoGame/OkageShadowKing'', upon entering battle, the screen will blur and swirl, before fading into a battle sequence.
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* ''VideoGame/BlackRockShooter'' has the screen turn black with neon blue lines making squares, which normally just break off, but if fighting an Apostle, it turns into a signature huke checkerboard pattern with either a big image of the boss or BRS and the boss facing each other from opposite sides of the screen. For the latter, expect "THE GAME" to be put in as well.
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[[/folder]]
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[[folder: Tower Defence]]
* Upon selecting a stage to play in ''VideoGame/TheBattleCats'', there will be a black screen coming from the right and, once the stage is finished loading, will disappear going to the left.
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* Inverted in ''KingdomHearts''. Like ''VideoGame/ChronoTrigger'', almost every fight takes place in the same area where you first ran into the enemy. There is, however, a fight woosh at the ''end'' of most event battles, especially boss fights, often followed by a cutscene.

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* Inverted in ''KingdomHearts''.''Franchise/KingdomHearts''. Like ''VideoGame/ChronoTrigger'', almost every fight takes place in the same area where you first ran into the enemy. There is, however, a fight woosh at the ''end'' of most event battles, especially boss fights, often followed by a cutscene.
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** [[RandomEncounter Random Encounters]] use various transitions depending on the area (a wavy or watery effect while surfing, for example). These are coupled with different BattleThemeMusic for each type too.
** Battles against other Trainers use different transitions with Poké Balls added.

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** [[RandomEncounter Random Encounters]] {{Random Encounter}}s use various transitions depending on the area (a wavy or watery effect while surfing, for example). These are coupled with different BattleThemeMusic for each type too.
** Battles against other Trainers use different transitions with Poké Balls added.added, and members of the villainous team ''de jure'' have a unique woosh showing their insignia.



*** Emerald Version in particular really gets into this trope; all six of the stationary Legendaries in the game have iconic markings on their bodies, and when you initiate the fight with them, those markings flash on the screen.

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*** Emerald Version ''Emerald'' in particular really gets into this trope; all six of the stationary Legendaries in the game have iconic markings on their bodies, and when you initiate the fight with them, those markings flash on the screen.

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