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* Is there something about the names "Sakon and Ukon"? Because ''Manga/{{Naruto}}'' has conjoined twins Sakon and Ukon, too. The team they belong to is called the Sound Four -- or Sound Five when you actually include their leader, or Sound Six if you "mistakenly" consider Sakon and Ukon separate people.

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* Is there something about the names "Sakon and Ukon"? Because ''Manga/{{Naruto}}'' has conjoined twins also named Sakon and Ukon, too. The part of a team they belong to is called the Sound Four -- or Sound Five when you actually include their leader, or Sound Six if you "mistakenly" consider Sakon [[NonindicativeName that should be closer to "Sound Six"]] between the conjoined twins and Ukon separate people.the group's leader.



* ''Film/IndianaJonesAndTheKingdomOfTheCrystalSkull'': During the Russian infiltration on the government black site, the huge Colonel Dovchenko steps out of his vehicle to address the personnel in the guardhouse outside base, before he suddenly moves aside to reveal four armed Russian soldiers, all standing in a single file, who then guns down all personnel in an instant.

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* ''Film/IndianaJonesAndTheKingdomOfTheCrystalSkull'': During the Russian infiltration on the government black site, the huge Colonel Dovchenko steps out of his vehicle to address the personnel in the guardhouse outside base, before he suddenly moves aside to reveal four armed Russian soldiers, all standing in a single file, who then guns gun down all personnel in an instant.
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* ''VideoGame/{{Yakuza}}'' does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using ''[[GrievousHarmWithABody them]]'' as the weapon of choice, potentially).

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* ''VideoGame/{{Yakuza}}'' ''VideoGame/LikeADragon'' does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using ''[[GrievousHarmWithABody them]]'' as the weapon of choice, potentially).

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* ''VideoGame/PrayerOfTheFaithless'': The human enemy sprites in Verigo Castle are usually a group of more than one human.



* ''VideoGame/StarOcean:''

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* ''VideoGame/StarOcean:''''VideoGame/StarOcean'':
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* ''VideoGame/BornUnderTheRain'': The enemies in the KillEnemiesToOpen-the-escape pit have three sprites as PreexistingEncounters, but each sprite will trigger the whole battle group of 5. So it's 3 sprites is actually 5 mooks.

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* ''Franchise/DragonQuest''
** ''VideoGame/DragonQuestMonsters: Joker'' shows individual monsters roaming around the areas which you touch to enter battles, but you might see two or three monsters once the battle starts.

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* ''Franchise/DragonQuest''
''Franchise/DragonQuest'' has shifted into this once it started showing enemies on the overworld (previous entries had used RandomEncounters). The first game in the main series to do this was ''VideoGame/DragonQuestIX''.
** ''VideoGame/DragonQuestMonsters: Joker'' ''VideoGame/DragonQuestMonstersJoker'' was the first game to do this overall (predating ''IX''), as it shows individual monsters roaming around the areas which you touch to enter battles, but you might see two or three monsters once the battle starts.



** Played perfectly straight in ''VideoGame/DragonQuestIX'', the first entry in the series to show enemies on the overworld (previous entries had used RandomEncounters).
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* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be a ''triple'' or even ''quadruple'' Slide note and then split it into separate single and Dual Slide notes accordingly; you ''know'' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.

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* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] camera at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be a ''triple'' or even ''quadruple'' Slide note and then split it into separate single and Dual Slide notes accordingly; you ''know'' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
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* Some of the minion and environment cards in ''TabletopGame/SentinelsOfTheMultiverse represent groups — the Blade Battalion and Raptor Pack, for instance, show several members of the group on the card art. Many of them deal damage (or other affects) based on how many hit points they have left to represent how many of their numbers are left. Implied in the case of Grand Warlord Voss's minions — while there's only one shown on each card, the fact that only ten are needed to overrun the world indicates they represent larger groups of his army.

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* Some of the minion and environment cards in ''TabletopGame/SentinelsOfTheMultiverse ''TabletopGame/SentinelsOfTheMultiverse'' represent groups — the Blade Battalion and Raptor Pack, for instance, show several members of the group on the card art. Many of them deal damage (or other affects) based on how many hit points they have left to represent how many of their numbers are left. Implied in the case of Grand Warlord Voss's minions — while there's only one shown on each card, the fact that only ten are needed to overrun the world indicates they represent larger groups of his army.
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Crosswicking

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* ''VideoGame/SongsOfConquest'': The game follows the classic formula of unit stacks. Each unit has a number that represents the amount of creatures in that unit who act like one.
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* ''VideoGame/GaiaSeedProjectTrap'' has a minor drone enemy that looks like an individual unit... until you're close enough for it to open up into a column of five drones, attacking you simultaneously.
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*** The reborn incarnation of the [[AnIcePerson Ice]] [[BonusBoss Dragon]] does this in the [[PolishedPort GBA-exclusive]] [[BonusDungeon Dragon's Den]], too.

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*** The reborn incarnation of the [[AnIcePerson Ice]] [[BonusBoss Ice Dragon]] does this in the [[PolishedPort GBA-exclusive]] [[BonusDungeon Dragon's Den]], too.



* ''VideoGame/VisionsAndVoices'' uses tiny white clouds to represent enemies. Touch one and you're suddenly in battle with 3-5. Since almost all boss battles are [[BonusBoss optional]], bosses are also represented on the map as a single sprite that you need to walk up to to fight...most of which turn out to be {{Dual Boss}}es.

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* ''VideoGame/VisionsAndVoices'' uses tiny white clouds to represent enemies. Touch one and you're suddenly in battle with 3-5. Since almost all boss battles are [[BonusBoss [[OptionalBoss optional]], bosses are also represented on the map as a single sprite that you need to walk up to to fight...most of which turn out to be {{Dual Boss}}es.
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* Averted in ''VideoGame/EarthBound1994''. With the exception of enemies summoned by enemies in combat, every enemy you meet is represented by an individual (though often generic) sprite, and gather together at the beginning of a battle during the FightWoosh.

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* Averted in ''VideoGame/EarthBound1994''.''VideoGame/{{EarthBound|1994}}''. With the exception of enemies summoned by enemies in combat, every enemy you meet is represented by an individual (though often generic) sprite, and gather together at the beginning of a battle during the FightWoosh. Its successor ''VideoGame/Mother3'' also features the same aversion strategy, but in ''Mother 3'' each enemy ''does'' have a unique overworld sprite.
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* Some of the minion and environment cards in ''TabletopGame/SentinelsOfTheMultiverse represent groups — the Blade Battalion and Raptor Pack, for instance, show several members of the group on the card art. Many of them deal damage (or other affects) based on how many hit points they have left to represent how many of their numbers are left. Implied in the case of Grand Warlord Voss's minions — while there's only one shown on each card, the fact that only ten are needed to overrun the world indicates they represent larger groups of his army.
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* Subverted in ''VideoGame/FinalFantasyXIV''. Enemies fought in the normal overworld area (rather than an isolated solo instanced area) appear as visible models on the overworld, which become targetable enemies when you step into a marked ring of dark mist. Occasionally, additional enemies might appear, but only after the initial group is dealt with (which means no suddenly getting overwhelmed by more damage than you can out-heal). [[spoiler:And then played '''cruelly''' straight in ''Endwalker'' with the blasphemies, monsters into which [[WasOnceAMan men spontaneously transform]] when overtaken by terror or attacked by other blasphemies. Where previously rescue victims could be found within the "trigger enemies" ring, to be interacted with after the battle, now the victim could spontaneously transform into another blasphemy.]]
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When four mooks are literally masquerading as a single creature, it's TwoMenOneDress.
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* {{Justified}} in ''Franchise/{{Pokemon}}''. Any trainer you meet could have a team of up to six Pokémon, because they're usually carried around in [[BiggerOnTheInside Poké Balls]].

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* {{Justified}} {{Justified|Trope}} in ''Franchise/{{Pokemon}}''. Any trainer you meet could have a team of up to six Pokémon, because they're usually carried around in [[BiggerOnTheInside Poké Balls]].
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* Any ''Franchise/{{Pokemon}}'' trainer you meet, could be carrying up to six Pokémon.

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* {{Justified}} in ''Franchise/{{Pokemon}}''. Any ''Franchise/{{Pokemon}}'' trainer you meet, meet could be carrying have a team of up to six Pokémon.Pokémon, because they're usually carried around in [[BiggerOnTheInside Poké Balls]].
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* ''TabletopGame/AlienPredatorTerminatorTCG'': Aliens have a mechanic where a card that represents a single Alien can have tokens placed on it representing other mature Aliens of the same type traveling and fighting with it, improving its combat abilities substantially.

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* On the main stage map of ''VideoGame/ZeldaIITheAdventureOfLink'', black silhouettes of individual monsters will attack Link on the overworld map, revealing themselves to be crowds of mooks, or if they encounter you on roads, absolutely nothing at all.
** The ''WesternAnimation/AdventureTime'' game ''Hey Ice King! Why'd You Steal Our Garbage?!!'' as well uses the exact same system, in a direct reference to Zelda II.

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* On the main stage map of ''VideoGame/ZeldaIITheAdventureOfLink'', black silhouettes of individual monsters will attack Link on the overworld map, revealing themselves to be crowds of mooks, or if they encounter you on roads, absolutely nothing at all.
**
all. The ''WesternAnimation/AdventureTime'' game ''Hey Ice King! Why'd You Steal Our Garbage?!!'' as well uses the exact same system, in a direct reference to Zelda II.
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* In ''VideoGame/StarcraftII'', a real time strategy game which doesn’t usually allow this, a Protoss player can finesse a bunch of probes into the space of one probe so that they overlap perfectly, and since probes have no animated limbs or moving parts, you can move them as one so that they’re almost indistinguishable from a single probe. The only giveaway is the different appearance of the energy trail behind them. If you send these probes to attack the opponent’s mineral line, they will see this mass as just a harmless single scouting probe until the probes attack, resulting in a hilarious cheese win if it can be pulled off.

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* In ''VideoGame/StarcraftII'', workers and flying units are capable of occupying the same space or passing through each other in a real time strategy game way that combat units on the ground cannot. In fact, it often happens by accident if you have them all selected and give them a move command, since they will all try to move to the exact point you clicked on. For workers it's presumably an AcceptableBreakFromReality to make resource gathering more efficient (i.e. prevent them from getting in each other's way as they go to and from the mineral patch or gas geyser in a straight line), while with flyers it can be HandWaved by imagining that they're floating over the same spot on the ground but at different heights. Although having units stacked up like this makes them terribly vulnerable to splash damage (hence the need for micro tricks such as the "magic box" technique which doesn’t usually allow this, keeps a flock of mutalisks spread out), it does have the upside of making it difficult to tell how many there are. For example, Protoss player can finesse a bunch of probes into the space of one probe so that they overlap perfectly, and since probes have no animated limbs or moving parts, you can move them as one so that they’re almost indistinguishable from a single probe. The only giveaway is the different appearance of the energy trail behind them. If you send these probes to attack the opponent’s mineral line, they will see this mass as just a harmless single scouting probe until the probes attack, resulting in a hilarious cheese win if it can be pulled off.
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** Even worse in ''VideoGame/TalesOfSymphonia'', where most enemies on the WorldMap are represented as either a puddle of dark goo, or an ArmlessBiped creature, instead of actual enemy types. They are shown correctly in dungeons, though.

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** Even worse in ''VideoGame/TalesOfSymphonia'', where most enemies on the WorldMap TheOverworld are represented as either a puddle of dark goo, or an ArmlessBiped creature, instead of actual enemy types. They are shown correctly in dungeons, though.

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Removing bad line break.


** In ''VideoGame/Persona5'', Shadows on the map appear in various forms depending on the location they manifest in, such as armored knights in [[spoiler: Kamoshida's]] castle, or security guards/secretaries in [[spoiler:Madarame's]]
art museum. Once you begin a battle with one, it'll split apart into multiple enemies like in the previous games.

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** In ''VideoGame/Persona5'', Shadows on the map appear in various forms depending on the location they manifest in, such as armored knights in [[spoiler: Kamoshida's]] castle, or security guards/secretaries in [[spoiler:Madarame's]]
[[spoiler:Madarame's]] art museum. Once you begin a battle with one, it'll split apart into multiple enemies like in the previous games.
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** The same is true of random battles against Risen in ''VideoGame/FireEmblemAwakening''.
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Direct link


* In ''VideoGame/StarCrawlers'', enemies will appear on the exploration map as a single robot, soldier, or creature, but they could be anything from a single hapless mook to an entire squad of hardened soldiers when you transition to the battle map. Worse still, [[BossInMooksClothing they don't always display the most powerful unit in the group, meaning you think you'll be fighting a lowly robot walker and it's actually being flanked by a pair of hulking Xiphos war-mechs.]]

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* In ''VideoGame/StarCrawlers'', enemies will appear on the exploration map as a single robot, soldier, or creature, but they could be anything from a single hapless mook to an entire squad of hardened soldiers when you transition to the battle map. Worse still, [[BossInMooksClothing [[BossInMookClothing they don't always display the most powerful unit in the group, meaning you think you'll be fighting a lowly robot walker and it's actually being flanked by a pair of hulking Xiphos war-mechs.]]
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Moving as we now have VideoGame.Earthbound 1983.


* Averted in ''VideoGame/EarthBound''. With the exception of enemies summoned by enemies in combat, every enemy you meet is represented by an individual (though often generic) sprite, and gather together at the beginning of a battle during the FightWoosh.

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* Averted in ''VideoGame/EarthBound''.''VideoGame/EarthBound1994''. With the exception of enemies summoned by enemies in combat, every enemy you meet is represented by an individual (though often generic) sprite, and gather together at the beginning of a battle during the FightWoosh.
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->''"Now, Guards, you stand no chance against me, ''''cause I'm [[TropeNamer actually four blokes]]!'''"''

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->''"Now, Guards, you stand no chance against me, ''''cause I'm [[TropeNamer actually four blokes]]!'''"''blokes!'''"''
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* Is there something about the names "Sakon and Ukon"? Because Manga/{{Naruto}} has conjoined twins Sakon and Ukon, too. The team they belong to is called the Sound Four -- or Sound Five when you actually include their leader, or Sound Six if you "mistakenly" consider Sakon and Ukon separate people.

to:

* Is there something about the names "Sakon and Ukon"? Because Manga/{{Naruto}} ''Manga/{{Naruto}}'' has conjoined twins Sakon and Ukon, too. The team they belong to is called the Sound Four -- or Sound Five when you actually include their leader, or Sound Six if you "mistakenly" consider Sakon and Ukon separate people.
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removed Up To Eleven wick


* ''Manga/JojosBizarreAdventureSteelBallRun'' takes this trope UpToEleven, literally. It features a group of eleven henchmen the BigBad sends after Johnny Joestar and Gyro Zeppeli, all of whom share a single Stand named Tatoo You!, which allows them to phase into each other through the tattoos on their backs. Thanks to this, all eleven of them can practically exist in the same spot at ''once'' by hiding inside a single mook. Our heroes eventually learn that the hard way during a shootout with the group in a casino, when they find themselves trying to fight off mooks emerging from dead ones like a deranged game of Whack-A-Mole.

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* ''Manga/JojosBizarreAdventureSteelBallRun'' takes this trope UpToEleven, literally.exaggerates this. It features a group of eleven henchmen the BigBad sends after Johnny Joestar and Gyro Zeppeli, all of whom share a single Stand named Tatoo You!, which allows them to phase into each other through the tattoos on their backs. Thanks to this, all eleven of them can practically exist in the same spot at ''once'' by hiding inside a single mook. Our heroes eventually learn that the hard way during a shootout with the group in a casino, when they find themselves trying to fight off mooks emerging from dead ones like a deranged game of Whack-A-Mole.

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