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I know this is the case for the original as well as Gold, but the example doesn't specify if this happens in ALL games or just some of them


* Parodied in 9-Volt's stage from ''VideoGame/WarioWare''. You don't actually get to move around the {{Retraux}} RPG world, but each random minigame is introduced with the message "A game appears!"

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* ''VideoGame/WarioWare'': Parodied in 9-Volt's stage from ''VideoGame/WarioWare''.in certain games, such as ''[[VideoGame/WarioWareIncMegaMicrogames Mega Microgame$]]'' and ''[[VideoGame/WarioWareGold Gold]]''. You don't actually get to move around the {{Retraux}} RPG world, but each random minigame is introduced with the message "A game appears!"
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* ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'': The series title is based on this trope in the Japanese (and alternate translation of the English) version: "Is it wrong to wish for a Random/Fateful Encounter in a Dungeon?". The anime and LN both also take many ques from the type of games and battles the type of games that have this mechanic has.

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* ''LightNovel/IsItWrongToTryToPickUpGirlsInADungeon'': ''Literature/IsItWrongToTryToPickUpGirlsInADungeon'': The series title is based on this trope in the Japanese (and alternate translation of the English) version: "Is it wrong to wish for a Random/Fateful Encounter in a Dungeon?". The anime and LN both also take many ques from the type of games and battles the type of games that have this mechanic has.
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Discussion on the mechanics of Repel in Pokemon and similar items in other games belong in Encounter Repellant


** The fact that Repel items only ward off Mons weaker than yours also makes them useful for locating certain legendary Pokémon who randomly roam across the map, because they are noticeably higher-level than the Mons that inhabit the area.
*** Similar items exist in many other games, such as ''VideoGame/StarOcean'', including items that increase the chance of an encounter. The ''VideoGame/DragonQuest'' series of games all have an ability or item (sometimes multiple ones) that instantly summoned a random encounter; handy when looking for RandomlyDrops.
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-->'''Haley''': One time, I scrubbed the mold out of the [Thieves'] Guild showers and [[ImpossibleItemDrop it dropped 2d4 copper pieces and a potion of fire resistance.]]

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-->'''Haley''': --->'''Haley''': One time, I scrubbed the mold out of the [Thieves'] Guild showers and [[ImpossibleItemDrop it dropped 2d4 copper pieces and a potion of fire resistance.]]
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* ''VideoGame/KnightBewitched'': All non-story encounters are random, including alpha monsters. All encounters can be fled from with guaranteed success to prevent the player from wearing out their resources.
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* The Creator/OwlcatGames ''Pathfinder'' adaptations, true to their tabletop origins, include a variety of encounters when the party is traveling on the world map. Most of the time it's just some baddies to beat up (which can be skipped with a high enough stealth skill), but it could also be a specific event to advance a side quest or sub-plot, or the occasional wandering merchant.
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** The piece of equipment in question, however, is incredibly useful near the end of the second game, because you ''will'' need to {{level|Grinding}}-grind to beat the {{Bonus Boss}}es, and the best place for doing so has a below-average encounter rate. Annoyingly enough, it's only available in the first game, so people who threw it away going "the encounter rate is high enough, thank you very much" (or didn't transfer data at all) end up having to spend even more time doing so than everyone else.

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** The piece of equipment in question, however, is incredibly useful near the end of the second game, because you ''will'' need to {{level|Grinding}}-grind to beat the {{Bonus Boss}}es, {{superboss}}es, and the best place for doing so has a below-average encounter rate. Annoyingly enough, it's only available in the first game, so people who threw it away going "the encounter rate is high enough, thank you very much" (or didn't transfer data at all) end up having to spend even more time doing so than everyone else.
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* The ''Franchise/{{Disgaea}}'' series has these in the form of the various pirate crews that show up in the Item World, their strength fluctuating between being the same as the other enemies on the floor, to that of BonusBoss levels. They generally appear within the first few turns taken on a floor, and initially are rather rare, though after defeating a group, you get access to something that can be used to make them more common. Defeating them is a requirement for getting access to the toughest post-story content, which can be a pain, as you need to not only hope they show up in the first place, but hope that it's the right pirate crew.

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* The ''Franchise/{{Disgaea}}'' series has these in the form of the various pirate crews that show up in the Item World, their strength fluctuating between being the same as the other enemies on the floor, to that of BonusBoss {{Superboss}} levels. They generally appear within the first few turns taken on a floor, and initially are rather rare, though after defeating a group, you get access to something that can be used to make them more common. Defeating them is a requirement for getting access to the toughest post-story content, which can be a pain, as you need to not only hope they show up in the first place, but hope that it's the right pirate crew.
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* In the ''VideoGame/MonsterHunter'' games, a quest may have an "Unstable" hunting ground. This means that randomly (or not, in some cases), a large monster will show up to complicate matters. ''Tri'' took the trope all the way with hunting in Moga Woods, as after dealing with the initial boss monsters mentioned in the forecast, other monsters of any available type may show up randomly.

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* In the ''VideoGame/MonsterHunter'' games, a quest may have an "Unstable" hunting ground. This means that randomly (or not, in some cases), a large monster will show up to complicate matters. ''Tri'' These quests became more frequent in ''VideoGame/MonsterHunterFreedom2'' and ''Unite'', though almost all of them consist of gathering and delivering items or killing smaller monsters, meaning that the large monster present is merely a distracting annoyance at worst. ''VideoGame/MonsterHunter3Tri'', however, took the trope all the way with hunting in Moga Woods, as after dealing with the initial boss monsters mentioned in the forecast, other monsters of any available type may show up randomly.randomly; also, invading monsters can now appear in quests where you already have to ''hunt another large monster'', so the uninvited monster becomes even more concerning to the hunter (especially in high rank due to Deviljho). All subsequent games since then have retained this mechanic, which is why players are advised to carry Dung Bombs to repel any unwanted large monster and focus on the one(s) they're after.
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Replaced dead link, with what I think was the song originally being linked.


''(For the proper experience, run the music from [[https://youtu.be/syeudRZuuMo this video]] while reading this page.)''

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''(For the proper experience, run the music from [[https://youtu.be/syeudRZuuMo [[https://www.youtube.com/watch?v=XjPF3AwVPM4 this video]] while reading this page.)''



** In ''Star Control 2'' there are generally only two kinds of ships you can encounter in most areas of Hyperspace ([[spoiler: the native race and Slylandro Probes]]), sometimes more when two territories overlap. You generally know who you're about to meet.

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** In ''Star Control 2'' there are generally only two kinds of ships you can encounter in most areas of Hyperspace ([[spoiler: the [[spoiler:the native race and Slylandro Probes]]), Probes]], sometimes more when two territories overlap. You generally know who you're about to meet.
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[[folder:Gamebooks]]
* With the exception of the final boss, all enemies in ''Literature/TheReturnOfZaltec'' are encountered randomly.
** In its sequel, ''Literature/ZaltecII'', enemies are still randomly encountered, but the chances of encountering them are lowered by your escape skill bonus.
[[/folder]]
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Often, there will be an item, ability, or mode of transportation that affects the encounter rate. [[EncounterBait Upping this rate]] can be good for LevelGrinding, while abilities that shut off random encounters entirely may save the player some annoyance in the short term, but can also deprive the player of much-needed experience points to strengthen their party for the next plot-motivated battle.

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Often, there will be an item, ability, or mode of transportation that affects the encounter rate. [[EncounterBait Upping this rate]] can be good for LevelGrinding, while abilities that shut off random encounters entirely may save the player some annoyance in the short term, but can also deprive the player of much-needed experience points to strengthen their party for the next plot-motivated battle.
battle[[note]]In most cases, Random Encounters are not considered to be plot-centric and are just used to simulate a harsh environment. Some plot lines would not factor in to how random encounters go since they are considered outside of canon[[/note]].
Willbyr MOD

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[[quoteright:256:[[VideoGame/DragonQuestI https://static.tvtropes.org/pmwiki/pub/images/dragon-warrioralt3.png]]]]
[[caption-width-right:256:One down, [[LevelGrinding 1,345,203 to go.]]]]

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[[quoteright:256:[[VideoGame/DragonQuestI %% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1644833386047908700
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[[quoteright:350:[[Webcomic/RPGWorldFanRevival
https://static.tvtropes.org/pmwiki/pub/images/dragon-warrioralt3.org/pmwiki/pub/images/e8d1f056_61ea_4060_be41_064ca13cd77b.png]]]]
[[caption-width-right:256:One down, [[LevelGrinding 1,345,203 to go.]]]]
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* ''VideoGame/SwordOfPaladin'': The game has the standard encounter system in a dungeon, which is based on the number of steps. It also has an encounter system when using the carriage to travel between towns, which activates a series of random events, most of which will be enemy encounters.
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Update dead link to what I think might be the correct link (I searched the old video ID and came up with a few results similar to this)


''(For the proper experience, run the music from [[https://www.youtube.com/watch?v=aCIfTzsHnkc this video]] while reading this page.)''

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''(For the proper experience, run the music from [[https://www.youtube.com/watch?v=aCIfTzsHnkc [[https://youtu.be/syeudRZuuMo this video]] while reading this page.)''
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[[folder:Roguelike]]
* ''VideoGame/ForTheKing'': Most overworld monsters are visible on the map as stationary PreexistingEncounters, but a few will show up out of nowhere when the PlayerCharacter enters a hex and attempt to ambush them. The PC might be automatically drawn into a fight or have the option to sneak by or, somehow, counter-ambush them.
[[/folder]]
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* ''TabletopGame/TheOneRing'':
** The rules for journeys include the threat of random hazards when a player rolls the Eye of Sauron on their custom twelve-sided die on a travel-related skill test. Among these are stumbling into a group of monsters or being hunted down by one.
** When the party builds up enough "Eye Awareness" from Eye of Sauron roll results, the Loremaster is instructed to make something bad happen, which can cause an improvised combat encounter or add enemies to an existing one.
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[[quoteright:250:[[VideoGame/DragonQuestI https://static.tvtropes.org/pmwiki/pub/images/dragon-warrioralt3.png]]]]
[[caption-width-right:250:One down, [[LevelGrinding 1,345,203 to go.]]]]

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[[quoteright:250:[[VideoGame/DragonQuestI [[quoteright:256:[[VideoGame/DragonQuestI https://static.tvtropes.org/pmwiki/pub/images/dragon-warrioralt3.png]]]]
[[caption-width-right:250:One [[caption-width-right:256:One down, [[LevelGrinding 1,345,203 to go.]]]]

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Dungeon encounters are scripted, but encounters on the world map are randon, and the game truly shines there.
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Dungeon encounters are scripted, but encounters on the world map are randon, and the game truly shines there.
* In ''VideoGame/WestOfLoathing'' dungeon encounters are predefined, but encounters on the world map are randon, and the game truly shines there (behaving a lot like its predecessor, browser MORPG ''VideoGame/KingdomOfLoathing'').
** Unlike many games, random encounters don't automatically mean combat. You can talk your way out of most of them. There are 3 special skills for that: Intimidatin', Outfoxin' and Hornswogglin' -- for fighter, mage and rogue classes respectively.
** Normally, you get 1 event for every "wandering" around a location or for every journey between known locations. As you explore a region, the base encounter probability for journeys eventually falls from 95% to 35%. {{Encounter Bait}}s are numerous. There are items, skills and perks that affect frequency and severity of encounters:
*** Ring of Gettin' Places Faster reduces overall encounter frequency.
*** Ring of Inconspicuousness gives more non-combat encounters and fewer opportunities to fight.
*** Floral ring gives more "foraging" encounters, that allow to pick plants to use as buffs (all food is buffs in this game).
*** Serpentine ring, spider ring, bone-chip ring, cow-catcher ring and El Vibrato rings increase probabilities to meet corresponding monsters: snakes, spiders, skeletons, demonic cows and ancient robots.
*** Choosing a horse in the prologue allows to pick between: normal encounters, an option to run away from nearly anything (skittish dark horse), more undead (ghostly pale horse) or more weird events with faster exploration (crazy horse).
*** Some encounters are only possible with some perk. This includes curses.
** Some encounters simply give you loot, although you may have to be sufficiently prepared to take it: have some item (needle, pick...), have some skill (lock picking, foraging, goblin tongue...), have sufficiently high stats (like Might for helping haul a wagon).
** Companions give extra solutions for some encounters: Gary the Gobiln deals with goblins, Doc Alice heals, Susie fixes things.
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* ''VideoGame/{{Elona}}'' has various types:
** At any time while walking around, you have a chance of getting a random event. These are usually beneficial things such as a wandering priest giving you divine protection, a rich man throwing gold at you, or stumbling upon some items, although bad things such as thieves stealing some of your gold or smelling something that makes you hungry might also happen.
** While traveling on the world map, you have a chance to get into an ambush, which places you in the middle of a wilderness zone and surrounds you with random monsters which are usually easy for your current level. To escape, you must reach the edge of the area, which lets you leave the wilderness and return to travelling. Defeating all the monsters is optional.
** The world map also has bandit gangs, which are usually much more dangerous than normal ambushes. You can choose to hand over a big chunk of your gold and all cargo items you have if you don't think you can take on the bandits. If you can reach the edge of the wilderness zone, you can also escape from these.
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*** In spite of ''Persona 3'' and ''Persona 4'' having no random encounters, ''VideoGame/{{Persona}}'' and ''VideoGame/{{Persona 2}}'' are full of them.
** Pointed out and lampshaded in ''VideoGame/{{Persona}}'' where a party member points out how the demons can attack people at any time and yet their group is always the ones to be attacked.

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*** In spite of ''Persona 3'' and ''Persona 4'' having no random encounters, ''VideoGame/{{Persona}}'' ''VideoGame/{{Persona 1}}'' and ''VideoGame/{{Persona 2}}'' are full of them.
** Pointed out and lampshaded in ''VideoGame/{{Persona}}'' ''VideoGame/{{Persona 1}}'' where a party member points out how the demons can attack people at any time and yet their group is always the ones to be attacked.

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[[folder:Others]]
* ''VideoGame/OneHundredPercentOrangeJuice'' has battle panels in its boards, where if you step in one, you engage either a seagull, a chicken, or a robo-ball, decided randomly. After one of the players reaches Level 4, these panels are replaced for Boss panels, indicating it's time to confront the boss of that particular board.
[[/folder]]


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[[folder:Others]]
* ''VideoGame/OneHundredPercentOrangeJuice'' has battle panels in its boards, where if you step in one, you engage either a seagull, a chicken, or a robo-ball, decided randomly. After one of the players reaches Level 4, these panels are replaced for Boss panels, indicating it's time to confront the boss of that particular board.
[[/folder]]
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* In all mainline ''Franchise/{{Pokemon}}'' games until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', outdoor areas generally limit encounters to areas of tall grass, giving the player some ability to limit how often they have to fight a wild Pokémon; on the other hand, wild Pokémon can show up at any time when exploring underground caverns or surfing across bodies of water. It is also standard practice for shops to sell "Repel" items that will temporarily prevent encounters with lower-level Pokémon.

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* In all mainline ''Franchise/{{Pokemon}}'' games until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', the end of Gen VII, outdoor areas generally limit limited encounters to areas of tall grass, giving the player some ability to limit how often they have to fight a wild Pokémon; on the other hand, wild Pokémon can show up at any time when exploring underground caverns or surfing across bodies of water. It is also standard practice for shops to sell "Repel" items that will temporarily prevent encounters with lower-level Pokémon.



** ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' abolished these in favor of PreexistingEncounters. This also carried over into ''VideoGame/PokemonSwordAndShield''.

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** ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' at the end of Gen VII abolished these in favor of PreexistingEncounters. This also carried over into ''VideoGame/PokemonSwordAndShield''.Gen VIII's ''VideoGame/PokemonSwordAndShield'' would go on to use a mix of both methods.
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* In all mainline ''Franchise/{{Pokemon}}'' games through ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', outdoor areas generally limit encounters to areas of tall grass, giving the player some ability to limit how often they have to fight a wild Pokémon; on the other hand, wild Pokémon can show up at any time when exploring underground caverns or surfing across bodies of water. It is also standard practice for shops to sell "Repel" items that will temporarily prevent encounters with lower-level Pokémon.

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* In all mainline ''Franchise/{{Pokemon}}'' games through until ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', outdoor areas generally limit encounters to areas of tall grass, giving the player some ability to limit how often they have to fight a wild Pokémon; on the other hand, wild Pokémon can show up at any time when exploring underground caverns or surfing across bodies of water. It is also standard practice for shops to sell "Repel" items that will temporarily prevent encounters with lower-level Pokémon.
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* The D&D random encounter table is parodied in ''Discworld/TheColourOfMagic'', in which a die roll in the CosmicChessGame leads to a rather angry troll ''spontaneously teleporting'' to directly in front of Rincewind and Twoflower.

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* The D&D random encounter table is parodied in ''Discworld/TheColourOfMagic'', ''Literature/TheColourOfMagic'', in which a die roll in the CosmicChessGame leads to a rather angry troll ''spontaneously teleporting'' to directly in front of Rincewind and Twoflower.

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* In the ''Franchise/{{Pokemon}}'' games, outdoor areas generally limit encounters to areas of tall grass, giving the player some ability to limit how often they have to fight a wild Pokémon; on the other hand, wild Pokémon can show up at any time when exploring underground caverns or surfing across bodies of water. It is also standard practice for shops to sell "Repel" items that will temporarily prevent encounters with lower-level Pokémon.

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* In the all mainline ''Franchise/{{Pokemon}}'' games, games through ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'', outdoor areas generally limit encounters to areas of tall grass, giving the player some ability to limit how often they have to fight a wild Pokémon; on the other hand, wild Pokémon can show up at any time when exploring underground caverns or surfing across bodies of water. It is also standard practice for shops to sell "Repel" items that will temporarily prevent encounters with lower-level Pokémon.


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** ''VideoGame/PokemonLetsGoPikachuAndLetsGoEevee'' abolished these in favor of PreexistingEncounters. This also carried over into ''VideoGame/PokemonSwordAndShield''.
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* ''VideoGame/BreathOfDeathVII'' and ''VideoGame/CthulhuSavesTheWorld'' feature these, but with the twist that each location had the set amount of random encounters per area (i.e. first dungeon featuring 25 random encounters, VeryDefinitelyFinalDungeon featuring 50, world map featuring 200, etc.). After the amount of random encounters reaches zero, the random encounters will end, but the player can still trigger an encounter manually by selecting "Fight" option from the menu.
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** ''VideoGame/FinalFantasyXV'' has completely went the ''VideoGame/KingdomHearts'' series route and included monsters roaming on the field to make it close to real-life. The danger meter (top of screen) notes the players when enemies are in the area, are about to strike. When it fills up, battle has commenced.

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** ''VideoGame/FinalFantasyXV'' has completely went gone the ''VideoGame/KingdomHearts'' ''Franchise/KingdomHearts'' series route and included monsters roaming on the field to make it close to real-life. The danger meter (top of screen) notes the players when enemies are in the area, are about to strike. When it fills up, battle has commenced.
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* There's a reason why ''VideoGame/EarthBoundBeginnings'' is considered the [[OddballInTheSeries black sheep]] in the ''VideoGame/{{MOTHER}}'' trilogy, and that's due largely in part to the numerous (almost never-ending) random encounters thrust upon the player, often in immediate succession.

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* There's a reason why ''VideoGame/EarthBoundBeginnings'' is considered the [[OddballInTheSeries black sheep]] in the ''VideoGame/{{MOTHER}}'' trilogy, and that's due largely in part to the numerous (almost never-ending) random encounters thrust upon the player, often in immediate succession. Many of the enemy types and their {{Palette Swap}}s can and will appear in groups of two, three or even four.

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