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Pre-existing Encounters

 Pre-existing Encounters
type
FeatureClass
 Pre-existing Encounters
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Pre-existing Encounters
 Pre-existing Encounters
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PreexistingEncounters
 Pre-existing Encounters
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In addition to Random Encounters, in which a fight can happen at any time either in a dungeon-type area, or on the overworld, Preexisting Encounters are those that you can see coming. This tends to happen in one of two ways:
 Pre-existing Encounters
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Shin Megami Tensei IV and its sequel Shin Megami Tensei IV: Apocalypse have enemies on the overworld represented by green digital stuff. Quest encounters are represented by red digital stuff.
 Pre-existing Encounters / int_10d303a2
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1.0
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 Shin Megami Tensei IV (Video Game)
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In Project .hack and .hack Conglomerate games (that is, the first four games: Infection, Mutation, Outbreak, and Quarantine, and the GU games), all encounters are never random and can be seen clearly, though GU is less random than Infection, Mutation, Outbreak, and Quarantine. In Infection, Mutation, Outbreak, and Quarantine, enemies are represented by glyphs and while monsters correspond to area levels and keyword, it is still quite a surprise. In GU, all enemies are out in plain sight, going on a pre-existing path. Whether you want to engage or skip it is entirely your choice... to an extent. The way the Areas are mapped, usually consisting of separate "islands" or "rooms" connected by paths, you may or may not be able to prevent enemies from seeing you and hence avoid battle (except for the wide open Infection, Mutation, Outbreak, and Quarantine Fields).
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Dragon Quest VIII, in addition to its normal random encounters, also has some monsters for the Monster Arena visible on the world map. While they give chase if you are near by, they can usually be seen for some distance off, and can be avoided. This is changed for the 3DS remake, where all encounters are visible this way.
 Pre-existing Encounters / int_1a8119af
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In The World Ends with You, you fight Noise by scanning your surroundings with the Player Pin and then touching those red monstrous-looking symbols to begin battle. In essence, battles that don't advance the story or clear out invisible walls are completely optional, though you miss out on pins, EXP, and PP if you decide not to battle a lot. This can make things very difficult later; even on easy mode, the final boss essentially becomes a Hopeless Boss Fight. But you later run into a type of Noise that head towards you whenever you use the Player Pin (which you also can't run from), and near the end you'll have a chance of being forced into a battle whenever you get to a new area.
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In Septerra Core: Legacy of the Ancients, every battle is a set encounter. And if you leave the map and have to backtrack later, every encounter is respawned in the exact same location. Some battles are skippable only if there's multiple ways to get to the destination, and even then, there's almost always at least one encounter on each route.
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Robotrek has normal enemies usually meandering around the environment. If they see the player they will usually speed up and give chase. Any time the enemies touch the player's sides or back, they get the first move in battle. Though there are also a handful of mandatory, non-boss encounters.
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Meritous: There's a limited number of monsters in the entire game, visible on screen once it the same room as them, provided they're not Invisible Monsters, and the heads-up display even shows you the total, as well as how many you've killed.
 Pre-existing Encounters / int_20f32dbb
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The 3DS remake of Dragon Quest VII has all its enemies visible and avoidable on the overworld and in almost every dungeon (though in the latter case you may struggle to avoid them as the dungeons tend to be cramped), unlike its original Playstation release which is all Random Encounters. The single exception is the Multipleximus Maximus dungeon, which still has to use random encounters due to its unorthodox design.
 Pre-existing Encounters / int_21e321da
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1.0
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Pre-existing Encounters / int_21e321da
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Pre-existing Encounters
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In all Chinese Paladin games the monsters are physically represented on the map patrolling the areas. However, sometimes their sprites are tiny and blends in with the background, making it harder to see them coming. Regardless they all will chase the player, usually at a faster-than-walk pace, after they've seen you.
 Pre-existing Encounters / int_22a8a2dd
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1.0
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The Harry Potter games for Game Boy Color. Enemies are represented as small sparkling blue clouds, whereas bosses are shown as larger versions of the same. You can avoid most random encounters, but bosses typically block progress until defeated.
 Pre-existing Encounters / int_2b8a9a79
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1.0
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Monster Racers: Wild monsters appear in the overworld as yellow orbs. You can also use an item to freeze them in place and avoid battle, but some of them don't move anyway.
 Pre-existing Encounters / int_2c0e5819
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Tales Series:
Tales of Symphonia: Monster groups appear as somewhat unrelated models, like a floating skull, a slime, or some kind of long insect.
Tales of Phantasia normally uses random encounters but has a specific area of preexisting encounters during the Valhalla War sequence, where you are trying to find the enemy leader in the middle of the mazelike, contested Valhalla Plains. Encounters appear as skeletal ghosts in cloaks which replenish when you leave a screen and come back. Each fight takes up a chunk of your limited time to win the war, so you have to fight as few as you can to get the best reward for least cost.
 Pre-existing Encounters / int_2d644371
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1.0
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Although standard enemies are still random encounters, the Etrian Odyssey series also features several Bosses in Mook's Clothing called F.O.E. that are visible on the map, which generally should be run from when first encountered. One thing that makes them particularly dangerous is that they can continue to approach while you're fighting a random encounter; take too long, and the F.O.E. will join in, potentially turning a difficult encounter into a deadly one.
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Lufia II: Rise of the Sinistrals has enemies visible on the screen in dungeons, allowing you to avoid them if you wish. You can also stun them with arrows to dart past them with ease. Some of the enemies move in unusual set patterns, others can teleport around the room, and some puzzles even require you to lure monsters onto switches. There's even one puzzle that has you bet on which monster will win a race!
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All normal enemy encounters in Dubloon are represented as figures walking mindlessly around, with a sprite representing the "leader".
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1.0
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The Final Fantasy Legend II and Final Fantasy Legend III DS remakes replace random encounters from the originals with monsters running on the world map representing battles. Most are possible to avoid.
 Pre-existing Encounters / int_3d0f5f70
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Kentucky Route Zero: The Bluegrass State has a lot of roadside 'encounters' scattered about, made visible by markers on your map as you approach them. This being an Adventure Game, most of these encounters aren't important except for the sake of exploring, soaking in the atmosphere, and developing your characters.
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In The Elder Scrolls IV: Oblivion; enemies may be concealed by terrain or vegetation, but often can be seen at a distance, and indeed may not see the character, giving the player the chance for a missile attack or just to flee undetected. This also holds true for Morrowind, though the sheer number of Cliff Racers you face can make it seem like you're fighting random encounters every step.
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In Haven (2020) Mook mobs and many of the bosses visibly wander or lie in wait until approached or they catch sight of the protagonists.
 Pre-existing Encounters / int_44ebe34f
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Final Fantasy XII has something like this as well, although you can't always avoid the enemies. Some of them come after you. On the other hand, some of them won't attack you until you attack them first.
 Pre-existing Encounters / int_49a88435
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 Final Fantasy XII (Video Game)
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In Final Fantasy Mystic Quest, unlike the rest of the series, the monsters in the dungeons are always visible and in fixed positions. There are two exceptions, but there are items to counteract their invisibility (which, conveniently, are found in that very same dungeon). Luckily for you, they don't respawn until after you leave.
 Pre-existing Encounters / int_4a4dcdd8
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In The Magic Candle, enemy parties are visible to you when they're one tile away. You're visible to them at two tiles' distance, and unless they're holding a position, they'll come after you. A Nitro Boost will keep you ahead of them... but may crash you right into another party. It's safer to use magic: the Locate spell will make all troops visible for a few turns, and Confuse will shake off a party that's caught your scent. (Later, the Teleport spell makes Locate obsolete — you can't 'port right into an enemy party, so you can check where they are by preparing Teleport, noticing the conspicuous unavailable tiles, and then cancelling.)
 Pre-existing Encounters / int_4e31ccbc
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A good number of the fights in Crisis Core: Final Fantasy VII are like this. The first dungeon uses them almost exclusively. The one battle required to complete a side mission in Crisis Core is this as well. All other battles give the impression of being random encounters, although they only trigger at specific locations due to the realtime nature of the game's battles and can often be avoided by hugging the walls.
 Pre-existing Encounters / int_4e9f355
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Pre-existing Encounters
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Magi-Nation goes in and out of this trope. in Shadow Geysers and the Shadow Hold, they're completely random - but in everywhere else, they're entirely skippable.
 Pre-existing Encounters / int_505bdb62
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In EarthBound (1994), not only are enemies shown clearly on screen (though the sprites tend to hide their type), but the direction your character is facing when the encounter occurs makes a difference. If the enemy is facing away from you, you get an additional turn at the start; if you're facing away from it, the enemy gets the first turn. If an enemy is weak enough that you can kill it before it gets a chance to attack, it's defeated instantly. Getting an extra turn at the start of battle makes this much more likely.
Also, very small enemies— such as ants and slugs— who are actually quite tough will be squashed underfoot unless another enemy attacks you while you're immobilized. The Casey Bat banks on hitting an enemy when they're tuned away as it guarantees a free hit on them and adds to the Casey Bat's already powerful slugger hit which is great when you'll strike out if you don't.
In an interesting variation, once you've beaten the Sanctuary boss for a given area (or are, simply, highly enough leveled), enemies will run from you. This does allow you to get back-attacks on them much more readily, but at that point the experience provided is so low that it would almost certainly be faster to just call it a day and move on.
Mother 3 has a similar system, although back attacks never lead to automatic victory; instead, if you are on a high enough level, you can just dash through the enemies, gaining no rewards but also avoiding the encounters entirely.
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Blue Dragon has enemies walking around most areas. Outside of encounters, you can attack them from behind, get the first attack on them, and use certain class skills within a fixed radius to attract, repel, stun, or sneak past them outside of battle. You can also fight them in consecutive battles, or even pit some of them against each other this way.
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Mario & Luigi games have this as well, including both the many-enemies-in-one model and the ability to initiate combat preemptively. If an enemy hits you before you hit it, however, they get the First Strike.
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In Child of Light, standard mooks, which are often Actually Four Mooks each, only trigger battle mode when you approach them. If one approaches you from behind, you will be Ambushed and they will attack first, if you do the same to them, you get a Surprise Attack.
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New Super Mario Bros. U also has these, but you have to actually defeat the enemies to win, like Super Mario Bros. 3.
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New Super Mario Bros. Wii also has enemies on the world map which transport the player to the battle screen. The different is that to win, you have to collect the Toad balloons instead of defeating the enemies. The enemies are Goombas, Spinies, Ice Bros, Porcuppfers, Stalking Piranha Plants, Bullet Bills, Lakitus and Lava Bubbles.
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Tales of Phantasia normally uses random encounters but has a specific area of preexisting encounters during the Valhalla War sequence, where you are trying to find the enemy leader in the middle of the mazelike, contested Valhalla Plains. Encounters appear as skeletal ghosts in cloaks which replenish when you leave a screen and come back. Each fight takes up a chunk of your limited time to win the war, so you have to fight as few as you can to get the best reward for least cost.
 Pre-existing Encounters / int_58cf4968
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1.0
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In Persona 3 and Persona 4, Shadows walk the map as blobs - black blobs are normal, red blobs are Elite Mooks, and gold blobs are Metal Slime. Hitting them with your weapon starts the fight. Hit it in the back and you get a surprise round; get hit first and they get the first move. If you level up enough, they run from you — and if you happen to fight them anyway, the enemies will suffer from the Distress status effect.
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In Persona 5, enemies now have dungeon specific forms, like knights, security guards and police officers, who wander the maps. Battle starts when you attack them or they attack you. However, in keeping with the game's Phantom Thief themes, you now sneak up and Back Stab enemies to get an advantage in battle, instead of just hitting them.
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Undertale mostly has invisible Random Encounters, but some Vegetoids in the Ruins are plainly visible and won't attack until interacted with.
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1.0
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Epic Battle Fantasy: In the third, fourth and fifth games, most foes appear on the map, and you initiate battles by interacting with them. The enemy encounters that don't appear on the map trigger when you step on specific tiles.
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 Pre-existing Encounters / int_5e50079
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Enemies in Lunarosse are represented by blue flames you can touch or avoid. In some dungeons, they're represented by general soldier sprites instead.
 Pre-existing Encounters / int_5e50079
featureApplicability
1.0
 Pre-existing Encounters / int_5e50079
featureConfidence
1.0
 Lunarosse (Video Game)
hasFeature
Pre-existing Encounters / int_5e50079
 Pre-existing Encounters / int_5f78b9c7
type
Pre-existing Encounters
 Pre-existing Encounters / int_5f78b9c7
comment
A significant number of street racing games such as Tokyo Xtreme Racer and Racing Lagoon have rival cars that exist onscreen and engage you in a duel when you pass the headlights on them (or vice versa.)
 Pre-existing Encounters / int_5f78b9c7
featureApplicability
1.0
 Pre-existing Encounters / int_5f78b9c7
featureConfidence
1.0
 Tokyo Xtreme Racer (Video Game)
hasFeature
Pre-existing Encounters / int_5f78b9c7
 Pre-existing Encounters / int_618bcaf2
type
Pre-existing Encounters
 Pre-existing Encounters / int_618bcaf2
comment
For the King: Most overworld combat encounters are stationary and visible on the map and don't trigger until the Player Character enters their hex. Zig-zagged with occasional Random Encounters when monsters successfully ambush the PC. One Scourge's active effect obscures preexisting encounters so the player can see where they are but not what monsters are involved.
 Pre-existing Encounters / int_618bcaf2
featureApplicability
1.0
 Pre-existing Encounters / int_618bcaf2
featureConfidence
1.0
 For the King (Video Game)
hasFeature
Pre-existing Encounters / int_618bcaf2
 Pre-existing Encounters / int_61de95d6
type
Pre-existing Encounters
 Pre-existing Encounters / int_61de95d6
comment
Freelancer has encounters set as 'Patrol Paths' which can be from any faction, although the factions they belong to are easy to deduce because of location and whether they're neutral, friendly or hostile.
 Pre-existing Encounters / int_61de95d6
featureApplicability
1.0
 Pre-existing Encounters / int_61de95d6
featureConfidence
1.0
 Freelancer (Video Game)
hasFeature
Pre-existing Encounters / int_61de95d6
 Pre-existing Encounters / int_629cd094
type
Pre-existing Encounters
 Pre-existing Encounters / int_629cd094
comment
Dragon Age: Origins uses this, for good reason. Enemies scale with your party's average level, and since stat do have caps in that game, grinding to level 99 makes all of the enemies nigh impossible to defeat since theirs don't.
 Pre-existing Encounters / int_629cd094
featureApplicability
1.0
 Pre-existing Encounters / int_629cd094
featureConfidence
1.0
 Dragon Age: Origins (Video Game)
hasFeature
Pre-existing Encounters / int_629cd094
 Pre-existing Encounters / int_62bf543
type
Pre-existing Encounters
 Pre-existing Encounters / int_62bf543
comment
Super Mario Bros. 3 has Hammer Bros., Boomerang Bros., Fire Bros. and Sledge Bros. randomly wandering around the world maps. Mario is transported to a battle screen if they run into him, but can sometimes avoid them.
 Pre-existing Encounters / int_62bf543
featureApplicability
1.0
 Pre-existing Encounters / int_62bf543
featureConfidence
1.0
 Super Mario Bros. 3 (Video Game)
hasFeature
Pre-existing Encounters / int_62bf543
 Pre-existing Encounters / int_6365ff2d
type
Pre-existing Encounters
 Pre-existing Encounters / int_6365ff2d
comment
Dragon Quest has four predetermined battles; the Golem at the gates of Cantlin, the Green Dragon guarding Princess Gwaelin's cell in the tunnel to Rimuldar, the Axe Knight guarding Erdrick's Armor in the ruins of Hauksness and the Dragonlord himself.
 Pre-existing Encounters / int_6365ff2d
featureApplicability
1.0
 Pre-existing Encounters / int_6365ff2d
featureConfidence
1.0
 Dragon Quest (Video Game)
hasFeature
Pre-existing Encounters / int_6365ff2d
 Pre-existing Encounters / int_67cf76a5
type
Pre-existing Encounters
 Pre-existing Encounters / int_67cf76a5
comment
Getsu Fuma Den has some enemy encounters triggered by running into their sprites on the overworld, though in most places they're impossible to avoid.
 Pre-existing Encounters / int_67cf76a5
featureApplicability
1.0
 Pre-existing Encounters / int_67cf76a5
featureConfidence
1.0
 Getsu Fuma Den (Video Game)
hasFeature
Pre-existing Encounters / int_67cf76a5
 Pre-existing Encounters / int_6ac55ec7
type
Pre-existing Encounters
 Pre-existing Encounters / int_6ac55ec7
comment
Let's start with the granddaddy, Dungeons & Dragons, and its spin-off Pathfinder. As fantasy games with many site-based adventures, there is usually a certain amount of predictability in the encounters. Players often have numerous spells and powers that allow them to see ahead and detect, avoid, or otherwise bypass enemies and perform a Dungeon Bypass. The exact methods vary by edition, but mundane stealth, invisibility, spells that allow clairvoyance and similar powers, gathering rumors away from the dungeon and putting clues together, teleportation, magic that reshapes dungeon walls, illusions, spells that create walls and barriers, and more are all available so you don't have to encounter every single enemy or trap between you and your objective.
Special mention must be made of D&D's numerous Story Breaker Powers in the late-game, which would in theory allow a party to spy on a villain, buff up, teleport into his bedchambers, and slaughter him. In practice, an experienced GM should plan for these eventualities, and some players purposefully avoid solving the plot like this as a matter of etiquette.
In D&D and Pathfinder, experience points are gained for defeating enemies and other methods. Thus, a party may decide not to skip the skippable encounters, not only because it cuts content, but because they miss the loot. Additionally, there is argument whether the GM should award XP for bypassed monsters, as that challenge was defeated in once sense, and XP is awarded for defeating encounters, not slaughtering enemies.
 Pre-existing Encounters / int_6ac55ec7
featureApplicability
1.0
 Pre-existing Encounters / int_6ac55ec7
featureConfidence
1.0
 Dungeons & Dragons (Tabletop Game)
hasFeature
Pre-existing Encounters / int_6ac55ec7
 Pre-existing Encounters / int_6c1d09b3
type
Pre-existing Encounters
 Pre-existing Encounters / int_6c1d09b3
comment
In Fallout 3 and Fallout: New Vegas, once you reach a certain karma (in the former) or faction infamy (in the latter) level, you will have hit squads sent after you. When you enter their spawning areas, they will always find you, although you can sometimes get off a few shots at them from a distance before they attack (though this counts as unprovoked attacking and thus will hurt your reputation even worse).
 Pre-existing Encounters / int_6c1d09b3
featureApplicability
1.0
 Pre-existing Encounters / int_6c1d09b3
featureConfidence
1.0
 Fallout 3 (Video Game)
hasFeature
Pre-existing Encounters / int_6c1d09b3
 Pre-existing Encounters / int_6d8311c4
type
Pre-existing Encounters
 Pre-existing Encounters / int_6d8311c4
comment
A majority of trainers in each game are entirely avoidable, while legendary Pokémon (except for the free-roaming kinds) appear as sprites on the screen that the player has to walk up to to initiate the fight, and most can be ignored completely. Though starting with Ruby and Sapphire, the cover legendary mascot must be encountered to continue the story. The only exception so far is Emerald, wherein the mascot Rayquaza only needs to be approached instead of fought; a battle with it can optionally be done later. The remakes of Pokémon Gold and Silver (HeartGold and SoulSilver), the first games to feature mascot legendaries, even changed it so the mascots had to be encountered before the player could continue for the Pokémon League.
 Pre-existing Encounters / int_6d8311c4
featureApplicability
1.0
 Pre-existing Encounters / int_6d8311c4
featureConfidence
1.0
 Pokémon Gold and Silver (Video Game)
hasFeature
Pre-existing Encounters / int_6d8311c4
 Pre-existing Encounters / int_6d9ef838
type
Pre-existing Encounters
 Pre-existing Encounters / int_6d9ef838
comment
Parasite Eve 2 uses both types. Some rooms may look clear but the minute you explore a certain part, you are ambushed no matter how much you try to get around it. For the most part, you can see enemies on the field and if you are sneaky enough, you can walk by them without triggering a battle.
 Pre-existing Encounters / int_6d9ef838
featureApplicability
1.0
 Pre-existing Encounters / int_6d9ef838
featureConfidence
1.0
 Parasite Eve 2 (Video Game)
hasFeature
Pre-existing Encounters / int_6d9ef838
 Pre-existing Encounters / int_6f70ad52
type
Pre-existing Encounters
 Pre-existing Encounters / int_6f70ad52
comment
The Citadel in Wasteland is filled with dozens of monks and nuns, and every one has a unique name. Consequently, although it's one of the most dangerous places in the game, it's also one of the only ones without random spawns.
 Pre-existing Encounters / int_6f70ad52
featureApplicability
1.0
 Pre-existing Encounters / int_6f70ad52
featureConfidence
1.0
 Wasteland (Video Game)
hasFeature
Pre-existing Encounters / int_6f70ad52
 Pre-existing Encounters / int_792239e5
type
Pre-existing Encounters
 Pre-existing Encounters / int_792239e5
comment
Tales of Symphonia: Monster groups appear as somewhat unrelated models, like a floating skull, a slime, or some kind of long insect.
 Pre-existing Encounters / int_792239e5
featureApplicability
1.0
 Pre-existing Encounters / int_792239e5
featureConfidence
1.0
 Tales of Symphonia (Video Game)
hasFeature
Pre-existing Encounters / int_792239e5
 Pre-existing Encounters / int_7a8bcd69
type
Pre-existing Encounters
 Pre-existing Encounters / int_7a8bcd69
comment
Weird and Unfortunate Things Are Happening: Only in Vedim Space, and some are avoidable, while others are not.
 Pre-existing Encounters / int_7a8bcd69
featureApplicability
1.0
 Pre-existing Encounters / int_7a8bcd69
featureConfidence
1.0
 Weird and Unfortunate Things Are Happening (Video Game)
hasFeature
Pre-existing Encounters / int_7a8bcd69
 Pre-existing Encounters / int_7c31fdd7
type
Pre-existing Encounters
 Pre-existing Encounters / int_7c31fdd7
comment
The Valkyrie Profile games have enemies visible onscreen as shadowy shapes similar to Persona 3's blobs. These can be frozen and used as steps.
The third game, being a Strategy RPG, has Set Encounters rather than Skippable. There are only a certain amount of story battles total, with a handful of optional fights scattered throughout.
 Pre-existing Encounters / int_7c31fdd7
featureApplicability
1.0
 Pre-existing Encounters / int_7c31fdd7
featureConfidence
1.0
 Valkyrie Profile (Video Game)
hasFeature
Pre-existing Encounters / int_7c31fdd7
 Pre-existing Encounters / int_7e238573
type
Pre-existing Encounters
 Pre-existing Encounters / int_7e238573
comment
Also, very small enemies— such as ants and slugs— who are actually quite tough will be squashed underfoot unless another enemy attacks you while you're immobilized. The Casey Bat banks on hitting an enemy when they're tuned away as it guarantees a free hit on them and adds to the Casey Bat's already powerful slugger hit which is great when you'll strike out if you don't.
 Pre-existing Encounters / int_7e238573
featureApplicability
1.0
 Pre-existing Encounters / int_7e238573
featureConfidence
1.0
 Casey at the Bat
hasFeature
Pre-existing Encounters / int_7e238573
 Pre-existing Encounters / int_7fd4e5f5
type
Pre-existing Encounters
 Pre-existing Encounters / int_7fd4e5f5
comment
The 7th Saga has encounters appear as pixels on the minimap that you can avoid in theory. In practice, you won't be dodging most of them unless you're very skilled at it.
 Pre-existing Encounters / int_7fd4e5f5
featureApplicability
1.0
 Pre-existing Encounters / int_7fd4e5f5
featureConfidence
1.0
 The 7th Saga (Video Game)
hasFeature
Pre-existing Encounters / int_7fd4e5f5
 Pre-existing Encounters / int_811d7bc4
type
Pre-existing Encounters
 Pre-existing Encounters / int_811d7bc4
comment
Helen's Mysterious Castle: Enemies that aren't the set version of this, instead run around and trigger a battle when they make contact with Helen.
 Pre-existing Encounters / int_811d7bc4
featureApplicability
1.0
 Pre-existing Encounters / int_811d7bc4
featureConfidence
1.0
 Helen's Mysterious Castle (Video Game)
hasFeature
Pre-existing Encounters / int_811d7bc4
 Pre-existing Encounters / int_819853fe
type
Pre-existing Encounters
 Pre-existing Encounters / int_819853fe
comment
Final Fantasy XIII-2 has monsters spawn on top of you, but you can still run out of their agro radius to avoid fighting all but the fastest enemies, the game also has something called the Mog clock. The Mog clock has three sections, Green means you can do a pre-emptive strike, yellow means you can't, red means the enemy begins to chase you, and running out forces you into the battle without letting you retry from the beginning of the fight if you die (putting you back in the overworld with no guarantee the mob you were hunting will spawn again).
 Pre-existing Encounters / int_819853fe
featureApplicability
1.0
 Pre-existing Encounters / int_819853fe
featureConfidence
1.0
 Final Fantasy XIII-2 (Video Game)
hasFeature
Pre-existing Encounters / int_819853fe
 Pre-existing Encounters / int_8258e260
type
Pre-existing Encounters
 Pre-existing Encounters / int_8258e260
comment
Super Mario Bros.: The RPGs consistently use enemies in this manner, usually with one sprite or model representing a whole band, and often allow you to initiate battle with an attack in the overworld that will hit every enemy in the battle screen.
Super Mario RPG: Legend of the Seven Stars is the first to display enemies walking around, but like the PC a single enemy represents the whole party.
Paper Mario has the monsters walk around in plain sight, with contact leading to combat. They can be avoided entirely, or the player can opt for a First Strike (leading to a bit of extra damage) by jumping on the enemy or hitting them with the hammer or certain partner skills. Some badges also provided other options. One of them instantly defeats weak enemies if you hit them on the field, while another stuns the first enemy instead of damaging it. In Paper Mario: The Origami King, as you grow stronger over the course of the game, you can instantly kill weaker enemies in the overworld with by striking first instead of heading into the battle screen.
Mario & Luigi games have this as well, including both the many-enemies-in-one model and the ability to initiate combat preemptively. If an enemy hits you before you hit it, however, they get the First Strike.
 Pre-existing Encounters / int_8258e260
featureApplicability
1.0
 Pre-existing Encounters / int_8258e260
featureConfidence
1.0
 Super Mario Bros. (Franchise)
hasFeature
Pre-existing Encounters / int_8258e260
 Pre-existing Encounters / int_826ef177
type
Pre-existing Encounters
 Pre-existing Encounters / int_826ef177
comment
The NES version of Bionic Commando and its Rearmed remake have enemy trucks patrolling the world map, which when encountered, transport the player to an overhead battle scene.
 Pre-existing Encounters / int_826ef177
featureApplicability
1.0
 Pre-existing Encounters / int_826ef177
featureConfidence
1.0
 Bionic Commando (Video Game)
hasFeature
Pre-existing Encounters / int_826ef177
 Pre-existing Encounters / int_83f8495b
type
Pre-existing Encounters
 Pre-existing Encounters / int_83f8495b
comment
With the exception of the situations mentioned under "Set Encounters", the standard for battles in Zelda II: The Adventure of Link is that, while walking off-road, enemy sprites will appear and move about the map, and if you can avoid them then you won't go to the battle screen. They can also be skipped to an extent by walking onto the nearest road, because running into an enemy sprite on a road results in the battle screen that appears there not having any enemies, after which Link can easily walk away and continue exploring the overworld.
 Pre-existing Encounters / int_83f8495b
featureApplicability
1.0
 Pre-existing Encounters / int_83f8495b
featureConfidence
1.0
 Zelda II: The Adventure of Link (Video Game)
hasFeature
Pre-existing Encounters / int_83f8495b
 Pre-existing Encounters / int_86814cd0
type
Pre-existing Encounters
 Pre-existing Encounters / int_86814cd0
comment
Final Fantasy IV has three set encounters with a Behemoth on one-square-wide paths in Bahamut's lair. Unlike the set FF1 encounters though, these disappear once you've won them once.
 Pre-existing Encounters / int_86814cd0
featureApplicability
1.0
 Pre-existing Encounters / int_86814cd0
featureConfidence
1.0
 Final Fantasy IV (Video Game)
hasFeature
Pre-existing Encounters / int_86814cd0
 Pre-existing Encounters / int_86814ea1
type
Pre-existing Encounters
 Pre-existing Encounters / int_86814ea1
comment
Final Fantasy XV has a combination of both random encounters and preexisting encounters: only a handful of enemies randomly spawn (usually from heavily-forested areas or the daemons at night) while most monsters and imperial soldiers can be seen beforehand and avoided should the player so choose.
 Pre-existing Encounters / int_86814ea1
featureApplicability
1.0
 Pre-existing Encounters / int_86814ea1
featureConfidence
1.0
 Final Fantasy XV (Video Game)
hasFeature
Pre-existing Encounters / int_86814ea1
 Pre-existing Encounters / int_8d318bad
type
Pre-existing Encounters
 Pre-existing Encounters / int_8d318bad
comment
Super Mario RPG: Legend of the Seven Stars is the first to display enemies walking around, but like the PC a single enemy represents the whole party.
 Pre-existing Encounters / int_8d318bad
featureApplicability
1.0
 Pre-existing Encounters / int_8d318bad
featureConfidence
1.0
 Super Mario RPG (Video Game)
hasFeature
Pre-existing Encounters / int_8d318bad
 Pre-existing Encounters / int_8ec33a86
type
Pre-existing Encounters
 Pre-existing Encounters / int_8ec33a86
comment
Xenoblade Chronicles 1 and Xenoblade Chronicles 2: All enemy encounters are present in the world proper, helping to lend to the game's grand sense of scale. The player can choose to fight any of them at will (Or not. The first time you go through any given area, there will be enemies a good four or five times your level scattered about). While most enemies will mind their own business otherwise, other enemies will initiate the battle on their own; some will do so if they see you, some if they hear you, and still others if you use an Ether-based move in their vicinity. Likewise, even enemies that wouldn't pick a fight with you ordinarily might do so if they stumble upon you in the middle of a fight with another one of their species. Also as an anti-frustration measure, even aggressive enemies will stop triggering if you're ten levels or more higher than them, allowing you to freely explore certain areas with impunity after a while.
Xenoblade Chronicles X includes a wide array of leveled enemies in each area (including many that are above the player's level cap!). Added to the mix are exceptionally large monsters that will completely ignore your party on foot, but will suddenly become threats once you get Humongous Mecha. Similarly, smaller creatures will decline to mess with giant robots (unless you step on them).
 Pre-existing Encounters / int_8ec33a86
featureApplicability
1.0
 Pre-existing Encounters / int_8ec33a86
featureConfidence
1.0
 Xenoblade Chronicles 1 (Video Game)
hasFeature
Pre-existing Encounters / int_8ec33a86
 Pre-existing Encounters / int_8ec33aad
type
Pre-existing Encounters
 Pre-existing Encounters / int_8ec33aad
comment
Xenoblade Chronicles X includes a wide array of leveled enemies in each area (including many that are above the player's level cap!). Added to the mix are exceptionally large monsters that will completely ignore your party on foot, but will suddenly become threats once you get Humongous Mecha. Similarly, smaller creatures will decline to mess with giant robots (unless you step on them).
 Pre-existing Encounters / int_8ec33aad
featureApplicability
1.0
 Pre-existing Encounters / int_8ec33aad
featureConfidence
1.0
 Xenoblade Chronicles X (Video Game)
hasFeature
Pre-existing Encounters / int_8ec33aad
 Pre-existing Encounters / int_8ee238c9
type
Pre-existing Encounters
 Pre-existing Encounters / int_8ee238c9
comment
'Persona:
In Persona 3 and Persona 4, Shadows walk the map as blobs - black blobs are normal, red blobs are Elite Mooks, and gold blobs are Metal Slime. Hitting them with your weapon starts the fight. Hit it in the back and you get a surprise round; get hit first and they get the first move. If you level up enough, they run from you — and if you happen to fight them anyway, the enemies will suffer from the Distress status effect.
In Persona 5, enemies now have dungeon specific forms, like knights, security guards and police officers, who wander the maps. Battle starts when you attack them or they attack you. However, in keeping with the game's Phantom Thief themes, you now sneak up and Back Stab enemies to get an advantage in battle, instead of just hitting them.
 Pre-existing Encounters / int_8ee238c9
featureApplicability
1.0
 Pre-existing Encounters / int_8ee238c9
featureConfidence
1.0
 Persona (Franchise)
hasFeature
Pre-existing Encounters / int_8ee238c9
 Pre-existing Encounters / int_8f578d93
type
Pre-existing Encounters
 Pre-existing Encounters / int_8f578d93
comment
Mana Khemia: Alchemists of Al-Revis shows enemies as blobs of varying shapes, sizes and colors, depending on their power relative to your party.
 Pre-existing Encounters / int_8f578d93
featureApplicability
1.0
 Pre-existing Encounters / int_8f578d93
featureConfidence
1.0
 Mana Khemia: Alchemists of Al-Revis (Video Game)
hasFeature
Pre-existing Encounters / int_8f578d93
 Pre-existing Encounters / int_91684031
type
Pre-existing Encounters
 Pre-existing Encounters / int_91684031
comment
Pokémon Black and White add a new type of pre-existing encounter in the forms of shaking patches of grass on the overworld, clouds of dirt in caves, and shadows in the water. Moving onto either will start a battle with a wild Pokémon, but the Pokémon available in this fashion are often rarer than the norm or exclusive to this type of encounter, including even extremely powerful fully evolved Pokémon like Metagross, Tyranitar, and Dragonite.
 Pre-existing Encounters / int_91684031
featureApplicability
1.0
 Pre-existing Encounters / int_91684031
featureConfidence
1.0
 Pokémon Black and White (Video Game)
hasFeature
Pre-existing Encounters / int_91684031
 Pre-existing Encounters / int_924b6d63
type
Pre-existing Encounters
 Pre-existing Encounters / int_924b6d63
comment
Unlike Xenogears, the Xenosaga game series is composed entirely of non-random encounters.
 Pre-existing Encounters / int_924b6d63
featureApplicability
1.0
 Pre-existing Encounters / int_924b6d63
featureConfidence
1.0
 Xenogears (Video Game)
hasFeature
Pre-existing Encounters / int_924b6d63
 Pre-existing Encounters / int_93fc1d2b
type
Pre-existing Encounters
 Pre-existing Encounters / int_93fc1d2b
comment
Paper Mario has the monsters walk around in plain sight, with contact leading to combat. They can be avoided entirely, or the player can opt for a First Strike (leading to a bit of extra damage) by jumping on the enemy or hitting them with the hammer or certain partner skills. Some badges also provided other options. One of them instantly defeats weak enemies if you hit them on the field, while another stuns the first enemy instead of damaging it. In Paper Mario: The Origami King, as you grow stronger over the course of the game, you can instantly kill weaker enemies in the overworld with by striking first instead of heading into the battle screen.
 Pre-existing Encounters / int_93fc1d2b
featureApplicability
1.0
 Pre-existing Encounters / int_93fc1d2b
featureConfidence
1.0
 Paper Mario (Video Game)
hasFeature
Pre-existing Encounters / int_93fc1d2b
 Pre-existing Encounters / int_94462161
type
Pre-existing Encounters
 Pre-existing Encounters / int_94462161
comment
In Wolf's Gang, enemies like adventurers walk around on the overworld and initiate encounters if the player comes into contact with them.
 Pre-existing Encounters / int_94462161
featureApplicability
1.0
 Pre-existing Encounters / int_94462161
featureConfidence
1.0
 Wolf's Gang (Video Game)
hasFeature
Pre-existing Encounters / int_94462161
 Pre-existing Encounters / int_959e6cb
type
Pre-existing Encounters
 Pre-existing Encounters / int_959e6cb
comment
Dragon Quest IX has some, which is different for the series. However, similar to Super Mario RPG, one enemy on the screen represents a party, or a single monster. This makes hunting those elusive Metal Slimes a lot easier, at least until the Tower of Nod where the King metal slimes hide in groups. However, on the downside, they chase you, which certainly doesn't make it any easier to avoid them. (And later on, you run into enemies who block your way)
 Pre-existing Encounters / int_959e6cb
featureApplicability
1.0
 Pre-existing Encounters / int_959e6cb
featureConfidence
1.0
 Dragon Quest IX (Video Game)
hasFeature
Pre-existing Encounters / int_959e6cb
 Pre-existing Encounters / int_968e23f4
type
Pre-existing Encounters
 Pre-existing Encounters / int_968e23f4
comment
The NES version of Captain America and the Avengers has "Black Holes" at various points on the map, which lead to an encounter with a miniboss and/or a group of mooks.
 Pre-existing Encounters / int_968e23f4
featureApplicability
1.0
 Pre-existing Encounters / int_968e23f4
featureConfidence
1.0
 Captain America and the Avengers (Video Game)
hasFeature
Pre-existing Encounters / int_968e23f4
 Pre-existing Encounters / int_971b0368
type
Pre-existing Encounters
 Pre-existing Encounters / int_971b0368
comment
SaGa Frontier displays monsters on the screen as location and enemy-type relevant sprites. In many areas, it's possible to just walk around them.
 Pre-existing Encounters / int_971b0368
featureApplicability
1.0
 Pre-existing Encounters / int_971b0368
featureConfidence
1.0
 SaGa Frontier (Video Game)
hasFeature
Pre-existing Encounters / int_971b0368
 Pre-existing Encounters / int_9b602c3f
type
Pre-existing Encounters
 Pre-existing Encounters / int_9b602c3f
comment
Deltarune has the enemies shown on the overworld, and they move towards you quickly to initiate the encounter. If you're fast enough, you can avoid them, but most of the time, you won't. They also respawn in the same area if you leave and re-enter the room after defeating them.
 Pre-existing Encounters / int_9b602c3f
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1.0
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Pre-existing Encounters / int_9b602c3f
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Pre-existing Encounters
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Pokémon:
A majority of trainers in each game are entirely avoidable, while legendary Pokémon (except for the free-roaming kinds) appear as sprites on the screen that the player has to walk up to to initiate the fight, and most can be ignored completely. Though starting with Ruby and Sapphire, the cover legendary mascot must be encountered to continue the story. The only exception so far is Emerald, wherein the mascot Rayquaza only needs to be approached instead of fought; a battle with it can optionally be done later. The remakes of Pokémon Gold and Silver (HeartGold and SoulSilver), the first games to feature mascot legendaries, even changed it so the mascots had to be encountered before the player could continue for the Pokémon League.
Pokémon Black and White add a new type of pre-existing encounter in the forms of shaking patches of grass on the overworld, clouds of dirt in caves, and shadows in the water. Moving onto either will start a battle with a wild Pokémon, but the Pokémon available in this fashion are often rarer than the norm or exclusive to this type of encounter, including even extremely powerful fully evolved Pokémon like Metagross, Tyranitar, and Dragonite.
Pokémon X and Y also have this, though in the form of shaking bushes that will trigger a Pokémon ambush if approached, along with shadows that appear in various caves and outside at Victory Road that will make a Pokémon dive down and attack you if you step under them.
The Generation VI remakes of Pokémon Ruby and Sapphire have the DexNav Pokémon, which must be snuck up on and often have moves they could normally only get from breeding, potentially also getting improved rates of top-tier stats.
Pokémon Sun and Moon add on to the version from X and Y with some unique behaviors for specific Pokémon. These include Pokémon that charge at you in the grass, Pokémon feeding on piles of berries, and one Pokémon that runs from you so quickly that it's necessary to ride on Tauros to actually fight it.
In Pokémon Let's Go, Pikachu! and Eevee!, all wild Pokémon encounters are preexisting encounters - wild Pokémon pop out of tall grass (and anywhere in caves) and roam around the map, prompting an encounter only if you run into them. This is combined with the usual Random Encounters in Pokémon Sword and Shield.
Pokémon Legends: Arceus ditches the idea of Pokémon hiding in tall grass all together; in fact, it will often be the player character sneaking through tall grass themselves in order to catch Pokémon off-guard themselves, as all the creatures now freely roam the overworld as pre-existing encounters. You don't even have to instigate battle with them and can skip to attempting capture if you think you can get away with not weakening them first.
Pokémon Scarlet and Violet onwards similarly have Pokémon freely roam the overworld, though similarly to Sword and Shield, you have to instigate battle if you want to catch them.
 Pre-existing Encounters / int_9f89a5f0
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1.0
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1.0
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Pre-existing Encounters / int_9f89a5f0
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Pre-existing Encounters
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comment
Mother 3 has a similar system, although back attacks never lead to automatic victory; instead, if you are on a high enough level, you can just dash through the enemies, gaining no rewards but also avoiding the encounters entirely.
 Pre-existing Encounters / int_9fa025d
featureApplicability
1.0
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 Mother 3 (Video Game)
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Pre-existing Encounters / int_9fa025d
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Pre-existing Encounters
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comment
SD Snatcher shows enemies moving around on the screen.
 Pre-existing Encounters / int_a1d1d244
featureApplicability
1.0
 Pre-existing Encounters / int_a1d1d244
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1.0
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Pre-existing Encounters / int_a1d1d244
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Pre-existing Encounters
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comment
Fake Happy End: Unlike many other dungeon crawlers, all encounters, including regular ones, are shown as enemy symbols on the map. Regular enemies appear as small floating orbs while bosses and minibosses appear as monstrous faces.
 Pre-existing Encounters / int_a3984fe3
featureApplicability
1.0
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1.0
 Fake Happy End (Video Game)
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Pre-existing Encounters / int_a3984fe3
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Pre-existing Encounters
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Final Fantasy:
In Final Fantasy Mystic Quest, unlike the rest of the series, the monsters in the dungeons are always visible and in fixed positions. There are two exceptions, but there are items to counteract their invisibility (which, conveniently, are found in that very same dungeon). Luckily for you, they don't respawn until after you leave.
It's tradition to have Bonus Bosses roam in the overworld or a dungeon map. It began in Final Fantasy V with Omega roaming an area in the final dungeon. The path is narrow, so the player has to be careful or else they face this monster. The most famous examples are the WEAPONs from Final Fantasy VII: Ultima is flying over the skies, Emerald is underwater, and Ruby is buried under the desert surrounding the Gold Saucer theme park, with only its tiny head visible. Even Diamond WEAPON, which is fought as part of the story appears as a sprite in the world map advancing toward Midgar.
Final Fantasy XII has something like this as well, although you can't always avoid the enemies. Some of them come after you. On the other hand, some of them won't attack you until you attack them first.
Final Fantasy XIII has visible encounters as well. Some enemies completely block your path and you are forced to fight them. Preemptive strikes occur when you approach the enemy from behind without alerting them.
Final Fantasy XIII-2 has monsters spawn on top of you, but you can still run out of their agro radius to avoid fighting all but the fastest enemies, the game also has something called the Mog clock. The Mog clock has three sections, Green means you can do a pre-emptive strike, yellow means you can't, red means the enemy begins to chase you, and running out forces you into the battle without letting you retry from the beginning of the fight if you die (putting you back in the overworld with no guarantee the mob you were hunting will spawn again).
Final Fantasy XV has a combination of both random encounters and preexisting encounters: only a handful of enemies randomly spawn (usually from heavily-forested areas or the daemons at night) while most monsters and imperial soldiers can be seen beforehand and avoided should the player so choose.
The Final Fantasy Legend II and Final Fantasy Legend III DS remakes replace random encounters from the originals with monsters running on the world map representing battles. Most are possible to avoid.
Final Fantasy Crystal Chronicles: The Crystal Bearers are not only preexisting, but limited. Almost all of them are avoidable.
 Pre-existing Encounters / int_a81325d3
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1.0
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Pre-existing Encounters / int_a81325d3
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Pre-existing Encounters
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Prayer of the Faithless: Green and black enemies will track the player upon noticing them, red enemies move randomly and quickly, and blue enemies are stationary but tend to block important paths. Only green and red enemies respawn upon entering a map, though the Tower of Sinners has respawning black enemies.
 Pre-existing Encounters / int_afbc40fb
featureApplicability
1.0
 Pre-existing Encounters / int_afbc40fb
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1.0
 Prayer of the Faithless (Video Game)
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Pre-existing Encounters / int_afbc40fb
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Pre-existing Encounters
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Breath of Fire: Dragon Quarter gets rid of random encounters and has the enemies appear onscreen. It distinguishes itself from other games that do this by encouraging you to use bait and traps to lure the enemies into better positions for you to attack them.
 Pre-existing Encounters / int_b1feec39
featureApplicability
1.0
 Pre-existing Encounters / int_b1feec39
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1.0
 Breath of Fire: Dragon Quarter (Video Game)
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Pre-existing Encounters / int_b1feec39
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Pre-existing Encounters
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The first versions of Rakenzarn Tales used balls of light for its enemies, with certain colors representing certain enemies. After the development of Rakenzarn Frontier Story, they were changed to black silhouettes instead.
 Pre-existing Encounters / int_b4622158
featureApplicability
1.0
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1.0
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Pre-existing Encounters / int_b4622158
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Pre-existing Encounters
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comment
Tokyo Mirage Sessions ♯FE: Enemies spawn in set locations when you step into a particular spot and they are visible. You can choose to battle them or avoid them. They generally spawn when you are still a few feet away from them, but some are set to spawn several at a time with you right in the middle of them and with only narrow openings to escape.
 Pre-existing Encounters / int_b8b8bc38
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1.0
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1.0
 Tokyo Mirage Sessions ♯FE (Video Game)
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Pre-existing Encounters / int_b8b8bc38
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Pre-existing Encounters
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comment
Nearly every enemy in Cosmic Star Heroine can be seen on the field before engaging them in a battle. Some can be bypassed with careful maneuvring, but that is mostly detrimental as you always emerge from battle in the same state you went in, only richer and more powerful.
 Pre-existing Encounters / int_bb14ffc1
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1.0
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 Cosmic Star Heroine (Video Game)
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Pre-existing Encounters / int_bb14ffc1
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Pre-existing Encounters
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comment
Final Fantasy Crystal Chronicles: The Crystal Bearers are not only preexisting, but limited. Almost all of them are avoidable.
 Pre-existing Encounters / int_c00614a7
featureApplicability
1.0
 Pre-existing Encounters / int_c00614a7
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1.0
 Final Fantasy Crystal Chronicles (Video Game)
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Pre-existing Encounters / int_c00614a7
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Pre-existing Encounters
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Chrono Trigger (and its successor, Chrono Cross) often give the player the option to avoid fights if the player wishes. Sometimes, though, monsters jump out from out of nowhere and ambush the party in pre-determined locations, and other times they are visible but unavoidable. Interestingly, Chrono Trigger didn't transition to a separate screen for battles; instead, when enemies attack the Player Characters, the battle menu pops up on the same screen as when they are walking around (Chrono Cross, however, does not do this).
Treasure Hunter G works in exactly the same way.
 Pre-existing Encounters / int_c0c57462
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1.0
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1.0
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Pre-existing Encounters / int_c0c57462
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Pre-existing Encounters
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Super Mario 3D World: In each world until (but including) the seventh, Mario and his friends will find preemptive Enemy Blockades as they complete the levels and progress through the world maps. In them, they have to defeat an assortment of enemies of a specific species, and doing so will not only clear the way in the map but also yield Green Stars. Notably, in two of the blockades, they have to fight a Mini-Boss instead (Prince Bully), while in the last one they have to fight a Degraded Boss (Boss Brolder).
 Pre-existing Encounters / int_c1b43f85
featureApplicability
1.0
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1.0
 Super Mario 3D World (Video Game)
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Pre-existing Encounters / int_c1b43f85
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Pre-existing Encounters
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You can't see them in Final Fantasy, but there are squares where you are guaranteed to get into a battle if you step on them. These are almost always squares adjacent to treasure chests.
An infamous area of Earth Cave, known as the "Giant's Arm" or "Hall of Giants", was a bending passageway where every single square was an automatic encounter against Giants and/or Green Ogres. This was removed from the Pixel Remaster version, along with tiled encounters in general. Instead they were replaced with hooded monster figures on the map that had to be spoken to, to initiate a fight.
 Pre-existing Encounters / int_c2463c46
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1.0
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1.0
 Final Fantasy (Video Game)
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Pre-existing Encounters / int_c2463c46
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Pre-existing Encounters
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It's tradition to have Bonus Bosses roam in the overworld or a dungeon map. It began in Final Fantasy V with Omega roaming an area in the final dungeon. The path is narrow, so the player has to be careful or else they face this monster. The most famous examples are the WEAPONs from Final Fantasy VII: Ultima is flying over the skies, Emerald is underwater, and Ruby is buried under the desert surrounding the Gold Saucer theme park, with only its tiny head visible. Even Diamond WEAPON, which is fought as part of the story appears as a sprite in the world map advancing toward Midgar.
 Pre-existing Encounters / int_c2463c53
featureApplicability
1.0
 Pre-existing Encounters / int_c2463c53
featureConfidence
1.0
 Final Fantasy V (Video Game)
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Pre-existing Encounters / int_c2463c53
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Pre-existing Encounters
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Save the Light has you encountering enemies in the overworld, unlike in Attack the Light or Unleash the Light, where they have Random Encounters instead. This gives you a chance to preemptively strike them to initiate the battle, but if they strike you first, you lose 2 Star Points.
 Pre-existing Encounters / int_c2d7e755
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1.0
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Pre-existing Encounters
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In Planet Alcatraz, besides the plot-essential encounters, there are optional locations on the map you can visit or ignore at will.
 Pre-existing Encounters / int_c3a1b10b
featureApplicability
1.0
 Pre-existing Encounters / int_c3a1b10b
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1.0
 Planet Alcatraz (Video Game)
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Pre-existing Encounters / int_c3a1b10b
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Pre-existing Encounters
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comment
Corruption of Laetitia: All encounters are symbol encounters, though if the player already allied with the faction the enemy belongs to, they won't initiate a fight upon contact and will even let the player walk through them. They also won't respawn if the player defeats them while sufficiently overleveled.
 Pre-existing Encounters / int_c449ef2c
featureApplicability
1.0
 Pre-existing Encounters / int_c449ef2c
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1.0
 Corruption of Laetitia (Video Game)
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Pre-existing Encounters / int_c449ef2c
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Pre-existing Encounters
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Pokémon Scarlet and Violet onwards similarly have Pokémon freely roam the overworld, though similarly to Sword and Shield, you have to instigate battle if you want to catch them.
 Pre-existing Encounters / int_cb45dbdc
featureApplicability
1.0
 Pre-existing Encounters / int_cb45dbdc
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1.0
 Pokémon Scarlet and Violet (Video Game)
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Pre-existing Encounters / int_cb45dbdc
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Pre-existing Encounters
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Ys IX: Monstrum Nox has shadowy pillars of energy found throughout the local City of Adventure. Touching them spawns several Lemures to fight. Averted in dungeons, fields and during Grimwald Nox, since the former has all the enemies present from the very beginning, while the latter has monsters spawning in waves.
 Pre-existing Encounters / int_cd767e9e
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-1.0
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1.0
 Ys IX: Monstrum Nox (Video Game)
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Pre-existing Encounters
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In the Grandia series, not only are the enemies visible, but how you make contact with them effects whether you get first strike or not.
 Pre-existing Encounters / int_d0aa1fb1
featureApplicability
1.0
 Pre-existing Encounters / int_d0aa1fb1
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 Grandia (Video Game)
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Pre-existing Encounters / int_d0aa1fb1
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Pre-existing Encounters
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Pokémon Legends: Arceus ditches the idea of Pokémon hiding in tall grass all together; in fact, it will often be the player character sneaking through tall grass themselves in order to catch Pokémon off-guard themselves, as all the creatures now freely roam the overworld as pre-existing encounters. You don't even have to instigate battle with them and can skip to attempting capture if you think you can get away with not weakening them first.
 Pre-existing Encounters / int_d1702e57
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1.0
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1.0
 Pokémon Legends: Arceus (Video Game)
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Pre-existing Encounters / int_d1702e57
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Pre-existing Encounters
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Abyss Crossing: All encounters are random, except for minibosses known as "Floor Enemies" that show up as sinister red orbs. Unlike most examples of this trope, Floor Enemies move in predetermined patterns and don't chase the player.
 Pre-existing Encounters / int_d20d7367
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1.0
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1.0
 Abyss Crossing (Video Game)
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Pre-existing Encounters / int_d20d7367
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Pre-existing Encounters
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Pokémon Sun and Moon add on to the version from X and Y with some unique behaviors for specific Pokémon. These include Pokémon that charge at you in the grass, Pokémon feeding on piles of berries, and one Pokémon that runs from you so quickly that it's necessary to ride on Tauros to actually fight it.
 Pre-existing Encounters / int_d502170c
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1.0
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1.0
 Pokémon Sun and Moon (Video Game)
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Pre-existing Encounters / int_d502170c
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Pre-existing Encounters
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Early games in the Lunar series use random encounters (with the occasional set encounter), while the remakes display the enemies as monsters, making battles potentially avoidable.
 Pre-existing Encounters / int_d557e6c3
featureApplicability
1.0
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 Lunar (Video Game)
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Pre-existing Encounters
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Ōkami has Demon Scrolls, which trigger an encounter when they touch you. They follow you around and can be stunned with a brush stroke. There are also Devil Gates, for which you have to go out of your way to trigger the encounter. Some of the Devil Gates can be brutal. Demon Scrolls return in Ōkamiden.
 Pre-existing Encounters / int_d57d722e
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1.0
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Pre-existing Encounters / int_d57d722e
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Pre-existing Encounters
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In the Trails Series games, which were remade for PSP, have their "random" encounters wandering around the overworld. They'll home in on you at close range, but if you're careful, you can pretty much avoid them completely.
 Pre-existing Encounters / int_da72cf97
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1.0
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Pre-existing Encounters / int_da72cf97
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Pre-existing Encounters
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Due to the linear design of Dungeon Siege, which forces you to take one route from the beginning to the end of the game, all encounters are set. Avoiding them is virtually impossible, unless they are nestled in a "side-area" which can be skipped. And due to the bird's eye view 3D gameplay, you can always see what's coming up, and it is often necessary to prepare your attack and wear the proper gear before charging in. This is subverted in some areas (like going down an elevator) and in Dungeon Siege II (where enemies sometimes pop out of nowhere), but the vast majority of encounters are not surprising and not avoidable.
 Pre-existing Encounters / int_df8856e6
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Pre-existing Encounters
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Dragon Quest
The 3DS remake of Dragon Quest VII has all its enemies visible and avoidable on the overworld and in almost every dungeon (though in the latter case you may struggle to avoid them as the dungeons tend to be cramped), unlike its original Playstation release which is all Random Encounters. The single exception is the Multipleximus Maximus dungeon, which still has to use random encounters due to its unorthodox design.
Dragon Quest VIII, in addition to its normal random encounters, also has some monsters for the Monster Arena visible on the world map. While they give chase if you are near by, they can usually be seen for some distance off, and can be avoided. This is changed for the 3DS remake, where all encounters are visible this way.
Dragon Quest IX has some, which is different for the series. However, similar to Super Mario RPG, one enemy on the screen represents a party, or a single monster. This makes hunting those elusive Metal Slimes a lot easier, at least until the Tower of Nod where the King metal slimes hide in groups. However, on the downside, they chase you, which certainly doesn't make it any easier to avoid them. (And later on, you run into enemies who block your way)
 Pre-existing Encounters / int_e22c949c
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1.0
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1.0
 DragonQuest
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Pre-existing Encounters
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Guardian's Crusade uses this, with enemy encounters represented as white ghost/tadpole-like things on the map. In addition, the ghost's appearance and behaviour denoted the kind of battle it would be - an easy battle with a weak enemy would be represent by a small, blue-eyed ghost that ran away from you, whereas a stronger enemy would be larger, have red eyes and actively come after you. The in-between ghosts had green eyes and just sort of wandered around.
 Pre-existing Encounters / int_e2ada0e6
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1.0
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1.0
 Guardian's Crusade (Video Game)
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Pre-existing Encounters
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Normal enemies in Barkley, Shut Up and Jam: Gaiden take the form of a wandering monster sprite that will chase you if it spots you. Catch it from behind and you will get to act first in an ensuing battle. Get caught from behind by them and they will act first instead.
 Pre-existing Encounters / int_e4f2d161
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1.0
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1.0
 Barkley, Shut Up and Jam: Gaiden (Video Game)
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Pre-existing Encounters / int_e4f2d161
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Pre-existing Encounters
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LISA: Every single enemy has a unique sprite and spot where they're fought. The only exception is the Figures that appear in a cave stretch in the first area.
 Pre-existing Encounters / int_e5d8e2fe
featureApplicability
1.0
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1.0
 LISA (Video Game)
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Pre-existing Encounters / int_e5d8e2fe
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Pre-existing Encounters
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In Star Control 2, most battles result when an enemy fleet (readily visible beforehand) makes contact with your flagship. This can happen in planetary systems (where you can see the approaching fleet and its type, but not its strength) and in hyperspace (where all you see is an approaching hole). In both cases, a fast-enough flagship can maneuver to avoid the encounter altogether. The game also has several set battles, which cannot be avoided in order to finish the game.
 Pre-existing Encounters / int_e68decb8
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1.0
 Pre-existing Encounters / int_e68decb8
featureConfidence
1.0
 Star Control (Video Game)
hasFeature
Pre-existing Encounters / int_e68decb8
 Pre-existing Encounters / int_e863cc41
type
Pre-existing Encounters
 Pre-existing Encounters / int_e863cc41
comment
In all Mega Man Battle Network and Star Force games, V2/Alpha boss rematches are invisible encounters set at specific points on the overworld, usually on a random dead end. You can actually tell when you have it right - Mega Man will return to his standing position right before the Fight Woosh rather than freeze in the middle of a step.
 Pre-existing Encounters / int_e863cc41
featureApplicability
1.0
 Pre-existing Encounters / int_e863cc41
featureConfidence
1.0
 Mega Man Battle Network (Video Game)
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Pre-existing Encounters / int_e863cc41
 Pre-existing Encounters / int_e89bfc87
type
Pre-existing Encounters
 Pre-existing Encounters / int_e89bfc87
comment
Okiku, Star Apprentice: They're floating black cloak-like blobs with red eyes that move around and fight Okiku on contact with her, or the blast from the Wand of Blasting.
 Pre-existing Encounters / int_e89bfc87
featureApplicability
1.0
 Pre-existing Encounters / int_e89bfc87
featureConfidence
1.0
 Okiku, Star Apprentice (Video Game)
hasFeature
Pre-existing Encounters / int_e89bfc87
 Pre-existing Encounters / int_e97cdaa5
type
Pre-existing Encounters
 Pre-existing Encounters / int_e97cdaa5
comment
Treasure Hunter G works in exactly the same way.
 Pre-existing Encounters / int_e97cdaa5
featureApplicability
1.0
 Pre-existing Encounters / int_e97cdaa5
featureConfidence
1.0
 Treasure Hunter G (Video Game)
hasFeature
Pre-existing Encounters / int_e97cdaa5
 Pre-existing Encounters / int_eb6719f6
type
Pre-existing Encounters
 Pre-existing Encounters / int_eb6719f6
comment
When you first board the Ragnarok in Final Fantasy VIII, there are eight monsters called Propagators roaming the halls that will trigger a battle if you touch any of them. They come in four color-coded pairs; to keep them from coming back to life, you have to kill one Propagator and then kill its same-colored counterpart while avoiding the others.
 Pre-existing Encounters / int_eb6719f6
featureApplicability
1.0
 Pre-existing Encounters / int_eb6719f6
featureConfidence
1.0
 Final Fantasy VIII (Video Game)
hasFeature
Pre-existing Encounters / int_eb6719f6
 Pre-existing Encounters / int_eb6802b4
type
Pre-existing Encounters
 Pre-existing Encounters / int_eb6802b4
comment
Final Fantasy XIII has visible encounters as well. Some enemies completely block your path and you are forced to fight them. Preemptive strikes occur when you approach the enemy from behind without alerting them.
 Pre-existing Encounters / int_eb6802b4
featureApplicability
1.0
 Pre-existing Encounters / int_eb6802b4
featureConfidence
1.0
 Final Fantasy XIII (Video Game)
hasFeature
Pre-existing Encounters / int_eb6802b4
 Pre-existing Encounters / int_f0688fff
type
Pre-existing Encounters
 Pre-existing Encounters / int_f0688fff
comment
The Generation VI remakes of Pokémon Ruby and Sapphire have the DexNav Pokémon, which must be snuck up on and often have moves they could normally only get from breeding, potentially also getting improved rates of top-tier stats.
 Pre-existing Encounters / int_f0688fff
featureApplicability
1.0
 Pre-existing Encounters / int_f0688fff
featureConfidence
1.0
 Pokémon Ruby and Sapphire (Video Game)
hasFeature
Pre-existing Encounters / int_f0688fff
 Pre-existing Encounters / int_f6c5733b
type
Pre-existing Encounters
 Pre-existing Encounters / int_f6c5733b
comment
Hyperdimension Neptunia mk2 does away with the random encounters from the previous game and displays each enemy group on the map of the dungeon you're in. Every game in the Neptunia series since, including the remakes of the first three games has used it.
 Pre-existing Encounters / int_f6c5733b
featureApplicability
1.0
 Pre-existing Encounters / int_f6c5733b
featureConfidence
1.0
 Hyperdimension Neptunia mk2 (Video Game)
hasFeature
Pre-existing Encounters / int_f6c5733b
 Pre-existing Encounters / int_f6f5617d
type
Pre-existing Encounters
 Pre-existing Encounters / int_f6f5617d
comment
Luxaren Allure has bosses which are represented by large monsters in a fixed place on the map.
 Pre-existing Encounters / int_f6f5617d
featureApplicability
1.0
 Pre-existing Encounters / int_f6f5617d
featureConfidence
1.0
 Luxaren Allure (Video Game)
hasFeature
Pre-existing Encounters / int_f6f5617d
 Pre-existing Encounters / int_f724b70d
type
Pre-existing Encounters
 Pre-existing Encounters / int_f724b70d
comment
Code Lyoko: Fall of X.A.N.A.: Nearly every single battle is unavoidable because the monsters don't move on the field until the player (whose character is a "Sooper Deformed" variation of one of the Lyoko Warriors from the series) enters a monster's detection area, which is guaranteed to cover the whole width of the path that you must travel to the target of a mission, usually a Tower or a certain teleporter. As soon as you enter the field, the monster moves to you (surprisingly, Megatanks don't move, but battle still ensues when the field is triggered) and you enter the battle. The only skippable monsters usually guard alternate paths (which almost always lead to item-containing Data Packs, some of which contain vital Plug-ins (equippable items that require points to activate, similar to Badges in Paper Mario, except that point upgrades are automatic) or powerful items). Most battles can be seen coming, except for certain boss battles, where the boss hides offscreen until the battle is triggered. And all battles in this game are RPG-style, rather than the action-based battles of the first two games.
 Pre-existing Encounters / int_f724b70d
featureApplicability
1.0
 Pre-existing Encounters / int_f724b70d
featureConfidence
1.0
 Code Lyoko
hasFeature
Pre-existing Encounters / int_f724b70d
 Pre-existing Encounters / int_f858847a
type
Pre-existing Encounters
 Pre-existing Encounters / int_f858847a
comment
Pokémon X and Y also have this, though in the form of shaking bushes that will trigger a Pokémon ambush if approached, along with shadows that appear in various caves and outside at Victory Road that will make a Pokémon dive down and attack you if you step under them.
 Pre-existing Encounters / int_f858847a
featureApplicability
1.0
 Pre-existing Encounters / int_f858847a
featureConfidence
1.0
 Pokémon X and Y (Video Game)
hasFeature
Pre-existing Encounters / int_f858847a
 Pre-existing Encounters / int_f8a8780f
type
Pre-existing Encounters
 Pre-existing Encounters / int_f8a8780f
comment
Knight Bewitched 2: The game has a setting that makes the majority of enemies either roaming or random encounters, though some enemies in dungeons will always be preexisting while all world map enemies will always be random.
 Pre-existing Encounters / int_f8a8780f
featureApplicability
1.0
 Pre-existing Encounters / int_f8a8780f
featureConfidence
1.0
 Knight Bewitched 2 (Video Game)
hasFeature
Pre-existing Encounters / int_f8a8780f
 Pre-existing Encounters / int_f9368d52
type
Pre-existing Encounters
 Pre-existing Encounters / int_f9368d52
comment
In Kingdom Hearts: Chain of Memories, the only game in the series which separates the battle screen from the exploration screen, you can skip random Mook encounters. Whenever they touch you, you enter combat with them. However, if you strike them first, then they begin the battle stunned (and, if you used the right card to form the room, pre-damaged). You can avoid them as much as possible, although if you use a particular kind of card to form the room, they will chase you.
 Pre-existing Encounters / int_f9368d52
featureApplicability
1.0
 Pre-existing Encounters / int_f9368d52
featureConfidence
1.0
 Kingdom Hearts: Chain of Memories (Video Game)
hasFeature
Pre-existing Encounters / int_f9368d52

The following is a list of statements referring to the current page from other pages.

 Pre-existing Encounters
processingCategory2
Role-Playing Game
 Goblin Slayer / int_16bd88c9
type
Pre-existing Encounters
 Goblin Slayer / int_16bd88c9
type
Pre-existing Encounters
 Only Sense Online / int_a8f9cca9
type
Pre-existing Encounters
 AboutRoleplayingGames
seeAlso
Pre-existing Encounters
 HeroesOfArdania
seeAlso
Pre-existing Encounters
 PreExistingEncounters
sameAs
Pre-existing Encounters
 TheLongingRibbon
seeAlso
Pre-existing Encounters
 Small World (Tabletop Game) / int_16bd88c9
type
Pre-existing Encounters
 A Frog's Tale (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Ætherion (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Annventure (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Another Eden (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Astra Hunter Zosma (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Atelier Totori: The Adventurer of Arland (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Avalon (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Baten Kaitos (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Battle Chasers: Nightwar (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Born Under the Rain (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 BoxxyQuest: The Shifted Spires (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Chronicles of Tsufanubra (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Chrono Cross (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Chrono Trigger (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Corruption of Laetitia (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Crimson Gem Saga (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Deltarune (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Digimon Adventure (PSP) (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Digimon World (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Digimon World 2 (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Digimon World -next 0rder- (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Dino Crisis (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Dragon Slayer II: Xanadu (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Dragonstomper (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Dungeon Encounters (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Epic Battle Fantasy (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Familiars.io (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Fate/EXTRA (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Final Fantasy (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Final Fantasy Dimensions (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Final Fantasy Legend II (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Final Fantasy Legend III (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Final Fantasy Mystic Quest (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Final Fantasy Mystic Quest Remastered (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Final Fantasy Type-0 (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Final Fantasy X-2 (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Fire Emblem Gaiden (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 For the King (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Forever's End (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Getsu Fuma Den (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Giten Megami Tensei (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Gothic (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Growlanser (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Half-Minute Hero (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Halo Zero (Video Game)
seeAlso
Pre-existing Encounters
 Haunted House (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Haven (2020) (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Hero & Daughter (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Heroes of Might and Magic (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Honkai: Star Rail (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Ikenfell (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Indivisible (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Kentucky Route Zero (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Knight Bewitched 2 (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Like a Dragon (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 LunarLux (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Luxaren Allure (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Mana Khemia: Alchemists of Al-Revis (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Mario + Rabbids Sparks of Hope (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Mega Man Battle Network 5: Team Colonel and Team ProtoMan (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Mega Man Battle Network 6: Cybeast Gregar and Cybeast Falzar (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Meritous (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Monster Racers (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Monster Slider (Arcade Cabinet) (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Ōkami (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Ōkamiden (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Okiku, Star Apprentice (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Once Ever After (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Paper Mario 64 (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Paracentric (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Persona 3 (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Persona 5 Strikers (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Pokémon Black and White (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Pokémon Let's Go, Pikachu! and Let's Go, Eevee! (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Pokémon Red and Blue (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Pokémon Ruby and Sapphire (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Pokémon Scarlet and Violet (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Pokémon Sun and Moon (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Pokémon Sword and Shield (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Prayer of the Faithless (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Quest for Glory I (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Radiant Historia (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Rakenzarn Tales (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 SaGa 2 (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 SaGa Frontier (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Save the Light (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Science Girls! (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 7th Dragon (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Shiness: The Lightning Kingdom (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Star Control (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Star Ocean: Blue Sphere (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Stonekeep (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 StreetPass Mii Plaza (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Super Mario 3D World (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Super Mario Bros. 3 (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Sweet Home (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Sweet Home (1989) (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Swords and Sandals (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Tales of Symphonia (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Tales of Vesperia (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 The Denpa Men (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 The Legend of Dragoon (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 The Way (RPG Maker) (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 The World Ends with You (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Wadanohara (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Weird and Unfortunate Things Are Happening (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 West of Loathing (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 WitchSpring (Video Game) / int_16bd88c9
type
Pre-existing Encounters
 Wolf's Gang (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Xenoblade Chronicles X (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Zelda II: The Adventure of Link (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Cthulhu Mythos RPG: The Sleeping Girl of the Miasma Sea (Video Game) / int_a8f9cca9
type
Pre-existing Encounters
 Dark Sun (Video Game) / int_a8f9cca9
type
Pre-existing Encounters