>>12134218
2/2
As an example of something that is random but not RNG, in Super Mario World, the direction Mario faces after spinning the cape is random. You have a 50/50 chance of facing either right or left, regardless of which direction you were facing when you started the spin. This happens because of a programming quirk and not because the developers used any sort of digital dice roll. The cape spin lasts for 18 frames. Its animation loop is 8 frames. 4 of those frames have Mario facing left, and the other 4 have him facing right. The direction Mario faces after he is done spinning is determined by what frame of animation the spin ends on. Internally, the game has a timer which ticks up every frame. It ticks from 0 to 255 before looping back around to 0 and continuing. Every frame Mario is spinning, the modulo 8 of that timer is taken, and the result determines which of the 8 frames of the spin animation to display. The timer ticks regardless of whether or not Mario is spinning, so Mario does not start and end the spin on the same frame of animation every time. What direction he ends up facing depends on what frame you started the spin. Since humans can't keep track of a toggle that alternates every 4 frames at 60 fps, the direction Mario is facing after spinning is effectively random.
This is a random element, but it is NOT RNG. No (pseudo) random number was generated. Super Mario World has a dedicated RNG function which the developer use to randomized game elements, but this is not an instance of it. This is randomness due to a code quirk.