🖐 Slot machine behaviors (Generation I) - Glitch City Laboratories

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Which machines have the best odds? In both the original Red/Blue/Green/Yellow versions, as well as the remade FireRed/LeafGreen versions, an NPC tells to the​.


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Currently I have about coins (most of which I bought). I need Is there some New comments cannot be posted and votes cannot be cast. Sort by. best. level 1 Actually, there is no Amulet Coin in Pokemon Red/Green/Blue/Yellow.


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In Pokémon Red, Blue, and Yellow, there are playable slot machines in the In general, for each spin, the mode is set to mode good or mode.


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Red, Green & Blue chapter; Gold, Silver & Crystal chapter; Diamond & Pearl Slot machines in the Generation I games and Pokémon FireRed and Bonus games in the third generation allow for better odds of landing big.


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Which machines have the best odds? In both the original Red/Blue/Green/Yellow versions, as well as the remade FireRed/LeafGreen versions, an NPC tells to the​.


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Which machines have the best odds? In both the original Red/Blue/Green/Yellow versions, as well as the remade FireRed/LeafGreen versions, an NPC tells to the​.


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If you want to do the math: there are 6 chances of getting good coinage consisting of three "7"s ( coins), "R"s ( coins), Pikachu (


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Red, Green & Blue chapter; Gold, Silver & Crystal chapter; Diamond & Pearl Slot machines in the Generation I games and Pokémon FireRed and Bonus games in the third generation allow for better odds of landing big.


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Question for Pokemon Blue. Which slot machine has the best odds? ANSWER. TRACK | REPORT | SEE ANSWERS. Related questions for this game. Could you​.


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Pokemon Blue Walkthrough Part 21 - Triple 7's in the Celadon City Game Corner

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For Pokemon Yellow Version: Special Pikachu Edition on the Game Boy, a GameFAQs Q&A question titled "Which slot machine is best for winning in celadon?".


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HOW EASILY CAN YOU WIN EVERY PRIZE IN THE POKEMON GAME CORNERS?

In mode bad or mode good, the condition for the second reel to stop early is that there must be a "potential match" on the first two reels, i. In mode bad or mode good, the condition for the first reel to stop early is that the middle symbol is not a cherry. Mode super , which allows and actively helps the player to get matches of sevens and bars. What links here Related changes Special pages Printable version Permanent link. The "bottom symbol on the second reel" condition seems like an accidental use of leftover variable, although it may also be intended since there are two instructions specifically making it the bottom symbol [9]. In mode super, the condition for the second reel to stop early is that the potential match found is of either sevens or bars, or that there is no potential match and the bottom symbol on the second reel is seven or bar. Please login or register. Thanks to the disassembly, the actual behaviors of the slot machines in Generation I are completely understood, although at some places it may still be unclear whether they match the intended behaviors. The fact that the first reel's early stop condition in mode super is never satisfied is most likely a bug. Page Discussion View source History. Glitch City Laboratories Forums. In reality, the game may cause the reels to "slip" after the A button press either to hinder or to help the player, and the rules for doing so are actually complicated, with many oddities that may or may not be glitches. First reel In mode bad or mode good, the condition for the first reel to stop early is that the middle symbol is not a cherry. Mode super is the only mode of the three that will persist between spins. The fact that one machine is more likely to be lucky and some others have no chance might be intended, but the fact that it can be the nonexistent slot machine -1 seems certainly an off-by-one error. The player's bet is not considered; for example, a diagonal potential match counts even if the player only betted 1 or 2 coins. Site source code. Slot machine behaviors Generation I. Jump to: navigation , search. The "sevens or bars" check is only for the first potential match found, in the order of "bottom-bottom, bottom-middle, middle-middle, top-middle, top-top" i.{/INSERTKEYS}{/PARAGRAPH} In mode super, the condition for the first reel to stop early is that any of the three symbols showing is a symbol with an internal value less than that of the seven symbol. {PARAGRAPH}{INSERTKEYS}The rules are apparently simple: The player needs to line up the same symbols on horizontal or diagonal lines the set of available lines depends on the number of coins betted , and the player can stop the reels, one at a time, using the A button. There is a line of code to immediately end the lucky streak if the player wins a reward of coins , but this seems to be impossible, because the lucky streak is mutually exclusive with mode super, and mode good doesn't allow matches of sevens. See the function to generate the index of the lucky slot machine in the disassembly. Oddities On the spin where the player enters the lucky streak, the actual mode stays as it is on the previous spin, which can be either mode bad or mode good the mode is initialized to mode bad at the beginning of a session [8]. The exact logic for stopping the reel also depends on which reel the player is stopping. The mode of the slot machine comes into play when the player presses the A button to stop a reel, as the reel may "slip" after the A press depending on its position. Main Menu. In mode bad or mode good, the third reel will always slip to prevent a disallowed match, i. Since there are no two consecutive cherry symbols in fact, there are no consecutive same symbols on any reel , that means the first reel will slip at most once. The probability distribution of the lucky slot machine is weird in multiple aspects. If the mode happens to be mode good and the player wins, it will still count towards the 60 wins to end the lucky streak. This is not counting the number of slips done to skip disallowed seven or bar matches in mode good, so the total number of slips may exceed 4. Contents 1 Overview 2 The lucky slot machine 3 Reel stopping 3. Together with the separate building for prize claims, this is comparable to how real life Japanese pachi-slots are played. In addition, in mode good or mode super, the reel will slip up to 4 times if no match is found. The second reel's early stop condition in mode super is weird in two aspects. Presumably, the intention is that the reel should stop if a seven symbol is showing, but the developers mistakenly wrote jr c instead of jr z. Since the seven symbol has the lowest internal value of all symbols, this condition is in fact never satisfied, and the first reel will always slip by 4 positions. July 07, , am. Reel stopping The mode of the slot machine comes into play when the player presses the A button to stop a reel, as the reel may "slip" after the A press depending on its position. Mode good , which allows the player to get matches of symbols other than sevens or bars. Internally, the first two reels are programmed to slip 4 times unless a condition is met earlier, while the third reel can either slip up to 4 times to help the player get a match, or slip any number of times to prevent a match. There is no upper limit for the distance the reel has to advance this way; as an extreme example, hacking the game so that the reels contain all sevens will likely cause the game to softlock.