Pokemon Red Slot Machine Tips
The only game in the casino is a slot machine-style game. Insert however many coins you want (1, 2 or 3, which add more rows on the slots where you can win prizes) and try and line up the same picture. A triple 7 yields 300 coins, three BAR yield 100 coins, three Poliwag, Diglett, or Jigglypuff win 15 coins, and three cherries earn 8 coins. I'm playing through Fire Red, and I want to get the Thunderbolt and Shadow Ball TMs, but the only way to get them is through the Celadon Game Corner. I'm not a big gambler, so I usually avoid slot machines, but I think I'll try it this time. I already know some machines are rigged, and some will win a.
Update (10:00 PM January 26, 2017): We’ve updated the guide to include new details specific to Pokémon Crystal – specifically, the Odd Egg.
The Pokémon franchise has developed greatly in regards to how the game works in general. Many current Shiny breeders will be playing a copy ofPokémon Gold, Silver and Crystal (GSC) ready to grab their Destiny Knots and Everstones so they can breed the best Shiny possible. Little do they know what awaits them. A myriad of changes has come to the franchise since these games were released. This guide will serve to navigate the old yet new waters of Shiny/breeding mechanics for generation two’s games.
Many breeders are familiar with IVs (Individual Values.) It is a 0-31 number assigned to each stat to give Pokémon individuality. Well, IVs did not exist until generation three. In generation two, there were instead DVs (Deter Values.) They work effectively the same way as IVs, except the numbers range from 0-15 instead. This will be important to know for anyone wanting to breed for shinies later on.
Many mechanics that breeders rely on to make the process as easy as possible simply have not been added yet as of these games. Destiny Knot’s functionality is gone as well as Everstone’s since natures did not exist yet. Abilities also did not exist, so there are two layers of the breeding process that a breeder will no longer have to consider in GSC versions. Consequently there is no Flame Body Ability to make Eggs hatch faster.
For Shiny hunters, there is no Shiny Charm. The Masuda Method also does not work, although trading locally for a foreign Pokémon would be a major hassle even if it did. There is also no kind of DexNav/SOS chaining to rely on. If you are unfamiliar with any of these mechanics, do not worry as they do not exist in these older games!
So with all of these helpful shiny-hunting mechanics gone, it may seem like hunting for Shiny Pokémon will be an incredibly difficult task. That is because there is no way to improve Shiny odds in the wild. But many will find that breeding for Shiny Pokémon is more effective than one might think. In generation two, whether a Pokémon was Shiny or not was actually calculated by DVs. What does this mean? If a parent is Shiny, then the odds of their child being Shiny are greatly increased. Shiny odds will increase from the base chance of 1/8192 to an insanely high rate of 1/64!
Luckily, all GSCplayers will encounter a certain shiny Gyarados at some point in the story. Catch it, and breeders will possess a wonderful breeding parent to get things started. Make sure that you catch a male or you will be struggling to get a shiny of a different species later on! But breeding for a Shiny that can’t breed with Gyarados will be challenging.
Once you obtain your male Shiny Gyarados from the Lake of Rage, you will be ready to breed for Shinies. But how will you know if the shiny Pokémon that you want is breedable with Gyarados? You must know about Egg groups for this. Check out this list of every Pokémon’s Egg group. Note that Gyarados is in the Egg groups Water 2 and Dragon. Any Pokémon in these two groups can be immediately bred with Shiny Gyarados. If the Shiny you want is not in these groups, things become tricky. You will have to chain Shiny breed for the Pokémon that you want.
For example, let’s say that I want a Shiny Totodile. Its Egg groups are Monster and Water 1. While Gyarados will not work as a parent, maybe breeding for another Shiny parent will work. Charmander is a part of the Dragon and Monster groups. Dragon makes it compatible with Gyarados, and Monster makes it compatible with Totodile. So use Gyarados to breed a Shiny Charmander, and then Charmander with Totodile. This method is more time consuming, but will still be your best chance unless you happen to have a Shiny Ditto. If only there was an easy way to get one…
One interesting fact about Ditto is that in the first generation, Ditto copied the DVs or the opposing Pokémon if it uses Transform twice in a row. Why is this useful? If set up properly , you can effectively make a Ditto shiny when you catch it. The catch is that you will need a second 3DS with a Virtual Console edition of PokémonRed, Blue, or Yellow Version. A friend with a 3DS would be the easiest way to accomplish this, although owning two of them works just as well.
In generation 1, Gyarados learns Mimic through TM. If you transfer your Shiny Gyarados to a Generation 1 game and teach it Mimic, you can essentially get free Shiny Dittos. But the setup is key to this strategy. Your Gyarados should know Mimic and all other moves should have 0 PP remaining. Go to where Ditto can be found, and start the battle. Immediately use Mimic to copy Ditto’s Transform. Ditto will now transform into Gyarados. Wait another turn and let Ditto use transform a second time. Once it has transformed twice, it is now effectively a Shiny! Transfer it to your generation two game and awe at the glistening blue Ditto. You now have a parent that can get you any Shiny that you want (minus the obvious non-breedables such as Lugia and Mewtwo.) Since the Ditto is owned by a different trainer, Eggs will hatch faster as well! Once you transfer your Gyarados back, it will retain its Shiny majesty as well.
Like many other Pokémon games, the 3DS Virtual Console release of Pokémon Crystal has gift Pokémon. A new gift is the Odd Egg, which is given to you by the Daycare Man. The Egg hatches into one of seven different Baby Pokémon introduced in Generation 2: Pichu, Cleffa, Igglybuff, Tyrogue, Magby, Elekid, and Smoochum. In addition to being able to hatch one of these Pokémon, they also all come with the special move Dizzy Punch.
One of the notable aspects of the Odd Egg is that the hatched Pokémon has a higher chance to be Shiny, adding up to a 14% Shiny rate! Non-Shiny hatches from the Odd Egg will have 0 IVs (Individual Values). Below are the probabilities for each species and if they can be Shiny.
Pokemon | Chance (Regular) | Chance (Shiny) |
---|---|---|
Pichu | 8% | 1% |
Cleffa | 16% | 3% |
Igglybuff | 16% | 3% |
Tyrogue | 10% | 1% |
Smoochum | 14% | 2% |
Elekid | 12% | 2% |
Magby | 10% | 2% |
You can also evolve what you hatch and use it to breed with other Pokémon species, increasing the Shiny chance for the offspring. With each of these Baby Pokémon evolving into Pokémon within different Egg groups, it would be great to get them all on one file!
Thanks to a handy glitch, you can do just that! One of the biggest glitches in Pokémon Crystal is the Duplication or Duplicate Glitch. This glitch lets you clone Pokémon or Eggs within your PC boxes.
To perform this glitch, you need to place a Pokémon or Egg in a box, change your box, and then save and turn off the power right as the word ‘power’ begins to appear. (For Pokémon Gold and Silver you turn off the power slightly earlier.) The timing is tricky but if done right you will have the deposited Pokémon in your box and party at the same time!
With this glitch in mind you can continue cloning the Egg and hatching it to get all the options as Shiny Pokémon to breed. Before you begin this glitch, you need to save the game before getting the Odd Egg.
As stated, each Baby Pokémon evolves into something within a different Egg group. Below is the list of Baby Pokémon final evolutions and their egg groups.
Raichu: Field and Fairy
Clefable: Fairy
Wigglytuff: Fairy
Hitmonchan/Hitmonlee: Human-Like
Electabuzz: Human-Like
Magmar: Human-Like
Jynx: Human-Like
While these groups do overlap, they still allow you more access to breeding Shiny Pokémon easier, as the Odd Egg is the best way to get Shiny Pokémon outside of the Red Gyarados at the Lake of Rage. The Jynx line however are always female and cannot be used for breeding different species of Shiny Pokémon.
While there is no way to effectively farm Shinies in the wild, breeding for them in Generation 2 is actually even more effective than the Masuda Method has ever been. Get your male Shiny Gyarados, and let it be an amazing breeding parent. If you have the resources, the Ditto strategy allows you to get an even better parent than Shiny Gyarados. And if playing Crystal, you can have an additional seven Shiny parents, spanning three additional Egg Groups to those Gyarados is within. Keep these things in mind when wanting a Shiny, and you will have an incredibly effective method for obtaining them.
Which Shiny do you hope on hatching the most in Pokémon Gold, Silver and Crystal?
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Co-written with bobandbill and Z25.
Edited by bobandbill, BadSheep, Jake, Rabinov, Radiating, and Rainbow.
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Amazing Man(Red and Blue only) Cable Club escape glitch Celadon looping map trick Champion Blue music muting glitch Coastal Flooding Confusion and Substitute glitch Cooltrainer move Cycling based glitch maps Escape sprite handling glitch Evolve without an evolutionary stone(Red and Blue only) Evolving Raichu(Red and Blue only) Expanded item pack Expanded Pokédex Focus Energy glitch Get stuck in a wall Ghost Bicycle glitch Glitch encounter system Glitch City RAM Manipulation Infinite Blaine Door Introduction Nidorino glitch(Red and Blue only) Invisible PCs(Red and Blue only) Invisible tree glitch Item stack duplication glitch Mute the music in the Pokémon League Partial trapping move link battle glitch Pokémon Tower Pokédex glitch PP underflow glitches Recovery move glitch Rival's effect See a Ghost without a Silph Scope Selfdestruct and Substitute glitch Silph Co. PC Glitch Slot machine glitch Stand on a tree Statue behavior glitch(Red and Blue only) Super effective move AI flaw(Red and Blue only) Super Glitch Surf down glitch Swift miss glitch Transform assumption glitch Transform Empty Move Glitch Trick Zone Vending machine purchase glitch Walk around with only fainted Pokémon(Red and Blue only) Walking lag glitch Walk on water through Surf Walking Pikachu happiness glitch(Yellow only) Wild appeared! ZZAZZ Glitch
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In Pokémon Red, Blue, and Yellow, there are playable slot machines in the Celadon Game Corner. 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. 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. (Together with the separate building for prize claims, this is comparable to how real life Japanese pachi-slots are played.)
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.
Overview
For each individual spin, the slot machine can be in one of three modes:Mode bad, which guarantees that the player cannot get any match in the available lines.Mode good, which allows the player to get matches of symbols other than sevens or bars.Mode super, which allows and actively helps the player to get matches of sevens and bars. Mode super is the only mode of the three that will persist between spins. It will only end when the player wins a reward of 100 coins (bars) or 300 coins (sevens), and in the latter case only with a probability of 50% (i.e. it still have a 50% chance to persist).In general, for each spin, the mode is set to mode good or mode super with probability 45/256 (~17.6%), with the probability of mode super further depending on which slot machine the player is playing on (see below). It is set to mode bad with probability 210/256 (~82.0%). There is also a chance of 1/256 (~0.4%) to enter a lucky streak which allows the player to play on mode good (but never mode super) for all the spins after this one, until the player wins 60 times.Pokemon Red Slot Machine Tips Play
The function to set the mode, called before each spinThe lucky slot machine
Whenever the player enters the Game Corner, a random number between 0 ~ 31 is generated, and if it is 0, it has a 7/8 chance of becoming 1.More precisely, a random number between 0 ~ 255 is generated, it becomes 8 if it is less than 7, then it is divided by 8, discarding the remainder. See the function to generate the index of the lucky slot machine in the disassembly. Then, whenever the player plays on a slot machine, the number is compared with the index of that slot machine (0 ~ 35) plus one. If it matches, the chance of playing in mode super is set to 5/256 (~2.0%), and otherwise it is set to 2/256 (~0.8%).The function to set the chance of mode superEffectively, this means that every time the player enters the game corner, there is usually a 'lucky slot machine' among the machines with index 0 ~ 30. The lucky slot machine is most likely (15/256, ~5.9%) to be the one with index 0 (the rightmost, bottommost one), and cannot be the ones with index 31 ~ 35 (the bottom five in the leftmost column). The other ones all have a probability of 1/32 (~3.1%) to be lucky, including the ones occupied by an NPC, or otherwise unplayable ('Out of order', 'Out to lunch', or 'Someone's keys'). Finally, there is a tiny chance (1/256, ~0.4%) that the lucky slot machine is the nonexistent slot machine -1.
Reel stopping
Pokemon Fire Red Slots
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. The exact logic for stopping the reel also depends on which reel the player is stopping. 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.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. 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.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. 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.The condition for the first reel to stop early
Second reel
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.e. two of the same symbols that may form a line if the third reel stops in a good position. The player's bet is not considered; for example, a diagonal potential match counts even if the player only betted 1 or 2 coins.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.The condition for the second reel to stop early
Third reel
In mode bad or mode good, the third reel will always slip to prevent a disallowed match, i.e. any match in mode bad, or a match of sevens or bars in mode good. 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.The piece of code run after finding a matchIn addition, in mode good or mode super, the reel will slip up to 4 times if no match is found. 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.The piece of code run after not finding a match
Notice that, due to the design of the reels, there can never be more than one match at any time.
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 sessionAll the memory addresses from $CD3D (wStoppingWhichSlotMachineWheel) to $CD50 (wSlotMachineBet) are zeroed, which included the mode flag at $CD4C.). 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. There is a line of code to immediately end the lucky streak if the player wins a reward of 300 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. The probability distribution of the lucky slot machine is weird in multiple aspects. 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 fact that the first reel's early stop condition in mode super is never satisfied is most likely a bug. Presumably, the intention is that the reel should stop if a seven symbol is showing, but the developers mistakenly wrotejr c
instead of jr z
. The second reel's early stop condition in mode super is weird in two aspects. 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 symbolThese two dec de
instructions make de
point to the bottom symbol of the second reel instead of the top symbol, and they seem to serve no other purpose.. 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.e. from bottom to top), which means a potential match of bars may be rerolled if it appears above a potential match of another symbol.