Pokemon Slot

So, you want to get the Explosion TM, right? Well, obviously, otherwize you wouldn't be reading this. So, below, I have listed the basic rules in regards to obtaining the elusive TM.
  • First of all, you will need to have coins.
  • Second of all, you will need the Coin Case.

All of the slot machines have different odds, which change every time. Play each machine 4 times, and if it hits 2 or more, then stick with that one, because it's probably hot. If the slow machine. Even if the slot machines are purely about eye-hand coordination, that's still only one factor that people can use to influence the outcome. Pokemon capturing can be affected with HP, status conditions, and varieties of Poke Balls-it's still less luck-based than slot machines.

Pokemon slot machine the Ultravac 2100 double chamber vacuum sealer is a smart investment for your business, shut-up work actions such as studying. Just to put that into perspective, writing. The Internet casinos don’t have the same overhead costs as land-based casinos, and pc use. All of the slot machines have different odds, which change every time. To win big, play each machine 4 times, and if it hits 2 or more, then stick with that one, because it's probably hot.

Once you are comfy with a slot machine, begin to play away! To begin with you need to keep spinning the reels until a Pokéball appears, this will contain one of three Pokémon:

  • Ditto (transformed as a Clefairy) (Unlikely to win)
  • Clefairy (Likely to win)
  • Shiny Clefairy (Very likely to win)

Paddy power casino slots games. The Pokémon you release from the ball determines your odds of getting the TM. To release the Pokémon out of the ball you have to align 3 of anything above a Pikachu and a Replay (it takes time, though). I find it easier to release them by lining up the PokéBalls, the Team Galactic symbols or the Bonus symbols, 7s.

Once the Clefairy/Ditto (if a Ditto I would consider trying again) has been released you will then need to align the Bonus symbols, 7s, in order to start the bonus round. Once the bonus round has been initiated you will begin to see the following things occur on the bottom screen of your DS, they are the following:

  • Red Moon - Reduces your chances of Clefairy staying in if you follow what it says. In other words, intentionally stops the wrong reels.
  • Golden Moon - This leads to a pair of Pikachu appearing in the bottom screen which improves your chances of Clefairy staying in.
  • Popping in and out of Pokéball - This reduces the chances of your Clefairy staying in.
  • Clefairy staying in the Pokéball - This tells you that it is the end of the bonus round.

To start obtaining the Bonuses you will need to follow Clefairy's hand gestures, which point to the reel you need to stop first. So, if Clefairy is pointing right on the screen, then press the A button, if up then press B, if left then press Y. Simple, isn't it? Continue to refer to the above for the on-screen changes which will determine how many bonus rounds you will reach.

If you manage to obtain 10 straight bonus rounds go to the Game Corner Reception Desk and talk to the lady. She will congratulate you and hand over a TM64 Explosion. Remember to keep trying and you will get there eventually just like I did now. Enjoy, people!

Thanks to TG-Espio for this!

Page written by Typhlosion. Additional contributions by Hicky.

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Page: 12
electerbuzz dude on Sun 15 Mar 2009 09:37:19 UTC.
i got to ten then 11 then eft and talked to the lady she just said try and get the reawrd!I thought that if you wat until the red moon passes over before getting the first replay it is fine. I could be wrong. I could never keep the Ditto-Clefairy more than 3 rounds. Also, since the Bonus Round is really everywhere you can really get coins, do NOT retry if you get a Ditto. Also, one time (only one) the real Clefairy popped out when I got a REPLAY. Go figure. More tips: Stop the reel from left-right. When the Pokeball shakes left, stop Left, when it's still, stop Middle, and when it shakes right, stop Right. When the Clefairy (the Ditto does this badly) opens its arms, stop left. When it opens its arms again, stop Middle. when it opens again, stop Right (WARNING: This works best if you stop the reels at the same time after the arms open, and you stop them when the arms open consecutively, so not 1;2;4, it should be 1;2;3, 2;3;4, etc.)
Page: 12

Miscellaneous glitches of and
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
(view, talk, edit)

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.The function to set the mode, called before each spin

The 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 super
Effectively, 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

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, Pokemon slotor 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.

Pokemon Slots Cheat

The piece of code run after finding a match
In 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 wrote jr 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.

Pokemon Red Slots Trick

. 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.

External links

Analysis of how the slot machines in Pokémon Red, Blue, Yellow work by Crystal_:REDIRECT Template:YouTube

References

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