Trick To Slot Machines In Pokemon Fire Red

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
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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.)

There are no secret tips that can guarantee a person will win on slot machines. Any claims that are made that slot machines can be beat are completely fraudulent. Every slot machine is programmed to payback less than the amount of money it takes in. In other words, if you own a slot machine. Since there's only 50 and 500 coins options you will not be able to get exactly 9,999 to buy Porygon, that's the time I played the slots. I played on the slot on the leftmost, beside the lady who said there might be different odds in the slots. Hope this helps. These are items that modify a Pokemon's stats so they can do better in battle. Finally, you'll reach the rooftop, where you'll find three vending machines and two people, including a little girl. Get a Fresh Water, a Soda Pop, and a Lemonade from the vending machine, and give it to the little girl one at a time.

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

Pokemon Red Slot Machine Cheat

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.Trick To Slot Machines In Pokemon Fire Red
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.

Trick To Slot Machines In Pokemon Fire Red Dot

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 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.. 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
Trick To Slot Machines In Pokemon Fire Red

References

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The best way to win in a casino is by preparing your gambling session before you enter. If you follow a few simple rules and avoid a few bad choices you will reduce your losses and bump up your winnings. Let’s take a look at more winning strategies for the inspiring slot player.
Only play machines that will pay back 95 to 99 percent of the coins played. Usually these types of slot machines are of the higher denomination. Therefore you will want to look for the dollar slots, which are the most popular among those that payout at the high percentage.
Choose a loss number! Do not let your pride get in the way of knowing when to quit. For example, you can set a loss number at eight or ten spins. If your machine does not hit a winning combination after your set loss number you can simply move on to another machine. You may have to change casinos if that’s what it takes to win.
Play non-progressive machines. Progressive slot machines are normally set by the RNG(random number generator) which will result in a higher number of reels and symbols. Players are better off playing the flat top machines.
Ask your friendly casino employee if they can help you find a loose slot machine. Hey, there’s an old saying “the squeaky wheel gets the oil.” You never know, a casino employee could help you become a millionaire! Make sure you offer them a cut of the action if you win.
Casinos are very strategic as well when it comes to the actual physical placement of their slot machines. If you are looking for loose slots (who doesn’t?) then focus on the following four areas in the casino:
First, the change booths or cashiers area are a hot spot for loose slots because casinos want people to see winners and immediately see where they can get change to play.
Secondly, look for displayed or featured machines with huge prizes on top as these tend to be loose to attract players. If you notice, most of these slot areas are packed with people just waiting to get a seat. Casinos know that eventually players will get impatient and stray to other tighter slot machines.
The third area to find loose slots in a casino is near the coffee shops, cafés, and snack bars. The idea is to motivate people to eat quickly and get back to playing those winning slot machines!
Finally, keep an eye out for loose slots near the casino “crosswalks” which are the cross sections between different areas of slot machines. The casino management will purposely place a couple loose machines at the front or near the beginning of a slot section to lure players. Yeah, it works well as we tend to follow the sound of money!
Avoid playing the slot machines that are located in secluded areas as these are usually tight. If you don’t like crowds and find yourself playing in a quiet secluded corner you can bet on losing your money. My suggestion would be to get up early or stay up later to avoid the large crowds.
Casinos will also place tight machines around table games, as table players tend to not play the slots, so management does not want them distracted by busy machines.
Showrooms or club entrances will usually have tight slot machines placed near the entrances as casinos know that people waiting in line have pretty much taken off their gambling shoes for the day.
Finally, don’t plan on winning on a slot machine placed near the sportsbook in a casino. The casinos want their sports bettors to have as little distraction as possible.
Playing slot machines is a great time but winning while playing is even more exciting! By following a few simple rules you will increase your chances of winning. Luck to ya.