🍒 Secrets - Pokemon Red, Blue and Yellow Wiki Guide - IGN

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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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Best machine is bottom right - it has ID 1. The game assign a lucky ID when you enter the building. This means that 1 of the machines will have a greater odds.


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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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Best machine is bottom right - it has ID 1. The game assign a lucky ID when you enter the building. This means that 1 of the machines will have a greater odds.


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How to win at the slot machine in Pokemon Red. I'm trying to capture New comments cannot be posted and votes cannot be cast. Sort by. best. level 1.


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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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Your local Pokémon Mart is great for quick shopping trips, but if you want to talk about selection, nothing beats the Celadon Department Store. With five floors of.


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The second reel's early stop condition in mode super is weird in two aspects. July 07, , pm. 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. 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]. What links here Related changes Special pages Printable version Permanent link. 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. Glitch City Laboratories Forums. 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} Main Menu. Mode super , which allows and actively helps the player to get matches of sevens and bars. 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. 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. See the function to generate the index of the lucky slot machine in the disassembly. 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. In addition, in mode good or mode super, the reel will slip up to 4 times if no match is found. 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 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. 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. 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. {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. Mode good , which allows the player to get matches of symbols other than sevens or bars. 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. 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. Page Discussion View source History. Mode super is the only mode of the three that will persist between spins. 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. 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. 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. Slot machine behaviors Generation I. Jump to: navigation , search. 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. 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. In mode bad or mode good, the condition for the first reel to stop early is that the middle symbol is not a cherry. 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 "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 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. The fact that the first reel's early stop condition in mode super is never satisfied is most likely a bug. Please login or register. 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. In mode bad or mode good, the third reel will always slip to prevent a disallowed match, i.