Pokemon Red Slot Machine Odds

  1. Pokemon Fire Red Slot Machine
  2. Pokemon Fire Red Slot Machine Odds

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 lot more often than others. All the slot machines have their odds randomly generated each play. As such, there is no single slot machine that is good for every player all the time. Generation 3: Generation 3 includes two sets of games: ruby/sapphire/emerald and fire red/leaf green. For Ruby/Sapphire/Emerald, the slots are again fairly random. Only found in the Red Version and in the Safari Zone, he's much easier to get with slots than randomly tossing balls at him and hoping for the best. #127 Pinsir: 2500 Coins (Blue) Another Bug-type Pokemon with a killer stat set version exclusive, this time Pokemon Blue. Again, only found in the Safari Zone for the rest of the game.

The Game Corner has been a staple of every Pokemon game up to Generation IV. Here you can buy coins, test your luck, and win fabulous prizes, including new Pokemon and TMs you won't get anywhere else.

Pokemon Fire Red Slot Machine

The Basics
You'll need a Coin Case, to be found in the Goldenrod Underground. At the main desk in Game Corner (in the top left corner) you can buy 50 coins for 1000P or 500 for 10,000P.

Slots and Games
Gold and Silver have two games now. The first is the basic slots game from Red and Blue: 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.

Slots Prize Table:
Three 7's: 300 coins
Three Poké Balls: 50 coins
Three Staryu: 15 coins
Three Squirtle: 10 coins
Three Pikachu: 8 coins
Three cherries: 6 coins

Getting one or two 7's seems to affect the game a little; you might see other Pokemon pop up from time to time to tip the balance of the game if you manage to pull off a 7...

The second game is Card Flip. New to the franchise, Card Flip allows you to pick one or several cards, place a bet on the winning card, and try to win. The less cards you pick the higher the yielding prize.

Prizes (Goldenrod)

Pokemon Fire Red Slot Machine Odds

Machine

TMs

TM14 Blizzard: 5500 Coins
An frosty blast of Ice-type damage is what you'll get using Blizzard. It's useful against the eighth Gym Leader and the Champion though it has low accuracy so watch out. Blizzard has a modest chance of freezing the opponent.

TM25 Thunder: 5500 Coins
This peal of electrical power will shock the living daylights out of certain Pokemon on Chuck and Pryce's respective teams. To add to the fear factor, Thunder will never miss when it's raining. It also might paralyze the target.

TM38 Fire Blast: 5500 Coins
A decently accurate and extremely powerful Fire-type move, Fire Blast will be immensively helpful in your fights against Jasmine and Pryce. It has a good shot at burning the target.

Pokemon

#063 Abra: 200 Coins
Makes catching this little Psychic-type a heck of a lot easier now that he can't escape with Teleport. Evolves into a Pokemon with one of the best Special Attack stats in the game (albeit reaching his last form via trade). If you do use him, your fights against Morty and Chuck might become a lot easier.

#104 Cubone: 800 Coins.
A neat addition to your team can be the elusive Ground-type Cubone for just 800 coins. Its Defenses will be a good asset against Whitney, Morty, and Chuck, and its STAB attacks will be great for the fight against Morty and Pryce.

#202 Wobbuffet: 1500 Coins.
An interesting Psychic-type that plays differently than any other Pokemon in the game. Huge HP stat means it can take any hit then pay back for double with Counter and Mirror Coat.

Prizes (Celadon)

TMs

TM32 Double Team: 1500 Coins
Boosts evasion to make the foe's moves miss. This works great both ingame and competitively, though watch out: you may lose all your friends if you try it on them.

TM29 Psychic: 3500 Coins
The most powerful Psychic-type move in the game. It has raw strength behind it and is great for dealing with pesky Fighting-type and Poison-type Pokemon like Hitmontop and Gengar.

TM15 Hyper Beam: 7500 Coins
A very powerful Normal-type move. 150 Base Power, but forces you to recharge after using. Attach it to a fast Pokemon with great Attack power (like Entei) and go hog wild.

Pokemon

#025 Pikachu: 2222 Coins
The mascot of Pokemon can be yours for just 2222, or if you wait a bit and go catch one in Viridian Forest. There's not much to be said about this Pokemon - though unless you get Pichu from your second egg, this is the earliest you can get the Electric-type mouse.

#137 Porygon: 5555 Coins
Exclusive to the slots, Porygon is very expensive. If you're looking for a strong battler, it's not going to be Porygon, though it has a fun novelty to it you could try and make work with its neat movepool. Get the Upgrade though from Silph Co. and you can have some interesting battles using Porygon2.

#246 Larvitar: 8888 Coins
This is your only chance to get the plucky Rock/Ground-type before you can go to Mt. Silver. If you want to raise it to Level 55 before that you will have its mighty final stage Tyranitar, one of the few Dark-types, at your disposal for the match against 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.)
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, 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 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.MachineThe 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 Firejr 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

References

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