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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- Pokemon Red Best Slot Machine
- Pokemon Ruby Slot Machine Tricks Game
- Pokemon Ruby Slot Machine Tricks Games
- Pokemon Ruby Slot Machine Cheat
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.)
Monster Roller Crosses Pokemon and Slot Machines. Tricks and strategies to help you battle your heart out.
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 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
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
Pokemon Red Best Slot Machine
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 earlyThird 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
Pokemon Ruby Slot Machine Tricks Game
. 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 twodec 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:YouTubeReferences
Categories
Pokémon Ruby and Sapphire | Table of Contents | Walkthrough | Pokédex
Table of Contents
- Terra and Marine Caves (Emerald only)
- Trainer Hill (Emerald only)
Mauville Mart | |
Poké Ball | 200 |
Great Ball | 600 |
Super Potion | 700 |
Antidote | 100 |
Paralyz Heal | 200 |
Awakening | 250 |
X Speed | 350 |
X Attack | 500 |
X Defend | 550 |
Guard Spec. | 700 |
Dire Hit | 650 |
X Accuracy | 950 |
Mauville is an exciting city containing many of the key buildings found in all regions. It holds Hoenn's bike shop as well as the game corner. Most importantly, the Mauville City Gym is located here, which is where you'll obtain your third gym badge. The city also has the usual amenities like the Pokémon Center and the Poké Mart. The Poké Mart conveniently sells Paralyz Heals for the price of a Poké Ball, which will come in handy against the powerful Electric-types in the Mauville City Gym.
There is an old man in the house next to the doorless yellow building that will give you HM06 (Rock Smash). It is a decent Fighting-type move in battle, but its main use is outside of battle, letting you destroy certain rocks and clearing passageways. If you go behind the fence opposite the Poké Mart you can find an X Speed.
Rydel's Cycles[edit]
Head into Rydel's Cycles, the building just before the exit to Route 118, and talk to Rydel. He will ask you if you travelled for a long distance, so reply yes. After learning that you came all the way from Littleroot on foot, and in a rare case of generosity among bike owners, he'll give you a bike completely free! You are given the option of taking the Acro Bike and the Mach Bike. The Acro Bike is as fast as most bikes in other regions, but it is easier to control. You can also perform wheelies and bunny hops by pressing B, letting you go to otherwise inaccessible areas. The Mach Bike on the other hand moves faster than the Acro Bike and will quickly accelerate if you don't bump into something. Its sheer speed lets you ride up slopes and across floors full of crumbling tiles. Don't worry too much about deciding your bike, as you can exchange bikes at any time, free of charge. Each bike lets you access different areas and secrets, so make note of these locations and be sure to return to Mauville if you need to access these areas.
Mauville Game Corner[edit]
Game Corner | |
TM32 (Double Team) | 1500C |
TM29 (Psychic) | 3500C |
TM35 (Flamethrower) | 4000C |
TM24 (Thunderbolt) | 4000C |
TM13 (Ice Beam) | 4000C |
Treecko Doll | 1000C |
Torchic Doll | 1000C |
Mudkip Doll | 1000C |
Pokemon Ruby Slot Machine Tricks Games
This is the only Game Corner in Pokémon Ruby and Sapphire, but Emerald players get to go to another Game Corner in Mossdeep City. It is where adventurous players get to test their luck, but it is quite costly, and you might end up losing more than you gain. The leftmost woman at the counter will sell you 50 coins for 1000, and 500 coins for 10000.
In order to play at the Game Corner, you first must acquire a Coin Case. Talk to the lady in the house beside the Poké Mart. She will mention Harbor Mail, which needs to be bought in Slateport City. If you didn't buy it or obtain it at the Trick House's second puzzle, you can take the bike route there and back. The Harbor Mail may be exchanged for the Coin Case.
The Game Corner has two games - slot machine (with a chance of a high payout), or roulette (which has a slow but steady payout.) There are sixteen slot machines, twelve that don't already have people playing on them. You can insert one to three coins every time you play. One coin will make it only count the center row, two coins will make it count all three rows while three coins will make it count all three rows and the diagonals. Depending on what images you get, you can receive certain prizes.
- Three sevens of the same color will give you a 300 coin payout.
- Two sevens of one colour and one seven of a different color will give you a 90 coin payout.
- Three Azurills give you a 12 coin payout.
- Three Lotads will give you a 6 coin payout.
- A cherry and anything else will only net you 2 coins.
- Three replay symbols gives you a free turn.
- Three lightning bolts will build up the power meter at the top of the screen.
Once your power meter is full, you have a chance to activate Reel Time. A Pikachu will start charging up a spinner. If you're unlucky, it will fail and the spinner will explode. Otherwise, the spinner will come to a stop at any number below 5, which is the number of times you can use Reel Time. During Reel Time, you can stop each reel completely as soon as you want to, so the reel wouldn't spill. If you lost a previous round before a Reel Time round, the reels will spin extra slow, making it easier for you to get the ideal combination. Getting 3 sevens will immediately end Reel Time no matter how many rounds you have left.
The other game in the game corner is the roulette, one with a one-coin wager while one has a three-coin wager. During the Game Corner's Service Day, the roulette with the 3-coin wager will have its wager increased to 6 coins. The roulette wheel is seperated into twelve spaces, each space having a combination of one of three background colors and one of four Pokémon. Bets are placed by guessing where the ball will land in, either by individual space, by species of Pokémon or by color. The payouts are as follows:
- 4 possible spots: 3 times your wager
- 3 possible spots: 4 times your wager
- 2 possible spots: 6 times your wager
- 1 possible spot: 12 times your wager
For example, if you bet that the ball lands on a yellow space and the ball does land in one of the four yellow spaces, you will get three coins. However, if you bet that a ball will land on the space with a yellow Makuhita and the ball happens to land on that single spot, you get 12 coins. Only one ball can occupy each space, so you'll have a higher chance of making a correct guess once you've made several bets. However, the balls will be reset after 6 turns. Note that the payout for betting on a type of color or Pokémon will become higher if there are already balls in one of those spaces. For example, if you already have a ball in a green space, correctly betting on a green space again will net you the 4x payout instead of the usual 3x.
The Mauville Game Corner offers some fabulous prizes for lucky gamblers, from unique dolls to rare and powerful TMs. The woman in the middle of the counter will let you exchange coins for TMs while the woman on the right of the counter will let you exchange coins for dolls. Note that the Flamethrower Tm is exclusively obtainable from the Game Corner.
Mauville City Gym[edit]
This Gym specializes in Electric types. The main obstacles here are electrical barriers that block off passageways. The barriers can be switched on or off using several floor tile that act as switches. It is recommended that you bring a Rock Type Pokémon like Geodude which can be found in Granite Cave in Dewford Town.
Trainers[edit]
Pokemon Ruby Slot Machine Cheat
Pokémon Ruby and Sapphire | Pokémon Emerald | |||||||||||||||||||||||||||||||||
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Kirk and Vivian can be fought individually or as a dual battle. |
Wattson can be the first major challenge for many trainers. His Pokemon will electrocute Flying and Water types, and his Magnemite and Magneton will resist most forms of damage. To top things off, Voltorb is a powerful speedster, with Sonicboom and Selfdestruct threatening to deal relatively major damage.If you picked Treeko you're on your own.
A ground type Pokemon like Geodude will be immune to dangerous electric attacks, although it will still have worries thanks to the sheer power of Wattson's attacks. It will be easier if you chose Mudkip as your starter, and have evolved it. If you picked Torchic to start with or have gotten yourself a Pokemon with Fighting moves, you will be glad to hear that Magnemite and Magneton are weak against Fire and Fighting attacks.
Beating Wattson wins you TM34, which is Shock Wave, a powerful electric attack that never misses and can't be evaded. He will also give you your third gym badge, the Dynamo Badge. It will boost the speed of all your Pokémon as well as allow you to use Rock Smash outside of battle, letting you complete the route between Pokémon Ruby and Sapphire/Verdanturf Town and continue north along Route 111.
Items[edit]
- X Speed - behind the fence opposite the Poké Mart
- HM06 (Rock Smash) - from the dude in the southeasthern house
- Coin Case - from the house next to the Poké Mart
- Acro/Mach Bike - obtained from Rydel's Cycles
- Basement Key - obtained from Wattson after agreeing to help shut down New Mauville's generator
- TM24 (Thunderbolt) - obtained from Wattson after shutting down New Mauville's generator
- 20 coins - in the Game Corner, from a man to the right of the service counter
- Treeko Doll/Torchic Doll/Mudkip Doll - in the Game Corner, from a girl left of the service counter, which doll you get is based on your starter Pokémon
[Go to top]← Route 110 | Mauville City | New Mauville →