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Miscellaneous glitches of Pokémon Red and Blue and Pokémon YellowAmazing 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
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.[1]
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.[2] 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%).[3]
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.[4]
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.[5]
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.[6]
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.[7]
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 session[8]). 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 ofjr 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 symbol[9].
- 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_:
References
- ↑The function to set the mode, called before each spin
- ↑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.
- ↑The function to set the chance of mode super
- ↑The condition for the first reel to stop early
- ↑The condition for the second reel to stop early
- ↑The piece of code run after finding a match
- ↑The piece of code run after not finding a match
- ↑All the memory addresses from $CD3D (wStoppingWhichSlotMachineWheel) to $CD50 (wSlotMachineBet) are zeroed, which included the mode flag at $CD4C.
- ↑These two
dec de
instructions makede
point to the bottom symbol of the second reel instead of the top symbol, and they seem to serve no other purpose.
Be better than your rival
Beat Brock
Beat brock easily
Boss Tactics
Brock: Use water or grass Pokemon against this rock trainer.
Misty: Use grass pokemon or electric to defeat this gym leader.
Leiutenant Surge: use a rock or ground pokemon and he's toast.
Erika: Use fire pokemon or flight against this plant lover and shatter her dreams of fighting you again.
Sabrina: Use bug or ghost against this psychomaniac and she is a goner.
Koga: This poison pokemon lover will be deafeted easily by using psy pokemon.
Blaine: This fire trainer will use fire pokemon against you so you can use water or ice.
Final boss: Giovanni, the team rocket leader, is the final gym leader - use water, ice, plant and he's out of there (and talk to him again and he says something to you).
In the Indigo Plateu you find 5 pokemon masters. Use this pokemon lineup for a better chance of success:
Plant
Water, Plant, Flight, Ice
Psy
Ice or Dragon
Your choice
Good Luck!
Catch Pokemon Easier
Celadon City Slot Tip
If the slow machine forces you really close to a 777 or Bar Bar Bar it will probably give you one or the other soon.
Cheap Potions
Clone Pokemon
Trade the Pokemon to be cloned, and have the other player get a Pokemon that he or she does not care about. Trade them, and make sure the player receiving the bad Pokemon can see the other player's screen. When the Game Boy that receives the good Pokemon's displays 'Waiting', get ready to shut the other Game Boy off. When the 'Waiting' message disappears, turn off the Game Boy that is receiving the bad Pokemon. When the 'Trade completed' message appears, turn off the remaining Game Boy. Both games will have the same good Pokemon when they are turned back on.
Note: Do not attempt this trick with any saved games you wish to keep, as it can corrupt those files if done incorrectly.
Cut Down Grassy Areas
Easy Catch
Easy Level Gain
Electrode
Electrode
Extra Damage
Get Amnesia Psyduck
Get Bulbasaur
Get Charmander
Get Eevee
Get Ice Beam TM
Get Mewtwo
Get Raichu
Get Raichu
Get Squirtle
Get Surfing Pikachu
Surfing Pikachu is hidden in Pokémon Stadium for the Nintendo 64. To teach your Pikachu Surf (a technique it can normally not learn), you need to first unlock the R-2 (Round 2) mode. Then do the following:
Enter the R-2 Prime Cup's Master Ball division (you have to beat the first three divisions first).
Assemble a team that contains a Pikachu that does not yet know Surf. You HAVE to use a Pikachu from your Game Boy game. You cannot unlock Surfing Pikachu using a Rental Pokémon.
Do not register your team! Pick it directly from your Game Boy cartridge.
You now have to beat the Prime Cup's Master Ball division using a three-Pokémon team that always contains Pikachu. Pikachu has to be in every one of the eight battles.
You are not allowed to use any continues. If you do, you won't get Surfing Pikachu.
Once you have fulfilled all the above conditions, you are shown an award screen with Pikachu standing on a surfboard. From here on, Pikachu can use the Surf technique both in battle and during gameplay (Game Boy versions only). In Pokémon Yellow, you can now also access the hidden Surfing Pikachu mini-game. Simply go to the small hut on the northern beach of Route 19 and talk to the guy inside.
There is also a GameShark code that lets you access Surfing Pikachu, but we advise against using it, since it can mess up your Pokédex and save data. It's not worth the trouble.
Get the Mimic TM
Go into back of Poke mart
P.S. PENGUINS ROCK!!!
P.S.S. (lol) I LIKE PIE
THANK YOU | Submitted by Imnewhere
How To Get Mew
How to get two HMs in Fuchsia City
Machamp
Mew cheat
Mew easy
No more annoying pikachu
Only Way to Get Mew
According to Nintendo, Mew cannot be found or caught in Pokemon Yellow, Red, or Blue. Outside of a GameShark code (which may mess up your Pokedex and render the game incompatible with Pokemon Stadium), the #151st Pokemon remains a cool litte extra that is only handed out by Nintendo on special occasions, such as Mall Tours or Pokemon events.
However, all those who want to catch a glimpse of the rare Pokemon can select Mew as a rental Pokemon in Pokemon Stadium for Nintendo 64 (but you cannot upload it to your Game Boy game). Note that Mew is just that -- a bonus Pokemon (albeit a very cool one that can learn all TMs) -- and not technically required to complete your Pokedex.
Pokémon weaknesses
Fire Pokémon are weak against Water, Ground and Rock types.
Water Pokémon are weak against Electric and Grass types.
Electric Pokémon are weak against Ground types.
Grass Pokémon are weak against: Fire, Ice, Poison, Flying and Bug types.
Ice Pokémon are weak against Fire, Fighting and Rock types.
Pokemon Fire Red Slot Machine
Fighting Pokémon are weak against Flying and Psychic types.Poison Pokémon are weak against Ground, Psychic and Bug types.
Ground Pokémon are weak against Water, Grass and Ice types.
Flying Pokémon are weak against Electric, Ice and Rock types.
Psychic Pokémon are weak against Bug types.
Bug Pokémon are weak against Fire, Poison, Flying and Rock types.
Rock Pokémon are weak against Water, Grass, Fighting and Ground types.
Ghost Pokémon are weak against Ghost types.
Dragon Pokémon are weak against Ice and Dragon types. | Submitted by AndrewBernish
Secret Coins
Unlimited sixth item
KNOW SOMETHING WE DON'T?
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