Pokemon Brown Slot Machine

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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.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

References

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Veilstone Game Cornerトバリゲームコーナー
Tobari Game Corner
'Wild Missingno. appeared!'
Location:Veilstone City
Region:Sinnoh
Generations:IV

Location of Veilstone Game Corner in Sinnoh.
Pokémon world locations

The Veilstone Game Corner (Japanese: トバリゲームコーナーTobari Game Corner) is a Game Corner located in Veilstone City, Sinnoh.

  • 1In the games
    • 1.1Slot machines
  • 4In the manga

In the games

In Korean versions of Pokémon Diamond, Pearl, and Platinum, due to the illegality of gambling in South Korea and the classifications standards of the Game Rating Board, the slot machines were replaced with game machines. The dialogue and other text was also altered to remove references to the slot machines and their functionality. TM64 (Explosion) is instead given away at random by the Game Corner attendant as part of a TM promotion.

These changes were later also made in European releases of Pokémon Platinum, as a result of changes in the classification standards at PEGI[1], including in the United Kingdom English version.

The music played here is similar to the one heard in real-life pachinko parlors.

Slot machines

There are sixteen slot machines in the Game Corner, with four of them having people already seated at them.

Each spin of the machine takes 3 coins, which are inserted by pressing the X button. Reels will start spinning either when the D-pad is pressed down or the X button is pressed again. Y stops the left reel, B stops the middle, and A stops the right.

Payouts

Series of icons Payout
100
100
15
10
2
Replay or 15

Bonus Round

As the game is played, occasionally a Poké Ball will roll up on the Touch Screen. They make the reels 'sticky' and guarantee a win, whereas a win is normally impossible if a Ball does not appear. The type of win depends on the Ball:

  • Poké Ball : Three Poké Balls
  • Premier Ball: Three of something Random
  • Great Ball: Three Replays
  • Ultra Ball: Three Pikachu
  • Safari Ball: Three Moon Stones

Randomly, a Clefairy will pop out of the Poké Ball on the touch screen, and can be either a normal one, a Shiny one, or one that appears to be a transformedDitto. Which kind of Clefairy appears indicates how likely the Bonus Round is to repeat; a transformed Ditto indicates a lower chance to repeat, a Clefairy indicates a moderate chance, and a Shiny Clefairy indicates a high chance. If Pikachu appears after the round is complete, it will be more likely to repeat (it will be less likely to repeat if Clefairy appears again). Players must continue spinning the reels until they get a 100-coin bonus. The odds of getting the bonus seem to improve if the slots are activated to the beat of Clefairy's clapping.

At this point the bonus round will begin. It only costs one coin to spin the reels while in the bonus round; after the reels begin spinning, the Clefairy will indicate which reel to stop first; left is Y, up is B, and right is A. Each time this is done correctly, three replays will be made possible, at 15 coins apiece. If the player does not follow Clefairy's instructions, but gets three of one image (including replays) coins will not be given. Each bonus round has 15 spins, meaning that a perfect one yields 210 coins.

After 15 spins, the Clefairy will either stay for another bonus round or it will return to its Poké Ball and the bonus will end. This seems to be random. If ten or more bonus rounds are played in a row, the woman behind the counter will give TM64 (Explosion) as a prize after the first time this has been achieved. In order to obtain the TM, the player must lose a bonus round sometime after their tenth consecutive round; pressing Start to end the 'Slot Session' will not count as having played 10 games in a row and will, in turn, not yield TM64. The TM is only given out once.

Occasionally, the moon on the touch screen will glow red during a spin. Getting a replay when the moon is red makes Clefairy tired, so following Clefairy's instructions during a red moon makes the Bonus Round less likely to repeat.

On the other hand, the moon may also occasionally glow bright white. Following Clefairy's instructions will guarantee that Clefairy will stay for another bonus round.

Service counter

Cached

The woman behind the counter to the left of the slots sells coins at the following rates:

Coins
50 Coins
1,000
500 Coins
10,000

Prize exchange

Prizes are sold in the house to the right of the Game Corner.

Prizes
Silk Scarf
1000C
Wide Lens
1000C
Zoom Lens
1000C
Metronome
1000C
TM90 (Substitute)
2000C
TM58 (Endure)
2000C
TM75 (Swords Dance)
4000C
TM32 (Double Team)
4000C
TM44 (Rest)
6000C
TM89 (U-turn)
6000C
TM10 (Hidden Power)
6000C
TM27 (Return)
8000C
TM21 (Frustration)
8000C
TM35 (Flamethrower)
10000C
TM24 (Thunderbolt)
10000C
TM13 (Ice Beam)
10000C
TM29 (Psychic)
10000C
TM74 (Gyro Ball)
15000C
TM68 (Giga Impact)
20000C
Pokemon Brown Slot Machine

Items

Item Location Games
20 Coins From the man standing south of the counter D P Pt
50 Coins From the fat man playing a slot machine near the counter D P Pt
TM64 (Explosion) From the woman behind the counter after playing ten or more bonus rounds in a row D P Pt

Layout

Version Interior Prize House
Diamond
Pearl
Platinum

In the manga

Veilstone Game Corner in Pokémon Adventures
Veilstone Game Corner in Pokémon Diamond and Pearl! Adventure

In the Pokémon Adventures manga

The Veilstone Game Corner first appeared in Magnificent Meditite & Really Riolu I. Platinum wandered into it by accident, mistaking it for a hotel. In no time, she was sucked into the gaming, having to be forcibly dragged away by Pearl when he and Diamond came looking for her. Diamond proceeded to exchange the coins Platinum had won for a Zoom Lens. The next day, Maylene's father tried to talk Platinum, who was passing by, into trying the slot machines, but she refused. This is also the location where Diamond first encountered Team Galactic in Stunning Staravia & Stinky Skuntank I while recovering the Pokédex Platinum had accidentally left behind.

In the Pokémon Diamond and Pearl! Adventure manga

The Veilstone Game Corner appeared in Deoxys, The Phantom Pokémon! (Part 2). At the beginning of the chapter, Hareta and Mitsumi were seen playing the slots. Hareta was winning trays full of Coins while Mitsumi couldn't win at all--a possible reference to the actual differences in luck between the slot machines in the games. At the end of the chapter, Hareta returned to the Game Corner, only to find out that Mitsumi still hadn't won once, and was determined not to leave until she finally did.

Trivia

  • The background music for the Veilstone Game Corner remixes part of the theme for the Rocket Game Corner.
  • The background music that plays when Clefairy appears is a sped-up remix of the Mt. Moon Square background theme. The bonus round music further speeds it up.
  • Maylene's father can be met here. He says that nothing is going his way, and asks if the player is a Trainer or has battled the Gym Leader. Looker can also be found here both before the player has obtained the Cobble Badge and after the Stark Mountain storyline.
  • The sign outside the Game Corner says to 'Aim for an Explosion of Luck', as a pun on the TM64 prize; the woman behind the counter makes the same pun before giving the TM.
    • After giving the TM, the woman says to keep playing for 'another explosion of good luck'. Despite this, she only gives TM64 once per save file.

In other languages

LanguageTitle
Casino de Voilaroc
Schleiede Spielhalle
Casinò di Rupepoli
장막시티 게임코너 Jangmak City Game Corner
Casino de Ciudad Rocavelo
Trung tâm trò chơi Tobari

References

  1. European Pokemon Platinum's missing Game Corner explained | GamesRadar


Kanto
Celadon
Sevii Islands
Joyful(Two Island)
Johto
Goldenrod
Hoenn
Mauville / Mossdeep
Sinnoh
Veilstone


Sinnoh
Settlements
Twinleaf Town • Sandgem Town • Jubilife City • Oreburgh City • Floaroma Town • Eterna City • Hearthome City
Solaceon Town • Veilstone City • Pastoria City • Celestic Town • Canalave City • Snowpoint City • Sunyshore City
Pokémon League • Fight Area • Survival Area • Resort Area
Routes
201 • 202 • 203 • 204 • 205 • 206 • 207 • 208 • 209 • 210 • 211 • 212 • 213 • 214 • 215
216 • 217 • 218 • 219 • 220 • 221 • 222 • 223 • 224 • 225 • 226 • 227 • 228 • 229 • 230
Landmarks
Lake Verity (Lakefront) • Oreburgh Gate • Oreburgh Mine • Oreburgh Mining Museum • Global Terminal • Ravaged Path
Floaroma Meadow • Valley Windworks • Eterna Forest • Old Chateau • The Underground • Wayward Cave • Mt. Coronet
Amity Square • Lost Tower • Hallowed Tower • Solaceon Ruins • Maniac Tunnel • Lake Valor (Lakefront) • Great Marsh
Pokémon Mansion • Trophy Garden • Fuego Ironworks • Iron Island • Lake Acuity (Lakefront) • Spear Pillar • Victory Road
Pal Park • Contest Hall • Battle Zone • Battle Park • Battle Tower • Battle Frontier • Stark Mountain • Snowpoint Temple
Spring Path • Sendoff Spring • Turnback Cave • Fullmoon Island • Newmoon Island • Seabreak Path • Flower Paradise • Hall of Origin
Access to
Distortion World

Pokemon Brown Slot Machine - Video Results

This article is part of Project Locations, a Bulbapedia project that aims to write comprehensive articles on every location in the Pokémon world.

Pokemon R/B/Y - Mechanics And Hidden Secrets Of Slot Machines ...

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