Pokemon Emerald Best Slot Machine

  1. Pokemon Ruby Game Corner
  2. Pokemon Emerald Game Corner Best Slot Machine
  3. Pokemon Fire Red Slot Machine
  4. Mauville Game Corner
  5. Pokemon Platinum Slot Machine Guide
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.)

Pokemon Ruby Game Corner

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GameThanks 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.


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

Pokemon Emerald Game Corner Best Slot Machine

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
Pokemon Emerald Best Slot MachineNotice that, due to the design of the reels, there can never be more than one match at any time.


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



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Pokemon Home launched today and as a result, you can now use the app to transfer Pokemon between games. We've got a complete Pokemon Home transfer guide so you can learn how to bring your pocket monsters across from other games and use them in titles like Pokemon Sword and Shield, and Pokemon Let's Go Pikachu and Eevee. Here's everything you need to know about Pokemon Home transfers and trades.

How to transfer Pokemon from every generation through to Pokemon Home

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Below, we have a guide on how to bring forward Pokemon from every single generation to Pokemon Home and as a result, Pokemon Sword and Shield. Make sure you read everything thoroughly because some parts require either a premium Pokemon Home or Pokemon Bank subscription – which are separate entities – and some of the older games aren't compatible. Good luck, because the process isn't simple!

Pokemon Go

Pokemon Go

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First up, let's get Pokemon Go out of the way. Unfortunately – at the time of writing – you cannot transfer Pokemon from Pokemon Go to Pokemon Home, but you will be able to later down the line. The Pokemon Company hasn't provided an ETA for when Pokemon Go compatibility will be available but it has confirmed it is working on it and is part of the overall plan for Pokemon Home. Sorry, Pokemon Go players! You'll have to wait a little longer.

Pokemon Red/Blue/Yellow/Gold/Silver/Crystal Virtual Console

Pokemon Red, Blue, and Yellow (Gen 1) plus Pokemon Gold, Silver, and Crystal (Gen 2)

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Starting right from the beginning with Gen 1 (Pokemon Red, Blue, Green), Pokemon captured in any of these games can be transferred forward a generation to Gen 2 (Pokemon Gold, Silver, and Crystal). Unfortunately, this can only be done with the Virtual Console versions of these games on Nintendo 3DS. Pokemon on these games on the Game Boy versions can only be traded with each other, and not onto Ruby, Sapphire, Emerald and onwards.

Boot up the game via Virtual Console on Nintendo 3DS and make sure that all of your Pokemon that you want to transfer are in Box 1 of your PC, with no other Pokemon in that box.

Now you need to open up both Pokemon Bank and Poke Transporter – if you don't have them both already then you can download them from the Nintendo 3DS eShop. Make sure you have an active subscription to Pokemon Bank otherwise this whole process won't be possible.

Open Poke Transporter, choose the Pokemon game you want to transfer from, then select Box 1 with all the Pokemon inside that you want to transfer. This will transfer the Pokemon from that game to Pokemon Bank via Poke Transporter. Scroll on down to the section about transferring Pokemon from Pokemon Bank to Pokemon Home to find out how to get them out of Bank.

Pokemon Ruby/Sapphire/Emerald/Fire Red/Leaf Green

Pokemon Ruby, Sapphire, Emerald (Gen 3) plus Pokemon Fire Red and Leaf Green (Gen 1 remakes)

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In order to transfer Pokemon from the Gen 3 games (Pokemon Ruby, Sapphire, and Emerald) and the Gen 1 remakes (Pokemon Fire Red and Leaf Green), you need to own a Nintendo DS with a Game Boy Advance (GBA) cartridge slot. These Pokemon will also go to Pokemon Home via one of the Gen 4 games (Pokemon Diamond, Pearl, and Platinum) or one of the Gen 2 remakes (Pokemon Heart Gold and Pokemon Soul Silver), so you need one of those Nintendo DS games too.

In-game requirements

If you're trading to Pokemon Diamond or Pearl, you need to ensure you've seen every Pokemon in the Sinnoh Pokedex (150 excluding Manaphy), then spoken to Professor Rowan in Sandgem Town to obtain the National Pokedex.

In Pokemon Platinum, you just need to obtain the standard Pokedex from Professor Rowan in Sandgem Town and ensure you have at least two Pokemon in your party.

For Pokemon Heart Gold and Soul Silver, defeat the Elite Four and enter the Hall of Fame, then attempt to board the S.S. Aqua to receive the National Pokedex.

How to trade

Before you trade any Pokemon on from the GBA games, be aware that this is a one-way trade. This means you cannot trade Pokemon back to these games, so make sure you're prepared to not see any of the Pokemon you trade in the GBA games again.

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To begin the trade, insert both the GBA game and DS game of your choice into the console. Boot up the DS game and select the 'Migrate from [GBA game name]' option in the menu. Say 'Yes' to the option to migrate, then select six Pokemon to transfer.

Load up your save game in the DS game then head to the Pal Park. In Diamond, Pearl, and Platinum, the Pal Park location can be found on Route 221. In Heart Gold and Soul Silver, you need to go to Fuschia City. One tip before heading to the Pal Park however is to bring a Pokemon that knows Surf, since some areas are inaccessible without it.

Participate in a Catching Show and you'll be given six Park Balls. These are only usable in the Pal Park but catch a Pokemon every time without fail. Explore the tall grass and the six Pokemon you've transferred from the GBA games will eventually appear, and you can catch them all, at which point you'll be asked if you want to store them in a box.

Pokemon Diamond/Pearl/Platinum/Heart Gold/Soul Silver

Pokemon Diamond, Pearl, Platinum (Gen 4), plus Pokemon Heart Gold and Soul Silver (Gen 2 remakes)

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Now you've got the Pokemon you want to trade up to Pokemon Home on one of the Gen 4 games or the Gen 2 remakes, it's time to get them onto Pokemon Black, Black 2, White, or White 2 (Gen 5). Once again, this is a one-way transfer so you can't transfer them back once they've been brought forward.

In order to do this trade, you need to have two Nintendo DS consoles. One console needs to have the Gen 4 game inserted, while the other needs the Gen 5 game.

In-game requirements

In any of the four Gen 5 games, you need to ensure you've beaten the Elite Four and entered the Hall of Fame. Then head to the Poke Transfer Lab on Route 15. Talk to the scientist at the top of the lab.

How to trade

Once you've done that, select the option to use another Nintendo DS then select DS Wireless Communications. Turn on the other console and select DS Download Play. Select the game with the same ID number as your Gen 5 game in the first console, then select Yes. Pick the six Pokemon you wish to transfer across then you'll be introduced to a minigame.

To complete the minigame, simply drag the stylus around the touch screen to pull the Poke Ball back as if you were throwing it, and pay attention to the top of the screen to see where the ball will end up. Release the stylus from the screen to throw the ball and if there's any Pokemon hiding in a bush, use a ball to nudge them out of it. When a pink cloud appears towards the end of the game, hit it with a ball to cause al the remaining Pokemon to fall asleep. When the minigame finishes, make sure you select 'Yes' to transfer them on to the Gen 5 game, otherwise they'll go back to whichever game they came from. From there, the Pokemon will be sent to your PC on Black, Black 2, White, or White 2.

Pokemon Black/Black 2/White/White 2/X/Y/Omega Ruby/Alpha Sapphire/Sun/Moon/Ultra Sun/Ultra Moon

Pokemon Black, White, Black 2, White 2 (Gen 5), Pokemon X, Y, Omega Ruby, Alpha Sapphire (Gen 6), Pokemon Sun, Moon, Ultra Sun, Ultra Moon (Gen 7)

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Thankfully, when you've got your Pokemon onto any of the games above, the process becomes much simpler thanks to the use of Pokemon Bank. Much like earlier with the first two generations of Pokemon games on the Virtual Console, you need a Pokemon Bank subscription to make this work. Make sure you have it downloaded and purchased, then open and sign in to the app. Select the appropriate game from the list above and your boxes from that game will be displayed on the touch screen.

Above that on the upper screen is where you'll see your Pokemon Bank boxes and you can use the controls to move the respective Pokemon over. When you're done transferring all the Pokemon you want in Pokemon Home, simply save and exit.

Pokemon Bank

Pokemon Bank

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Now you've brought your Pokemon from any game of your choice all the way to Pokemon Bank, but how do you get them from there onto Pokemon Home (and into Pokemon Sword and Shield)?

Boot up Pokemon Bank and on the main menu should be the fairly self-explanatory option 'move Pokemon to Pokemon Home'. Now you need to get yourself a Moving Key, which is where you'll need to use Pokemon Home on the Nintendo Switch.

Pokemon Fire Red Slot Machine

On the main menu, select the 3DS icon underneath the Pokedex option. Make sure you have a premium Pokemon Home subscription, then select Begin Move. This will display a Moving Key which expires in three minutes, so type it into Pokemon Bank on your Nintendo 3DS quick time. When you type it in and hit enter, the transfer will commence and Pokemon Home will become unusable for the duration. When it's done, you can choose whether to bring across all the boxes, or individual Pokemon from each box.

Pokemon Sword/Shield/Let's Go Pikachu/Let's Go Eevee

Mauville Game Corner

Pokemon Sword, Shield (Gen 8), Let's Go Pikachu, and Let's Go Eevee

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Since Pokemon Sword and Shield, and Pokemon Let's Go Pikachu and Let's Go Eevee are on the Nintendo Switch, the process for transferring Pokemon from those games to Pokemon Home is considerably easier. Be wary that while Pokemon from Let's Go can be moved to Sword and Shield, they can't then be transferred back to Let's Go; only Sword and Shield have the ability to transfer to and fro.

On Pokemon Home – as long as you're using it on the same Nintendo Switch console as your Pokemon Sword and Shield or Pokemon Let's Go save files – select Pokemon from the main menu. This will display your relevant save files, and selecting either one will show your Pokemon Home boxes on the left along with your in-game boxes on the right. Drag and drop any Pokemon you like from one to the other, then hit + to save. Any Pokemon that aren't currently in the Pokemon Sword and Shield Pokedex cannot be brought forward into it though.

Pokemon Platinum Slot Machine Guide

That's all there is to it! A seriously convoluted process if you want to bring forward some of your oldest Pokemon, but worth it to have your best pals with you in the latest games. Hopefully, when Gen 9 eventually rolls around, Nintendo will stick with the Pokemon Home service to keep things simple!