Pokemon Crystal Best Slot Machine

05.01.2021by

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.

  • Pretty sure that's in the final game, I've had it show up several times on the Goldenrod slot machine in Crystal. IIRC it forced your result to be 777 Snugglefox 01:44, 2 June 2018 (EDT) I can confirm. It's there in the final. Chansey throws eggs at the slot machine. It's one of the rarer anti-777 events that happens.
  • Boost Pokemon To The Best Of Its Genetic Boost your Pokemon's stats to it's maximum permited by their genes, These effect unlike the Max stats codes above, doesn't disapears when you store a Pokemon in a PC or when it levels up (The effect is the same as when you use 10 of each Hp Up, Calcium, Carbos, Iron and Protein on a pokemon).
  • 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.

The Basics

Pokemon Platinum Slot Machine

POKEMON Z RING &CRYSTAL SPECIAL Vol.1&2 Set 3DS POCKET MONSTER 863496-USA SELL. Slots and Games. The only game in the casino is a slot machine-style game. 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. A triple 7 yields 300 coins, three BAR yield 100 coins, three Meowth, Koffing, or Arbok win 15 coins, and three cherries earn 8. If that does'nt work try the machine right below that. That machine is'nt quite as lucky but it's at least second best. After you get a jackpot on that machine it's out of luck. Then go back up to the top machin. Have fun it may take about half an hour, but TRUST me it works. Ps:I bought every Pokemon.

You'll need a Coin Case, to be found in the restauraunt from the guy with the glasses along the main strip of buildings below where the Rocket Game Corner is. At the main desk in Game Corner (in the top left corner) you can buy 50 coins for 1000P. Unlike more recent titles, there is no 500 coins for 10000P option: you're stuck mashing the A-button unless you decide to play a few games. Make sure you look around everywhere on the ground in the Game Corner: there are plenty of free coins other people have dropped, to be found as you would with any other hidden item. Your Itemfinder won't pick them up, though.

Crystal

Slots and Games

The only game in the casino is a slot machine-style game. 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. A triple 7 yields 300 coins, three BAR yield 100 coins, three Meowth, Koffing, or Arbok win 15 coins, and three cherries earn 8 coins. Go hog wild.

Prizes

TMs

TM23 Dragon Rage: 3300 Coins
A decent move and the only Dragon-type one in the game. Will always deal 40HP damage to anything regardless of type, stats, or weakness. Can be learned by the Dragons and dragonesque Pokemon including Charizard and Aerodactyl. You can probably figure out better options for these Pokemon later in the game but if you have some money to blow after the fourth badge it can be helpful to have a set damage attack.

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TM15 Hyper Beam: 5500 Coins
A very powerful Normal-type move. 150 Base Power, but forces you to recharge after using if you don't faint the enemy. Attach it to a strong and fast Pokemon with great Attack power (like Gyarados) and go nuts.

TM50 Substitute: 7700 Coins
A support move which creates a miniature doll of your Pokemon using a bit of its health to absorb stat-drops, conditions, and damage until its threshold is reached and it breaks. Not as useful as in later generations but can still be used for a good strategy or two.

Pokemon#037 Vulpix: 1000 Coins
Vulpix the Fire-type fox is exclusive to the Game Corner in the Yellow version of Pokemon. Ninetales, his evolutionary form, can only be obtained with a Fire Stone purchased at Celadon Dept. Store. An expensive though balanced fox.

#040 Wigglytuff: 2680 Coins
Wigglytuff are available on demand here for just 2680 coins. If you don't want to use a Moon Stone on Jigglypuff, this is your only alternative other than to trade one in.

#063 Abra: 230 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 stats in the game (albeit reaching his last form via trade).

#123 Scyther: 6500 Coins
A formidable Bug/Flying-type Pokemon with great Speed and Attack. Scyther can only be found here and in the Safari Zone, and he's much easier to get with slots than randomly tossing balls at him hoping for the best.

Slot

#127 Pinsir: 6500 Coins
Another Bug-type Pokemon with a killer stat set that is only otherwise found in the Safari Zone.

Pokemon Center Online Slot Machine

#139 Porygon: 9999 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 strong movepool. Normal-type.

Pokemon Crystal Slot Machine

Research‎ > ‎

GSC Slot Machines

If you're interested on this you may want to watch this video instead: https://www.youtube.com/watch?v=ojq3xqfRF6I
Call Init, then enter SlotsLoop until game is quitted
***********************************************************************************

- ScriptVar <- 1 (1/6) (*1)
- wSlotBias <- NO_BIAS
- wKeepSevenBiasChance <- 1 (12.5%)
***********************************************************************************

- Slots_SpinReels (wReel1ReelAction, wReel2ReelAction, wReel3ReelAction)
- PrintCoinsAndPayout (Coins, wPayout) [just refresh the numbers, nothing else]
***********************************************************************************


- wFirstTwoReelsMatching <- 0
- wJumptableIndex <- BET_AND_START

- Wait for bet, quit or don't start game if no bet or not enough coins
- Take coins from player
- f_INIT_BIAS
- wReel1ReelAction <- NORMAL_RATE
- wReel3ReelAction <- NORMAL_RATE
- wReel2ManipCounter <- 4
- Return
- WAIT_START
- wDelay --
- wJumptableIndex <- WAIT_REEL_1

- Wait A press
- wReel1ReelAction <- STOP_REEL1
- wReel1ReelAction != DO_NOTHING:
- wJumptableIndex <- WAIT_REEL2
- Wait A press
- wSlotBet >= 2:
- (wSlotBias NO_BIAS) (wSlotBias SEVEN):
- wReel2ReelAction <- STOP_REEL2 (68.75%)
- wReel2ReelAction <- SET_UP_REEL2_SKIP_TO_SEVEN (31.25%)
- wReel2ReelAction <- STOP_REEL2
- wReel2ReelAction != DO_NOTHING:
- wJumptableIndex <- WAIT_REEL3
- Wait A press
- (wFirstTwoReelsMatching 0) (wFirstTwoReelsMatchingSevens 0):
- Else:
- wReel3ReelAction <- STOP_REEL3 (29.7%)
- wReel3ReelAction <- START_SLOW_ADVANCE_REEL3 (23.4%)
- wReel3ReelAction <- INIT_CHANSEY (23.4%)
- wReel3ReelAction <- STOP_REEL3 (37.5%)
- wReel3ReelAction <- START_SLOW_ADVANCE_REEL3 (31.25%)
- WAIT_STOP_REEL3
- Return
- Halt Jumptable three iterations [effectively don't call Jumptable next 3 loops]

- Flash screen if win
- wFirstTwoReelsMatchingSevens <- 0
- If lined up SEVENs:
- wSlotBias <- NO_BIAS (75%)
- wSlotBias <- NO_BIAS (87.5%)
- Ask play again or quit
- wJumptableIndex <- INIT

***********************************************************************************

Call functions at wReel1ReelAction, wReel2ReelAction, and wReel3ReelAction, one for
each corresponding reel, only if the reel symbols of said reel are properly
aligned. They are aligned every X Slots_SpinReels calls while spinning, where X is
(16 / wCurReelSpinRate) and always while static. Also, advance the reels based on
wCurReelSpinRate. (Reels_advanced/frame) = (wCurReelSpinRate / 16)
- DO_NOTHING

- wCurReelStopDelay 0:
- Else:
- Return
- NORMAL_RATE
- Return
- STOP_REEL1
- (wSlotBias != NO_BIAS) && (wReel1ManipCounter != 0):
- If symbol at wSlotBias does not match any of the 3 symbols in Reel #1:
- f_STOP_REEL

- If no match in first two reels:
- wFirstTwoReelsMatchingSevens <- 0
- (wSlotBias != NO_BIAS) && (wReel2ManipCounter != 0):
- Return
- Return
- wFirstTwoReelsMatching <- 1
- wFirstTwoReelsMatchingSevens <- 1
- If symbol at wSlotBias equals the last matched symbol (*2):
- Return
- (wSlotBias != NO_BIAS) && (wReel2ManipCounter != 0):
- Return
- Return
- SET_UP_REEL2_SKIP_TO_SEVEN
- f_STOP_REEL
- wReel2ReelAction <- WAIT_REEL2_SKIP_TO_SEVEN
- wReel2SpinRate <- 0

- wReel2ManipDelay != 0:
- Else:
- wReel2ReelAction <- FAST_SPIN_REEL2_UNTIL_LINED_UP_SEVENS
- Return
- FAST_SPIN_REEL2_UNTIL_LINED_UP_SEVENS
- f_STOP_REEL

- If no match in three reels:
- (wSlotBias != NO_BIAS) && (wReel3ManipCounter != 0):
- Return
- Return
- If symbol at wSlotBias equals the last matched symbol (*2):
- Return
- wReel3ManipCounter != 0:
- Return
- START_SLOW_ADVANCE_REEL3
- Return
- wReel3ReelAction <- WAIT_SLOW_ADVANCE_REEL3
- WAIT_SLOW_ADVANCE_REEL3
- wReel3ManipDelay --
- wSlotBias SEVEN:
- f_STOP_REEL
- Else:
- f_STOP_REEL

- If any match in three reels:
- wReel3ReelAction <- WAIT_GOLEM
- wSlotBias SEVEN:
- Advance reel #3 until SEVEN match in three reels (*4)
- Advance reel #3 by X slots until there is no match in three reels (*3)(*4)
- WAIT_GOLEM
- f_STOP_REEL
- wDelay 1:
- wReel3SpinRate <- 8
- Return
- END_GOLEM
- wReel3ReelAction <- WAIT_GOLEM
- Return
- INIT_CHANSEY
- Return
- wReel3SpinRate <- 0
- Return
- WAIT_CHANSEY
- Return
- wDelay <- 2
- wDelay <= 3:
- wReel3ReelAction <- DROP_REEL
- wReel3ManipDelay <- 17
- wReel3ManipDelay != 0:
- Else:
- wDelay <- 5
- Else:
- wReel3ReelAction <- WAIT_CHANSEY
- Return
***********************************************************************************

- wSlotBias != SEVEN:
- wSlotBias <- SEVEN (2/256)
- wSlotBias <- STARYU (7/256)
- wSlotBias <- PIKACHU (20/256)
- wSlotBias <- NO_BIAS (207/256)
- wSlotBias <- SEVEN (3/256)
- wSlotBias <- STARYU (5/256)
- wSlotBias <- PIKACHU (14/256)
- wSlotBias <- NO_BIAS (175/256)

- wCurReelSpinRate <- 0
- wCurReelStopDelay <- 3
- Return
***********************************************************************************

wCurReel_ is not an address on its own; it identifies wReel1_, wReel2_, or wReel3_,

wKeepSevenBiasChance is wd002 in the disassembly
wCurReelStopDelay is wCurReelSlot0f in the disassembly
wCurReelManipCounter is wCurReelSlot09 in the disassembly
wCurReelManipDelay is wCurReelSlot0a in the disassembly
*1: Slot machine with coords 7,7 in Goldenrod and slot machine with coords 10,7 in
Celadon are guaranteed to set ScriptVar to 1. There is a NPC playing them during

*2: Order of check (from low priority to high priority): upwards diag, downwards
diag, bottom row, top row, middle row; diags only if bet = 3 and bottom/top rows

*3: X is a random number between 4 and 7. If advancing reel #3 by X slots would
yield a match in three reels, X is incremented until it doesn't
*4: One Golem is dropped for every slot advanced this way
*5: wDelay changes to 1 and 2 at some point during each Golem animation
*6: wDelay changes to 1 at some point during Chansey animation
***********************************************************************************

wDelay is a generic delay variable used to handle user input or to manage the

wCurReelManipCounter is how many times the game can advance the given reel on its
own after the player stops it (initialized to 4 by default).
wCurReelManipDelay handles waiting until the game has finished manipulating a reel.
[(wCurReelManipDelay / (16 / wCurReelSpinRate)] outputs the amount of spins that

After stopping reel #1, the game advances it until the symbol at wSlotBias shows up
anywhere in the reel. To begin with, this already has a ~1/3 chance of no
eventual line up of biased symbol if bet = 1 (probably less, since the symbol will
show up in the top slot if the player stops the reel without it already showing
up). This is also not guaranteed to spawn a SEVEN symbol or a POKEBALL symbol,
since a maximum of 4 advances isn't enough. If in NO_BIAS mode, there is no

In NO_BIAS mode (and SEVEN bias mode) with bet >= 2, reel #2 has a 31.25% chance to
automatically line up SEVENs in the first two reels if there is a SEVEN symbol in
reel #1 (this is a fast re-roll after a small stop delay), but if we're not in
SEVEN bias mode, we won't be able to line up three SEVENs in the end (or anything

Otherwise, after stopping reel #2, if in NO_BIAS mode, it's stopped without
manipulation. If any bias, the game may advance reel #2 up to 4 times, stopping if
the biased symbol is lined up in the first two reels (if there are two or more
symbol matches, only the last line checked counts, but it's not possible
to line more than 2 different symbols at once due to symbol distribution).
After stopping reel #3, STOP_REEL3 is the only possible action unless SEVENs are

STOP_REEL3 manipulates reel #3 advancing it up to four times, stopping only if
there is a match of the symbol at wSlotBias. Lining up the bias symbol is almost
guaranteed, except for SEVENs and POKEBALLs (where odds are still decent), for both
bet = 2 and bet = 3 (slightly worse odds for bet = 2, but virtually the same and
really close to 100%). If in NO_BIAS mode, reel is advanced until there's no match.
The following three modes (slow advance, Golem, Chansey) let reel #3 advance until
there is no match in three reels, before starting their effect.
SLOW_ADVANCE_REEL3 is similar to STOP_REEL3, except that in SEVEN bias mode it
guarantees a line up of SEVENs instead of advancing reel #3 a maximum of 4 times.
If no SEVEN bias mode, the game will make sure that nothing is lined up. This mode
makes reel #3 roll very slow at least 16 times (a complete round), then at least
one additional time until there is a SEVENs match (SEVEN bias mode), or no match

Golems will make SEVENs always match when in SEVEN bias mode, and will lead to no
match of any kind in any other bias mode or in NO_BIAS mode.
Chansey will ensure that SEVENs always match, but can only show up when in SEVEN

https://github.com/pret/pokecrystal/blob/master/engine/slot_machine.asm#L430
The fact that the bias to SEVEN symbols has a 75% or 87.5% chance to be reverted is
most likely a bug, the chances being meant to be the other way around. Not only is
a small chance like this weird (why bother with such low odds?), but the rarest
wKeepSevenBiasChance mode also happens to be the one with the worse odds.
***********************************************************************************

db SLOTS_SEVEN ; 0
db SLOTS_STARYU ; 2
db SLOTS_SQUIRTLE ; 4
db SLOTS_CHERRY ; 6
db SLOTS_PIKACHU ; 8
db SLOTS_POKEBALL ; 10
db SLOTS_STARYU ; 12
db SLOTS_SQUIRTLE ; 14
Reel2Tilemap: ; 93339
db SLOTS_PIKACHU ; 1
db SLOTS_SQUIRTLE ; 3
db SLOTS_POKEBALL ; 5
db SLOTS_CHERRY ; 7
db SLOTS_STARYU ; 9
db SLOTS_PIKACHU ; 11
db SLOTS_SQUIRTLE ; 13

db SLOTS_SEVEN ; 0
db SLOTS_CHERRY ; 2
db SLOTS_STARYU ; 4
db SLOTS_CHERRY ; 6
db SLOTS_STARYU ; 8
db SLOTS_POKEBALL ; 10
db SLOTS_SQUIRTLE ; 12
db SLOTS_PIKACHU ; 14
***********************************************************************************

- Always play in the slot machines with the better odds, during morning.
- Bet = 1 appears to be the worst idea but bet = 2 is probably better than bet = 3.
- Try to stop reel #1 2-4 slots short of the first SEVEN symbol. If you notice that
the game keeps advancing the reel for a split second and a SEVEN symbol shows up at
the top of the reel, it's because this spin is biased to SEVEN. If so, aim the next
two reels less than 4 slots away from the SEVEN, to ensure their eventual line-up.
Else, just smash the A button because the result is pretty much set in stone. Maybe
not if the spin is POKEBALL biased, but it doesn't seem worth it to waste time
- Pay special attention to line up SEVEN symbols if lined them up in the previous
spin, because odds of SEVEN bias go from barely over 1% to generally 25%.
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