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- Pokemon Yellow Game Corner Slot Machine Cheats
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- Pokemon Yellow Slot Machine
The best answer is wrong. Best machine is bottom right - it has ID 1. The game assign a lucky ID when you enter the building. This means that 1 of the machines will have a greater odds. This number is from range 0 to 31, but there is 35 machines that means that machines 31 - 35 will never have a better odd (they are the bottom 4 of the left. Gaming accessories and cheat devices for Pokemon Go, Nintendo 3DS, Nintendo DS, PS4, PS3, PS2, GameCube, Wii and Wii U. Cheat Codes for Pokemon Yellow Game Boy Color Saves & Codes. Like the Celadon Game Corner, the Goldenrod Game Corner hosts a set of slot machines. One to three coins can be put in the slot machine each play. One coin will only count the center row across, two coins will count all three rows across, and three coins will count all three rows across as well as both diagonals.
Navigation
Key
- Words that are in BOLD face shows that it is an item
- Words that are UNDERLINED shows that it is a location
It's A Big One
Celadon City is the largest city in the world of Pokemon. It's PokeMart has 6 stories; no wonder it needs an elevator! They sell all sorts of stuff. On the third floor, a guy will give you TM 18 - Counter. The sixth floor has refreshment machines and a very thirsty little girl. Buy all 3 drinks and an extra Fresh Water to give to those thirsty Saffron entrance guards. Give the other refreshments to the thirsty little girl and in return she'll give you a TM13 - Ice Beam, TM48 - Rock Slide, and TM49 - Tri Attack.
Celadon Mansion
The huge mansion to the left of the department store has a secret entrance in the rear. Inside you will find an Eevee. If you go in the front, you will find the game's programmers, one of which will tell you to return after getting all 150 Pokemon. He'll give you a diploma for catching all the Pokemon.
Other Stuff
The house under the Game Corner has a man who'll give you a Coin Case to carry your coins. The house by the Game Corner is accessible only by Surfing across the water. The man in front of it will give you a TM 41 - Softboiled for your troubles though.
Game Corner
Now go to the Game Corner, a place full of slot machines. Team Rocket made it, and you win or buy coins in order to trade it in for Pokemon and TMs. A few people will give you free coins, and there are invisible coins scattered on the ground. At the top of the Game Corner, battle a Rocket member, and push the button on the poster.
After that, you'll be going through four floors, battling Rocket members and collecting valuble items. To open the gates to the elevator, beat the Rocket in the 4th basement and then talk to him afterwards. Before confronting Giovanni you'll have to battle Jessie and James again (Yellow only). Then you can go battle Giovanni and recover the Silph Scope. Gym Battle!
After beating Giovanni in the Game Corner, head to the gym by cutting the tree. Here you will battle Erika and other trainers, who all use grass-type Pokemon. Beating her earns you TM 21 - Mega Drain and the Rainbow Badge! Next, head toLavender Town's Pokemon Tower with your Silph Scope and battle all the trainers and ghost Pokemon. Gary will battle you at the second floor. Go to the top floor, talk to Fuji, and he'll give you the PokeFlute.
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Keith Burgun is a well-known and respected game designer, and I've had the pleasure of interviewing him before (for my book #shamelessplug). His game 100 Rogues is considered by many to be one of the best rougelikes on the iPhone/iPad, and I'll likely be among the first to purchase his upcoming book on game design.
Despite my immense respect for Burgun, I disagree strongly with some of his thoughts on RPGs. Burgun believes that 'grinding' (which is when players can fight random enemies indefinitely to level up) makes RPGs 'a bad idea.' The crux of his argument is this: 'Grinding is a low-risk activity that the player can do repeatedly for a real gain. In any game that has grinding, grinding is the optimal move. In any game that has grinding, it becomes a matter of not 'what is the best move?' for the player, but 'how much can I stand to bore myself for my own gain?' Call me crazy, but I think games should motivate players to do exciting things, not repetitive and boring tasks over and over again.'
I definitely see Burgun's point. There are far, far too many RPGs that force players to grind away for hours on end, simply so they can artificially 'increase their abilities' by slowly leveling up. The original Final Fantasy games are perfect examples of this, as are even the most recent games in the Dragon Quest series. However, it is possible to design a game that implements grinding as a worthwhile, interesting element. My favorite go-to example: the Pokémon series.
I've been re-playing through Pokémon Yellow recently, so I'll stick to that as the basis for my argument in favor of grinding as a good game design element.
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In Pokémon Yellow, players are given total freedom to grind as much as they want. If you're a maniac that wants to hang out in the grassy fields near Pallet Town for dozens of hours, mercilessly slaughtering hundreds of Pidgeys and Rattatas, you're free to do so. You could theoretically never leave these fields, slaving away to shape your Pikachu into an invincible killing machine.
Obviously, no player would actually play the game this way. The amount of experience you get from each battle would slow to a trickle as your Pikachu got stronger, making your time investment pretty worthless.
When I recently played through the opening sequence of Yellow, I was aware that I'd need Pokémon capable of taking down Brock's rock-type team (he's the first gym leader). I had several options here:
1) Spend a couple of miserable hours leveling up my Pikachu by grinding against wild Pokémon, then brute-force my way through Brock's team.
2) Catch and train a Mankey, which is a fighting-type Pokémon (his moves are super-effective against rock-type Pokémon). Even twelve-year-olds know that Mankey sucks, though.
Pokemon Yellow Game Corner Slot Machine Cheats
3) Catch and train a Nidoran, which learns a fighting-type attacks at level 12.
The problem with option one is that it would take forever, and would be terribly boring. Becoming overly dependent on my Pikachu would also mean that the rest of the game could become difficult.
Option two is the fastest solution, but only a Digimon fan would be dumb enough to play through the entire game with a Mankey in their party.
Ultimately, I went with option three. I trained up my Nidoran (which I'd lovingly nicknamed Jay-Z) until he learned the fighting-type move 'double-kick.' I then double-kicked Brock's face and moved on to the next challenge.
The Pokémon games are full of challenges that give players these sorts of decisions to make. While you are always given the choice to grind your way through situations, there's also always another more intelligent solution. Whenever you find that better option and win battles by implementing it, you feel like you've really earned your victory.
By giving players the freedom to grind if they so choose, the designers of the Pokémon games have given players incentive to think creatively—to find the quicker path and increases the flexibility of their team. Playing the game intelligently (by choosing a diverse team and doing well in battle) removes the need to grind and makes you feel smarter than your friends.
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Especially those friends that like Digimon.
By Ryan Rigney Contributing Writer @RKRigney Date: January 25, 2012 |
Pokemon Yellow Slot Machine
*The views expressed within this article are solely the opinion of the author and do not express the views held by Cheat Code Central.*