Japan Slot Machine Pokemon

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
(view, talk, edit)

Here’s the quickest way to win the Pokemon Red and Blue Celadon City Game Corner slot machine: Enter the Celadon Game Corner. Play the slot machine in the bottom right-hand corner 5 times. If you didn’t win at least twice, leave. TAKARA TOMY Pokemon Pocket Monsters Gacha Machine Toys Full Set New From Japan. Pokemon Slot Machine. Sign in to check out Check out as guest.


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 Japan Slot Machine Pokemonwith 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 symbol

Japan Slot Machine Pokemon Tower Defense

These 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

Japanese Slot Machine For Sale

References

Categories

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Pokémon HeartGold Version and SoulSilver Version

Also known as: Pocket Monsters HeartGold and SoulSilver (JP/KR), literally “Pokémon Gold Version HeartGold and Silver Version SoulSilver” in all other languages
Developer: Game Freak
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: September 12, 2009
Released in US: March 14, 2010
Released in EU: March 26, 2010
Released in AU: March 25, 2010
Released in KR: February 4, 2010

This game has unused areas.
This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused abilities.
This game has debugging material.
This game has regional differences.
This game has anti-piracy features.

This game has a notes page
This article is a work in progress.
..Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Pokémon HeartGold and SoulSilver Versions are remakes of the original Pokémon Gold and Silver.

  • 3Leftover Content
  • 5Unused Items
  • 11Unobtainable Shiny Pokémon
  • 17Regional Differences

Subpages

Unused Maps
Slot Machines were too good for international players.
Unused Graphics
More leftovers than a Snorlax.

Moves 468-470

When taught to a Pokémon, data about unused attacks 468, 469 and 470 does not necessarily freeze the game. Such attacks are special, have a power and accuracy of 100 and a PP of 10. Other invalid attacks do not give this data and simply freeze the game as soon as they are recalled, perhaps suggesting that the move database was once intended to end at 470 as a nice round figure rather than 467 (Shadow Force).

Leftover Content

To do:
The sprites of the heroes from Platinum still exist in the game, since cheat codes allow them to appear. This whole section should be revised to accurately specify what Platinum content is really missing. In addition, the /pbr/ directory has a lot of Diamond/Pearl/Platinum data. There may be more files of interest in there.

Files originally found in Pokémon Diamond and Pearl have found their way into HeartGold and SoulSilver.

Item Bag

The sprites for the Diamond/Pearl male hero's item pocket selection's upper screen remain. Missing are the female hero's purse and Platinum's white bags.

Overworld Sprites

Several overworld sprites were not reintroduced in HeartGold and SoulSilver but still exist within the game, such as the associated data for the playable male and female characters (as they appeared in Diamond and Pearl) including their 'berry planting' poses and Gym Leaders (with the exception of Maylene and Crasher Wake, who appear in Celadon and Johto Route 47, respectively).

Slot Machines

Most graphics from the Diamond/Pearl slots game remain, including the Clefairy bonus mode. The slots had a design overhaul in Japan, but were replaced by a Voltorb Flip minigame for everyone else.

Casino Slot Machines for SaleCasino slot machines for sale provided by casinos all over the country for home entertainment. Igt slot machine replacement parts cats n dogs.

The Underground

Japan Slot Machine Pokemon Game

There are quite a few files related to the huge underground complex found in the three earlier Pokémon DS games. Most (if not all) of the 2D graphics remain, including the traps, radar pinging, and the mining mini-game. It's a possibility that it was going to be remade, being that the walking sprites for both the Diamond/Pearl heroes exist with the other underground files; Platinum's heroes are missing. There is also an entire map header dedicated to the Underground, however, the map matrix responsible for it just reloads the entire Johto and Kanto overworlds.

Audio Data

The sound file (sound_data.sdat) from Diamond/Pearl is still in the game's files, completely unused.

Pokétch Graphics

Pokétch graphics used in Platinum are all still in the game's files, including the two unused graphics from Diamond and Pearl.

Lost Debug Mode

Nearly 2,000 text strings can be found talking about changing values for unknown debugging features. However, the debug menu code is probably lost. This debug mode is apparently based on the one in Platinum, containing references to events such as the Distortion World; it seems more of it survives than in that game.

To see the debug mode strings, please look at the Notes page.

Unused Items

Photo Album

'A nice photo album for storing all the photos taken along your adventure.'

In the final version, photos are stored on your PC instead.

Slowpoke Tail

'A very tasty tail of something. It sells for a high price.'

Existed in the original Gold/Silver, it has been upgraded to a key item but ends up unused.

Lock Capsule

To do:
What is the “correct” configuration?

'A sturdy Capsule that can only be opened with a special key.'

This unreleased event item, intended to be transferred to Black and White to unlock an event there, can be added to the Bag through hacking. Since its only intended purpose is to be transferred to another game, it does absolutely nothing in HeartGold and SoulSilver. However, if the Lock Capsule is obtained by a correctly configured Mystery Gift, then an option to view the Lock Capsule's status will be added to the Mystery Gift menu.

The Lock Capsule can't be found by the Relocator unless this option is unlocked, either – presumably an anti-cheating measure.

Blank Item Data

Blank item data occupying 21 identifiers exists between identifiers 0x0070 (Griseous Orb) and 0x0087 (Adamant Orb). These are perfectly formatted items which do not crash the game, unlike invalid items. They use the error handler '???' as a name and a ? symbol as the picture, suggesting that they may have once been items from Diamond/Pearl when they were still in development.

Unused hex values

To do:
Find out more items and list them and their properties

There are many hex values that go unused and have the same data as the Blank Item Data. It appears that some glitch items above 0x0F00 have similar sprites of already existing items but have a different colour palette. They don't seem to be usable but may possibly connected to other data like map data. In earlier generations, performing an item underflow glitch and swapping some of the items under the cancel button seem to change up the game concluding that the items are connected to other data of the game. It is currently unknown if glitch items in gen 4 connect with other game data.

Unused Wild Held Item Data

Some Pokémon when found in the wild has a chance of holding an item. But several Pokémon can only obtained via evolution or other means, so catching a Pokémon with these items is impossible.

Most interactive slot machines. JUST BE PATIENT, CHOOSE u0026 BET WISELY!!!!

#PokémonHeld ItemsNote
026Raichu(5%) Oran Berry
036Clefable(5%) Moon Stone (50%) Leppa Berry
037Vulpix(50%) Rawst BerryAvailable in Soul Silver
038Ninetales(50%) Rawst Berry
052Meowth(5%) Quick ClawAvailable in Soul Silver
053Persian(5%) Quick ClawAvailable in Soul Silver
056Mankey(5%) Payapa BerryAvailable in Heart Gold
057Primeape(5%) Payapa BerryAvailable in Heart Gold
058Growlithe(100%) Rawst BerryAvailable in Heart Gold
059Arcanine(100%) Rawst Berry
062Poliwrath(5%) King's Rock
065Alakazam(5%) TwistedSpoon
075Golem(5%) Everstone Stone
091Cloyster(5%) Big Pearl (50%) Pearl
110Weezing(5%) Smoke Ball
121Starmie(5%) Star Piece (50%) Stardust
149Dragonite(5%) Dragon Scale
151Mew(100%) Lum Berry
172Pichu(5%) Oran Berry
173Clefa(5%) Moon Stone (50%) Leppa Berry
186Politoed(5%) King's Rock
199Slowking(5%) King's Rock
230Kingdra(5%) Dragon Scale
231Phanpy(5%) Passho BerryAvailable in Heart Gold
232Donphan(5%) Passho BerryAvailable in Heart Gold
242Blissey(5%) Lucky Egg (50%) Oval Stone
251Celebi(100%) Lum Berry
262Mightyena(5%) Pecha Berry
277Swellow(5%) Charti Berry
286Breloom(5%) Kebia Berry
294Loudred(5%) Chesto Berry
295Exploud(5%) Chesto Berry
297Hariyama(5%) King's Rock
300Skitty(5%) Leppa Berry
301Delcatty(5%) Leppa Berry
303Mawile(5%) Hard RockAvailable in Soul Silver
306Aggron(5%) Hard Rock
315Roselia(5%) Poison Barb
316Gulpin(5%) Big PearlAvailable in Soul Silver
317Swalot(5%) Big Pearl
318Carvanha(5%) Deep Sea Tooth
319Sharpedo(5%) Deep Sea Tooth
323Camerupt(100%) Rawst Berry
326Grumpig(5%) Tenga Berry
332Cacturne(5%) Sticky Barb
345Lileep(5%) Big Root
346Cradily(5%) Big Root
351Castform(100%) Mystical Water
352Kecleon(5%) Persim Berry
362Glalie(5%) Babiri Berry
367Huntail(5%) DeepSeaTooth
368Gorebyss(5%) DeepSeaScale
372Shelgon(5%) Dragon Fang
373Salamence(5%) Dragon Fang
374Beldum(5%) Metal Coat
375Metang(5%) Metal Coat
376Metagross(5%) Metal Coat
385Jirachi(100%) Star Piece
397Staravia(5%) Yache Berry
398Staraptor(5%) Yache Berry
400Bibarel(5%) Sitrus Berry (50%) Oran Berry
407Roserade(5%) Poison Barb
413Wormadam(5%) Silver Powder
414Mothim(5%) Silver Powder
416Vespiquen(5%) Poison Barb
419Floatzel(5%) Wacan Berry
421Cherrim(5%) Miracle Seed
428Lopunny(5%) Chople Berry
431Glameow(5%) Cheri Berry
432Purugly(5%) Cheri Berry
433Stunky(5%) Pecha Berry
434Skuntank(5%) Pecha Berry
437Bronzong(5%) Metal Coat
439Mime Jr.(5%) Leppa Berry
440Happiny(5%) Lucky Punch (50%) Oval Stone
444Gabite(5%) Haban Berry
445Garchomp(5%) Haban Berry
446Munchlax(100%) Leftovers
452Drapion(5%) Poison Barb
454Toxicroak(5%) Black Sludge
456Finneon(5%) Rindo Berry
457Lumineon(5%) Rindo Berry
459Snover(5%) Never-Melt Ice
460Abomasnow(5%) Never-Melt Ice
461Weavile(5%) Quick Claw (50%) Grip Claw
462Magnezone(5%) Metal Coat
463Lickilicky(5%) Lagging Tail
466Electivire(5%) Electirizer
467Magmortar(5%) Magmarizer
469Yanmega(5%) Wide Lens
476Probopass(5%) Hard Stone
477Dusknoir(5%) Kasib Berry
478Froslass(5%) Babiri Berry
492Shaymin(100%) Lum Berry

Route 23

Route 23, the huge route on which Victory Road is situated in Pokémon Red/Blue, Yellow, and FireRed/LeafGreen right after the Pokémon League Front Gate on Route 22, is unceremoniously replaced by the Pokémon League Reception Gate in both the original Pokémon Gold/Silver, Crystal, and HeartGold/SoulSilver. However, a small stretch leading from the northern exit of Victory Road to the Indigo Plateau's front door is still identified within Gold/Silver/Crystal as 'Route 23'; in HeartGold and SoulSilver, this stretch is identified as Indigo Plateau.

Nonetheless, the location header for Route 23 is present in HeartGold and SoulSilver.

Unused Text

To do:
Find more and put them here.

There are unused text strings related to the unused Photo Album key item.

Sinjoh Ruins Return Trip

As is well known, the Arceus distributed at Japanese movie theatres and at Toys 'R' Us can enable the player to enter an area called the Sinjoh Ruins and choose between a Level 1 Dialga, Palkia, or Giratina, all holding their signature items.

What is less well known is that the unused Hall of Origin event Arceus within Diamond, Pearl, and Platinum can, if obtained through a hacked Azure Flute or a warp to the Hall, enable a second trip to the Sinjoh Ruins, where the Hiker in the cabin has some different dialog and it is possible to choose one of the dragons that you did not choose the first time (complete with the really creepy cutscene). There is no way to obtain the last dragon whatsoever.

The Hiker in the cabin's special return-trip dialogue:

Japanese Slot Machine Parts

Arceus ???-Type

Arceus' ???-type form from previous games makes its final appearance here, as Black/White would take out the ???-type entirely.

Unobtainable Shiny Pokémon

For the sake of consistency, every Pokémon in every Pokémon game is given a Shiny variant. Most Shiny Pokémon have been obtainable through random chance encounters or event distributions, including most Legendary Pokémon. However, a few Pokémon cannot be obtained in this form without hacking, and as a consequence, normal players would never be able to see their Shiny coloration.

Arceus

Arceus has a Shiny palette for each of its 18 forms, including the unused ???-type (see above). However, because the only way to obtain it legitimately was through distributions, the Shiny version of Arceus was left unobtainable through normal means. Shiny Arceus was later made available as a distribution via serial code in Omega Ruby and Alpha Sapphire with the purchase of tickets to the 18th Pokémon movie.

Spiky-eared Pichu

The Spiky-eared Pichu from the special Ilex Forest event (unlocked via the Shiny Pichu distribution) has a Shiny palette as well. However, it cannot be obtained as Shiny from the event.

Head Smash Nosepass

Nosepass gained the ability to learn Head Smash as an egg move in these games. Normally, that wouldn't be notable, because everyone and their mother gained the ability to learn Head Smash as an egg move in these games.

Except Nosepass can't breed with anything that learns Head Smash, making the move unobtainable. Oops!

The egg move was removed in Pokémon Black and White and remains unavailable as of Pokémon Ultra Sun and Ultra Moon, despite that an Aegislash or Sudowoodo would be able to pass down the move.

Anti-Piracy

If the game detects it is being played on a flash card or emulator, it will freeze at the start of a battle with the player's Poké Balls constantly spinning. Most emulators are able to avoid triggering this.

Unused Textures

To do:
There are models, as mentioned below, that use the unused gym texture. I need to get them appearing in-game and get screenshots.

There is an unused texture within the 41st tileset in the game, which simply spells 'YoBi'. When translated, it simply means 'preliminary'.

A texture with the word 'gym' on it. It's a placeholder graphic for a placeholder model.

Unused 3D Models

There are unused 3D models for both Dialga and Palkia from the title screen of Diamond & Pearl.

Obsolete References to Gold/Silver/Crystal Features

To do:
There are likely more obsolete references in the game; hunting them all down may be quite a task.

There are several references in the game's dialog to features that were present in the original Gold/Silver/Crystal, but are either no longer present or have been altered in such a way that the references are no longer relevant.

  • Kurt in Azalea Town still refers to 'Poké Ball' in the singular form in most of his dialogue. In Gold/Silver, he would only turn one Apricorn at a time into a Poké Ball for the player, whereas in Crystal and HeartGold/SoulSilver the player can give him multiple Apricorns at a time and receive multiple Poké Balls, making his speech slightly awkward. This is probably just a typo.
  • In the English versions, the poster on the first floor of the Goldenrod Radio Tower advertising the 'Lucky Channel' remains. This was the radio show in Gold/Silver/Crystal that would broadcast lottery numbers which, if they matched the Trainer ID of any of the player's Pokémon, would allow them to win prizes. The show is no longer broadcasted in HeartGold/SoulSilver, having been replaced by Felicity the lottery attendant behind the counter at the Radio Tower, who tells the player the daily lotto number when spoken to. In the Japanese versions, it refers to the show as だいこうひょうポケモンくじ (The Super-Popular Pokémon Lottery) instead of ラッキーチャンネル as in the originals, indicating that this could have been a new yet scrapped show instead.

Regional Differences

Game Corners

To do:
Maybe Voltorb Flip exists in the Japanese ROM too? And check the map IDs to clear up any doubts.

In all non-Japanese versions of the game, the traditional slot machines were replaced with a Minesweeper/Sudoku hybrid called Voltorb Flip. This was due to then-recent European legislation which automatically prescribes a 12+ rating to any game featuring interactive gambling content. While this same law previously affected Platinum as well, it was only in the European versions of the game. Although the original Game Corner maps from the Japanese version of HeartGold and SoulSilver are no longer accessible in regular gameplay, they still remain within the internal data: the Goldenrod one has a hexadecimal identifier of 0x00B7 and the Celadon one is 0x017D. Read more here.

In the Japanese version, the modified Game Corner maps also exist without events or warps. Their identifiers are 0x0218 (Goldenrod) and 0x0219 (Celadon).

Sage

In the Korean versions, the sprite for Sages was seemingly altered for religious reasons: the prayer beads were removed, the robes were slightly recolored, and a red robe was added on their left shoulder. Their title was also changed to 수행자 (Ascetic); in Gold and Silver, it was 중 (Monk).

GTS Notifications

To do:
What about the Korean version?

Japanese Slot Machines

In the Japanese version, players could receive e-mail messages stating when a trade on the GTS was complete. In the North American and European versions, players could only receive notifications through Wii Messaging. This change also applies to Pokémon Platinum.

Japan Slot Machine Pokemon Go


(Source: Bulbapedia)
The Pokémon series
Generation IRed, Green, & Blue • Yellow
Hey You, Pikachu! • Trading Card Game • Pinball • Picross
Snap (Demo) • Stadium (Japan) • Stadium (International) • Puzzle League • PokéROM
Generation IIGold & Silver (Prototypes) • Crystal (Prototypes)
Card GB2 • Puzzle Challenge • Pinball Mini • Stadium 2 (International)
Suuji o Tsukamaeyou!
Generation IIIRuby & Sapphire (German Ruby Debug Version) • FireRed & LeafGreen (Prototype) • Emerald (Prototype)
Mystery Dungeon: Red Rescue Team & Blue Rescue Team
Pinball: Ruby & Sapphire • Channel • Colosseum • XD • Trozei! • Ranger • Dash
Masters Arena • Team Turbo • Poké Ball Launcher
Generation IVDiamond & Pearl (Prototypes) • Platinum • HeartGold & SoulSilver • Battle Revolution • My Pokémon Ranch
Mystery Dungeon: Explorers of Darkness & Time • Mystery Dungeon: Explorers of Sky • Ranger: Shadows of Almia • Ranger: Guardian Signs
PokéPark Wii: Pikachu's Adventure • Rumble
Generation VBlack & White • Black 2 & White 2
Trading Card Game Online • Learn with Pokémon: Typing Adventure • Conquest • Mystery Dungeon: Gates to Infinity
Pokédex 3D • Rumble U
Generation VIX & Y • Omega Ruby & Alpha Sapphire
Bank & Transporter • Shuffle • Super Mystery Dungeon
Pokkén Tournament (Wii U) • GO
Generation VIISun & Moon • Ultra Sun & Ultra Moon • Let's Go, Pikachu! & Let's Go, Eevee!
Detective Pikachu • Magikarp Jump
Generation VIIISword & Shield (Prototypes)
HOME (iOS/Android) • Mystery Dungeon: Rescue Team DX (Prototype)
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