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Persona 2: Innocent Sin

Also known as: Persona 2: Tsumi
Developer: Atlus
Publisher: Atlus
Platform: PlayStation
Released in JP: June 24, 1999

This game has unused areas.
This game has unused code.
This game has unused graphics.
This game has unused models.
This game has unused cinematics.
This game has unused music.
This game has unused sounds.
This game has debugging material.
This game has a hidden sound test.

This game has a prototype article
  • The public still removed the coins from the casino regardless of their condition. “The old silver dollars played an integral role in the casinos’ Western-themed persona,” Goe said.
  • PERSONA price today is with a 24-hour trading volume of. It has a circulating supply of 0 coins and a max supply of? In order to explore addresses and transactions, you may use block explorers such as explorer.persona.im. Additional information can be found at https://persona.im/.
  • Persona 2: Innocent Sin is the. Allows you to go to one of the casino games. You may wish to give yourself some coins with the Set Parameter menu in order to make.

Ring, Ring. It's the Joker. Will you tell him your dreams?

To do:
  • If it's possible, look inside the game or mod the game to have the Devil Joker battle playable and make a walk through walls cheat to explore the test dungeon in the debug.
  • 7Debug Patch
    • 7.1Michi Menu
    • 7.2Aso Menu
    • 7.3Kosaka Menu
    • 7.4t-sakamo@ Menu

Sub-Pages

Unused Text
Stuff the developers didn't want you to see.
Unused Sounds
Rumors couldn't save these voices being unused.
Battle Background List
Hate the battle background you're fighting on? Learn how to change it right here.
Dialogue Test List
View your favorite moments before battles (including unused ones).

Unused Bosses

There's four unused Bolontiku bosses that go unused. They can be seen shortly before the boss battle starts, which you can only fight five normally. These four share the same stats as the other five, however they have access to all of the dark versions of Ultimate Persona spells, making them more difficult to deal with. It's very likely these were meant to be faced after defeating five of them or possibly used for testing.

There's three pieces of the boss called Devil Joker. All of these pieces has their own unique spellset, including two spells that you never see in the game due to the boss being not being seen as the rumor to trigger them goes unused. Also due to all pieces not in their correct battle scenario similar to Great Father, the sprite will be invisible and will softlock the game if they attack.

There's an unused enemy named 'R', which has the sprite of Jack Frost but fully black. All of its stats and level are at 1. It has no spells and can be easily defeated with one hit. However they don't drop any EXP or items.

Unused Rooms

The time room has an earlier version seen in debug mode, with a statue in place.

A test room to test sprites and animations.

Unused Spells

There's a large amount of spells that never get used at all, with some being repurposed for its sequel. They can be viewed here.

SpellEtffect
Inflicts random ailments on all enemies.
Has no effect.
Heals everyone to max health.
No effect despite saying you go one on one with the enemy.
Deals medium almighty damage to all enemies and inflict confusion.
Deals high damage to all enemies with every use of the spell gets weaker until it deals no damage.
Has no effect.
Has no effect.
Everyone gets damaged by a Agi spell.
No effect.
Makes the party member be transparent.
Has no effect.
Has no effect.
Has no effect.
Has no effect.
Has no effect.
Has no effect.
Party Members cannot use fusion spells for one turn.
Everyone gets hit with a fire spell.
Everyone receives medium almighty damage. This is the spell Fake Jun Dad used on the real one and his wife before the final boss.
Everyone gets hit with a expanding clear circle, deals small almighty damage to everyone.
Mutiple circles hit everyone, deals small almighty damage to everyone.

Battle Debug

A debug leftover to configure battles. The menu itself is invisible due to being removed, however it still retains most of the functionality.

1st option: Picking the 1st option allows you to view 3 more options.

Party settings: This lets you change your party instantly, their current animation, and change their status effect. Trying to pick Lisa will change the selected party member into Tatsuya and softlock the game if they attack.

Enemy settings: These settings allows you to change the enemy to any one in the game, including changing their current animation and status effect. Due to most debug strings removed, it is impossible to change the enemy into bosses. However you can change their sprite into a sprite a boss uses. (Devil Joker and Great Father will only show a piece of their sprite since they're in multiple sprites together.)

Persona change: These settings allow you to change any enemy into a Persona via changing their sprite, including changing their current animation and status effect.

Second option: Picking this one leads to 4 options.

Load BGM: This would have been used to load music. It's disabled in the final build.

Save BGM: This would have been used to save music. It's disabled in the final build.

Run BGM: Either plays or stops the music currently playing.

Voice Test: Views every voice in the game, and able to either increase or decrease hearing it in battle.

Third option: Picking this only has one option.

Magic test: Allows to view every spell animation in the game. However it will instantly crash using it. It does work in the Demo, however.

Fourth option: Picking this one only has one option. Battle Background Settings: Changes the battle background and what animation to play in the background as well.

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Fifth option: Picking this one has 4 options.

End Battle: Will end the battle however the game will crash trying to select it.

Change Battle: Will immediately go to different fights and enemies. However it will simply restart the battle if trying this on a boss fight.

Dungeon Teleporter: Will teleport to different dungeons. However sometimes you will be placed outside of bounds, unable to move.

Dialouge and Camera test: Allows you to view every voiced dialouge event in the game, including unused ones. Also features a camera test to check the rotation of the battle background.

Sixth Option:

Bit viewer: Enables to show current bit and IDs being used for the batle. However it is invisible in the final build.

Change resolution: Will change the resolution to a smaller one. Goes completely unused.

Battle Engine info: Gives info on the current version battle engine and the person who worked on it.

This code allows to enable the leftover debug battle functionality.

Shop Test Menu

Using the following Action Replay / GameShark codes will replace all shop and Velvet Room menus with a test menu that contains almost every possible shop menu selection at once.

Debug Patch

Innocent Sin has some extensive debug features which can be enabled using a patch. The sequel has a mostly identical menu, as well as a leaked pre-release build revealing several additional debug features that were more or less completely removed from both that game and probably also this one.

However do know this patch doesn't work with Gemini's translation patch.

Download Persona 2 Debug Patches
File:persona2debug.zip (8 KB (compressed)) (info)

After applying the patch, press Select+Start at nearly any point during the game (starting from the title screen) to access the menu, which has various sub-menus corresponding to the game's multiple programmers. The shoulder buttons can be used to increase/decrease selected values on certain menus.

Along with Eternal Punishment, this game had various debug text removed from the final executable, causing a couple of the remaining debug features to have much less useful functionality than they used to.

Michi Menu

The first menu is named for Michishito Ishizuka (credited as system programmer) and contains these options:

  • Stable Random (on/off)
  • Sound Test: Opens a detailed sound test screen.
  • Movie / Movie Volume: Shows FMVs.

Sound Test

This sound test allows you to play various sounds (primarily voices), view info about memory usage, and more. Select cycles through the on-screen windows and Start opens a menu allowing you to exit back to the main debug menu (along with a disabled 'Load from PC' option).

Aso Menu

To do:
  • Translate everything from the bit editor if that's possible.

The second menu is named for Hisakata Aso (window and shop programmer) and contains these options:

  • edit
    • Plate Window Color: Allows you to preview various window background styles. Hold L1 to move the window, R1 to resize it, L2/R2 to cycle through window styles, and Select/Start to cycle through window types.
    • Bit Editor: Not really usable in the final game due to the missing text. The version of the menu in the pre-release build of Eternal Punishment supposedly allows you to load/save and manipulate game data, but the menu doesn't seem fully functional in that version either.
  • debug
    • Summon Demo Message: View graphics/dialogue of different Personas.
  • test
    • Font: Display font graphics.
    • Help/Warning: Displays flashing red 'error' banner at the top of the screen.
    • Message: Tests various on-screen text displays.
    • List Window: Shows a list of items with their buy/sell(?) prices.
    • Stationary Graphic: Allows you to view various graphics using the D-Pad. Pressing Select switches to a screen which lets you test color fades using Up/Down.
  • name entry: Tests the character name entry screen.

Summon Demo Message

This sprite shows the name, summon message, sprite, and tarot card of a single Persona at a time; you can cycle through them using Up/Down.

Font

This screen shows the entire alphabet rendered in one of two fonts. Available controls:

  • L2: Reset display (needed for most changes to actually take effect).
  • Left/Right: Change horizontal position of text.
  • Up/Down: Change number of lines of text displayed on-screen.
  • Square: Switch fonts.
  • Triangle: Enable/disable drop shadow.

Message

This screen is mainly for testing dialogue boxes, but also shows a list of character names near the top of the screen.

In Eternal Punishment, this screen also draws several miniature text boxes in the background and allows you to cycle through various test messages for the dialog box. It also shows the unused Lisa portrait as well.

Kosaka Menu

The third menu is named for Yujiro Kosaka (2D map and command programmer) and contains these options:

  • 2D Map: Go to one of the overworld locations (note that attempting to enter a location from the overworld will cause a crash. The only way to bypass this is to select an overworld location, save the game, reset, and then load the game to continue.)
  • Command Test: Test the in-game menu, from which you can also load/save a game.
  • Set Parameter For Debug: Opens a menu allowing you to modify various game variables.
  • Title: Show the title screen (surprise!)

Set Parameter For Debug

This menu allows you to edit various properties of the currently-loaded game, including money, items, party members, Personas, and more. Although oddly enough, you cannot add certain party members this way, although they appear in the party menu.(Example that you cannot add Yukino to the party despite her appearing in the menu.), however you can remove them.Strangely enough, this does show what the original party lineup was: Tatsuya, Maya, Eikichi, Ginko, and Jun.The final lineup is: Tatsuya, Eikchi, Ginko, Maya, and Jun. But what's most strangely is that Yukino is the 6th party member according to this, than it being Jun.

t-sakamo@ Menu

To do:
  • Translate everything from EVENT_GROUP, EVENT_A, EVENT_B, VELVETTE, and Unit viewer.

The fourth menu is named for Takumi Sakamoto (event programmer) and contains these options:

  • EVENT_GROUP / EVENTA / EVENTB / VELVETTE: Supposed to allow you to view various cutscenes and other in-game events, but does not work properly in the final game.
  • NU-DBMENU
    • (face): View character portraits.
    • ブルブルマッサージ ('buruburu massage'): Controller vibration test(?)
    • MUSIK: Music test.
    • 数字プレート: Numeric window viewer.
    • バランスシートMAKER ('balance sheet maker'): Prompts you to press a button, then dumps a bunch of unknown text to the debug console.
  • MAP FACTORY: No longer functional.
  • UNIT VIEWER: Allows you to place various sprites in a mockup battle scene.
  • EVENT A/B EDITER / EFFECTS!! / HIT DEBUG!!: Also all no longer functional.

Portrait Viewer

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This screen shows two character portraits facing each other and allows you to cycle through them using the D-Pad (for the left side) and face buttons (for the right side). Pressing Select inverts the colors on both currently displayed portraits and pressing Start returns to the debug menu.

The default image on both sides is a dummy/placeholder image of a character from Shin Megami Tensei: Soul Hackers, which appears several times throughout the selection of images.

Music Test

This is another sound test screen, this one much simpler than the other and primarily focused on playing music. The 'XA' option also allows you to play voice clips.

Numeric Window Viewer

This screen shows a small window with the number 0, allowing you to freely position it on-screen and showing its coordinates and various memory-related statistics.

Unit Viewer

The unit viewer allows you to basically create a mockup battle scene with a specific environment/background. Controls:

  • D-Pad: Move cursor.
  • L1/R1/L2/R2: Rotate camera.
  • Triangle: Show/hide debug info.
  • X (US) / Circle (JP):

Pressing X/O button leads to a Japanese text. Surprisingly, it's actually telling you what character you'll make appear on the map. It goes from 1 to 309. Most of these are sprites you see in the game, however there's some that's notably unused (Devil Joker appearing by ripping Joker in half), with some already used sprites having unused animations. The last one (aka 310), displays all of the weapons in the game in a glitchy mess. Usually this slows the game down heavily or outright crashes it. Most sprites that are Tatsuya after the beginning are usually for placeholders/fail-safe for sprites that don't appear normally outside of a battle or doesn't exist normally at all. (Example trying to bring out great father sprite only shows Tatsuya sprite.)

After selecting a character, pressing X/O brings up a list for what to do with it. You can bring another character in the map by moving the red circle from the other character.

1. Just lets you bring up another character.

2. Repeats the character animation by pressing X/O.

3. Leads to a completely short list of itself.All of these basically turns the head on some characters. The rest will crash the game.

4. Basically turns the characters around if you desire.

5. Use L2 and R2 to turn the characters around.

6. Leads to a different short list. With this, you can make the character run or walk by pressing the red cursor on something. Imagine moving around by clicking.

7. Like 6, but they don't walk via animation.

8. You can make the character jump to an area by moving the cursor over.

9. Changes the lighting on the character.

10. Same as #9.

11. Change colors on the character.

12. Sends you back out of the menu.

13. You can make the sprites have the glow aura that Personas have.

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14. Increases the shadow behind their feet.

15. Shows a graph for the area models.

16. Shows a complete list of animations the characters can do.

17. Deletes the model.

  • Start: Effects that causes the environment to slightly change.
  • TOD: It lets you choose what happens to the environment. Usually they work on certain areas you pick, however they can make the area look odd with the incorrect one.
  • AIRTH QUAKE: Causes the area to shake, depending on how from 1 to 7.
  • CLUT: Supposedly, changes the color of the area or sprites. It doesn't work at all.
  • MODEL BLIGHT: Same thing as CLUT, but now you can see what model is highlighted.
  • RASTER_TEST: There's 5 options that messes on how the screen looks.

Takagi Menu

To do:
  • Find a way to explore these dungeons by creating a cheat to walk through walls. The test map surely has something interesting to be found.
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The fifth menu, named for lead and dungeon programmer Hidetoshi Takagi, contains only the option 'GO! Dungeon' which, predictably, allows you to warp to a dungeon of your choosing. In the final builds of this game this doesn't quite work as intended, always placing you out-of-bounds.

A small, empty test map based on Seven Sisters HS (but much smaller and with no NPCs) is available as option 27, but is not usable from this menu for the same reason as the others.

Katsuyama Menu

To do:
  • Is it possible to fix this or it cannot work no matter what?

The sixth menu is named for Futoshi Katsuyama (battle programmer) and contains battle-related options:

  • Battle Start!!: Start a battle with the parameters selected below.
    • Rotation
    • LoadSystemType
    • BGM Type
    • Btl Evt
    • Contact

Despite looking like it works, it does not at all. Seemly no matter what you do, you cannot change the enemies (which are the ones you see from the game), nor able to change the music and see the contact options. Attempting to use this without confirming the protagonist name at the name selection will crash the game if you select your Persona. Attempting to load a save file and then going into the battle options either has nothing appear on the battle background, or hard crashes the game.

Nagai Menu

The seventh and last menu, named for casino programmer Yasuaki Nagai, allows you to go to one of the casino games. You may wish to give yourself some coins with the Set Parameter menu in order to make the games actually playable.

(Source: Original TCRF research)
The Megami Tensei series
Megami Tensei
NESDigital Devil Story: Megami Tensei • Digital Devil Story: Megami Tensei II
SNESKyuuyaku Megami Tensei
Shin Megami Tensei
SNESShin Megami Tensei • Shin Megami Tensei II • Shin Megami Tensei if...
PlayStationShin Megami Tensei • Shin Megami Tensei II • Shin Megami Tensei if...
XboxShin Megami Tensei NINE
PlayStation 2Shin Megami Tensei III: Nocturne • Shin Megami Tensei: Nocturne
Nintendo DSStrange Journey
Nintendo 3DSShin Megami Tensei IV • Shin Megami Tensei IV: Apocalypse
Persona
PlayStationRevelations: Persona • Persona 2: Innocent Sin (Prototype) • Persona 2: Eternal Punishment (Prototype)
PlayStation 2Persona 3 FES • Persona 4
PlayStation PortableShin Megami Tensei: Persona • Persona 2: Innocent Sin • Persona 3 Portable
PlayStation 3Persona 4 Arena • Persona 4 Arena Ultimax • Persona 5
Xbox 360Persona 4 Arena • Persona 4 Arena Ultimax
Nintendo 3DSPersona Q: Shadow of the Labyrinth • Persona Q2: New Cinema Labyrinth
PlayStation 4Persona 5 • Persona 4: Dancing All Night • Persona 3: Dancing in Moonlight • Persona 5: Dancing in Starlight
PlayStation VitaPersona 4 Golden • Persona 4: Dancing All Night • Persona 3: Dancing in Moonlight • Persona 5: Dancing in Starlight
Nintendo SwitchBlazBlue: Cross Tag Battle
Android, iOSPersona O.A.
Spin-Offs
SNESMajin Tensei • Majin Tensei II: Spiral Nemesis
Game Boy (Color)Revelations: The Demon Slayer • Megami Tensei Gaiden: Last Bible II • Devil Children: Kuro no Sho and Aka no Sho (Black Book & Red Book) • Devil Children: Shiro no Sho (White Book) (Prototype)
Game Boy AdvanceDemiKids Light and Dark (Dark Prototype) • Devil Children 2: Honoo no Sho & Koori no Sho
PlayStationDevil Summoner: Soul Hackers
Sega SaturnDevil Summoner • Devil Summoner: Soul Hackers
PlayStation 2Digital Devil Saga • Digital Devil Saga 2 • Devil Summoner: Raidou Kuzunoha vs. The Soulless Army • Devil Summoner 2: Raidou Kuzunoha vs. King Abaddon
PlayStation PortableDevil Summoner
Nintendo DSDevil Survivor 2
Nintendo 3DSDevil Survivor Overclocked • Devil Summoner: Soul Hackers
Related Games
Virtual BoyJack Bros.
PlayStation 3, Xbox 360, WindowsCatherine (Classic)
PlayStation 4, PlayStation Vita, Nintendo SwitchCatherine: Full Body
Wii UTokyo Mirage Sessions ♯FE
Retrieved from 'https://tcrf.net/index.php?title=Persona_2:_Innocent_Sin_(PlayStation)&oldid=858810'

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In the early 1960s, the owner of Harrah’s casino in Reno, Nev., attempted to render silver dollars uncollectible by having their surfaces sandblasted, to keep them in casino circulation.

William Harrah believed that by altering the surfaces of the coins, he could stem the exodus of silver dollars leaving in the pockets of collectors and tourists wanting souvenirs.

Harrah was dead wrong. The public still removed the coins from the casino regardless of their condition.

Collector and Coin World reader James Hollowell was in the United States Air Force stationed from November 1961 to February 1965 at Travis Air Force Base, 60 miles east of San Francisco. Hollowell recollects hearing a news report one evening during that period about a casino owner in Reno who was having the dates of silver dollars removed with a grinder to negate their collectibility.

While Hollowell got the general sense of the story correct, coin expert Rusty Goe from Southgate Coins in Reno added the specifics. Goe also provided images of some of the coins that Harrah’s Casino had sandblasted.

The sandblasted 1889-O Morgan dollar illustrated with this article was brought to Goe’s coin shop a number of years ago, he said, by a former employee in Harrah’s Casino who claimed to be part of the sandblasting crew.

“The old silver dollars played an integral role in the casinos’ Western-themed persona,” Goe said. “The clanging of them dropping into the slot machines’ troughs, and the ringing and tingling sound they made when blackjack and craps dealers stacked them and paid them out to players, created an ambience that patrons loved.”

Circa 1964, Harrah became dismayed at the thousands of silver dollars being drained from the casino by the souvenir-crazy public exchanging large sums of paper for the pre-1936 cartwheels. Goe said this exchange was around the time when several casinos in Reno had ordered 1.5 million silver dollars from the Treasury Department at face value.

Goe said this was the final such order before Treasury dispersals of the coins were ended.

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“Bill Harrah, in a desperate move to stem the outflow of silver dollars from his casinos, commissioned his maintenance department to sandblast them,” Goe said. “He thought that by defacing them they would retain their hefty feel and clanking sound but look so hideous that patrons would not want them for souvenirs. The plan proved ineffective and silver dollars continued to disappear at a swift pace, spurred even more so by the rising price of bullion.”

Not long after the cessation of silver dollar sales by the Treasury Department, casino owners began contracting with the Franklin Mint and other private mints to manufacture base-metal tokens as silver dollar substitutes.

“I still have rolls of the sandblasted silver dollars that I bought from casino workers over the years,” Goe said. “They make good visual aids when I lecture about the story I’ve just told you here. I wasn’t even tempted to sell the sandblasted dollars when the price of silver rose to lofty levels in 2011.

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“They are irreplaceable — with their hideous look and all.”
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