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    Mini-Game Guide by JosiahIsBack

    Version: 1.01 | Updated: 10/05/07 | Search Guide | Bookmark Guide

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    ------------------------Pokémon Stadium Mini-Games Guide-----------------------
    ----------------------------------Version 1.00---------------------------------
    -----------------------Created: Tuesday, October 2, 2007-----------------------
    ----------------------Completed: Thursday, October 4, 2007---------------------
    ----------------------Copyright Š 2007: Josiah D. Plummer----------------------
    -----------Contact: BanjoKazooie1988@aol.com (AIM: BanjoKazooie1988)-----------
    -------------------------------------------------------------------------------
    ===============================================================================
    
    If you wish to skip to a specific section of this guide immediately, press Ctrl
    and F to access your computer's Find dialog box. Type in the approprite tag for
    the desired topic (found below in the Table of Contents) and press Enter.
    
    ===============================================================================
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                                   TABLE OF CONTENTS
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    ===============================================================================
    
    I. - Introduction........................................................SRCH01
    II. - Difficulty Settings................................................SRCH02
    III. - Modes of Gameplay.................................................SRCH03
    IV. - Mechanics..........................................................SRCH04
    V. - The Games...........................................................SRCH05
         i. - Magikarp's Splash..............................................SRCH06
         ii. - Clefairy Says.................................................SRCH07
         iii. - Run, Rattata, Run............................................SRCH08
         iv. - Snore War.....................................................SRCH09
         v. - Thundering Dynamo..............................................SRCH10
         vi. - Sushi-Go-Round................................................SRCH11
         vii. - Ekans' Hoop-Hurl.............................................SRCH12
         viii. - Rock Harden.................................................SRCH13
         ix. - Dig! Dig! Dig!................................................SRCH14
    VI. - My Personal Records................................................SRCH15
    VII. - Interesting Stuff.................................................SRCH16
    VIII. - Legal Information, Credits & Author's Note.......................SRCH17
    
    ===============================================================================
                              I. - Introduction [SRCH01]
    ===============================================================================
    
    Welcome to Josiah's guide for the Mini-Games of Pokémon Snap! Regardless of the
    reputation Pokémon has undeservedly garnered nowadays as children's playthings,
    the Pokémon franchise has enthralled me for years. As a mature (in certain ways
    but not many) nineteen-year-old, I will gladly sit down with a friend or two to
    battle in Pokémon Stadium. This game is addictive by itself, and the Mini-Games
    boost the replay value to even higher levels. Whenever I get my ass kicked by a
    friend in a traditional battle, I convince him to play me in the Mini-Games, so
    that I can redeem myself. The Mini-Games of Pokémon Stadium are just intriguing
    and amazing, as well as incredibly fun. Because I enjoy them so much, I figured
    I should make a guide for GameFAQs. Keep in mind that one of my favorite things
    to do is to point out the subtle minutiae of films, video games, and more. That
    means that in addition to detailing each Mini-Game, I will also include any and
    all neat little tidbits I may know about them. If you wish to skip to that part
    right now, use Ctrl+F and type in SRCH16. I hope you enjoy the guide! ~ Josiah
    
    ===============================================================================
                          II. - Difficulty Settings [SRCH02]
    ===============================================================================
    
    There are three available difficulty levels for the Mini-Games, and one that is
    secret (more on this below). These settings are: Easy, Normal, and Hard. Unlike
    a plethora of games that establish no real differentiation among the three, the
    Mini-Games of Pokémon Stadium have notable variations when you switch between a
    difficulty level. On Easy mode, the CPU will be ridiculously feeble-minded. For
    instance, if you play Ekans' Hoop-Hurl on Easy, the CPU will not only take some
    time to angle the Ekans and tweak the tension, but it will often miss, as well.
    Normal mode is, obviously, the way the game is meant to be played. The CPU will
    not be embarrassingly easy, but it will not be a pushover, either. If you think
    Easy and Normal are not enough of a challenge, try playing on Hard mode. You'll
    find that it's not exactly a breeze anymore. Now, there are some people (myself
    included) that denounce Hard mode as not too hard at all...
    
    --------------------
    UNLOCKING HYPER MODE
    --------------------
    
    This difficulty is not intended for the weak; this is for those of you who want
    a REAL challenge. The CPU will rarely make mistakes, and will not slow down for
    any reason, meaning you must bring your A-game and not let up until the game is
    over. You'll find that a few games are still comparatively easy to conquer, but
    most are much more difficult than they were previously, and some even appear to
    be impossible. With practice, you will transcend to a point where Hard is truly
    laughable, and Hyper is merely practice. That's the point that I am at, so I am
    wishing that there was another unlockable difficulty, but alas, there's not. As
    for how to unlock Hyper Mode:
    
     1.) Select the "Who's the best?" mode;
     2.) Set the difficulty level to Hard;
     3.) Set the number of wins to become the Champ to 5, 6, 7, 8, or 9;
     4.) Earn five straight victories over the CPU (tying is not allowed);
     5.) The game will recognize the feat with a message: 'Congratulations! You got
     five straight "HARD" wins! The COM can now play at a "HYPER" level.'
    
    ===============================================================================
                           III. - Modes of Gameplay [SRCH03]
    ===============================================================================
    
    Pokémon Stadium's Mini-Games come with two modes of gameplay: "Pick a game" and
    "Who's the best?" The former is an exhibition-style mode. Up to four humans can
    play (any player not designated as a human will be controlled by the CPU). Once
    all of the players have entered themselves, you select the difficulty. Then you
    can select any of the nine games to play. "Who's the best?" mode is a free-for-
    all tournament-esque system to determine who the Champion is. Again, up to four
    human players can participate, with any leftover players controlled by the CPU.
    Once all of the players have been entered, select the difficulty. Next, set the
    number of wins it will take to become the Champ (1 = minimum; 9 = maximum). The
    computer will randomly select the first game. If you win a game (or tie for the
    victory), you will earn a star. The player(s) with the least number of stars at
    the end of each Mini-Game will get the chance to choose the next Mini-Game. The
    first player to earn the set number of stars will be crowned the Champion!
    
    ===============================================================================
                               IV. - Mechanics [SRCH04]
    ===============================================================================
    
    Perhaps the most venerable aspect of the Mini-Games is the variability. All the
    games (nine in total) can be placed into one of three categories. Remember that
    these categories are not canonical by any means, and were designated by me, but
    they make perfect sense and that is why I am sharing this information. Below is
    a description for each of these categories.
    
     - Rapid Fire: These Mini-Games rely on you rapidly pressing a button (or, in a
     somewhat more intricate layout, alternating between buttons) to win. The Rapid
     Fire Mini-Games are: Run, Rattata, Run; Thundering Dynamo; and Dig! Dig! Dig!
    
     - Precision Timing: These Mini-Games are less hectic by nature than Rapid Fire
     Mini-Games, for to conquer them you must concentrate and go for accuracy, this
     of course in contrast with the frenzied button-mashing of the former type. The
     Precision Timing Mini-Games are: Magikarp's Splash; Snore War; and Rock Harden
    
     - Unique: These Mini-Games are the ones that do not fall under either of those
     previous categories. Often involving multiple buttons, an eclectic game, and a
     somewhat odd control set-up, these are certainly idiosyncratic. Clefairy Says,
     Sushi-Go-Round, and Ekans' Hoop-Hurl are the three Unique Mini-Games.
    
    The beauty of this is that everyone has their weaknesses and fortes. Having the
    nine games literally split up into thirds guarantees available wins for certain
    individuals. For instance, my weakness is in the Rapid Fire games. The only one
    that I can consistently beat on Hyper is Dig! Dig! Dig! However, I am wonderful
    at Precision Timing and average to great on the Unique games. This variation is
    one of the many things that make the Mini-Games so addictive. If you're abysmal
    at the Precision Timing games but terrific at Rapid Fire, whereas your friend's
    awesome at Precision Timing but horrid at Rapid Fire, and the two of you set up
    a "Who's the best?" tournament, it could be a very close battle.
    
    There is also a more aesthetic and less practical beauty to the idea of classi-
    fying the Mini-Games. The nine games are positioned on the screen as follows:
    
              ___________________ ___________________ ___________________
             |                   |                   |                   |
             |                   |                   |                   |
             |                   |                   |                   |
             | Magikarp's Splash |   Clefairy Says   | Run, Rattata, Run |
             |                   |                   |                   |
             |                   |                   |                   |
             |___________________|___________________|___________________|
             |                   |                   |                   |
             |                   |                   |                   |
             |                   |                   |                   |
             |     Snore War     | Thundering Dynamo |  Sushi-Go-Round   |
             |                   |                   |                   |
             |                   |                   |                   |
             |___________________|___________________|___________________|
             |                   |                   |                   |
             |                   |                   |                   |
             |                   |                   |                   |
             | Ekans' Hoop-Hurl  |    Rock Harden    |  Dig! Dig! Dig!   |
             |                   |                   |                   |
             |                   |                   |                   |
             |___________________|___________________|___________________|
    
    As you can see, all three rows consist of a Rapid Fire game, a Precision Timing
    game, and a Unique game. It couldn't have worked out any better!
    
    ===============================================================================
                                V. - The Games [SRCH05]
    ===============================================================================
    
    Now that we've covered the basics, it's time to move on to the Mini-Games. Each
    game has been given its very own section, with information regarding the basics
    of it, the controls and any tips, hints and strategies I may have. Keep in mind
    that all the strategies I give will be based on Hyper difficulty, since that is
    the only difficulty that I play on anymore. However, even if you play on one of
    the three regular difficulties, reading a strategy for a game on Hyper mode can
    only make you better, so I encourage you to read everything I type. I also have
    included ratings for each Mini-Game. The Difficulty Rating is based on how hard
    the Mini-Game is (on Hyper). The Likeability Rating is based on how much I like
    the particular Mini-Game. Following are the keys for the ratings.
    
    -----------------
    Difficulty Rating
    -----------------
    
    * --> Very Easy
    ** --> Easy
    *** --> Normal
    **** --> Hard
    ***** --> Very Hard
    
    ------------------
    Likeability Rating
    ------------------
    
    * --> Very Boring
    ** --> Dull
    *** --> Moderately Fun
    **** --> Very Fun
    ***** --> Extremely Fun
    
    -------------------------------------------------------------------------------
                            i. - Magikarp's Splash [SRCH06]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : *
    Likeability Rating: ***
    
    Four Magikarp have literally become fish-out-of-water. Each player controls one
    of them, and above each Magikarp is a counter with a large switch. Pressing the
    A Button will cause Magikarp to Splash, which is basically a jump. Your goal is
    to hit the counter as many times as possible (earning a point each time) before
    time is up. The player with the most points at the end of the game wins!
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - Remember to hold the A Button down long enough for Magikarp to hit the switch
    hanging below the counter. If you just tap the A Button, Magikarp will only get
    halfway towards the switch. The disadvantageousness here is that not only would
    you have missed out on a point, but you would've wasted time as well.
    
    - The key to winning at this game is to pull off successive, quick Splashes. If
    you press the A Button the moment your Magikarp lands, it will immediately jump
    and waste no time whatsoever. Mastering this technique guarantees victory.
    
    - The game begins with a "3! 2! 1! Go!" countdown. Some people wait until "Go!"
    appears before going for the first Splash. If you want to get a small lead (but
    a lead nonetheless) over your opponents, it is possible to pull off the initial
    Splash of the match the instant "Go!" appears. This will require some practice,
    however, because if you Splash too early (even by a fraction of a second), your
    Magikarp won't move at all and your opponents will likely get a two point lead.
    
    -------------------------------------------------------------------------------
                             ii. - Clefairy Says [SRCH07]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : ***
    Likeability Rating: *
    
    This game will test your memorization skills as well as your reflexes. You're a
    Clefairy student (one of four), with a Clefairy teacher. The teacher will write
    some directions on the blackboard. No, I mean actual directions. The directions
    are Up, Down, Left and Right. At first she will only give you four to remember,
    at which point you must recall them using the Directional Pad. Make sure you do
    it quickly because you don't have much time. As soon as the time is up, you (as
    well as the other three students) will begin to chant a rather creepy song. Any
    mistakes will be marked with an X, and for every X you get a bonk on the noggin
    with a mallet, and for every bonk with a mallet, one-fifth of your energy meter
    will be depleted. So, five mistakes means you're out. The game will continue to
    the point where twelve directions have been given. In order to win, you need to
    have the most energy remaining following the twelve-direction phase.
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - As an honorable competitor, I cannot encourage this specific strategy (though
    it is more of a cheat, as far as I am concerned). Keep in mind that this should
    only be used against the CPU, because if you are playing against friends, there
    is a good chance you may get punched in the face. Procure a piece of paper with
    a writing utensil, and write down the directions as they come. Then simply gaze
    at the sheet as you are recalling the directions for some easy reference.
    
    - If you are an honorable competitor, such as myself, the above "strategy" will
    be out of the question. Here's a much simpler and more modest one: keep in mind
    that the directions for a single game will never change. This means if the four
    directions at the beginning are Left, Left, Right, and Down, those will also be
    the directions at the beginning of the next phase (six directions, because this
    game goes by increments of two). So, the next phase would be Left, Left, Right,
    Down, and two new directions. This allows you to easily recall the beginning of
    the sequence of directions, and focus more on the newer ones.
    
    - When you are asked to recall the directions, little circles will appear above
    your head, each representing one of the directions. Never leave one blank; this
    will result in a bonk from a mallet, and thus a loss of 1/5 of your energy bar.
    You might as well guess if you're not sure of a direction. Your chances are 25%
    and therefore not great, but if you don't answer at all, that drops to 0%.
    
    - Sometimes the specific sequence of directions can be memorized much easier if
    you consider their placement on the D-Pad. For instance, if the first four were
    Right, Up, Left, and Down, you could think to yourself, "Start at the right and
    go in a counterclockwise circle." Then you could tag on additional sentences to
    help you remember more directions. So, let's guess that the next two directions
    were Left and Right. Then you could think to yourself, "Start at the right, and
    go in a counterclockwise circle before looking to the left and right." This may
    seem silly, but it will help a lot. I promise.
    
    -------------------------------------------------------------------------------
                           iii. - Run, Rattata, Run [SRCH08]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : ****
    Likeability Rating: **
    
    Four Rattata feel like racing each other on a track & field conveyor belt (this
    is likely an allusion to hamsters-on-a-wheel). To run, you must rapidly tap the
    A Button. This game can be hard on your fingers, especially on Hyper. There are
    several hurdles positioned randomly along the track, and in order to clear them
    you must press Up on the D-Pad, otherwise your Rattata will come to a halt. The
    course is 50 meters long, and there are markings at the 5m, 10m, 15m, 20m, 25m,
    30m, 35m, 40m and 45m points to let you know how close you are to the goal. The
    first person to make it to the goal is the winner.
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - There aren't many tips I can offer for Rapid Fire games such as this. You are
    either good at them, or you aren't. Nevertheless, I will warn you not to forget
    about the hurdles. Too many times have I seen someone concentrating too hard on
    tapping the A Button like a maniac and end up crashing into a hurdle. Also, try
    not to let the rotating camera distract you. Some have expressed disapproval at
    the way the camera moves around, because it's somewhat difficult to keep an eye
    on their specific Rattata. Just concentrate on yours, remember that the hurdles
    will come, tap the A Button as fast as you can, and you should do alright.
    
    -------------------------------------------------------------------------------
                               iv. - Snore War [SRCH09]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : **
    Likeability Rating: **
    
    Four Drowzee (one of which you control) are standing around a pendulum. There's
    a yellow curve below this pendulum with a red needle in the center. The game is
    all about timing, and when the game starts, the pendulum will swing to and fro.
    What you need to do is press the A Button just as the pendulum touches that red
    needle. If you time it correctly, you will cast Hypnosis on the other Drowzee--
    but if you mess up, you'll snore and be that much closer to defeat. If you want
    to be the victor, you must be the last man (Drowzee?) standing.
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - As the pendulum passes over the red needle, it'll temporarily flash white (in
    contrast with its natural gold plating). It is certainly wise to take advantage
    of this, but it will only be useful during the beginning portion. Once the game
    progresses and the pendulum swings faster and faster, you must rely on instinct
    and reflexes.
    
    - After playing the game for a few times, you should be able to "tap in" to the
    rhythm of the pendulum, including its acceleration. Once I managed to beat this
    game on Hyper with my eyes closed, so it is definitely possible to memorize the
    rhythm and speed of the pendulum. Keep that in mind.
    
    -------------------------------------------------------------------------------
                            v. - Thundering Dynamo [SRCH10]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : *****
    Likeability Rating: ***
    
    Four Pokémon (a combination of Pikachu and Voltorb - selected randomly) are not
    as charged as they should be. Fortunately, they are all connected to a damn big
    generator. When the light on the generator turns blue, tap the A Button as fast
    as possible. When the light turns green, tap the B Button rapidly. This adds up
    electricity to your Pokémon's Electrometer (as I like to call it). The first to
    completely charge up their Electrometer is the winner. Be sure to keep a watch-
    ful eye on the light, because it changes randomly and sometimes quickly. If you
    tap the wrong button, your Electrometer will drain, so be careful!
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - As with Run, Rattata, Run, there aren't many tips I can give you. Personally,
    I'm not too great at this game. To date, I've only beaten it once on Hyper mode
    and that was probably luck. I don't know if I'm just terrible at Rapid Fire, or
    if this game really is that hard. The best advice I could give you is to go ape
    crazy on the buttons, keep an eye on the light, and hope the CPU screws up...
    
    - There is no reason for anyone to forget which button does what. Remember that
    the blue light is for the A (blue) Button, and the green light is for the B (or
    green) Button. Keep this in mind, and you'll never forget which button to push.
    
    -------------------------------------------------------------------------------
                             vi. - Sushi-Go-Round [SRCH11]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : *****
    Likeability Rating: *****
    
    This is arguably the most intricate Mini-Game in Pokémon Stadium. You play as a
    Lickitung, in a gluttonous battle against three others to eat the most valuable
    sushi in a limited time. The hard part? You have to remember which types are of
    higher value, all the while competing against three voracious Lickitung. Before
    the game begins, you are shown the eight types of sushi along with their price.
    When the game starts, twelve random types of sushi appear on a rotating counter
    and you must run around (analog stick) and eat as much sushi as you can (to eat
    simply press the A Button). Try to eat the more expensive sushi to get a higher
    bill. Following is a description of each sushi, its real name, and its value in
    the game. Note that Ľ = Yen.
    
    /-----------------------------------------------------------------------------\
    |  Description   | Gray cup containing a green liquid                         |
    |-----------------------------------------------------------------------------|
    | Real Life Name | Wasabi                                                     |
    |-----------------------------------------------------------------------------|
    | Expensiveness  | Ľ20                                                        |
    \-----------------------------------------------------------------------------/
    
    /-----------------------------------------------------------------------------\
    |  Description   | Black rolls with a white end that has a green center       |
    |-----------------------------------------------------------------------------|
    | Real Life Name | Kappa                                                      |
    |-----------------------------------------------------------------------------|
    | Expensiveness  | Ľ50                                                        |
    \-----------------------------------------------------------------------------/
    
    /-----------------------------------------------------------------------------\
    |  Description   | Yellow top with a white bottom and black strip             |
    |-----------------------------------------------------------------------------|
    | Real Life Name | Tamago                                                     |
    |-----------------------------------------------------------------------------|
    | Expensiveness  | Ľ150                                                       |
    \-----------------------------------------------------------------------------/
    
    /-----------------------------------------------------------------------------\
    |  Description   | Black rolls with a white end that has a red center         |
    |-----------------------------------------------------------------------------|
    | Real Life Name | Tekka                                                      |
    |-----------------------------------------------------------------------------|
    | Expensiveness  | Ľ200                                                       |
    \-----------------------------------------------------------------------------/
    
    /-----------------------------------------------------------------------------\
    |  Description   | Black base with a red top                                  |
    |-----------------------------------------------------------------------------|
    | Real Life Name | Ikura                                                      |
    |-----------------------------------------------------------------------------|
    | Expensiveness  | Ľ250                                                       |
    \-----------------------------------------------------------------------------/
    
    /-----------------------------------------------------------------------------\
    |  Description   | Shrimp (easy enough, eh?)                                  |
    |-----------------------------------------------------------------------------|
    | Real Life Name | Ebi                                                        |
    |-----------------------------------------------------------------------------|
    | Expensiveness  | Ľ350                                                       |
    \-----------------------------------------------------------------------------/
    
    /-----------------------------------------------------------------------------\
    |  Description   | Red top with white bottom                                  |
    |-----------------------------------------------------------------------------|
    | Real Life Name | Maguro                                                     |
    |-----------------------------------------------------------------------------|
    | Expensiveness  | Ľ600                                                       |
    \-----------------------------------------------------------------------------/
    
    /-----------------------------------------------------------------------------\
    |  Description   | Black base with orange-brown top                           |
    |-----------------------------------------------------------------------------|
    | Real Life Name | Uni                                                        |
    |-----------------------------------------------------------------------------|
    | Expensiveness  | Ľ1000                                                      |
    \-----------------------------------------------------------------------------/
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - This is perhaps the most obvious tip I could give, but the most useful. There
    is nothing more important than memorizing the order of values for the sushi. If
    you go chomping away at all the Kappa, you won't be raking in a lot of dough. I
    recommend studying the eight sushi types and picturing the hierarchy of values.
    
    - Just as the game starts, twelve random pieces of sushi will appear. *As* they
    are appearing, pause the game. This lets you take a quick peek at the available
    sushi, and so you can start the game knowing where to go exactly.
    
    - Eating the same type of sushi in a row garners you bonuses. Eat two of one of
    the sushi types, and you get a x2 bonus. Eat a third, get a x3. This goes on to
    a maximum of a x5 bonus. However, if you continue eating the same type of sushi
    you will continue to get a x5 bonus for each additional piece that you eat.
    
    -------------------------------------------------------------------------------
                           vii. - Ekans' Hoop-Hurl [SRCH12]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : ****
    Likeability Rating: ****
    
    This game combined Ring Toss with Whack-A-Mole. In this case, Ekans is the ring
    and Diglett is the mole. You control one of four Ekans, and in front of you are
    nine Diglett mounds arranged in a phalanx, as illustrated below:
    
                                       O   O   O
    
                                       O   O   O
    
                                       O   O   O
    
                                        E E E E
    
    The O's represent the Diglett mounds, while the E's represent the placement for
    the four Ekans. The game lasts a total of 60 seconds, and your goal is to fling
    your Ekans onto a Diglett (the Ekans turns into a ring in the air). There is no
    more than 3 Diglett at a time, and when one gets 'rung' a new one appears. Each
    successful ring-around-a-Diglett earns you a point. Whoever has the most points
    at the end of sixty seconds is the winner! Note that sometimes a shiny Diglett,
    worth two points instead of one, will appear. Look out for these! Now, you must
    use the D-Pad to tweak the angle of your Ekans, and the analog stick to launch.
    The row closest to you requires a very slight pull-back of the analog stick. If
    you are going for a Diglett in the back row, pull back all the way. The hardest
    row to earn a point in is the middle row, because you need to pull back but not
    as far as for the back row.
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - You MUST be aggressive if you want to win, especially on Hyper mode. You will
    be taken advantage of by the CPU if you take your sweet time, so practice a lot
    in terms of aiming and launching, and do not let up even for a second.
    
    - Whenever a shiny Diglett appears, go for it, even if it is in the middle row.
    These should be your highest priority. When they appear, go for it!
    
    - This is more of a side-effect than a strategy. When you barely miss a Diglett
    your Ekans bounces off with a strange 'elastic' sound effect. Sometimes this is
    a good thing, because your Ekans may bounce off and land on a nearby Diglett. I
    do not recommend attempting to utilize this technique. Just keep it in the back
    of your mind and hope that it happens if you end up missing.
    
    -------------------------------------------------------------------------------
                             viii. - Rock Harden [SRCH13]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : *
    Likeability Rating: ****
    
    Has your opponent ever used Harden over and over again and pissed you off? Well
    now you get to use it yourself! You play as either a Kakuna or a Metapod (again
    this is randomly selected, like Pikachu and Voltorb for Thundering Dynamo). You
    and the other three players happen to be sitting around in a rock quarry. Rocks
    that are pretty damn big will fire at you in patterned intervals. To obliterate
    the rocks and prevent them from crushing your Pokémon, press the A Button. This
    will allow you to use Harden and the rock will crumble apart. Now, when you use
    Harden, your energy meter will slowly deplete (if you allow a rock to crush you
    instead of using Harden, a large chunk of your energy will be lost). Basically,
    this means that Rock Harden is a game of stamina. Whoever is the last Kakuna or
    Metapod standing is the winner!
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - Keep an eye not on the rocks, but on their shadow. The best strategy for this
    game is to wait until the shadow is right overhead, and then tap (do not press)
    the A Button for a lightning-fast Harden that still destroys the rock. This may
    seem like a difficult technique to pull off, but it's not that hard. In fact, I
    have used this strategy on Hyper mode and won with half of my energy remaining!
    
    -------------------------------------------------------------------------------
                             ix. - Dig! Dig! Dig! [SRCH14]
    -------------------------------------------------------------------------------
    
    Difficulty Rating : *
    Likeability Rating: ***
    
    Four Sandshrew, one of which you control, are at a construction site that needs
    some water. Your task is to burrow underground and reach a water reservoir. The
    only restriction is that you must alternate between the L and R Buttons. If you
    press L and R at the same time, your Sandshrew will do nothing. Whoever reaches
    water first is the winner!
    
    ------------------------
    TIPS, HINTS & STRATEGIES
    ------------------------
    
    - Some people are under the impression that you must go crazy on the buttons if
    you are to win the game. That's not true. As long as you keep a steady rhythmic
    pace going, without screwing up (i.e., pressing L and R simultaneously), you'll
    win the game. This applies even to Hyper mode. Don't tire yourself out, because
    it's not necessary.
    
    ===============================================================================
                          VI. - My Personal Records [SRCH15]
    ===============================================================================
    
    The only downside to the Mini-Games of Pokémon Stadium is that only three allow
    you to earn literal, definable records. These games are: Magikarp's Splash, the
    addictive Sushi-Go-Round, and Ekans' Hoop-Hurl. My records for these games have
    been posted below. Note that all records are for Hyper mode *victories* ONLY.
    
    Magikarp's Splash: 32
    Sushi-Go-Round   : Ľ8550
    Ekans' Hoop-Hurl : 18
    
    Note that it is possible to 'invent' records for the other games. For instance,
    I've perfectly beaten (no mistakes) Clefairy Says on Hyper many times in a row,
    I've beaten Snore War on Hyper without snoring once, I've beaten Rock Harden on
    Hyper mode with half of my energy still remaining, etc. Nevertheless, these are
    not 'concrete' records, so I only count the three that I posted.
    
    ===============================================================================
                           VII. - Interesting Stuff [SRCH16]
    ===============================================================================
    
    Sometimes you can be so enthralled with a game that you fail to check out minor
    things such as the background, aspects of the game and more. That is where this
    topic comes into play. Following are six factoids that I have come across about
    Mini-Games of Pokémon Stadium. Read on... and enjoy!
    
    -----------------------
    Magikarp Frozen in Time
    -----------------------
    
    Magikarp's Splash appears at first glance to have a simplistic setting. However
    there is a latent quality to this seemingly innocuous stage, a quality that has
    gone unnoticed in the public subconscious for years... ahem. First of all, I've
    always appreciated the beauty of this Mini-Game. The stone bridge nearby, those
    fluffy bushes by the lakeside, and then of course there is the lake itself. The
    lake seems to be a tranquil, quiescent sight to behold, seemingly timeless. But
    that's because it is. Take a good look at the lake and you'll see a Magikarp in
    the water... only it's not moving. Turns out the scenery is a static painting!
    
    ----------------
    The Cunning Game
    ----------------
    
    If you are a sly devil, you may think that you can outsmart the computer in the
    Clefairy Says game by pausing to take a good long look at the directions. Well,
    think again, because if you pause the game the directions will disappear! Seems
    like the programmers anticipated this kind of cheaing...
    
    ----------------------------
    Snore War's Optical Illusion
    ----------------------------
    
    The background scenery of Snore War consists of a Necker Cube illusion. Here is
    a picture: http://www.sjesoft.com/3DGallery/trueSpace/optical.jpg. At first you
    think you see spaces between the cubes, but these spaces suddenly "jump out" at
    you and become three-dimensional cubes themselves! If you want to see more, you
    can check out this site: http://www.anomalies-unlimited.com/Illusions.html, and
    this site: http://www.michaelbach.de/ot/.
    
    --------------------------------------
    Pikachu & Voltorb: The Forbidden Tryst
    --------------------------------------
    
    When you move the cursor to any Mini-Game, the Pokémon that are in that picture
    will move around. If you go to Thundering Dynamo, and take a look at what Ash's
    cute little electric rat is doing with Voltorb, well, just take a look... >_>
    
    ---------------------------
    The Sushi of Sushi-Go-Round
    ---------------------------
    
    Have you ever wondered what each sushi type actually is in Sushi-Go-Round? Well
    now I've got the answers! The Ľ20 sushi is a cup of wasabi. Wasabi is a really,
    really hot horseradish, which explains Lickitung's reaction when you eat one of
    these. The Ľ50 sushi is called Kappa, which is a basic sushi with some cucumber
    slices stuffed in. The Ľ150 sushi is Tamago, which is an egg omelette. The Ľ200
    sushi is called Tekka, which is a basic sushi with raw tuna stuffed inside. The
    Ľ250 sushi is known as Ikura, which is a salmon roe. Now, a roe is a helping of
    fish eggs or an eggs-filled ovary. Yeah... disgusting. The Ľ350 sushi is simply
    shrimp (Japanese name Ebi). The Ľ600 sushi is called Maguro, and it's basically
    tuna. Finally, The Ľ1000 sushi is called Uni, and it's a sea urchin roe (Ugh!).
    
    -------------
    Shiny Pokémon
    -------------
    
    Three shiny Pokémon can be seen in the Mini-Games. They are: Kakuna and Metapod
    (when you use Harden in the game Rock Harden) and Diglett (sometimes shiny ones
    appear in Ekans' Hoop-Hurl, and they're worth two points instead of one). Could
    this be a reference to the rare shiny Pokémon in the Game Boy games? Who knows!
    
    ===============================================================================
              VIII. - Legal Information, Credits & Author's Note [SRCH17]
    ===============================================================================
    
    I have never been a big fan of legality, so all I will say is this: if you want
    to use this guide for a website or something, just send me an e-mail and I will
    gladly give my approval. BanjoKazooie1988@aol.com is where you can contact me.
    
    -------
    CREDITS
    -------
    
    http://web.mit.edu/21f.066/www/dcherng/nigirizushi.jpg
     - For information on sushi
    
    http://www.anomalies-unlimited.com/Illusions.html
     - For having lots of wonderful optical illusions
    
    http://www.michaelbach.de/ot/
     - Same as above
    
    http://www.sjesoft.com/3DGallery/trueSpace/optical.jpg
     - For a picture of the illusion used in Snore War
    
    http://www.gamefaqs.com/
     - For being the absolute greatest video gaming site on the Internet, bar none
    
    Nintendo: for allowing me to waste years of my life playing video games :)
    
    You: for reading this!
    
    -------------
    AUTHOR'S NOTE
    -------------
    
    Pokémon Stadium is one of the greatest video games I have ever played, and this
    guide is a tribute to its longevity. I had a wonderful time making this, and my
    only hope is that you will now go and kick the CPU's ass on Hyper! Take care...

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