From Bulbapedia, the community-driven Pokémon encyclopedia.
| Pokémon Stadium|
Boxart of Pokémon Stadium
|| Release dates
|| April 30, 1999
| North America:
|| February 29, 2000
|| March 23, 2000
|| April 7, 2000
| South Korea:
| Hong Kong:
| Japanese boxart
Japanese boxart of Pokémon Stadium
Pokémon Stadium (Japanese: ポケモンスタジアム２ Pokémon Stadium 2) is a Nintendo 64 game that allows players to upload and battle their Pokémon from the first generation Pokémon games, Pokémon Red, Blue, Yellow, and Green in Japan. It features several battle arenas, introducing Stadium Mode's original four cups, the Pika Cup, Petit Cup, Poké Cup, and Prime Cup, the latter two of which would return in the sequel, and the original Gym Leader Castle. It also features new Pokémon cries, a feature that was carried on in the sequel for Pokémon from Generation II.
This game is the sequel to the mostly incomplete original, which was never released anywhere but Japan.
An open battle mode where players can battle with each other or the CPU with their favorite Pokémon. Players can use the Stadium rulesets (plus their available rentals), or choose "Anything Goes" for only the basic rules with no level limit.
Exclusive to Anything Goes is the ability to bring any number of Pokémon from one to six into battle, and play team matches with 3 or 4 players. When two players are on a given side, each selects up to 3 Pokémon to control.
Stadium Game Mode Selection
- Main article: Stadium Mode
This is the main game mode. There are four different cup rules to win; Pika Cup, Petit Cup, Poké Cup, and Prime Cup. In the latter two, there are four levels of difficulty; Poké Ball, Great Ball, Ultra Ball and Master Ball.
Gym Leader Castle
- Main article: Gym Leader Castle
In this mode, the goal is to climb to the castle's top by facing in order all 8 of the Gym Leaders from Kanto, followed by the Elite 4 and finally the player's rival. Each of the Gym Leaders has 3 apprentices that the player must first defeat in order to battle the Leader themselves.
When the rival is finally defeated, the player will be rewarded one of the following 8 Pokémon at random; each of them uncommon in Generation I and usually only available once in a particular Game Boy game without trading and each at level 20, except for the starters which are at level 5:
In this mode, the player can play a battle without having to select Pokémon. Rather, the Pokémon are randomly selected, and the player must fight with three of them.
Once the player has completed the Stadium Mode and Gym Leader Castle, Mewtwo's silhouette will appear in the sky over the Stadium for selection. This is simply a showdown against Mewtwo itself, under essentially Anything Goes rules: up to six Pokémon (the player's own or Prime Cup rentals) can brought to the battle, but Mewtwo is the only opponent and is level 100. It knows Psychic, Thunderbolt, Blizzard, and Rest.
Defeating Mewtwo launches the credits, changes the title screen and unlocks Round 2. Re-unlocking and defeating Mewtwo in Round 2 (where its stats are increased and Blizzard is switched for Amnesia) awards another new title screen and special hidden stickers available in the Gallery mode.
This park houses 9 different mini-games for One to Four players. They can be played freely or in a "Who's the Champion?" mode where the first player to accumulate a certain number of wins is declared the champ. Any slots not used by players will be filled in by the computer, with Easy, Normal and Hard difficulty levels available. The secret Hyper difficulty can be unlocked by winning a Champion match on Hard.
- Clefairy Says: A Clefairy teacher will write increasingly tricky arrow patterns on a chalkboard. They must be repeated back. Last player standing wins.
Controls: Control Pad to repeat the pattern.
- Dig! Dig! Dig!: As Sandshrew, players need to dig to the underground well before the others.
Controls: Tap L and R alternatively to dig.
- Ekans Hoop Hurl: In 60 seconds, players must toss as many Ekans around as many Diglett as they can. Gold Diglett are worth extra points.
Controls: Control Pad Left/Right to aim and Up/Down to adjust the angle, Control Stick Down to throw.
- Magikarp Splash: Magikarp must Splash high enough to hit the button at the top of the screen as many times as it can.
Controls: A to Splash/Jump.
- Rock Harden: As either Metapod or Kakuna, players must use Harden at the right time to avoid taking damage from the incoming rocks. Using Harden also depletes stamina as well so it must be used carefully. Last player standing wins.
Controls: A to Harden.
- Run, Rattata, Run: Rattata needs to avoid obstacles as it runs on a treadmill to reach the finish line.
Controls: A (repeatedly) to run, Control Pad Up to jump.
- Snore War: Drowzee must use Hypnosis when the pendulum hits the center of its' swing to put the other Drowzee to sleep. Last one left awake wins.
Controls: A for Hypnosis.
- Sushi-Go-Round: Lickitung must eat as many foods as it can from the circular table of rotating plates, so as to run up a high bill. There are several types of food, each worth a different price; certain foods are spicier than others, which can slow Lickitung down. The player that racks up the most expensive bill when time is up wins.
Controls: Control Stick to Move, A to eat.
- Thundering Dynamo: As either Pikachu or Voltorb, players need to press the button corresponding to the lightbulb's color to charge up electricity. The player who is fully charged first wins.
Controls: Mash A or B to charge.
This feature, which only exists in the international versions of the game, is used to take pictures of Pokémon from a Red, Blue, or Yellow cartridge inserted into the Transfer Pak or any rental Pokémon. Any of the game's arenas can be selected for a backdrop and the photos are stored in an in-game album. These pictures can be printed out as stickers (in 16×1 or 4×4 sizes) via the same Sticker Station that was used for Pokémon Snap.
This can only be used if the player has a copy of Pokémon Red, Blue or Yellow inserted into a Transfer Pak (although this may cause Mew to be lost from the PC). Here, the player can access boxes to organize and store Pokémon and items, trade Pokémon between game cartridges, and accept prize Pokémon won elsewhere in the game.
This is used to play an emulated version of Red, Blue, or Yellow on the Nintendo 64. Different borders can be applied, some exclusive to particular versions. In addition, a Doduo Game Boy Tower can be unlocked by completing either the Poké Cup or Prime Cup in Round 1, which allows the game to be played at double the speed. A Dodrio Game Boy Tower can also be unlocked by beating both the Poké Cup and Prime Cup in Round 1, allowing the game to be played at triple speed.
Hall of Fame
When the player clears the final division of a Stadium Cup or defeats the Rival in the Gym Leader Castle, all of the Pokémon on the player's team will be registered in the Hall of Fame.
When the Vs. Mewtwo battle is cleared, Round 2 can be toggled on and off by pressing C-Right on the main menu. Round 2 challenges the player to battle through the game all over again, against the same opponents with different Pokémon and a much higher difficulty. Mew can also be rented in the Prime Cup. The surrounding Stadium area in Round 2 is set at night.
Trainer class changes
As there is a seven-letter limit for Trainer names, some Trainer classes go by different names.
Game mechanic changes
Pokémon Stadium features a number of changes to the battle system. Many of these fix glitches present in the first generation games. 
General changes include:
- The duration of sleep is reduced to 1-3 turns.
- If a Pokémon defeats an opposing Pokémon with a recoil move, the Pokémon does not suffer recoil damage.
- An immobilized Pokémon can still select an attack.
- Consecutive moves such as Wrap end when the target switches out.
- All status ailments and HP-draining moves have no effect against a substitute.
- If a Pokémon is fully paralyzed during the invulnerable turn of Dig or Fly, the move resets.
- When a paralyzed Pokémon's Speed is modified, its Speed reduction is no longer nullified.
- After a move which causes self-inflicted confusion (e.g. Thrash) ends, the game will display a message stating that the target is confused.
- The variable that determines the last damage dealt is reset whenever a Pokémon switches, is fully paralyzed, or uses a two-turn attack.
- Recovery moves no longer fail when the difference between a Pokémon's current and maximum HP is 255 or 511.
- In the Japanese version, the stat modifiers for accuracy and evasion were changed.
In addition, the following moves were changed:
Like the Generation I handheld games, Pokémon Stadium had several changes from the Japanese version.
- The Japanese version had six Stadium Cups. In addition to the Pika, Petit, and Prime Cups, there were three cups based upon official tournaments: the Nintendo Cup '97, Nintendo Cup '98, and Nintendo Cup '99. In the international versions, the Nintendo Cups were replaced with the Poké Cup from Pokémon Yellow's Colosseum 2.
- A Gallery mode was added.
- A method to obtain a Surf Pikachu was added. Japanese players could only obtain a Surf Pikachu in the original Pokémon Stadium.
- The number of teams that could be registered was decreased from 12 to 10.
Two Pokémon with unique moves can be obtained and transferred to any Generation I game.
This Psyduck with the special move Amnesia is obtained by registering all 151 Pokémon in the Hall of Fame.
In order to obtain a Surf Pikachu, the Master Ball division of the Round 2 Prime Cup must be cleared with the following restrictions:  
- All of the Pokémon must be selected directly from a Game Pak. The Pikachu can come from any Generation I game.
- Continues may be used, but the game cannot be saved.
- Pikachu only has to be selected for the final battle and does not have to take part in the battle.
- Pokémon cries have a much more realistic sound in this game. However, the only one to actually say its name like in the anime is the starter Pikachu when it is used from Pokémon Yellow. This is likely because not all Pokémon had been given a voice in the anime yet.
- This was the first home console game to have all Pokémon in its generation able to be used in battle.
- Nicknamed Pokémon have slightly altered colorations when used in battle. As a result, most NPC Trainers use nicknamed Pokémon to emphasize the effect. This makes one of the few situations where NPCs have nicknamed Pokémon.
- Rocket's Pokémon have numbers in their nicknames, even though this was not possible until Generation III. The same applies for Team Rocket Grunts in the sequel.
- This was the first Pokémon game that allowed more than two players to battle at one time. This feature would not be implemented into the handheld games until Generation III.
- This is the only game where Lance does not use a Dragonite at any point in the game.
- Unlike handheld games, if due to glitches (like Pokémon "growing" from Lv. 255 to Lv. 0, thus lowering HP) Pokémon current HP happens to be below 0, it's shown properly (like 64569).
- There are some discrepancies with height in the game.
- Although there is a 1'4" difference between Nidoking and Venonat, the two appear to be the same height in battle.
- If a Pokémon knows four HM moves, using a TM in the menu allows the first move to be overwritten. This is the only way to replace HM moves in Generation I.
- Some Pokémon names such as Ekans are pronounced incorrectly.
- ↑ Pokémon.co.jp
- ↑ Pokémon.com (US)
- ↑ Nintendo of Australia (archive)
- ↑ Pokémon.com (UK)
- ↑ UPC Attack Explanations
- ↑ Important RBY Differences
- ↑ Surf Pikachu requirements
- ↑ Research topic for Surf Pikachu requirements