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Mini-Game Guide

by JosiahIsBack

===============================================================================
-------------------------------------------------------------------------------
------------------------Pok�mon Stadium Mini-Games Guide-----------------------
----------------------------------Version 1.00---------------------------------
-----------------------Created: Tuesday, October 2, 2007-----------------------
----------------------Completed: Thursday, October 4, 2007---------------------
----------------------Copyright � 2007: Josiah D. Plummer----------------------
-----------Contact: [email protected] (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.

===============================================================================
-------------------------------------------------------------------------------
                               TABLE OF CONTENTS
-------------------------------------------------------------------------------
===============================================================================

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 Pok�mon Snap! Regardless of the
reputation Pok�mon has undeservedly garnered nowadays as children's playthings,
the Pok�mon 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 Pok�mon 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 Pok�mon 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 Pok�mon 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]
===============================================================================

Pok�mon 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 Pok�mon (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 Pok�mon'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 Pok�mon 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 � = Yen.

/-----------------------------------------------------------------------------\
|  Description   | Gray cup containing a green liquid                         |
|-----------------------------------------------------------------------------|
| Real Life Name | Wasabi                                                     |
|-----------------------------------------------------------------------------|
| Expensiveness  | �20                                                        |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|  Description   | Black rolls with a white end that has a green center       |
|-----------------------------------------------------------------------------|
| Real Life Name | Kappa                                                      |
|-----------------------------------------------------------------------------|
| Expensiveness  | �50                                                        |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|  Description   | Yellow top with a white bottom and black strip             |
|-----------------------------------------------------------------------------|
| Real Life Name | Tamago                                                     |
|-----------------------------------------------------------------------------|
| Expensiveness  | �150                                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|  Description   | Black rolls with a white end that has a red center         |
|-----------------------------------------------------------------------------|
| Real Life Name | Tekka                                                      |
|-----------------------------------------------------------------------------|
| Expensiveness  | �200                                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|  Description   | Black base with a red top                                  |
|-----------------------------------------------------------------------------|
| Real Life Name | Ikura                                                      |
|-----------------------------------------------------------------------------|
| Expensiveness  | �250                                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|  Description   | Shrimp (easy enough, eh?)                                  |
|-----------------------------------------------------------------------------|
| Real Life Name | Ebi                                                        |
|-----------------------------------------------------------------------------|
| Expensiveness  | �350                                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|  Description   | Red top with white bottom                                  |
|-----------------------------------------------------------------------------|
| Real Life Name | Maguro                                                     |
|-----------------------------------------------------------------------------|
| Expensiveness  | �600                                                       |
\-----------------------------------------------------------------------------/

/-----------------------------------------------------------------------------\
|  Description   | Black base with orange-brown top                           |
|-----------------------------------------------------------------------------|
| Real Life Name | Uni                                                        |
|-----------------------------------------------------------------------------|
| Expensiveness  | �1000                                                      |
\-----------------------------------------------------------------------------/

------------------------
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 Pok�mon, 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 Pok�mon 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   : �8550
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 Pok�mon 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 Pok�mon 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 �20 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 �50 sushi is called Kappa, which is a basic sushi with some cucumber
slices stuffed in. The �150 sushi is Tamago, which is an egg omelette. The �200
sushi is called Tekka, which is a basic sushi with raw tuna stuffed inside. The
�250 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 �350 sushi is simply
shrimp (Japanese name Ebi). The �600 sushi is called Maguro, and it's basically
tuna. Finally, The �1000 sushi is called Uni, and it's a sea urchin roe (Ugh!).

-------------
Shiny Pok�mon
-------------

Three shiny Pok�mon 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 Pok�mon 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. [email protected] 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
-------------

Pok�mon 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...