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Pokémon Stadium (International)
Also known as: Pokémon Stadium 2 (Japan)
The first game in the Pokémon Stadium series to be released outside of Japan. This time, we have all 151 Pokémon, a variety of mini-games, and more.
An animation of two Butterfrees holding a banner, found within the main menu graphics. It may have been used to display the names of the locations at one point. In the final game, each location name is on a cloud.
Nintendo Cup '98 Trainers
Nintendo Cup '98 CPU Opponents, from Pokémon Stadium (Japan).
Looks like Metapod wanted to be a Pokémon master too.
Unused Experience Groups
The two unused Experience groups from Pokémon Red and Blue are still present at 0x7DE453.
34 0A 00 1E ;Unused 1: (3/4 Lv³) + (10 × Lv²) – 30: 849,970 Exp at Lv 100 34 14 00 46 ;Unused 2: (3/4 Lv³) + (20 × Lv²) – 70: 949,930 Exp at Lv 100
Unused Event Move
Diglett is listed as valid with the move Acid in the list of Valid Moves at 0x780140, but it has never been released.
Unused Move Effects
Despite not being used in the game, some of the unused Move Effects from Pokémon Red and Blue are coded in Pokémon Stadium.
The Move Effect 23 (Blizzard) is used in this game, however its Freeze chance has been reduced to 10.2%.
Move Effects 1E, 48 and 49 had their Effect changed from Red and Blue.
|01||Puts enemy to Sleep.|
|0C||Raises Speed by 1 stage.|
|0E||Raises Accuracy by 1 stage.|
|15||Lowers Special by 1 stage.|
|17||Lowers Evasion by 1 stage.|
|1E||Attacks 2-5 Times, same as 0x1D in Stadium.*|
|36||Raises Accuracy by 2 stages.|
|37||Raises Evasion by 2 stages.|
|3A||Lowers Attack by 2 stages.|
|3C||Lowers Speed by 2 stages.|
|3D||Lowers Special by 2 stages.|
|3E||Lowers Accuracy by 2 stages.|
|3F||Lowers Evasion by 2 stages.|
|48||33.2% chance of lowering Accuracy by 1 stage.*|
|49||33.2% chance of lowering Evasion by 1 stage.*|
Use the following GameShark codes with the Japanese (Pokémon Stadium 2) version of the game:
This display shows the current CPU usage, RCP usage, and memory usage with graphical meters and numbers.
Some development text remains in the ROM, at the following offsets.
Interrupt TLB modification TLB exception on load TLB exception on store Address error on load Address error on store Bus error on inst Bus error on data System call exception Breakpoint exception Reserved instruction Coprocessor unusable Arithmetic overflow Trap exception Virtual coherency on inst Floating point exception Watchpoint exception Virtual coherency on data Unimplemented operation Invalid operation Division by zero Overflow Underflow Inexact operation
THREAD:%d (%s).PC:%08XH SR:%08XH VA:%08XH AT:%08XH V0:%08XH V1:%08XH A0:%08XH A1:%08XH A2:%08XH A3:%08XH T0:%08XH T1:%08XH T2:%08XH T3:%08XH T4:%08XH T5:%08XH T6:%08XH T7:%08XH T8:%08XH T9:%08XH S0:%08XH S1:%08XH S2:%08XH S3:%08XH S4:%08XH S5:%08XH S6:%08XH S7:%08XH GP:%08XH SP:%08XH S8:%08XH RA:%08XH F-PC:%08XH F-RA:%08XH
0x7BF90 : Debug Display for CPU usage, RCP usage, and memory usage
MEM:%08XH CPU:%5.3f RCP:%5.3f
Tog_normal_Fvector() zero div. err!
NaN Inf 0
0x8E32C : Game Boy Tower debug
Audio: Memory: Heap OverFlow : Not Allocate %d! %x %x %x Clear Workarea %x -%x size %x Heap %x %x %x
Loop Occer Sound 0x21 = Gain %x Sign %x Step %x Sound 0x22 = %d %d %d Sound 0x23 Vol %d (Reset Counter) Dmg Noise pitch : %x Vol %d AudioReset : Reload Noisetable Finish AudioStart : Noisetable %x AudioExit : Reload Noisetable DAC:Lost 1 Frame Address Error %x
Load Controller Pak Save Controller Pak Quit GALLERY DEBUGGER PFS ERROR : %d
calc_vector_ATtoDM() normal error!!! calc_vector_ATtoDM2() normal error!!!
PROB %d POWER += POWER * %2.1f CRITICAL %d zokuseiFlag %d ******** CkeckCondition ********** MASK_SLEEP BIT_FREEZE BIT_SHIMETSUKE BIT_KIZETSU BIT_KATAMARU count4 %d BIT_KONRAN OWARI BIT_KONRAN BIT_KONRAN RND NowSkill %d kanashibariSkill %d BIT_PARALYSE BIT_GAMAN CLEAR BIT_GAMAN BIT_ABARERU BIT_SHIMETSUKE %d BIT_IKARI ******** Kougeki1 Sart ********** JumpAttack2 JumpAttack3 SpAttackTbl1 JumpAttack4 SpAttackTbl3 JumpAttack5 JumpAttack5 Avoid JumpAttack6 --->SHIMETUKE effectPass attack 9 Yubifuri SpAttackTbl4 Avoid MESSAGE SpAttackTbl5 IkariCheck RENZOKU Count %d %d SpAttackTbl SP %d index %d step %d index %d step %d index %d paramStep %d index %d step %d %%%%%%%%%%%%%%%%%%%%%%% INDEX %d WARIKOMI %d %%%%%%%%%%%%%%%%%%%%%%% FAIL index %d index %d FAIL FAIL2 FAIL3 offp->count1 %d ******** spAttackMain ******** !!!! SPATTACK Num %d!!!! ******** spAttackMainEnd ********
0x15C0CFE-0x19651EC, standard sound identifiers, multiple occurrences :
N64 PtrTablesV2 N64 WaveTables BGM.WBK TRCSFX.WBK SPCSFX.WBK BTLSFX.WBK SANDSFX.WBK KATAKU.WBK SUSHI.WBK KORATTA.WBK SLEEP.WBK PIKACHU.WBK PIPP_PAL.WBK ARBO_PAL.WBK TITLE.WBK BTLDEMO.WBK LABSFX.WBK
Pokédex unused entry
At offset 0x789CF3, there is an unused Pokédex entry for the ID 152:
SUBSTITUTE POKé DOLL
Revision UpdatesJynx's face was originally black in the v1.0 English version, but was changed to purple due to racial controversy.
|Version 1.0||Version 1.1|
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
- The NTSC and PAL versions of the game play a slightly different theme for the opening cinematic, the latter including more instruments.
- As with Pokémon Snap, the Pokémon voices in the Kids Club minigames were changed to match the English dub of the anime.
- American versions of the game had a Gallery feature, which allows players to take pictures of their Pokémon. Strangely, this feature is absent in PAL builds.
- Since the original Pokémon Stadium was never released outside of Japan, a method to get Surfing Pikachu was added to international versions.
- International versions replaced the three Nintendo Cups with a Poké Cup from Pokémon Yellow's Colosseum 2.
- Nidoqueen's "stance" when sent out was altered in the international versions.
- The number of teams that could be registered was decreased from 12 to 10.
- Upon launching, Pikachu's voice is heard in international versions. In Japanese version, people's voices were heard instead.