Pokémon Stadium can be baffling the first time you boot it: no adventure, a 3D town as a menu, tournaments with different rules and an accessory to plug in. This page gives you the basics to get started, whether you play on Nintendo 64 with your Game Boy cartridges or on Nintendo Switch Online.

Stadium City: the Stadium in the middle, with the Gym Leader Castle, the Lab, the GB Tower and the Kids Club around it (English version).

Plugging in the Transfer Pak

  1. With the console off, insert your Pokémon Red, Blue or Yellow cartridge into the Transfer Pak.
  2. Plug the Transfer Pak into the expansion port on the back of the Nintendo 64 controller.
  3. Turn the console on. At startup, the game checks the cartridges plugged into each controller and shows the ones it recognizes.

Before using the Lab, save your Game Boy game in a Pokémon Center: the PC, trades and receiving gifts all require it. Also check the language: the French version of Stadium recognizes French cartridges. Without a Transfer Pak, the whole game remains playable with Rental Pokémon.

The Transfer Pak, included with the game.

Controls

Nintendo 64 controllerSwitch controllerAction
Control PadLeft stick or D-padMove the cursor
AAConfirm; select a Pokémon; in battle, open the moves
BBCancel; select a Pokémon; in battle, switch Pokémon
C ButtonsX, Y, L, RChoose a Pokémon at selection; choose a move in battle
LZLScroll left; clear the selection; undo the last choice in battle
RZRScroll right; review your selection; see which button corresponds to which move
Start+In battle: forfeit the match
Control StickStickSome mini-games

A Stadium particularity: moves and Pokémon are assigned to the A, B and C buttons. Take the time to look at the screen before confirming, since a wrong button press can be costly.

Understanding a match

  1. The preview: the opponent’s six Pokémon are displayed. You choose three Pokémon from your six, in the order they will enter.
  2. The battle: each turn, attack or switch Pokémon. HP is shown as numbers, and the announcer describes the action.
  3. The victory: the first to knock out all three of the other side’s Pokémon wins the match.

The battle rules differ slightly from the Game Boy games (shorter sleep, weaker Hyper Beam, recalculated critical hits): see the battle rules.

Where to start?

  1. The Pika Cup and the Petit Cup: a single division of eight matches each, with low-level opponents. Ideal for learning.
  2. The Poké Ball division of the Poké Cup: at Lv. 50, with teams that are still manageable. Finishing the Poké Cup unlocks the Doduo GB Tower.
  3. The Gym Leader Castle, in parallel: the Gyms come one after another in the order of the Game Boy games, and the final victory earns you a rare Pokémon.
  4. The Prime Cup last: Lv. 100, formidable opponents and one-hit KO moves.
  5. Mewtwo, then Round 2.

The Stadium details the rules of each cup and the order in which things unlock.

Five habits to pick up

  • Read the preview before every match: choosing the right three Pokémon is half the victory.
  • Save your teams (up to ten per cup) so you don’t have to redo the selection for every tournament.
  • Spot the threats: Explosion, one-hit KO moves, sleep. Our cup pages flag them for each trainer.
  • Stock up on continues: each match won without any of your Pokémon being knocked out earns you one. After a defeat, it lets you replay the lost match instead of restarting the cup. Forfeiting with Start counts as a defeat.
  • Head to the Kids Club between two tough tournaments: the mini-games are playable without a cartridge and with up to four players.

Questions? Check the FAQ or our tips.