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Quiz about Sushi Splashing Staying Awake
Quiz about Sushi Splashing Staying Awake

Sushi, Splashing, Staying Awake... Quiz


Take a trip back with "Pokémon Stadium" (N64) and try the minigames in the Kid's Club. Good luck!

A multiple-choice quiz by kyleisalive. Estimated time: 4 mins.
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Author
kyleisalive
Time
4 mins
Type
Multiple Choice
Quiz #
395,397
Updated
Dec 03 21
# Qns
10
Difficulty
Tough
Avg Score
6 / 10
Plays
90
- -
Question 1 of 10
1. In 'Clefairy Says', which of these buttons is Clefairy likely to get you to press? Hint


Question 2 of 10
2. In 'Dig! Dig! Dig!', you're likely to play as which of these? Hint


Question 3 of 10
3. In 'Ekans' Hoop Hurl', what colour Pokemon grants players more points? Hint


Question 4 of 10
4. In 'Magikarp's Splash', how many times must you hit the switch to win? Hint


Question 5 of 10
5. 'Rock Harden' is a game completed by Pokemon of what type? Hint


Question 6 of 10
6. In 'Run, Rattata, Run', Rattata must leap over other Pokemon in order to reach the goal.


Question 7 of 10
7. 'Snore War' features which Pokemon just trying to stay awake? Hint


Question 8 of 10
8. In 'Sushi-Go-Round', what is the goal? Hint


Question 9 of 10
9. 'Thundering Dynamo' sets electric-type Pokemon up to power which of these? Hint


Question 10 of 10
10. How many games are available in the "Pokemon Stadium" Kid's Club?

Answer: (A Number)

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Quiz Answer Key and Fun Facts
1. In 'Clefairy Says', which of these buttons is Clefairy likely to get you to press?

Answer: Up

'Clefairy Says' is set in a classroom and the basic premise is similar to 'Simon Says', during which you simply follow the rules set out for you and copy any pattern given. Although there are many buttons on the Nintendo 64 controller, the game only makes use of the directional pad; the sequence only ever contains up, down, left, and right in up to a chain of twelve directional commands.

The winner is the last Clefairy/Clefable standing.
2. In 'Dig! Dig! Dig!', you're likely to play as which of these?

Answer: Sandshrew

'Dig! Dig! Dig!' features four Sandshrews, all of whom have the goal of digging straight down into the ground until they strike water. Only one will achieve this goal and they'll win for doing so. The controls for this one are straight-forward. Alternate clicking the L and R buttons and you'll dig progressively deeper.
3. In 'Ekans' Hoop Hurl', what colour Pokemon grants players more points?

Answer: Gold

This game does require a bit more in the way of precision over the other games since your goal, playing as Ekans, is to aim yourself with the control pad and then launch yourself with the analog stick to hoop over Digletts as they emerge from holes in the ground.

A normal Diglett will result in one point if you're the first to toss your Ekans ring over it, but a gold one will grant more. The winner is the player with the most points at the end.
4. In 'Magikarp's Splash', how many times must you hit the switch to win?

Answer: As many times as you can

'Magikarp's Splash' is probably the least complex of all of the games in the Kid's Club since the only objective is to press A at a more swift and consistent rate than your opponents, flicking Magikarp into the air with its Splash technique to that it can hit a switch at the top of the screen. Each switch pressed tallies on the screen, and the player with the highest amount of presses before the timer runs out wins the mini-game, simple as that.
5. 'Rock Harden' is a game completed by Pokemon of what type?

Answer: Bug

In this game, the goal is to sustain yourself. Playing as either Metapod or Kakuna, both bug-type Pokemon, you need to use the technique Harden to create a shell around your fragile cocoon so as to avoid getting hurt by falling rocks. The more rocks you can protect yourself from, the longer you'll survive.

The catch is, hardening for a prolonged period of time will run down a stamina bar, so proper hardening is required in order to outlast your opponents. The last Pokemon standing wins the game.
6. In 'Run, Rattata, Run', Rattata must leap over other Pokemon in order to reach the goal.

Answer: False

'Run, Rattata, Run' is at the very least a little bit more urgent than a number of the other games up for play in the Kid's Club, mainly because you have a bit more to do with the controller as you play. In this one, the players are lined up on a treadmill and the goal is to reach a finish line further along the generated track. To do this, you press the A button repeatedly; a faster rate means a faster Rattata. Additionally, Rattata will have to jump hurdles throughout the course. You use the control pad to do this.
7. 'Snore War' features which Pokemon just trying to stay awake?

Answer: Drowzee

Another game with a fairly simple control scheme, 'Snore War' features four Drowzees, Pokemon known for their power to harness Hypnosis as a technique, as they all face different directions of a pendulum. The goal in this game is to outlast the other Drowzees (though all of them fall asleep eventually). To do this you need to keep casting Hypnosis on the pendulum as it hits a specific sweet spot in the center of its swing. Hypnosis is cast with the A button. If you can cast on the time of the metronome more consistently than your opponents, you'll win.
8. In 'Sushi-Go-Round', what is the goal?

Answer: To rack up the highest bill

'Sushi-Go-Round' is likely the most complicated of the games in the Kid's Club because it requires a fair bit of know-how to excel in. Playing as Lickitung, your goal is to eat as much sushi as possible to rack up the bill to the highest amount. Each type of sushi (there's quite a bit) that randomly generates is worth a different value, and eating consecutive types of sushi will multiply the values.

Some sushi will also be too spicy, temporarily distracting your Lickitung as he runs around. The winner is the one who properly works out the most expensive meal in the throe of it all.
9. 'Thundering Dynamo' sets electric-type Pokemon up to power which of these?

Answer: Light bulb

Another game of pressing buttons in alternation, 'Thundering Dynamo' lets the player control either a Pikachu or a Voltorb, both of whom contain enough electric energy to power a large light bulb when the player taps A and B over and over again. The Pokemon who's able to control the charge and fill their meter up the fastest is the one who doesn't get zapped in the end when the light bulb is charged enough to win. Don't worry about hurting anyone; it's not very effective.
10. How many games are available in the "Pokemon Stadium" Kid's Club?

Answer: Nine

"Pokemon Stadium" only contained nine of these games and allowed for the option to choose them individually or play them at random. Although perhaps best-suited for four human players, anyone just jumping in to play can also play against COM players, computer-generated, at easy, normal, hard, and hyper difficulties (though hyper had to be unlocked). "Pokemon Stadium 2", also on the Nintendo 64, featured twelve new mini-games.
Source: Author kyleisalive

This quiz was reviewed by FunTrivia editor eburge before going online.
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