Click on any Digimon to see more information about it.
Click on a heading to learn about that topic. If you are new to this device, click Expand All Topics to read through everything at once.
Sometimes you can press two buttons together to create a different effect. The following combos exist:
That’s the reset button! You shouldn’t need to push it very often, but if at any point you think you want to reset your Digimon, you can press this button to soft-reset your Digimon, which brings up the option to Load or Reset. Choosing load will make you set the clock again, and then bring you back to the most recent saved state of your Digimon. Choosing Reset will erase EVERYTHING, so be careful. The top option is load, the bottom option is reset. If you choose reset, the top option is confirm, the bottom option is cancel.
Your progress is frequently saved automatically, so you don't need to worry about continuing raising your Digimon when the battery dies. After recharging the battery, just hit LOAD to restore your progress. To ensure data saves when powering off the device, use the Power option in the Settings menu rather than holding down the C-Button for 10 seconds.
Because it contains a pendulum! A little clacky thingy that keeps track of the number of times you shake the device vertically. Well, that’s not entirely true anymore though, because the Digimon Pendulum Color now uses an accelerometer, just like the one in your phone, to keep track of shakes. That clacky pendulum is just for show now. The shaking is mainly used for training and battles. Bandai recommends holding it chain side down, but as long as you are moving the device on its X-axis (left to right if holding the device normally, up and down if holding it with the screen or buttons on top) the shakes should properly register. Don't kill your wrist either, you only ever need to shake about 4-5 times a second to get the results you want.
WAIT! Let’s make sure you know what the Menus are first.
Your Digimon Pendulum Color has several icons above and below the screen. The icons bring up different menus that are vital for raising Digimon. Here’s what they all do.
Two options are given here, the first of which is Status. Various important stats about your Digimon appear here.
Having an attribute advantage will grant 5 percentage to your hitrate in battle. The Free attribute also technically exists, but is not used by any of the Digimon in the Digimon Pendulum Color series.
In addition to the above stats, the following stats aren't displayed on the Stats screen, but are still important.
Stage | Strength Hearts | Traited Egg | Shaken Egg | All Three |
---|---|---|---|---|
III | +5 | +5 | +10 | +20 |
IV | +8 | +8 | +10 | +26 |
V | +15 | +15 | +10 | +40 |
VI | +20 | +20 | +10 | +50 |
VI+ | +20 | +20 | +10 | +50 |
The second selection under this icon is the Album. Here you can review all the species of Digimon you have raised, and see the slot numbers for ones you have not. Digimon that require unlocking will not have their slots appear until the appropriate connection has been made. The slots of Stage VI+ Digimon are also hidden until they are obtained.
Pets need food to survive! Digimon can be given two types of food:
Training is the primary way of adding hearts to the strength meter, and the only way to add hearts to the effort meter. Every four trainings will add one Effort Heart, regardless of whether or not they are successful. Likewise, both succesful and failed trainings count for evolution. Your Digimon will lose weight and gain strength hearts depending on the training results. It will also reduce its current Loss Injury Rate if it is above 10%. Exact values are in the table below.
Super Hits | Strength Hearts | Weight | Injury Loss Rate |
---|---|---|---|
5 (Megahit) | +4 | -20 | -2% |
3-4 | +2 | -10 | -2% |
2 | +1 | -4 | -2% |
0-1 | 0 | -2 | 0 |
When training is selected, the word READY! will appear with a specific background color. Once the word COUNT! appears, shake the device until the background color matches the one that was shown on the READY! screen. If the correct color is on the screen after the 3 second timer runs out, then your Digimon will fire 5 Super Hits, which is called a Mega Hit. Outcomes are based on Digimon attribute and the hitting the taget color. The order of appearance for the colors is Blue, then Yellow, then Red. The below chart displays which Color results in which amount of Super Hits, as well as the shake count needed to reach that color. If you do not shake at least two times, you will only get 0 or 1 Super Hits.
Attribute | Megahit | 3-4 Super Hits | 2 Super Hits |
---|---|---|---|
Baby | Red / 12 Shakes | Yellow / 7 Shakes | Blue / 2 Shakes |
Vaccine | Red / 12 Shakes | Yellow / 7 Shakes | Blue / 2 Shakes |
Data | Yellow / 6 Shakes | Red / 11 Shakes | Blue / 2 Shakes |
Virus | Blue / 2 Shakes | Yellow / 7 Shakes | Red / 12 Shakes |
Free | Red / 11 Shakes | Yellow / 7 Shakes | Blue / 2 Shakes |
This menu allows for battling and Jogress. Battling is a HUGE part of Digimon culture. It’s every Digimon’s dream to be the strongest. You cannot battle if you do not have any DP or if your Hunger hearts are empty. Jogress is an evolution method that allows one Digimon to evolve using another Digimon as a requirement. The available functions of this menu are below.
If you lose a battle, your Digimon has a chance to become injured after battle, and getting injured 12 times will result in death. See the Heal section for more details. Winning battles reduces Loss Injury Rate by two percentage points. All battles will cause your Digimon to lose 4 Gigabytes of weight.
Except for the first three hits of a battle with a Digital Monster Color, which are always guaranteed, whether an attack will land or not is determined by the hitrate formula. The formula can be repesented as follows:
hitrate = ((playerPower * 100)/(playerPower + opponentPower)) + attributeAdvantage - handicap
You can calculate your hitrate by clicking here.
Poop is such an iconic part of the Digimon experience that there are over a dozen Digimon built entirely around POOP! Your Digimon will poop as time passes at a set rate: every 3 minutes at Stage I, every 60 minutes at Stage II and then every 120 minutes for the rest of its life. Just select the Poop icon to clean it up, and make sure you never let 8 piles accumulate, or else your Digimon will get sick! Remember: Poop and sickness are NOT Care Mistakes, but too many sicknesses will kill your Digimon.
When you choose this icon, you are given three options.
Digimon can get injured from losing battles, or they can get sick from accumulating 8 poops or reaching 99G for weight. When your Digimon is injured, it will have a skull floating next to it, while sickness will have an ellipses in a speech bubble. When this happens you can use this option to heal them! Select this icon and choose the option that matches your Digimon's affliction and will be healed. If your Digimon gets injured or sick 12 times, or remains injured or sick for 6 hours, it will DIE. Injuries and sickness use separate counters, so getting sick 11 times and getting injured 11 times will not kill your Digimon. The chance of getting injured after losing a battle is 10% to start, but will increase by two percentage points for every 4 Protein you feed it. This percentage is reduced by 2 points for every battle or training you perform. You can have up to a 50% chance of injury. When your Digimon is sick, it can still battle. I highly recommend battling another Digimon Pendulum Color while you are sick, just to see what happens.
If your Digimon needs you, it will call out to you with a few beeps, and this icon will light up. When this happens, act fast! If the call light goes out before you take care of the Digimon, that counts as a care mistake. The number of care mistakes you have will affect the outcome of your evolution. For evolving to Stage III or IV, your number of care mistakes is a factor in determining what Digimon you evolve into. For evolving to Stage VI, too many care mistakes will prevent you from evolving at all. You can reference the Condition stat to determine whether or not you have made enough care mistakes to affect evolution. Calls may occur for the following reasons:
The call light will go out after 10 minutes for Hunger or Strength, and after 1 hour for sleep. Note that if you have sound off, calls will still occur. If an empty meter is not filled after the call light goes out on its own, your Digimon will call again when its timer for that heart meter runs out again, and can result in another care mistake. A Digimon will only call one time for sleep, regardless of whether or not you turn out the lights. Hunger and Strength depleting at the same time will result in two care mistakes if you don't fill them, even if you only receive one call.
The Settings menu can be accessed by holding C on the main screen for two seconds while no icons are selected. There are four options.
Each version of the Digital Monster comes with its own unique background unlocked, as well as one other that is the same for all versions. Additional backgrounds can be unlocked by performing connection battles devices, completing Quest areas and raising specific Digimon. This table shows all available backgrounds and how to unlock them. See the previous section for details on changing backgrounds.
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LakesideDefault on Nature Spirits, can be unlocked on other versions by battling with a Nature Spirits deviceDusk | Night |
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UnderwaterDefault on Deep Savers, can be unlocked on other versions by battling with a Deep Savers deviceDusk | Night |
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CastleDefault on Nightmare Soldiers, can be unlocked on other versions by battling with a Nightmare Soldiers deviceDusk | Night |
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Flower FieldDefault on Wind Guardians, can be unlocked on other versions by battling with a Wind Guardians deviceDusk | Night |
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FactoriesDefault on Metal Empire, can be unlocked on other versions by battling with a Metal Empire deviceDusk | Night |
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SkyDefault on Virus Busters, can be unlocked on other versions by battling with a Virus Busters deviceDusk | Night |
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GrasslandsUnlocked by battling with a Digital Monster Color Ver.1Dusk | Night |
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DesertUnlocked by battling with a Digital Monster Color Ver.2Dusk | Night |
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ForestUnlocked by battling with a Digital Monster Color Ver.3Dusk | Night |
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MountainsUnlocked by battling with a Digital Monster Color Ver.4Dusk | Night |
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BeachUnlocked by battling with a Digital Monster Color Ver.5Dusk | Night |
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File IslandConnect with all 5 versions of the Digital Monster ColorDusk | Night |
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Folder ContinentConnect with all 5 other versions of the Digimon Pendulum ColorDusk | Night |
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Living QuartersUnlocked by default on all versionsWGu / MEm / VBu |
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The NetClear the first area of Quest Mode |
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Box ArtClear the fifth area of Quest Mode, color depends on device versionDSa | NSo | WGu | MEm | VBu |
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Field AltClear the final area of Quest Mode, image depends on device versionDSa | NSo | WGu | MEm | VBu |
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D-1 Grand PrixWin 10 connection battles |
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D-1 Grand Prix GoldWin 100 connection battles |
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Pendulum SwimmersRegister 10 Digimon in the Album |
The Lakeside, Underwater, Castle, Flower Field, Factories, Sky, Grasslands, Desert, Forest, Mountains, Beach, File Island and Folder Continent backgrounds will change color to reflect the time of day. The standard version will display starting at 6:00 AM, dusk will start at 4:00 PM, and night will begin at 7:00 PM.
It’s time to start raising your Digimon! Once you've turned on the device by holding the C button, you’ll get a cute little splash screen and be asked to set the time. Use A to change the hours, B to change the minutes, and C to stop setting the clock. You will then see your very first Digitama (also called a Digi-Egg). While waiting for the Digimon to hatch, shake your pendulum repeatedly! If you shake at least 100 times before it hatches, your Digimon will receive a +10 bonus to its Power. After one minute an egg being on screen, it will hatch, and immediately beep at you because it is STARVING! Feed it, train it, or just do whatever. Literally nothing you do during this stage matters, but it’s a nice warm up. After 10 minutes, the Digimon will evolve to its Stage II form. At this point, how you care for your Digimon will affect its evolutions. I would recommend experimenting for yourself for your intial runs, but if you want to aim for a specific Digimon later make sure to check the Evolution Guide from the site menu.
Evolution will occur at set times, based on when the previous evolution occurred. The times are as follows:
Current Stage | Original Name | Localized Name | Time to Next Stage |
---|---|---|---|
N/A | Digitama | Digi-Egg | 1 Minute |
I | Baby I | In-Training I | 10 Minutes |
II | Baby II | In-Training II | 12 Hours |
III | Child | Rookie | 24 Hours |
IV | Adult | Champion | 32 Hours |
V | Perfect | Ultimate | 40 Hours |
VI | Ultimate | Mega | N/A |
VI+ | Super Ultimate | Ultra | N/A |
The timer ticks as long as your Digimon isn't frozen or in backup, and will even progress during sleep. So long as you don’t completely neglect your Digimon, you are pretty much guaranteed to reach Stage IV. Stage V requires battling to reach, and these battles must be completed within 32 hours of it evolving. Additionally, not only do you have to battle, but you have to have a good win percentage. A Win Ratio of 80% or higher results in a 100% chance of evolution, assuming you have fulfilled the other requirements for that Digimon. If you have 70% or higher, but less than 80%, you will have a 70% chance of evolution. If you have 40% or higher, but less than 70%, you will have a 40% chance of evolution. You will not be able to evolve if your Win Ratio is less than 40%. Stage VI+ is only achievable through Jogress for specific Digimon. Stage VI+ Digimon cannot evolve further. Jogress evolutions do not rely on the times above, and will happen immediately when executed. See the Battles and Jogress section above for more details.
Upon evolution, the following stats will reset: Condition, Effort, Injury count, Sickness count, Weight, Starvation count and your number of Battles for Evolution. Win Ratio and Loss Injury Rate will persist across all evolutions.
While you aren't interacting with your Digimon, it will move around the screen doing different animations. These animations are all just there for show, and don't mean anything by themselves. If you don't interact with your Digimon for 16 seconds, the screen will turn off. You can press any button to turn the screen back on. The screen will also turn on by itself when the Digimon calls you, poops or evolves.
Potentially you could keep your Digimon alive forever, but you aren’t going to. You’re going to go to a party one night and forget to put them down for a nap before you leave. And then they will die. You monster. It becomes more difficult if your Stage IV or higher Digimon has failed to evolve or if your Stage VI or higher Digimon has been in its current form for 48 hours, as at that point the hunger and strength meters will deplete twice as fast, and your Digimon will poop twice as often. The following are the death conditions for the Digimon Pendulum Color:
Sometimes though you may be able to prevent death! When a Digimon is about to die, it stops moving and lets out a series of cries that get progressively more desperate for one minute. This is your chance! SHAKE! SHAKE YOUR DEVICE! SHOW YOUR LOVE BY SHAKING! If you do enough shakes, you very well could save it. Please never do this to a real pet. Ever. You must shake at least 50 times in 30 seconds to save your Digimon.
For those of you that couldn’t save your Digimon, you are now looking at an old school computer (which may have an egg on it, see below). Your Digimon has died and converted back into raw data. Oh well! LET’S MAKE A NEW ONE! Press A+B simultaneously while looking at the computer and just like that, you will be able to select a new egg and start all over again.
Meeting certain conditions upon your Digimon's death will give you what is called a Traited Egg. The egg will appear on the screen of the computer after your Digimon dies, and the Digimon that hatches from it will receive a bonus to its Power. Details of that Power Bonus are in the Status section above. The requirements are as follows, they must all be fulfilled to receive the traited egg.