If you don't know what something on the chart means, check the legend on the lower left.
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 Monster, you can press this button to soft-reset your Monster, 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 Monster. 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 Monster 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 though, because the Digimon Pendulum Color uses an accelerometer, just like the one in your phone, to keep track of shakes. That clacky pendulum is just for show. 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.
WAIT! Let’s make sure you know what the Menus are first.
Your Digimon Pendulum Color Godzilla Edition has several icons above and below the screen. The icons bring up different menus that are vital for raising a Monster. Here’s what they all do.
There are two menu items within this icon, the first of which is the Stats menu. Various important stats about your Monster appear here.
In addition to the above stats, the following stats aren't displayed on the Stats screen, but are still important.
Having an attribute advantage will grant 10 percentage points to your hitrate in battle.
| Stage | Strength Hearts | Traited Egg | Red G-Cells | All Three |
|---|---|---|---|---|
| III | +5 | +5 | +5 | +15 |
| IV | +8 | +8 | +8 | +24 |
| V | +15 | +15 | +15 | +45 |
| VI | +20 | +15 | +20 | +55 |
| VI+ | +20 | +15 | +20 | +55 |
The second selection under this icon is the Album. Here you can review all the species of Monster you have raised, and see the slot numbers for ones you have not. Monsters that require unlocking will not have their slots appear until the appropriate quest area has been cleared. The slots of Stage VI+ Monsters are also hidden until they are obtained. You can also hit the B button on each Monster to see its cut-in image.
Pets need food to survive! Monsters can be given two types of food:
Training is the primary way of adding hearts to the strength meter. Your Monster 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% and affect its current number of G-Cell points. How you perform during training is based on shaking the device, which will determine how many Super Hits you get. Each Super Hit will destroy a building, and you must destroy at least one building to be successful. Every 5th time you get past the shaking phase of a training, Anguirus will appear and increase the effect of training on G-Cell points. Exact values are in the table below.
| Super Hits | Strength Hearts | Weight | Injury Loss Rate | G-Cell Points | G-Cell Points (Anguirus) |
|---|---|---|---|---|---|
| +2 | -10 | -2% | +2 | +8 | |
| 3-4 | +1 | -5 | -2% | +1 | +4 |
| 1-2 | 0 | -2 | -2% | 0 | 0 |
| 0 | 0 | -2 | 0 | -1 | -2 |
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 Monster may fire 5 Super Hits, which is called a Mega Hit. Outcomes are based on Monster attribute, current number of G-Cells and the exact number of shakes. While the color will give you an idea of how much you need to shake, shaking to that color won't necessarily grant a Mega Hit, you need to get the correct number of shakes. You can try experimenting on your own within that color to see exactly how many shakes works for your Digimon, or you can use the handy chart below. Each row is a different attribute, and the columns show how many G-Cells you currently have. Where those two values line up you will see which color your Monster asks for, and what the actual shake amount is for a Mega Hit. If you shake to the right color but miss the exact number of shakes, you'll still get 4 super hits.
| Attribute | 0-3 G-Cells | 4-7 G-Cells | 8-10 G-Cells | 11-14 G-Cells |
|---|---|---|---|---|
| Fr/Va | Blue / 5-6 | Yellow / 7-8 | Blue / 5-6 | Red / 11-12 |
| Da | Blue / 5-6 | Red / 11-12 | Yellow / 9-10 | Blue / 5-6 |
| Vi | Yellow / 9-10 | Blue / 5-6 | Red / 11-12 | Yellow / 7-8 |
You should only need the above table, but if you want more detail on how many shakes does what, here's the number of Super Hits for each combination of Attribute, G-Cells and Shakes.
| Attribute | G-Cells | 3-4 | 5-6 | 7-8 | 9-10 | 11-12 | 13+ |
|---|---|---|---|---|---|---|---|
| Fr/Va | 0-3 | 4 | 5 | 2 | 3 | 1 | 0 |
| Da | 0-3 | 4 | 5 | 2 | 3 | 1 | 0 |
| Vi | 0-3 | 2 | 3 | 4 | 5 | 1 | 0 |
| Fr/Va | 4-7 | 0 | 1 | 5 | 4 | 2 | 3 |
| Da | 4-7 | 3 | 2 | 0 | 1 | 5 | 4 |
| Vi | 4-7 | 4 | 5 | 0 | 1 | 3 | 2 |
| Fr/Va | 8-10 | 4 | 5 | 1 | 0 | 3 | 2 |
| Da | 8-10 | 0 | 1 | 4 | 5 | 3 | 2 |
| Vi | 8-10 | 1 | 0 | 2 | 3 | 5 | 4 |
| Fr/Va | 11-14 | 2 | 3 | 0 | 1 | 5 | 4 |
| Da | 11-14 | 4 | 5 | 2 | 0 | 2 | 3 |
| Vi | 11-14 | 0 | 1 | 5 | 4 | 3 | 2 |
This menu allows for battling and Jogress. Battling is a HUGE part of Monster culture. It’s every Monster’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 Monster to evolve using another Monster 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. Battling will affect your
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 represented as follows:
hitrate = ((playerPower * 100)/(playerPower + opponentPower)) + attributeAdvantage - handicap
You can calculate your hitrate by clicking here.
Mechagodzilla (1993) is able to access a Mode Change, which results in a temporary evolution that lasts only during battle. To trigger a mode change, you simply need to have full strength hearts and perform the correct number of shakes. An animation will occur showing the mode change, but other than the sprite difference there are no changes to the Digimon's stats.
Your Monster will poop as time passes: every 3 minutes at Stage I, every 60 minutes at Stage II, every 90 minutes from Stages III-V 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 Monster will get sick! Well, maybe not never. Something good could happen if you have 8 poop piles when it's time for your Stage V Monster to evolve. Remember: Poop and sickness are NOT Care Mistakes, but too many sicknesses will kill your Monster.
When you choose this icon, you are given three options.
Monsters can get injured from losing battles, or they can get sick from accumulating 8 poops or reaching 99G for weight. When your Monster is injured, it will have a skull floating next to it, while sickness will have an ellipsis 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 Monster's affliction and it will be healed. If your Monster 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 Monster. 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 victory or successful training you perform. You can have up to a 50% chance of injury. When your Monster 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 Monster 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 Monster, 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 Monster you evolve into. For evolving to higher stages, too many care mistakes will prevent you from evolving at all. 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 Monster will call again when its timer for that heart meter runs out again, and can result in another care mistake. A Monster 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.
The device offers several backgrounds to swap between. Additional backgrounds can be unlocked by fulfilling specific requirements. This table shows all available backgrounds and how to unlock them. See the previous section for details on changing backgrounds.
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G-Cell Background 1 - NormalUnlocked by default, displays whenDusk | Night |
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G-Cell Background 1 - G-ErodedUnlocked by default, displays whenDusk | Night |
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G-Cell Background 2 - NormalUnlocked by clearing Quest Area 10, displays whenDusk | Night |
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G-Cell Background 2 - G-ErodedUnlocked by clearing Quest Area 10, displays whenDusk | Night |
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Corrupted GridUnlocked by clearing Quest Area 1 |
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Godzilla LogoUnlocked by clearing Quest Area 5 |
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Title ScreenUnlocked by clearing Quest Area 15 |
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Godzilla SkinUnlocked by clearing Quest Area F |
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Omegamon: G-Fusion ModeUnlocked by clearing Quest Area Ω |
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WildernessUnlocked by raising 5 unique MonstersDusk | Night |
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OceanUnlocked by raising 10 unique MonstersDusk | Night |
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City SeasideUnlocked by raising 20 unique MonstersDusk | Night |
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Inside CityUnlocked by raising 30 unique MonstersDusk | Night |
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Kachidoki BridgeUnlocked by raising all 57 unique MonstersDusk | Night |
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Shinjuku BurningUnlocked by raising Burning Godzilla (2025) |
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ShobijinUnlocked by winning 50 Connection Battles |
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LakesideUnlocked by battling against any non-Iliad Digimon Pendulum Color version 3 times |
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UnderwaterUnlocked by battling against any non-Iliad Digimon Pendulum Color version 5 times |
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CastleUnlocked by battling against any non-Iliad Digimon Pendulum Color version 8 times |
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Flower FieldUnlocked by battling against any non-Iliad Digimon Pendulum Color version 10 times |
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FactoriesUnlocked by battling against any non-Iliad Digimon Pendulum Color version 12 times |
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SkyUnlocked by battling against any non-Iliad Digimon Pendulum Color version 15 times |
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Genshi ContinentUnlocked by battling against any non-Iliad Digimon Pendulum Color version 18 times |
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Ashino IslandUnlocked by battling against any non-Iliad Digimon Pendulum Color version 20 times |
Some backgrounds will change color depending on time of day, any that do will have a dusk and night version listed above. 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.
*WARNING: There is a very unfortunate bug that can occur when unlocking backgrounds. The requirement for battling against a Digimon Pendulum Color version only applies to versions 0-7 and Godzilla. If another version is ever released and you battle against it on a count where you would have unlocked a background, the background will fail to unlock permanently. At that point the only way to get it would be to completely reset your device and start over.
It’s time to start raising your Monster! 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 confirm the set time. You will then see your very first Egg. After 8 seconds of 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 Monster 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 initial runs, but if you want to aim for a specific Digimon later make sure to check the Evolution Guide from the site menu. The key factors that will impact evolution are Care Mistakes, G-Cells and Battles, but there are some other unique conditions as well.
This stat affects evolution and will fluctuate based on Care Mistakes, Training, Battles, Protein feeding and responding to random encounters. Each
| Stage | Points Per |
Full |
|---|---|---|
| I-II | 2 | 28 |
| III | 4 | 56 |
| IV | 8 | 112 |
| V-VI+ | 16 | 224 |
Now that you understand
| Action |
|
|---|---|
| Random Encounter Win | +12 |
| Anguirus Training Megahit | +8 |
| Non-PenGZ Connection Battle Win | +6 |
| Anguirus Training 3-4 | +4 |
| Normal Training Megahit | +2 |
| Normal Training 3-4 | +1 |
| Training 1-2 | 0 |
| Normal Training 0 | -1 |
| Anguirus Training 0 | -2 |
| Feed Protein | -2 |
| Non-PenGZ Connection Battle Lose | -4 |
| Random Encounter Lose | -6 |
The table below shows actions that have different increase and decrease amounts depending on your current evolutionary stage. The battles shown are specifically those done in Quest Mode, or against another Digimon Pendulum Color Godzilla Edition. For all other battles, reference the above table instead.
| Action | I-II | III | IV | V | VI | VI+ |
|---|---|---|---|---|---|---|
| Care Mistake | -1 | -1 | -2 | -4 | -4 | -4 |
| PenGZ Battle Win | 0 | +4 | +6 | +8 | +10 | 0 |
| PenGZ Battle Lose | 0 | -3 | -4 | -6 | -8 | 0 |
Evolution will occur at set times, based on when the previous evolution occurred. The times are as follows:
| Current Stage | Time to Next Stage |
|---|---|
| Egg | 8 Seconds |
| I | 10 Minutes |
| II | 12 Hours |
| III | 24 Hours |
| IV | 32 Hours |
| V | 40 Hours |
| VI | 48 Hours |
| VI+ | N/A |
The timer ticks as long as your Monster isn't frozen or in backup, and will even progress during sleep. So long as you don’t completely neglect your Monster, 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 Monster. 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 for specific Monsters. Stage VI+ Monsters 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: Care Mistakes,
During the day the Godzilla theme may start playing, indicating a Random Encounter. Respond to the Monster Attack by pressing A or B to accept it, or C to deny it. If you accept, a battle will occur and play out like a normal Quest battle. If you win, your
Despite calling them "random", they are actually entirely predetermined. On the evolution guide, you will see that each Monster has been given a Time Group and Opponent Group. Using the first table below, you can determine exactly when encounters will appear by looking at the row for your Monster's Time Group and viewing the listed times. If you were to change your clock to one minute before one of its times, then the encounter will occur when the clock advances on its own to that minute. The second table provides the list of potential opponents that your monster can face, in order of when they appear. The next opponent you encounter will change to the following in the list every time an encounter occurs and every time you enter a Training. If the next opponent is "None", then no encounter will occur at the next designated time. Once you reach the end of the opponent list, the selection will start over from the beginning of that same list. Using Cold Mode or Backup will cause the opponent list to start over, as will turning the device off.
| Group | First | Second | Third | Fourth | Fifth | Sixth |
|---|---|---|---|---|---|---|
| 0 | 11:19 AM | 1:12 PM | 4:04 PM | 6:27 PM | None | None |
| 1 | 10:43 AM | 2:27 PM | 4:55 PM | 7:04 PM | None | None |
| 2 | 11:47 AM | 1:19 PM | 3:37 PM | 5:26 PM | 7:51 PM | None |
| 3 | 9:47 AM | 12:10 PM | 2:44 PM | 6:03 PM | 8:20 PM | None |
| 4 | 11:19 AM | 2:07 PM | 4:29 PM | 6:09 PM | 8:48 PM | None |
| 5 | 10:12 AM | 1:12 PM | 3:09 PM | 5:06 PM | 7:04 PM | 9:12 PM |
| 6 | 9:47 AM | 12:10 PM | 1:52 PM | 4:04 PM | 5:46 PM | 8:20 PM |
| 7 | 10:43 AM | 12:33 PM | 2:27 PM | 4:55 PM | 6:27 PM | 8:48 PM |
| Group | Opponents |
|---|---|
| 0 | Agumon, Mothra (Larva), None, Minilla, Monodramon, None, Dorat, Mothra (Larva), Strikedramon, None, Monodramon, Dorat, None, Tyranomon, Agumon, None |
| 1 | Gabumon, None, Monodramon, Garurumon, Baby Godzilla, Mothra (Larva), None, Monodramon, Mothra Leo, Baby Godzilla, None, Gabumon, Mothra (Larva), Gigan (2004), None, Gabumon |
| 2 | Baby Godzilla, Dorat, None, Little Godzilla, Gabumon, Agumon, None, Dorat, Greymon: G-Erosion Mode, Gabumon, Baby Godzilla, None, Dorat, King Ghidorah (1991), None, Agumon |
| 3 | Gigan (2004), None, Mothra Leo, Strikedramon, Godzilla (1954), None, Greymon: G-Erosion Mode, King Ghidorah (1991), Aqua Mothra, Garurumon, None, King Ghidorah (1991), Mecha-King Ghidorah, Mothra Leo, Little Godzilla, None |
| 4 | Flymon, Minilla, None, Master Tyranomon, Little Godzilla, None, Tyranomon, Mecha-King Ghidorah, Gigan (2004), None, Minilla, Gigan (2004), Garurumon, Raptordramon, Godzilla Jr, None |
| 5 | Raptordramon, None, Battra, King Ghidorah (1991), Tyranomon, Mothra Leo, None, Metal Greymon (Vaccine): G-Erosion Mode, Strikedramon, Mothra Leo, None, Flymon, Baragon, None, Greymon: G-Erosion Mode, Minilla |
| 6 | Master Tyranomon, Baragon, None, Mecha-King Ghidorah, Megalon, Godzilla Jr, Skull Greymon: G-Erosion Mode, Jet Jaguar, None, Mechagodzilla (1974), Mecha-King Ghidorah, Battra, Metal Greymon (Vaccine): G-Erosion Mode, None, Godzilla (2022), Atlur Kabuterimon |
| 7 | Metal Greymon (Vaccine): G-Erosion Mode, Godzilla (1954), None, Godzilla (2004), Were Garurumon, Monster X, Battra, Mecha-King Ghidorah, Keizer Ghidorah, Metal Greymon (Virus): G-Erosion Mode, None, Aqua Mothra, Armor Mothra, Baragon, None, Monster X |
| 8 | Were Garurumon, King Ghidorah (2001), Skull Greymon: G-Erosion Mode, None, Aqua Mothra, Atlur Kabuterimon, Godzilla (1954), None, Godzilla (1999), Godzilla Jr, Monster X, Mechagodzilla (1974), Master Tyranomon, Orga, None, Metal Greymon (Virus): G-Erosion Mode |
| 9 | Jet Jaguar, Orga, None, War Greymon: G-Erosion Mode, Armor Mothra, Hedorah, Gatling Gigan, None, Godzilla (2022), Keizer Ghidorah, Megalon, Metal Garurumon, Godzilla (2004), None, Mechagodzilla (1993), Mugendramon: MFS-3 |
| 10 | Hedorah, Super Godzilla, None, Godzilla (1999), Godzilla (2022), King Ghidorah (2001), Black War Greymon: G-Erosion Mode, None, Dinomon, King Caesar, Metal Garurumon: G-Erosion Mode, Keizer Ghidorah, War Greymon: G-Erosion Mode, None, Gatling Gigan, Metal Garurumon |
| 11 | King Ghidorah (2001), King Caesar, None, Black War Greymon: G-Erosion Mode, Jet Jaguar, Godzilla (2004), Mugendramon: MFS-3, Mechagodzilla (1993), None, Armor Mothra, Godzilla (1999), Metal Garurumon: G-Erosion Mode, Megalon, None, Dinomon, Super Godzilla |
| 12 | Godzilla (2004), King Ghidorah (2001), None, Mugendramon: MFS-3, Super Godzilla, Gatling Gigan, Dinomon, Burning Godzilla (2025), None, Hedorah, Keizer Ghidorah, Super Godzilla, Jet Jaguar, None, Godzilla (2022), Armor Mothra |
While you aren't interacting with your Monster, 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 Monster 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 Monster calls you, poops or evolves.
Potentially you could keep your Monster 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 Monster has failed to evolve or if your Stage VI or higher Monster 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 Monster 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 Monster 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 Monster. For a few specific monsters though, you may not want to try and save them, as there's a chance that something cool could happen if you don't.
For those of you that didn’t save your Monster, you are now looking at an old school computer (which may have an egg on it, see below). Your Monster 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 Monster's death will give you what is called a Traited Egg. The egg will appear on the screen of the computer after your Monster dies, and the Monster 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.