The Digital Monster Ver.1 and Ver.2 are Bandai’s first battling virtual pets, and the devices that started the whole Digimon franchise. Released in Japan in 1997, the Digital Monster keeps the familiar feed-and-care loop but adds the mechanic Digimon became known for: training and battles between two connected devices. This guide in English covers the buttons, the eight icons, feeding, training, care mistakes, battles and the full Ver.1 and Ver.2 evolution charts.
Digital Monster Ver.1 and Ver.2: what are they?
The Digital Monster Ver.1 was released in Japan on 26 June 1997. The Ver.2 followed in December 1997. Both devices share the same core game, but offer different Digimon and a different training mini-game.
| Digital Monster Ver.1 | Digital Monster Ver.2 | |
|---|---|---|
| Release | 26 June 1997 | December 1997 |
| Baby | Botamon → Koromon | Punimon → Tsunomon |
| Child | Agumon or Betamon | Gabumon or Elecmon |
| Training | 5 high or low attacks against a shadow | Stopping a gauge at the right moment |
| Perfect forms | MetalGreymon, Mamemon, Monzaemon | SkullGreymon, MetalMamemon, Vademon |
| Batteries | 2 × LR44 | 2 × LR44 |
Note: this guide covers the original 1997 Digital Monster, not the Digital Monster Ver.20th, the Digital Monster Color, the Digimon X or any other modern reissue, which work differently.
The buttons and the 8 icons
The original Digital Monsters have three buttons stacked vertically to the right of the screen. The top one mainly cycles through the icons and options, the middle one confirms, and the bottom one cancels or steps back.
| Icon | Function |
|---|---|
| Status | Check your Digimon’s age, weight, hunger and strength. |
| Food | Give meat for hunger, or a protein pill for strength. |
| Training | Train your Digimon to raise its strength and steer certain evolutions. |
| Battle | Connect two Digital Monsters and let them fight. |
| Flush | Clean up the poop. |
| Light | Turn the light off while your Digimon sleeps. |
| Medicine | Cure illness or an injury taken in battle. |
| Call | This icon lights up when your Digimon needs you; it cannot be selected. |
Food, strength and weight
- Meat: fills the hunger meter and adds weight.
- Protein: raises strength and also adds weight.
- Training: raises strength and takes weight off.
The number of extra meals you force in also counts towards some evolution requirements. To score an overfeed, keep giving meat until your Digimon refuses to eat, then wait for a hunger heart to empty before you can do it again.
How does training work?
Ver.1 training
The Ver.1 uses a fight against a “shadow”. Each round you pick a high or low attack. A session runs for five attacks, and landing at least three wins the session and fills the strength meter. On the original Ver.1, a session counts towards the evolution requirements even if it is lost or interrupted.
Ver.2 training
Training is quicker on the Ver.2: a gauge moves and you have to stop it when it is full to destroy the punching bag. Unlike the Ver.1, only successful training sessions count towards the evolution requirements.
Battling two Digital Monsters
Battles are what set the Digital Monster apart from the other virtual pets of its day. Select the Battle icon on both devices, slot the metal connectors on top together, then start the fight. The battle itself plays out automatically.
Battles are not just for comparing two Digimon: they are essential to reaching the most advanced forms. A defeat can also leave an injury, which you will need to treat with the medicine icon.
What counts as a care mistake?
A care mistake is logged when the call icon stays lit for 20 minutes without a response: empty hunger, empty strength, or a light left on after your Digimon has fallen asleep. If hunger and strength are empty at the same time, that counts as one mistake only. Leaving up to 4 piles of poop on screen has no effect. Every counter resets at each evolution, except the battle counter.
- Empty hunger or strength: answer the call quickly.
- Sleep: turn the light off once it falls asleep.
- Disturbed sleep: opening the Food menu or starting a training session or battle while it sleeps counts as a disturbance. Tip: to wake it without that counting, set the clock to a daytime hour.
- Overfeeding: counted separately, and it matters for some evolutions.
Digital Monster Ver.1 evolution chart
| Stage | Digimon | Requirement |
|---|---|---|
| Baby I | Botamon | Birth |
| Baby II | Koromon | About 1 hour after Botamon |
| Child | Agumon | 0 to 3 care mistakes from Koromon |
| Child | Betamon | 4 or more care mistakes |
| Adult | Greymon | Agumon: 0 to 3 mistakes, 32 or more training sessions |
| Adult | Devimon | Agumon: 0 to 3 mistakes and 0 to 31 training; or Betamon: 0 to 3 mistakes and 48 or more training |
| Adult | Tyranomon | Agumon: 4+ mistakes, 5 to 15 training, 3+ overfeeds, 0 to 4 sleep disturbances |
| Adult | Meramon | Agumon: 4+ mistakes, 16+ training, 3+ overfeeds, 0 to 6 disturbances; or Betamon: 0 to 3 mistakes, 0 to 47 training |
| Adult | Airdramon | Betamon: 4+ mistakes, 8 to 31 training, 0 to 3 overfeeds, 9+ disturbances |
| Adult | Seadramon | Betamon: 4+ mistakes, 8 to 31 training, 4+ overfeeds, 0 to 8 disturbances |
| Adult | Numemon | When none of the other adult requirements are met |
The Perfect forms are MetalGreymon (from Greymon, Devimon or Airdramon), Mamemon (from Tyranomon, Meramon or Seadramon) and Monzaemon (from Numemon). Players report that at least 15 battles with a win rate of 80% or more are needed; these requirements have never been officially confirmed.
Digital Monster Ver.2 evolution chart
| Stage | Digimon | Requirement |
|---|---|---|
| Baby I | Punimon | Birth |
| Baby II | Tsunomon | About 1 hour after Punimon |
| Child | Gabumon | 0 to 3 care mistakes from Tsunomon |
| Child | Elecmon | 4 or more care mistakes from Tsunomon |
| Adult | Kabuterimon | Gabumon: 0 to 3 mistakes and 48 or more successful training sessions |
| Adult | Angemon | Gabumon: 0 to 3 mistakes and fewer than 48 training; or Elecmon: 0 to 3 mistakes and 48 or more training |
| Adult | Birdramon | Elecmon: 0 to 3 mistakes and fewer than 48 training |
| Adult | Garurumon | Gabumon: 4+ mistakes, 5 to 31 training, 3+ overfeeds, 0 to 4 disturbances |
| Adult | Yukidarumon | Gabumon: 4+ mistakes, 32+ training, 3+ overfeeds, 0 to 6 disturbances; or Elecmon: 4+ mistakes, 8 to 15 training, 0 to 5 overfeeds, 5+ disturbances |
| Adult | Whamon | Elecmon: 4+ mistakes, 16+ training, 6+ overfeeds, 0 to 4 disturbances |
| Adult | Vegimon | When none of the other adult requirements are met |
The Ver.2 Perfect forms are SkullGreymon (from Kabuterimon, Angemon or Birdramon), MetalMamemon (from Garurumon, Yukidarumon or Whamon) and Vademon (from Vegimon). The reported requirements are the same: at least 15 battles with an 80% win rate or better.
What batteries does it take?
The original Digital Monster Ver.1 and Ver.2 take two LR44 button cells. Modern reissues may use a different power source, so always check which version you have before ordering batteries. See our guide What battery does my Tamagotchi need?
Frequently asked questions
Is the Digital Monster a Digivice?
The Digital Monster is the first virtual pet of the Digimon franchise. The word “Digivice” is widely used today for Digimon devices in general, but the 1997 Ver.1 and Ver.2 were originally sold as the Digital Monster.
Can you play without a second Digital Monster?
You can raise and train your Digimon on its own. But battles against another device are needed to reach the Perfect forms on the original models, so a second compatible device is very useful if you want the full evolution system.
How can I tell whether I have a Ver.1 or a Ver.2?
The simplest way is to start the device: the Ver.1 begins with Botamon then Koromon, while the Ver.2 begins with Punimon then Tsunomon. Shell colours can help, but they are not enough on their own.
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