Digimon World Guide
Digimon World Guide
Foreword
Written by Ginoshie
When I was little, 11 or 12 years old, my friend and I discovered Digimon World. It got us
hooked right away as we were already into Digimon which was broadcasted on tv. The
dubbed version, mind you.
Just like everyone we had a very hard time getting different Digimon, or at least that was one
of our goals back then. No matter our best efforts we most often ended up with this big red ‘n
black meatgrinding organism. Tyrannomon. The name still gives me nightmares. His
enormous appetite and high frequency of “feeding time” made it so that our stack of giant
meat swiftly disappeared leaving us to forage the woods for digishrooms. It was only up until
very late into the game that we found out about Vegimon. But even he could not save us
from “he who eats all”. When it came to Ultimates we had our regular Metal Greymon and
Vademon, and maybe a once or twice mamemon and metal mamemon. (Evolution items
excluded)
We probably would never have found out about him if it wasn’t for that old gaming magazine
I picked up at the store. God, I would do anything to get that old magazine back. I fondly
remember my memories of that “gamer GOD!” who wrote the article. He had a Monzaemon
(from Toy Town -_-) and it had maxed out stats whereas our Digimon would have a hard time
digivolving into an Ultimate. To make matters worse, his (being a male I presumed he too
was male) Digimon lived way longer than ours too! The only hint they gave us was
something along the lines of, digiseabass increases the lifespan of your Digimon. Hell! How
does one acquire digiseabass, we had no clue!
Then, a decade later, emulation happened, a chance to arise anew, to stand up to the
challenge. The Digimon gods to be defied one last time! Or not a last time….
Suddenly I found a neoseeker page which contained the results of a Digimon world project
where they picked apart the game coding to find the evolution criteria. They also presented a
rather clear and trustworthy looking theory for an evolution system. To my amazement it
actually worked! I can tell you, I was overjoyed. Finally I got to do what I had wanted for over
a decade. All the Digimon were suddenly available to me, or so I thought. Still I had
struggles from time to time but it usually worked.
At some point I started streaming because I wanted to share my love for the game and the
awesomeness that is Digimon World. That’s when things got started.
I met SydMontague, and many others of course, on my channel. What else could I do but
like him, he’s German! But then I also found out about his intelligence, perfectionism and
love for the game. This was to be the start of a partnership, if you will, that would lead to this
massive project. Together we unravelled the first mysteries of the evolution system, many
hypotheses were formed and busted until we had a seemingly solid theory that we were able
to prove with tests.
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At some point one of my viewers (was it you Javvp? :P) jokingly said I should create an
evolution tool. He then did not yet know one should not ask me for (near) impossible things
because it makes/forces me to go to any length to make it happen. That’s how the excel
evolution file became my first huge project. After a while I noticed the tool wasn’t the hit it
should have been. I blamed availability and talked to Syd about it. His know-how of
programming enabled him to create an online evolution tool. At first I gave it a try as I
wanted to learn about javascript but that didn't turn out well so I let Syd handle it and I’d help
him where possible.
As we kept working and playing the game we expanded our project to a whole guide and
eventually to a crusade of sorts. The goal? Provide correct information, purge the bad
information where possible and get people to have another go at Digimon World!
It's silly huh, how this one game always keeps coming back. I’m glad it does and I’m very
thankful for being able to provide entertainment and knowledge to the community. All of that
in the company SydMontague for whom I have the utmost respect and who has become a
friend of mine. All that without ever meeting, all because of one game.
Here’s to my viewers and the rest of the community and those yet to (re)discover this game
and our information, Cheers and enjoy the game! To SydMontague I’d like to say thank you
for making this all possible, without you the puzzle would not be complete or maybe not even
a puzzle at all!
Thanks,
Ginoshie
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Anime was quite big in Germany when I was a child. Pokémon, Digimon, Dragonball, One
Piece, Yu-Gi-Oh, Detective Conan and many others all had quite a big influence on me and
my generation in general but eventually they started to disappear from the popular TV
channels and so did my interest in them (besides me having less time for them anyways).
All that remained was me playing some Pokémon games occasionally as well as my
Gabumon plush. And the lyrics of some intro songs, of course.
However, a few years back I started to revisit some of the Anime of my childhood, mostly
under the premise of learning how these things used to manipulate us into buying stuff (or
better: let our parents buy it) or how bad of a quality they actually were.
Finding manipulation in Pokémon and Yu-Gi-Oh was quite easy as well as seeing how bad
Dragonball Z actually is, so I expected the same when I started rewatching Digimon
Adventure, but to my surprise my expectations were shattered. Not only did I have a hard
time finding these bad elements in it (there are a few, still) but I genuinely enjoyed watching
it like barely any other show before.
The more I dug into the franchise, the more I found I liked it. Many of the concepts and ideas
it makes to its topic are something that occupy my mind for years now, so it’s quite amazing
to learn that a “kids show” introduced me to them at an age of ~10.
I personally see Digimon as one of the major factors I got into computers - beyond just
playing with them - in the first place, and I’m a software developer now. ;)
Now, how does that relate to Digimon World? As part of my rediscovery of the Digimon
franchise I stumbled upon a Speedrun of this game that reminded me of this game and the
experience I had with it. A game that, even though it was hard and broken, introduced me
into some interesting concepts of gaming, like persistent progress (-> city building) and open
world sandboxes.
So I decided I should try again and, because I “just want to finish it once without spending
too much time”, I started using Cheat Engine and guides to bring this game down to a
beatable level.
But being a nerd and a smartass caused me to visit Digimon World streams on Twitch and
throw around pointers (like 0x00B8C858), where I eventually met Ginoshie who infected me
with his desire to learn as much as possible about the inner workings of this game.
This documents is one of the achievements of this history and would’ve never been possible
without the support from all the different sides of the Community, be it Ginoshie, the
speedrunning community or the viewers, because quite often a great discovery was the
result of a “stupid” question. ;)
Yeah, I think I should come to an end now, otherwise we’ll never get done with this guide. :P
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Introduction
1 Tamer mechanics
1.1 Damage Formula
1.1.1 Normal Attack
1.1.2 Finisher
1.1.3 Specialty Factor
1.2 Praising and Scolding
1.2.1 Praising
1.2.2 Scolding
1.3 Food
1.3.1 Food Effects
1.3.2 Feeding and Energy
1.3.3 Weight
1.3.4 Eating Poop
1.4 Pooping
1.5 Lifespan
1.5.1 Lifespan Penalty
1.6 Tiredness
1.6.1 Effects of Tiredness
1.6.2 Gaining Tiredness
1.6.3 Reducing Tiredness
1.7 Sleeping
1.7.1 Sleeping Schedules
1.7.2 Fatigue through tiredness
1.7.3 Sleep Regeneration
1.8 Area Preference
2 Evolution-mechanics
2.1 Natural Evolution mechanics
2.1.1 Evolution terms
2.1.2 Requirements
2.1.3 Stats
2.1.4 Weight
2.1.5 Care Mistakes
2.1.6 Bonus
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3 Stats Gain
3.1 Training
3.1.1 Training Factors
3.1.2 Training Stations
3.1.3 Item Factors
3.1.4 Bonus Try
3.2 Base stats & Tamer level
3.2.1 Base Stats
3.2.2 Tamer Level
3.3 Items
3.4 Drimogemon Dirt Carrying
3.5 Evolution
3.6 Battle
4 Combat
4.1 Finisher
5 Recruitment Guide
6 Town Features
6.1 Shops
Small Shop
Large Shop
Secret Shop
Piximon
Etemon
6.2 Transport
6.3 Meat Farm
6.4 Bank
6.5 Punimon’s Chair / Clinic
6.6 Curling
6.7 Treasure Hunt
6.8 Arena
6.9 Restaurant
7 Known Bugs
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8 Glossary
9 Links
10 Contact
10.1 Ginoshie
10.2 SydMontague
11 Credits
12 Todo List
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Introduction
On the Internet there is a high quantity of information about Digimon World which
unfortunately proves itself to be of low quality or just plain wrong quite often.
This became the motivation for the project. See the Links section for related resources.
Our goal is to document the mechanics and inner workings of the game as well as to create
a reliable source of information for people to use.
The main technique used to acquire knowledge was to create controlled experiments with
the help of save-states and Cheat Engine. This made it possible to not only control all
variables but to also observe them, even those hidden from the player.
This went as far as reverse engineering parts of the game to extract raw (asset) data from it.
Our theories are supported by various tests in the form of simulations, gameplay and
coaching or observing unsuspecting Twitch streamers.
This does not mean that all conclusions are flawless. Therefore, if you find any mistakes or
inaccuracies, feel free to contact us.
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1 Tamer mechanics
Values within the formula are occasionally floored and the order of operations might be
different in the actual implementation. As a result minor differences may occur in comparison
to ingame results.
Note: Max damage, RNG fluctuation excluded, is reached once you have at least
500 more offense than your enemies defense.
1.1.2 Finisher
𝐷𝑎𝑚𝑎𝑔𝑒 = (𝑀 + 𝑂) · 𝑇 · 𝐶 · 𝑅𝑁𝐺
𝑀 = 𝐵𝑎𝑠𝑒 𝑑𝑎𝑚𝑎𝑔𝑒 𝑜𝑓 𝑡ℎ𝑒 𝐹𝑖𝑛𝑖𝑠ℎ𝑒𝑟
𝑂 = 𝑂𝑓𝑓𝑒𝑛𝑠𝑒 𝑜𝑓 𝑡ℎ𝑒 𝑎𝑡𝑡𝑎𝑐𝑘𝑒𝑟
𝑇 = 𝑆𝑝𝑒𝑐𝑖𝑎𝑙𝑡𝑦 𝑓𝑎𝑐𝑡𝑜𝑟 𝑎𝑠 𝑒𝑥𝑝𝑙𝑎𝑖𝑛𝑒𝑑 𝑏𝑒𝑙𝑜𝑤
𝐹𝑖𝑛𝑖𝑠ℎ𝐵𝑎𝑟 − 40
𝐶 = 𝐹𝑖𝑛𝑖𝑠ℎ𝑒𝑟 𝐶ℎ𝑎𝑟𝑔𝑒𝑢𝑝 = 1 + 40
but never smaller than 1
𝐹𝑖𝑛𝑖𝑠ℎ𝐵𝑎𝑟 = 𝑏𝑒𝑡𝑤𝑒𝑒𝑛 0 𝑎𝑛𝑑 80, 𝑑𝑒𝑝𝑒𝑛𝑑𝑖𝑛𝑔 𝑜𝑛 ℎ𝑜𝑤 𝑜𝑓𝑡𝑒𝑛 𝑦𝑜𝑢 𝑝𝑟𝑒𝑠𝑠𝑒𝑑 𝐿1/𝑅1 𝑑𝑢𝑟𝑖𝑛𝑔 𝑐ℎ𝑎𝑟𝑔𝑒𝑢𝑝
The finisher bar is, although displayed with 10 bars, a value between 0 and 80, whereas 80
is always 10 bars. Each press of L1 or R1 adds a value of 2 to the bar.
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1.2.2 Scolding
By using the "scold" command in the menu you "punish" your Digimon for the action he just
took. If this scolding was reasonable he gains happiness and discipline.
In case he did not do anything that required you to scold him then his happiness will go
down while his discipline goes up.
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Note: The act of moving, be it you or your Digimon, disables the opportunity of a
reasonable scold.
After a reasonable scold your Digimon will take any item you offer him, as long as you
haven't moved up until the moment you feed him the item.
Scolding after any other event as mentioned above is considered unreasonable and will not
prevent a refusal.
The following are the results of scolding on the US release. JP and PAL releases do not give
a happiness gain.
Unreasonabl
Reasonable
e
Happiness +3 -10
Discipline +8 +2
1.3 Food
1.3.1 Food Effects
Food gives your Digimon a set amount of energy and weight (reduction) and can also reduce
Tiredness, increase Happiness and/or Discipline as well as certain stats.
When your Digimon gets hungry you can feed it until the energy storage hits a certain
threshold which will stop his hunger. It is optional to feed a Digimon that is hungry while the
energy value is over threshold. Feeding your Digimon will satisfy its hunger immediately.
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If not fed over time the starvation timer runs out and hunger ends. When the timeout
happens while the energy value is above the threshold it will not result in a care mistake.
Feeding while not being hungry also adds to this storage, meaning that you will have to feed
less at the next schedule.
● Digimon have a favorite food, which gives them 40% more energy and +2 Happiness.
○ Digimon have a 20% chance of refusing their favorite food when they’re not
hungry
● When your energy level reaches 0 your Digimon loses 1 weight every 10 minutes.
1.3.3 Weight
The weight of your digimon is a very dynamic parameter as it is influenced by many events.
MP healing 2% 5% 10%
Weight +1 +3 +10
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1.4 Pooping
Your Digimon has to poop from time to time. Once the need to poop arises you have a short
period of time left to find a toilet or to feed a portable potty to your Digimon.
If you fail to do so in time your Digimon will poop on the ground leaving a turd on the ground.
Your Digimon will lose 10 happiness, 5 discipline gain a care mistake and increase the virus
bar by 1.
The amount of time you have to find a toilet or feed a portable potty before your Digimon will
poop on the ground is determined by discipline.
Note 1: The minimum time is when discipline is at its lowest (0) and results in 12 sec.
Note 2: The maximum time is when discipline is at its highest (100) and results in 72 sec.
1.5 Lifespan
Every Digimon has a base lifetime of 360 hours which gets affected by multiple different
events.
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● 81 to 100 = 1h
● 31 to 80 = 2h
● - 19 to 30 = 3h
● - 69 to - 20 = 4h
● - 100 to - 70 = 5h
The following image shows the corresponding happiness bar thresholds for the lifespan
penalty. Happiness values shown are ranges.
⇐ Happiness = 97 to 100
⇐ Happiness = 80 to 83
⇐ Happiness = 28 to 31
Note: The happiness bar changes per 4 happiness threshold. This means that the bar
overlaps past limits!
1.6 Tiredness
Tiredness is a value between 0 and 100. Once it reaches 80 or higher, the tired condition
(“sweat bubble”) will appear.
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1.7 Sleeping
Every Digimon has to sleep regularly. Each Digimon, except Fresh and In Training ones,
have a fixed sleeping schedule with a defined sleep and wake up time.
Besides passing time it also regenerates your Digimon’s HP and MP, reduces it’s tiredness
and weight and prevents it from getting sick.
Not sleeping an entire night (i.e. staying awake past the wakeup time) also constitutes a care
mistake.
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Regardless of how long you actually sleep, your Digimon will gain the same amount of hours
for the next evolution, effectively rewarding you for staying up late. This does not have any
negative effects on your lifetime.
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2 Evolution-mechanics
Based on the information provided below the following evolution tool has been created by us
to help you achieve the evolution of your choice with relative ease.
The following are the minimum amount of hours on its current level for evolving:
Baby ⇒ In Training = 6h
In Training ⇒ Rookie = 24h
Rookie ⇒ Champion = 72h
Champion ⇒ Ultimate = 144h
Note 1: Any Rookie will be forced to evolve into Numemon after 96 hours or more.
Note 2: Any Champion will evolve into Vademon at exactly 360 hours.
Note3: There are bugs related to the evolution timer. Please check to the Known bugs
section for further information.
2.1.2 Requirements
Every Digimon has certain requirements that need to be fulfilled in order to evolve into them.
They're grouped into 4 groups:
● Stats
● Weight
● Care
● Bonus
In order to enable a certain evolution you have to fulfil 3 out of these 4 requirements while
your Digimon is old enough to digivolve.
After evolution the care mistakes and battles will be reset to 0.
During the evolution the game will check each possible Digimon whether it is enabled and in
the progress store the "best" Digimon it found so far. If the "best" is at any point one you
didn't have before (-> see Digimon Chart) it can only be replaced by another Digimon you
did not have before.
Digimon disabled by this mechanic will be treated as if they did not fulfil any requirements.
2.1.3 Stats
In order to fulfil the stats requirement you have to match or exceed all of the required stats
for that Digimon. Stats that are not given are not relevant for this evolution and get ignored
altogether.
For the evolution to Rookie Digimon this requirement will only count as fulfilled if any of the
Digimon's required stats is currently the highest.
2.1.4 Weight
You get this point when your Digimon is within a +/-5 range of the target weight.
Note 1: If the starvation timer drops to 0 during a training session or while resting at
Punimon, Centarumon or Kuwagamon, you will get an additional care mistake.
Note 2: Gaining 2 care mistakes instead of one during a training session helps a lot with high
care mistake requirements, especially if a high weight is required as well.
Note 3: If you sleep while your Digimon has to poop or is hungry you will get no care
mistakes. However, in case of pooping, your virus bar will still go up.
2.1.6 Bonus
There are several possible bonus requirements, which ones are possible differs from
Digimon to Digimon.
You only have to fulfill one of these requirements to get the point. Fulfilling more does
nothing.
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The image below shows the happiness and discipline bars at different values ranging from
-100 to 100 for happiness and 0 to 100 for discipline.
⇐ Happiness = -100
Absolute minimum values
⇐ Discipline = 0
⇐ Happiness = 100
Absolute maximum values
⇐ Discipline = 100
⇐ Happiness = 0
Halfway values
⇐ Discipline = 50
2.1.6.2 Techniques
This is the minimum amount of learned techniques, lower limited included.
The moves “Dynamite Kick” and “Horizontal Kick” count as twice for this requirement, due to
them having two variations each.
2.1.6.3 Battles
This can either a minimal or a maximal amount of battles won, lower limited included.
Arena Battles do not count towards this, this value gets reset to 0 on every evolution.
2.1.6.4 Digimon
Certain Digimon have a natural advantage of evolving into another Digimon, by always
fulfilling the bonus requirement for it.
2.1.7 Priority
When the time comes for your Digimon to evolve and you're fulfilling the requirements for
two or more possible evolutions the game has to decide which Digimon you'll get. Once the
game decides which evolutions are enabled it proceeds to calculate the priority score for
each enabled Digimon in the order they appear in the evolution chart, picking the Digimon
with the highest resulting priority score.
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To Rookie
For evolutions to Rookie Digimon the game will take the number of fulfilled requirements as
the score, with the caveat that the stats requirement only counts if the currently highest stat
is one the Digimon in question requires.
Practically this means you'll get the Digimon that requires your current highest stat, unless it
is second in the list and you didn't have the first one yet.
Note: Tanemon can’t evolve as long as Offense is the highest stat with weight not between
10 and 20 since no evolution would be enabled, commonly known as the Tanemon bug.
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Expected origin
- Most likely this myth got created because lots of people use Agumon as a starter as
it's the better option.
- Agumon is one of the natural precursors of Meramon.
- All stats get trained equally, good choice when inexperienced with the game.
- Everyone likes to deal damage, so offense gets trained a little bit more than the rest.
100+ offense is the requirement for Meramon and its sole priority stat.
- No bits, no recruits. People go and fight Agumon and some Modokibetamon which
fulfils a bonus requirement for Meramon.
- Poop in front of the toilet is a care mistake. As expected from a beginner or from an
experienced play who still can’t get to the toilet in time. Multiple care mistakes is a
realistic outcome. The care mistake requirement for Meramon is 5+.
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- The general lack of food at the start makes it near impossible to get a high weight on
your digimon, also prone to care mistakes due to a lack of food. Weight limits for
Meramon requirements are 15-25.
- All of the above results in the enabling of the Meramon evolution and due to the
general preference, and value, of the offense stat the priority score for Meramon is
almost always the highest.
- The toilet is a logical spot for your to poop in front because you’ll be moving
towards it when it has to poop. Also you pass by that spot a lot because you have to
pick up meat so there's a high likelihood that you’ll pass by it when Agumon has to
sleep.
- There is a serious lack of variables compared to a scenario with a half way
through the game and that's why this specific evolution has happened so often that
people started believing it to be a guarantee for Meramon. It’s a very opportunistic
myth where people started believing things that we’re not irrelevant, funny really,
humans.
Expected origin
Low weight means you need to fulfill a bonus criteria to meet enough requirements for a
normal evolution. This can be tricky with little understanding of the game.
Birdramon ⇒ Phoenixmon
Mechanism: Death evolution
Reproduction: Fight a battle while having HP set to 0 with RNG seed fixed on 0. Repeat with
RNG seeds 1-8. Seed 0, 2, 4 and 6 have positive death evolution results.
Expected origin
Firebird dies, New Firebird arises? I guess, it would make sense and all but Birdramon
already has a special evolution and it's unlikely that any has more than 1 special evolution.
Etemon ⇒ MetalEtemon
Mechanism: Buy 100 Gold bananas at Etemon and the last one will be a Metal Banana.
Reproduction: Bought 125 bananas at Etemon, all Gold bananas not a single Metal banana.
MetalGreymon ⇒ Megadramon
Mechanism: Death evolution
Reproduction: Fight a battle while having HP set to 0 with RNG seed fixed on 0. Repeat with
RNG seeds 1-4, 6, 8 and 10. Seed 0, 2, 4 and 6 have positive death evolution
results.
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3 Stats Gain
3.1 Training
Training will result in stats gains of one or two stats. The result can be calculated using two
formulas and a factor table. The formula’s are the following:
Preference
Digimon have a preference which stats they gain faster or slower.
The values for each Digimon have been documented in this table.
● neutral, no effect on the result
● +10% for HP and Defense, -10% for Offense and Speed
● +10% for MP and Brains, -10% HP and Defense
● +10% for Offense and Speed, -10% MP and Brains
● -20% for everything (only Filth Digimon but not Etemon)
Level
The higher the level of your Digimon, the higher the stats gains from training.
● Fresh/In-Training: -10%
● Rookie: 0%
● Champion: +10%
● Ultimate: +20%
Upgrades
The training can also be improved by progressing the game.
● Have the Training Manual in your inventory: +10%
● Have Kuwagamon in your town: +20% for MP, Offense and Brains
● Have Kabuterimon in your town: +20% for HP, Defense and Speed
● Have trained 10 times at a Green Gym station with a Fresh/In-Training Digimon:
+20%
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Beetle Island
Active Factors: Preference, Level, Manual
Ice Sanctuary
Active Factors: Preference, Level, Manual
Leomon’s Gym
Active Factors: Preference, Level, Manual
Trash Mountain
Active Factors: Preference, Level, Manual
MP: 150 MP
Cherrymon
Active Factors: Preference, Level, Baby Upgrade, Bug Upgrade, Manual
Brains: 8 Brains, 10 MP
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Once the training is finished the normal result gets multiplied by a factor depending on the
result of the mini game.
The following are the different possible factors as a result of a Bonus Try:
Lose ⇒ 0.5
Different to training logo ⇒ 2
Same as training logo ⇒ 4
Golden Poop ⇒ 10
Note: Results are always rounded down. Stats gain is capped at 999.
E.g.: A normal training with a 15 offense and 3 speed gain would result in 7 offense
and 1 speed gain with a “lose” Bonus Try.
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It also determines how many moves won’t be carried over when your Digimon loses all 3
lives. The number of moves unlearned is calculated, with normal rounding and after losing a
tamer level:
unlearnedCount = (10 - tamerLevel) * 2 * numMoves
The following actions or events have a chance to increase your tamer level:
Note: “Raising” means natural evolution. Some special evolutions and evolutions to a filth
type Digimon do NOT result in a Tamer Level up.
The following actions or events have a chance to decrease your tamer level:
3.3 Items
There are items that boost your Digimon’s stats upon consumption.
● Stat Chips (one stat +50)
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3.5 Evolution
Most evolutions have "reference stats", that are used for the evolution stats gain calculation
when you evolve into them. These stats are not directly linked to requirements.
When the current stat is equal or greater than the reference stat:
Stats gain = (Reference / 10)
This does not apply to evolutions through items or to Numemon and Sukamon. The latter
result in 20% and 50% stats loss respectively. Evolving from Sukamon will restore the stats
at the time of the Sukamon evolution plus 50% of everything gained as Sukamon.
Note 1: Evolving with an item disables evolution stats gains completely until the game has
been reloaded.
Note 2: Reference stats, in the formula referred to as “Reference”, can be found in
the “Statsgains” colon in this table.
3.6 Battle
After winning a battle your Digimon will gain some stats. The amount depends on the stats of
both your and the opposing Digimon('s) stats. In case of multiple enemies the stats of the
Digimon with the highest stat will be used for calculation of the stats gain.
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If your Digimon’s stat is lower than the enemy's the following formula applies:
Statsgain = 1 + (EnemyStat * EnemyNumberFactor - 1) / YourStat
Otherwise you have a random chance of getting 1 stat point, with the chance being
calculated by:
Chance = EnemyStat * EnemyNumberFactor * 100 / YourStat
The EnemyNumberFactor depends on the number of enemies you faces in the battle
If the statsgains for a certain stat is still 0 there is another chance of gaining one statpoint,
depending on certain conditions during battle.
A “heavy hit” is an attack that deals 20% or more damage to your Digimon.
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4 Combat
Chance for injury = Tiredness - (CurrentHP / MaxHP)
4.1 Finisher
Every Digimon can have a finisher by having a fitting move equipped in slot #4. It takes time
to charge it up, with progress being visible through the “FINISH!!!” text below the HP/MP
display. The value it has to get charged up to depends on the Digimon’s speed
Option 2. and 4. apply both at once, so for a blocked attack the attacking Digimon gets 12%
progress, while the defending one gets 6%.
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5 Recruitment Guide
Due to the size of this guide we’ve made the decision to create a separate file. The
recruitment guide is located here.
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6 Town Features
TODO:
● Recycle Shop
● Card Vendors
● ShogunGekomon
● Arena
● Misc features
○ Kunemon
○ Coelamon (Bridge)
○ Punimon
○ MetalGreymon
○ Airdramon
○ useless Digimon
○ Kokatorimon
○ Elecmon
○ Etemon
6.1 Shops
Small Shop
The small shop gets unlocked once you recruit either Betamon or Coelamon. The inventory
of the shop depends on whether you have one or both of them in town.
It will be replaced by the large shop, giving Coelamon and Betamon new tasks in town.
Large Shop
Recruiting either one of the shopkeepers opens up the large shop. Each shopkeeper has its
own working hours and a unique item only they sell. With more shopkeepers you unlock
more items. Once you have 3 or more shopkeepers recruited you gain access to a card
vending machine.
Within the large shop you can also find the Secret Shop and Piximon once they are
recruited.
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Secret Shop
The secret shop is located in the basement of the Large Shop. The shopkeepers sell special
items which often can’t be acquired anywhere else. They also have times they are active at.
Piximon
Once Piximon has been recruited, it has a 10% spawn chance to appear in the large shop.
You can buy a Training Manual for 50.000 bits from it.
Talking to Piximon can trigger a bug. When you cancel the “Buy/Don’t Buy” dialogue with
Triangle instead of picking the second option the game will write the current date into a
certain part of the memory.
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Notably it overwrites your current Prosperity Points with the current Day-1 as well as the
currently registered Tournament with the current minute.
Etemon
Once recruited Etemon is waiting on the Digimon Bridge screen for you and sells you a
Golden Banana for 50.000 Bits, that allows you to evolve to Etemon directly.
Although there are rumors there is absolutely no way of getting the Metal Banana, the
evolution item for MetalEtemon, from Etemon.
Note: The Metal Banana was an exclusive item that could be won in a contest in Japan.
See here.
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6.2 Transport
There are 2 Digimon who provide you with transport services, Birdramon and Whamon.
After recruiting Whamon they ferry you between Industrial Town and the Secret Beach Cave.
After recruiting Birdramon the Birdra Transport gets unlocked. Here Birdramon will fly you to
area’s, of which you have visited a specific screen, for a fee. You will not be able to use
Birdramon to get back to File City, though.
Below are the areas you can reach using Birdra Transport:
6.4 Bank
Recruiting Agumon unlocks the Bank. It allows you to store up to 99 items of each item type.
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6.6 Curling
Recruiting Penguinmon unlocks the Digimon Curling, where you can play games of Curling
for the cost of one fish. Once you recruit MetalMamemon they have a 12.5% chance of
appearing instead of Penguinmon.
When you win you’ll get a random reward depending on the opponent you played against.
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After the time has passed you can talk to Drimogemon to obtain the item they count,
however make sure you have enough space in your inventory, otherwise it will be discarded.
The item you get is determined the moment you pay Drimogemon, making it possible to
reload the game and get a different item.
Recruiting Gabumon increases the chances for good items significantly.
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6.8 Arena
Once Greymon has been recruited the arena becomes available. The arena’s that are
hosted within the arena are open to specific Digimon on specific days of the month. In the
excel file, that can be found here, are two tabs.
The first tab is the tournament eligibility, here you can check which tournaments your
Digimon can join. To make this easier a marking tool has been programmed, follow the
instructions in the top right corner.
The second tab is a day by day summary of the tournaments that are hosted.
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6.9 Restaurant
Once any of the cooks have been recruited the Restaurant is unlocked. At the Restaurant
you can buy meals for your Digimon. The available meals depend on the current cook.
Below are the cooks and their dishes along with their corresponding stats gains and prices.
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7 Known Bugs
Many, sorry will add some eventually. :P
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8 Glossary
Age
Definition: Every day after the day your digimon hatched from an egg.
Example: Botamon hatches from an egg on day 14 at 23.48 o’clock. Up until day 14
23.59 o’clock Botamon’s age will be 0. As soon as it’s day 15 00.00 o’clock
the age of Botamon will be 1.
Frame
Definition: A single image displayed to the screen. The rate at which new frames get
generated is fixed to 60/s (NTSC) and 50/s (PAL).
Tick
Definition: The smallest, quantifiable, amount of time for the game logic. There is one
tick
for every 3 frames, resulting in a tick-rate of 20/s (NTSC) bzw. 16.67/s (PAL).
Example: One Minute is 20 ticks.
Bug
Definition: An error in a game. A small heavily undervalued organisme. Without it most
life on earth would not be able to survive.
Example: Being stuck in a dialogue look with a Toy Agumon.
Alternative: §”!ç&é%[/; *Sigh*; *Crack* + broken PS1.
Booster disk
Definition: A disk that can be used in combat to boost stat(s) of your Digimon for the
duration of the fight.
Example: High speed disk
Day
Definition: If not specified otherwise, ingame time. 24 minutes real life time = 1 day
ingame.
Evolution
Definition: The process of a morphing into another ;
Example: Agumon evolving into Greymon; Greymon evolving into Sukamon.
Alternative: Digivolution
Finisher
Definition: Ultimate attack of a .
Location: “DIGIMON” ⇒ “Tech” ⇒ “Final”.
Example: Hand of Fate is Angemon’s finisher.
Floor
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Hour
Definition: If not specified otherwise, ingame time. 1 minute real life time = 1 hour
ingame.
HP
Definition: Hit Points; A stat
Alternative: Hp; Health Points; Health; Life.
Lives
Definition: A buffer that is expended upon dying, through battle or illness. Base count 3,
when reaching 0 Digimon's fades away and returns to an egg.
Location: “DIGIMON” ⇒ “CONDITION” ⇒ “Life”
Example: Three pink hearts means three lives. One pink heart means your current life is
the last life left on this , losing it results in the passing of the .
.
Minute
Definition: If not specified otherwise, ingame time. 1 second real life time = 1 minute
ingame.
Normal attack
Definition: Attacks that can be used by , if compatible.
Location: DIGIMON” ⇒ “Tech” ⇒ Press X.
Example: Counter; Ult Poop Hell; Bug.
Alternative: Tech; Technique, Move
NTSC-J
Definition: Japanese release of the game.
Example: This cover is of a Japanese copy but it doesn't have the mark.
NTSC
Definition: American release of the game.
Example: Can be seen on the top left corner of the cover as seen on this cover image.
PAL
Definition: European release of the game.
Example: Can be seen on the top left corner of the cover as seen on this cover image.
PP
Definition: Prosperity Point, obtained by recruiting digimon. A measure of progress and a
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criteria for certain recruitments. Jijimon will tell the player how many
prosperity points are acquired when talking to him unless he has a dialogue
related to a recruited digimon.
Example: 15 pp
Random encounter
Definition: Appearance is dependent on RNG.
Example: Piximon, both in the Tropical Jungle and the shop.
RNG
Definition: Abbreviation of Random Number Generator, is used to create “random”
events.
Example: Piximon rarely showing up at his spawn before recruitment.
Alternative: Random number generator, PRNG.
RNG seed
Definition: A number used to initialize the RNG. In this game the RNG gets a new “Seed”
after every random call.
Example: 1405279029 (seed for Giromon through Guardramon’s program)
Alternative: RNG value, Random number generator seed.
Softlock
Definition: An error in the game that prevents you from continuing your gameplay without
loading your latest save.
Example: Devimon’s dialogue in the Back Dimension can softlock the game. Restart
and load your latest file and hope it doesn’t happen again.
Alternative: R.I.P. WR! -_-
Specialty
Definition: Determines increased or reduced damage taken by attacks and the school
within which moves can be learned.
Location: DIGIMON” ⇒ “Status” ⇒ “PROFILE” ⇒ “SPECIAL”.
Example: Agumon has fire and combat as its specialty. Spit Fire is a fire technique as it
is
found in the FIRE line of the Techs table.
Alternative: Nature
Technique
Definition: Attacks that can be used by , if compatible.
Example: Agumon can use Spit Fire, however he is not compatible with meltdown.
Location: “DIGIMON” ⇒ “Tech” ⇒ Press X.
Alternative: Attack; Normal attack; Tech.
Threshold
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Definition: The limit of a value after which a process will change. Unless stated
otherwise
limit is included.
Example: Bonus criteria max 10 battles fought is met when 0-10 battles have been
fought. Bonus criteria min 10 battles fought is met when 10 or more battles
have been fought.
Alternative: Limit; boundary; critical value.
Turd
Definition: Trash data; Data that is considered redundant. When heaped it strangely
enough changes shape depending on the amount.
Example: Brown and curled up matter, up to twice a human in size. Turns upside down
if size passes a certain threshold. Yellow curled up matter with eyes and
teeth, human size. Sometimes it comes with a pink entity on top of it.
Location: Anywhere in the digital world; Trash Mountain; Any related
program/game.
W.I.P.
Definition: Abbreviation of Work in Progress.
Location: Here.
Example: This guide.
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9 Links
Internal projects
External projects
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10 Contact
10.1 Ginoshie
● Twitch
● YouTube
● Skype (Nick: Japie Jo)
● E-Mail
10.2 SydMontague
● Twitch
● Reddit
● GameFAQs
● YouTube
● Digimon Discord Community (Username: SydMontague)
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11 Credits
● Romsstar
○ You can’t write a Digimon World guide without giving credit to him.
○ His research and reverse engineering of this game is invaluable
● Azureflame4
○ Requested and aided in the arena mapping process.
● Harceru
○ “Complete Digivolution Guide.” has been the basis for the evolution tools;
This project would most likely not have been started without his guide.
● Digimon Speedrun Community
○ Keeping this game alive and for their own work in learning how this game
works.
● Digimon Twitch Community
○ Providing data and ideas, that helped unwrapping a lot of the mechanics.
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12 Todo List
● Old, Plain Text Guide
● Mostly unorganized and cryptic knowledge collection
● Recruitments
● Moves and move learning
● A lot
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