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Joined 1 year ago
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Cake day: June 23rd, 2023

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  • DX being cross platform with Mobile and Switch, the Shrine CD Reading process is completely overhauled and doesn’t work remotely in the same way it did for the Playstation. The built in CD Database/Song List totals 664,909 Title/Artists entries. This not only includes albums but individual songs as well as albums and games etc.

    One might think this is limiting since the original could use “all the CDs in the world” but the game is only built to give you a limited number of monsters based on meta data read from the Discs. DX provides much more than the original game is capable of doing, even with an finite number of entries.

    To compare:

    1. MR2 1999 has 391 playable Breeds (Pures/Mixes/Rares) plus a handful of roughly 10 variants of a few those breeds totaling 401 playable monsters. Even with 10 billion different and unique CDs you’ll never be able to acquire more than this.
    2. MR2DX has has 415 total playable breeds due to the inclusion of Japanese rares + Boss monsters onto the original roster of Pures/Mixes/Rares, and a whopping 803 variants on top of the primary baselines, totaling 1218 playable monsters.
    • What is a Variant? It’s a monster that has Stat gain patterns not typical of the normal breed, or starts with an extra attack they don’t normally start with, faster or slower guts regeneration, or otherwise has different core baseline than the standard of the breed.
    • What about different Starting Stats? Random starting stats aren’t the same as a variant, these are separate from the core baseline of a regular or variant breed. DX even has many monsters that have true starting stat randomization rather than the “Static” randomization that CDs provide.

    A few other bonus mentions for DX: There’s a FF (Fast Forward) toggle to speed up the game, it’s got upscaled resolution and textures, but it is still the base game underneath (not a 100% remaster, more like a light-remaster). 10 bonus freezer slots. Items now stack in your inventory (though the total number of inventory slots is the same based on your House size), Items can be bought or sold in bulk now, and load times are eliminated when going back and forth from ranch to town or entering a tournament. There’s also a handful of mods created by the MR community. It’s not a perfect remaster but it’s definitely my favorite version of the game now.



  • There is a newer version of the game Monster Rancher 1 & 2 DX that’s on Steam, Switch, and iOS… this has a built in CD / Song database so you can access all monsters without being limited to what’s on hand. LegendCup.com is fully updated to include the DX changes in the game if you need current resources (Many of the old sites are gone, and many old guides have bits of out-dated info that’s been debunked or data-mined since then) and includes the Song Lists for EN and JP versions if you want to jump straight into raising a monster you’ve never seen or raised before.

    Also, the DX remaster has both the JP and EN rares available in the same game, in addition to enemy/boss monsters legally obtainable and are unique playable monsters too! Most of the online tournaments use the newer DX version which is cross-platform and cross-region. However, the Combo Breaker tournament will be played on an emulated PSX version of the game due to logistics. DX needs reliable internet connection to access people’s uploaded monsters from around the world and heavily crowded conventions aren’t known for their internet reliability. Even if you don’t have the PSX version, MooseBones will be converting anyone’s qualifying submitted monster from DX into a monster on a PSX game save to be used locally at the tournament.

    I’m happy to see even 1 response to this haha… It’s such a niche game/genre I was kind of expecting this to just be an empty echo into the Ether.



  • If you’re referring to the Fandom wiki, that’s an interesting topic of much debate, and I have nothing to do with it. It’s got 1 or 2 main editors, but the real contention is the wiki attempts to link everything between every game plus the anime as a single cohesive piece of information, which ends up causing a lot of made up fan fiction just to connect the dots. The source material has been argued to be legitimate, but when pressed for the source, the wiki authors admitted that the data was from a Japanese cooking blog… which is never named, and no longer exists and cannot be found on any internet archive to cross reference

    Additionally, the fandom wiki contains many completely made up monster lores and flavor texts from the Japanese translations that don’t correlate. I did make an attempt to explain to the editors, using 1 particular monster as an example comparing the English text to the Japanese text. I provided the real translation and the likely meaning behind the name and lore description based on the direct translation of the name itself and the flavor text. This singular entry was changed, but none of the other hundreds (maybe thousands) of entries have been touched. Much of the guide information on the Fandom wiki is also out of date, or based on pre-data mining posts from the 90s/00s and not updated to the current findings that engineers and code hackers have discovered and published. If there’s one thing the Fandom wiki has going for it, is that it has an impressive number of images across the many genres and platforms Monster Rancher has appeared on. I just wouldn’t recommend trusting it for actual game information.

    LegendCup isn’t trying to connect everything to everything just for the sake of it, and doesn’t acknowledge the Anime as a source of cannon for the games. Sort of like if you were to purchase a game guide about something, Each game’s FAQs and guides are researched and dissected in isolation mechanically, and doesn’t attempt to be a guide to the lore and history of monster rancher outside of providing references of actual in-game flavor texts of monsters within their respective games, along with data mined mechanics and information within each game.



  • The remaster of MR1&2DX (Steam/Switch/iOS) does have a random button in addition to a searchable internal database of Albums, Song titles, and games.

    For whatever reason, the Random button in Ultra Kaiju is absent from the North American version, so you just either have to enter in some random letters/words in the Keywords field, or use NFC. The Japanese and Southeast Asia versions of Ultra Kaiju have a CDDB and Random button, though the “CDDB” is a bit misleading because it actually uses the keywords lookup to generate the Kaiju from the CDDB entries. In this regard, at least, the North American version is superior since the Keywords aren’t locked to a pre-defined list.

    Why did JP and SEA get a Song List and NA got Keywords for UKMR? Maybe copyright or licensing, though it’s honestly anyone’s guess.

    But it still would have been nice for them to keep the Random button :)


  • Most people don’t actually use the NFC, It’s just not as highly accessible in North America as it is in other places (Also, very specifically, Amiibos will not work, and this is an in-game notification as well. No idea if this was a licensing thing or what). It’s an interesting gimmick to replace how Swapping out CDs worked for the original Playstation game, but most people use the Keyword generation in the North American version.

    Thankfully, we solved how keywords worked. After scripting out auto-solving more than 2 million keywords, and filtering out duplicates, we have published options for every baseline, and every variant (stuff that has different stat gains, starting stats, starting techs, or faster guts regeneration from the baselines).

    • Keyword Solver for manual entry of any keywords you want, to see what it will produce
    • Curated list of Keywords: Pick a Kaiju main, then Kaiju sub. Below the choice will be a scrollable table of all the Script-found Kaiju and fan-submitted Kaiju

    NTAG scanning and Bus Passes are solved too.
    The bus passes are fun/interesting because the remaining balance of Yen on them is what determines what it makes. Many of the numbers are references to Ultraman or Monster Rancher lore. If you’re curious about that, check out: https://legendcup.com/faq-ukmrnfc.php







  • Small, but huge correction. I forgot to include (omit) replacements in my napkin math above. There are 60 indices and two index fields that are summed to the offset result. so index 0 & 5 produce the same result as index 5 & 0 etc.

    • Offsets can be a combination of 60 indices. Each breed with offsets is a choice of 2 indices from a set of 60 with replacement (1 & 5, and 5 & 1 are the same result), so (60-1+2)!/((60-1)!x2!) = 61x60/2 = 1,830
    • 1,830 x 333 (breeds that offsets can be applied to) = 609,390 spawns total
    • There are 60 ??? spawns in NTSC and 19 special spawns that aren’t ???
    • There are 70 ??? spawns on PAL and 19 special spawns that aren’t ???
    • There are 6 different monsters in the market and those spawn with base stats
    • 609,390 + 60 + 19 + 6 = 609,475 total monster spawns on NTSC
    • 609,390 + 70 + 19 + 6 = 609,485 total monster spawns on PAL

    In MR2DX, the Indices work almost the same, except each index value has a range that it is randomly rolled, so if 2 same indices are together they can still be different. I’m not even sure how to math the possible value range for those but since the original game are static indices, it’s much easier.


  • The newest game “Ultra Kaiju Monster Rancher” on the Nintendo Switch (A cross over between Ultraman and the Monster Rancher franchise) has a feature for reading NFC (basically anything except amiibos – probably a licensing thing).

    I’m not sure how one would read NFCs using a Switch emulator, but that’s kind of a next evolution of it I suppose.
    There’s also a Keyword system (type in any word in 2 input fields) to generate the monsters as well. The Keyword system has been fully cracked, and some mechanics of NFC has been cracked (for NTAG215 anyway).


  • Well, the 1999 NTSC version of MR2 has 391 playable breeds (factoring in all mixed, pures and rares).

    • There’s a very small handful of additional non-rare breeds that are hard coded, I can’t recall off the top of my head but roughly 10.
    • There’s 58 Rare breeds (Special skins) that have no offset adjustments
    • There’s 333 monsters that can have born-with stat offsets and there’s 60 offset ranges x 2 offset parameters to determine final born-with offset stats.

    I think this means there’s roughly 1,198,868 total variations of the 333 breeds that can have offsets plus the ~68 rares/special spawns that don’t have offsets.
    This may not be exact, but it’s a close ballpark.

    There’s several other apps on LegendCup that are amazing for playing the original or the new DX version if you are into Monster Rancher, but those aren’t really emulation specific, and didn’t want to risk being off-topic discussing them.
    However, the Make-A-Monster app is for the 1999 NTSC and PAL versions for original console or through Emulation, so I thought i’d risk posting about it :)

    Glad even 1 person knows what Monster Rancher is tbh!