Collect Godzilla: Monster Large Collection - Game Specifics
Publisher: Sega Release: 1998 (Japan) System: Dreamcast (VMU)
Developer: General Entertainment Number of Players: 1 Japanese Title: あつめてゴジラ ~怪獣大集合~
Specifics - Controls - Menus - Game Staff - Box Art

  • Raise a monster from an egg and watch as it grows into the likes of Godzilla, Mothra, King Ghidorah, etc.
  • When your monster matures, send it into battle against your friends!
  • If your monster wins a battle, it will mutate into another monster - continue raising, battling, and evolving your monster, and complete the monster list!
  • Plug your VMU into a Dreamcast controller and battle powerful enemies in the "Collect Colosseum" mode found in Godzilla Generations!
  • Requires two CR2032 batteries in order to play.


D-pad : Navigate menus
A : General selection
B : Return to previous screen
Sleep Button : Suspend game
Mode Button : Access other settings, such as the clock

Upon starting the game, after the opening logos and title, pressing A + B will show an egg. Pressing A + B again will hatch the egg. From there, the baby monster's ranch has to be picked in order to effectively begin the game.

Also, after pressing the Mode Button and viewing the clock screen, holding the D-pad left and pressing A will bring up a request to change the time. Choosing "yes" (ハイ) will continue with the operation. However, if "no" (イイエ) is selected, then the clock's font can be changed. Pressing up or down on the D-pad cycles between the different styles, including the default font, a bold font, and a thinner font style. After a preferred font is chosen by pressing A, the screen will revert back to the clock.

Should any issues arise, the game can be reset by pushing down on the reset button, located on the back of the system to the left of the battery cover. As the hole housing the reset button is fairly narrow, a thin object must be used, like a toothpick.

Menu 1: Ranch

One of four areas can be chosen here. Whichever area is picked determines what your growing monster will evolve into. The ranch can be swapped at any time, so mixing up areas while your monster grows will yield different results in its evolution. More details can be found on the Ranches & Growth page.

Menu 2: Shoot Down

A special minigame where your monster shoots down incoming missiles and increases their battle power. You can choose either high, middle, or low as your monster attempts to intercept the missiles as they appear; the direction the missiles fly in is completely random. Each game is a best of 3, so winning twice is all that's needed to result in victory.

Every monster is born with 10 points of strength. Winning a game (shooting missiles correctly 2 out of 3 times) grants 2 points, but completely sweeping a match (all 3 missiles destroyed) grants 4 points. The maximum power of a monster is 225 points. Also, if your monster dies, 1/5th of its strength is passed down to the next egg.

Menu 3: DNA

A menu where, by pressing right or left on the D-pad, you can view some details about your monster such as its list number, name, an animation of it walking and attacking, and its stats. Its entry will only appear when it has fully grown. Every monster has a unique DNA combination that is used for calculating what it mutates into after assimilating other monsters through victorious battles. A table showing the many possible combinations can be found on the Ranches & Growth page.

Menu 4: List

A digital encyclopedia that catalogs all the monsters you have raised and seen. While the listing only appears to go up to 30, there are five secret monster entries, resulting in 35 required in order to complete it. By pressing right or left on the D-pad, you have access to a monster's number, name, an animation of it walking and attacking, its stats, and a screen with three specific details:

  • イクセイ (ikusei) - if you have raised/obtained this monster
  • ショウリ (shouri) - if you have won a battle with this monster
  • ミタ (mita) - if you have seen this monster

A box will appear beside each detail when it has been achieved. Upon completion of the monster list, you are greeted with a congratulatory screen from the developers. If your monster dies due to the VMU being left on too long, all collected data is erased. If your monster dies as a result of battle, however, all List data will remain.

Menu 5: Battle

The game's primary feature, this is where you take your monster to fight against other monsters. By linking two VMUs and pressing A on this screen, a battle will occur, with the victorious monster absorbing the DNA of the loser and the defeated monster dying.

In battle, the chances of a monster landing a critical hit (doing double damage), as well as the chances of them dodging an attack, depends on the strength points accumulated from the "Shoot Down" minigame. A very strong monster has only a 10% chance of landing a critical hit, while a much weaker monster has as much as a 30% chance. However, a strong monster has a 30% chance to dodge an attack, while a very weak monster only has around a 5% chance. Lastly, there is the very rare "one hit" attack, where a single strike will down an opponent regardless of strength. Monsters that have recently reached their grown form appear to have the highest probability of performing this during battle.

Regardless of whether you win or lose, your opponent's monster's information will still be registered in the "List" menu.

Menu 6: Sound

A simple menu where the sound can be turned on or off.

Game Staff

Super Vocal M. Tsukamoto
Cool Guitar M. Hara
Pretty Bass Y. Kubota
Dynamite Drums Jun@I
Crazy Keyboard H. Nagashima
Development by General Entertainment Co., Ltd.
Design M. Tsukamoto
Graphic M. Hara, Y. Kubota
Program J@ISHIDA

Box Art / Adverts
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