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Monster Tale - Nintendo DS

4.7 out of 5 stars 38 customer reviews
Rated: Everyone
Metascore: 79 / 100
$ 34 99
+ $4.99 shipping
Platform: Nintendo DS
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About the Product

  • Developer Pedigree: From the key leads of the critically acclaimed DS game Henry Hatsworth and the Puzzling Adventure (IGN's Platform Game of the Year).
  • Genre Mash-Up: Platform adventure on the top screen mixed with a deep pet raising game on the Touch Screen.
  • Raise & Evolve Chomp: Train your monster companion in the Touch Screen Pet Sanctuary. Give Chomp food, equipment and toys so that it grows, evolves and gains new abilities to assist Ellie's adventure.
  • Chomp Will Do Your Bidding: Ellie can summon Chomp from the bottom screen to the top screen at any time. Use Chomp to help fight enemies and leverage his abilities to access new areas.
  • Explore Monstrous Worlds: Battle through 5 non-linear worlds and face off against a menacing kid-monster duo at the end of each.

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Product Description

A group of nasty kids have snuck into a secret world inhabited by monsters and enslaved them as their pets. This ragtag pack of kids is using the monsters to do all sorts of selfish, destructive things that will ultimately result in the downfall of the Monster World. That is, until little Ellie discovers the Monster World and befriends a mysterious young monster named Chomp. This dynamic duo sets out on a fantastic adventure where our Monster Tale begins.

Product Information

Release date March 15, 2011
Customer Reviews
4.7 out of 5 stars 38 customer reviews

4.7 out of 5 stars
Best Sellers Rank #20,065 in videogames
#657 in Video Games > Nintendo DS > Games
Pricing The strikethrough price is the List Price. Savings represents a discount off the List Price.
Product Dimensions 4.9 x 5.4 x 0.6 inches
Media: Video Game
Domestic Shipping This item is also available for shipping to select countries outside the U.S.
International Shipping This item is not eligible for international shipping. Learn More

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Product Warranty: For warranty information about this product, please click here


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Customer Questions & Answers

Customer Reviews

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Verified Purchase
I would like to provide details about how this game works for readers. (I have not completed the game, but have progressed to about the 2nd boss.)

This game has 2 save slots. Saving must be done at predetermined save points. There are plenty of save points, but you may still need to redo a couple of rooms if you die.

Gameplay Mechanics
Your character, Ellie, begins the game with a melee attack. Very early, you learn a ranged (shooting) attack and find a friend in Chomp. You cannot rename either character.

Levels are divided into multiple rooms; enemies will respawn as soon as you exit/re-enter a room. Rooms are both vertical and horizontal, allowing a nice variety in the feeling of exploration. The map will show you which rooms you have entered, and how much of the room you have explored. This is helpful as there are certain portions of rooms that you will not be able to access until you learn a new skill. Generally these spots are quite clear - for instance, you will see a wall that looks breakable, but you cannot break it until you learn a stronger melee attack. Skills are found in statues and look like spheres. Since you learn multiple skills in a level, it is often necessary to backtrack through new sections of rooms that you have partially explored. (I am not certain whether it is necessary to backtrack to a whole previous level; I have not yet had to do that though.) The map also displays a Goal for you to help you know the best place to head toward. You can avoid going to the goal, but you may find yourself stuck behind a barricade and needing a skill - or just going the long way around and staying farther from save points.
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Let me start by saying I am a tad biased.

The premise alone had me jump into the game really wanting to fall in love with it.
I punched it in, flipped on the power, and that is exactly what happened. To my delight the game reminded me heavily of Henry Hatsworth (A fantastic puzzle platformer made over at Tiburon), with a seductive combination of Metroidvania, and a dash of a Digimon into that mix. (The familiarity for Hatsworth was in the graphics, the blasts and abilities, the way enemies rotated once you hit them, little flying eyeball monsters... When I didn't realize the same people made it, I was wondering if they were enamored with the game as much as I was.)
The rating I gave is because my experience through and through was fun, and I enjoyed myself heavily. That isn't to say the game is without its flaws.

Let me present my negatives:
Unlike the Castlevania series, there aren't any teleportation or fast travel systems present. I can't help but feel this was done on purpose in order to push your Monster (Chomp) into leveling. There is a bit of back tracking to do. You'll be going from one area to another to receive an ability, and find yourself needing to go all the way back once more. Again, the purpose seems like getting some combat experience for leveling in the end. The pacing is fairly quick, and Chomp obtains stronger forms surprisingly early. I was filling out his youngest branch of forms when I was notified that the second branch was available now. If you adore completing something, this might throw you off as it did me, but you're able to switch any time you please between unlocked forms. It's also optional if you're not at all interesting in it!
Other than that, the only thing that was truly bothersome was when Chomp levels.
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Verified Purchase
Let me start out by saying that I finished this game in eight hours despite taking my time, and when you consider all the back-and-forth traveling you have to do, I'd estimate the game has no more than five hours' worth of unique content. The short length isn't what bothers me, though; in fact, I much rather would have played a three hour game if it meant I didn't have to deal with all of the padding (see also: Cave Story, which handles this much better in my opinion). There are plenty of cases where you have to go to the far, far corner of a world you've already completed to get a new ability, then travel all the way back to continue from where you left off, and unlike other games in this genre, you can't teleport between save points. Personally, I don't buy the idea that this was done to give you time to level up Chomp, since the developers could have just scaled up the experience you gain from items and defeating enemies. To me, it just feels like an excuse to artificially extend total playtime, something I find rather distasteful. You also have to revisit every world at the end of the game before facing the last boss, which for me is just pouring salt on the wound.

It's also worth mentioning that the path you take through the game is extremely linear. The game tells you where to go, and you go there. If you deviate from that path, many times you'll immediately come across a dead-end. Mind you, I'm fully familiar with the concept of needing new abilities to progress, but this game is just too lean in that regard. There's really little room (or incentive) for the spontaneous exploration you might find in other Metroidvania titles, which is why I label Monster Tale a "Metroidvania Lite" game.
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