Unused Monsters#
ABC#
ABC was an early version of Reedling. Its design consists of 3 flowers with big mouths, and it seems it would've taken up 1x2 spaces. It was likely a vocal monster, and may have actually been an early version of Potbelly. Its name of "ABC" is an obvious placeholder name, being the codename of its elements. According to Dave Kerr, this has never had a name.
PongPing#
PongPing was a monster that was meant to take the place of Shellbeat. It appeared from versions 1.0.0 to 1.0.2. It had text for its name and description, with its description being the same as Floot Fly's ("I'm green"). During a Handler Hangout in the Ockulo Grove Discord, it was described as a gangly monster with a central spherical body, 2 arms holding ping pong paddles and some splayed toed feet at the bottom. According to Ultimate Creator Quinn, the designer of Hyehehe, its arms came out from its knees, being connected to the legs.
The monster was later redesigned and added back to the game as a Fire Monster on Amber Island. It also appeared in the prequel on the same day as the monster was added to Amber Island.
Floot Fly#
Floot Fly was an early version of Quarrister, which appeared from versions 1.0.0 to 1.0.4. It only had text for it and a breeding icon. BBB revealed its full design in a Twitter post to tease at it being added back to the game with the release of Faerie Island.
Mimic (pre-4.3.0)#
Mimic used to be a scrapped 5-element monster from Version 1.0.4. Its animations were just placeholder Furcorn animations (explained below in this article), although it had leftovers in the game's text files with a name and a bio. It was later implemented in the prequel game, Dawn of Fire, and then it was finished properly and added in 4.3.0, having an updated design.
The original unused description read as follows:
The Mimic monster is an extremely unique monster among the rabble. They have three legs and they are surrounded by mysterious atmosphere. They contain luminous substance, so when they is danger, those substance lightens up to protect Mimic.
In an Extra Life stream Big Blue Bubble did on Twitch, they showed the Mimic's original design and explained its original purpose: You would've been able to record your own voice and the Mimic would play the recording. The function was reused for the Recording Studio, while a bit of its original design was reused for the Rare Clamble.
In very old versions of the monster_data.xml file, there was data relating to the max coins, coins per minute, and the amount food required to level up Mimic. The file refers to Mimic as "Secret Quint-Element!" and also includes a link to a meme website. Big Blue Bubble probably added this part to monster_data.xml to fool people looking into their game files. There was also some other stuff relating to Mimic, like the amount of XP you would gain by placing Mimic (357143), Mimic's size (1x1), the amount of diamonds it would cost (250), and the time it would take in the Breeding Structure or Nursery (48 Hours).
The Mimic on Fire Oasis is actually separate from the original Mimic entity, and the leftover original Mimic has different production and feeding stats, which are the same as they were before Mimic got added.
Level |
Max Coins |
Coins per Minute |
Food Required to feed once |
Food Required to level up |
|---|---|---|---|---|
1 |
43200 |
15 |
20 |
80 |
2 |
69120 |
24 |
40 |
160 |
3 |
103680 |
36 |
80 |
320 |
4 |
138240 |
48 |
160 |
640 |
5 |
172800 |
60 |
320 |
1,280 |
6 |
207360 |
72 |
640 |
2,560 |
7 |
241920 |
84 |
1,280 |
5,120 |
8 |
276480 |
96 |
2,560 |
10,240 |
9 |
311040 |
108 |
5,120 |
20,480 |
10 |
345600 |
120 |
10,240 |
40,960 |
11 |
380160 |
132 |
20,480 |
81,920 |
12 |
414720 |
144 |
40,960 |
163,840 |
13 |
449280 |
156 |
81,920 |
245,760 |
14 |
483840 |
168 |
163,840 |
368,640 |
15 |
518400 |
180 |
245,760 |
552,960 |
16 |
544320 |
189 |
368,640 |
829,440 |
17 |
566092 |
196 |
552,960 |
1,244,160 |
18 |
583075 |
202 |
829,440 |
1,866,240 |
19 |
594737 |
206 |
1,244,160 |
4,976,640 |
20 |
600684 |
208 |
1,866,240 |
7,464,960 |
Nonexistent Sprites#
There are some references to sprites that never appear in the game files.
Missing Monster Parts#
Maw's Mouths 8 and 9 and Body 2#
There are two missing mouth sprites and one missing body sprite belonging to Maw. In the behind-the-scenes video of My Singing Monsters from 2012, there is an early Maw sleeping animation that has two never-before-seen mouths and one never-before-seen body, so it is assumed those are the missing sprites.
Early Thrumble Feet#
There are references to 2 early versions of Thrumble's feet in its animation file, called CDN_adult_left_foot and CDN_adult_right_foot. The used feet go under the same name except with _HEEL at the end. These feet sprites were most likely based off the ones from Dawn of Fire, which didn't have heels.
Early Floot Fly Head#
In Floot Fly's animation file, there is a reference to an early head sprite simply called "head". Considering the final head sprite is called "head_hairy", this early head most likely didn't have any fur, like the original concept.
Broken Wimmzies Shadow#
In the Wimmzies' animation, there is a reference to an early shadow named "shadow". The final shadow is named "shadow_fixed", meaning this shadow was probably broken.
Broken Maw Body#
In Maw's animation, the body is named "DE_body_FIX", instead of just "DE_body", meaning that the body was probably broken.
Missing Decoration Parts#
Trees 1 and 8#
The codenames for the tree decorations are missing IDs 1 and 8.
Fallen Tree 1#
The codename of the Hollow Log decoration is "fallentree2", indicating that there was a second fallen tree decoration.
Metal Stuff 2 to 5#
The codenames for the Bottomless Pit and Toob are metalstuff01 and metalstuff06 respectively, with a large 4-ID-long gap in between.
Placeholder Attunement Structure & Synthesizer Sprites#
There are references to placeholder sprite names inside of the animation files for the Attunement Structure & Synthesizer, those being "window_placeholder_01", "window_placeholder_02", "window_placeholder_03", "window_placeholder_04", "window_placeholder_05", and "spore_place holder_01".
Unused Animations#
Early Rare Spunge Animations#
In version 1.3.0, early animations existed for Rare Spunge in which none of its sprites were recolored.
Early Rare Entbrat Animations#
In version 1.3.0, early animations existed for Rare Entbrat in which none of its sprites were recolored to be orange.
Oaktopus (Shugabush Island)#
Oaktopus has an unused alternate idle animation called "01-BD_Dance_01" in which it looks at the birds nest on its head. This is unused due to a bug in the midi where the notes for Oaktopus' idle animation are too low down, causing its idle animation to default to the animation called "Idle". This can be seen in game by moving these notes up.
Spunge Track 2 (Tribal Island)#
Spunge has an unused animation for a scrapped second track that would've played directly after the first track, most likely having the same notes as Dandidoo's second track.
T-Rox (Tribal Island)#
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In the animation files for T-Rox, there is an early version of it's animation on Tribal Island. The main difference is that it is split into 4 animations, but some movements are visibly different.
Rare and Epic Tribal Island Animations#
Some rare and epic variants of monsters have unused Tribal Island animations. Some of these animations have been removed in newer versions of the game.
Kayna (Fire Oasis)#
An unused animation for Kayna's second track on Fire Oasis. For whatever reason, the game uses the first track instead of the second one.
Early Noggin Track 2 (Faerie Island)#
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To do: |
The old version of Noggin's second track animation on Faerie Island. This track was unused up until version 5.7.0, where it was added to the song alongside an updated animation, leaving its old animation unused.
Noggin Track 2 (Bone Island)#
Noggin (and its rare and epic variants) have an unused second track animation for Bone Island. The animation is just a duplicate of its first track animation but with slightly earlier finger movements. In the unreleased early version of Bone Island, Fire Bastion, you can hear seven other unused tracks, so this may have been a remnant of that.
Enhanced Breeding Structure#
The Enhanced Breeding Structure has an unused animation for being unlocked named "structure_breeding_activate".
Early Test Furcorn Animations#
In the animation files for Reedling, Shellbeat, Quarrister, and Mimic before they actually had animations were placeholder animations for Furcorn that were likely made early in development. You can't view them in the current version of the game, as they crash the game due to bin files changing in some version after 1.3.0, but they can be viewed in older versions of the game. Many of the "voice" animations seem to match up with the sounds of Plant Island vocalist monsters.
Animation Name |
Monster |
|---|---|
TESTbudd_voice03 |
Mammott |
TESTbudd_voice05 |
Toe Jammer |
TESTbudd_voice07 |
Maw |
TESTbudd_voice09 |
Fwog |
TESTbudd_voice11 |
Potbelly |
TESTbudd_voice12 |
Doesn't match up with any sounds, likely an unused track for Potbelly. |
TESTbudd_voice15 |
Oaktopus |
TESTbudd_voice16 |
Furcorn (Half of this animation could be seen in the reveal trailer for My Singing Monsters) |
Shellbeat Sound Mockup#
From versions 1.1.0 to 2.0.9, Shellbeat had an unused animation named "mockup", which had 6 layers with the names "04-ABCD_Monster_04", "04-ABCD_Monster_03", "04-ABCD_Monster_01", "04-ABCD_Monster_01", "04-ABCD_Monster_02", and "04-ABCD_Monster_02". It's likely that these are actually supposed to be audio files, with this being a mockup of how Shellbeat's Water Island sounds would play in game. Below is a recreation of what this would've sounded like.
Unused Colossingum Moves#
There are some unused Colossingum moves that can be found in the files.
Ode to Joy#
A sequence that is a rendition of the song Ode to Joy.
Sequence01#
A short test sequence.
Freezy Chill#
In the menu files battle_training_complete_popup.xml and battle_training_popup.xml are placeholder text strings for an unused cold move called "Freezy Chill". There is nothing known about this move besides the name and element.
Unused Costs#
Some monsters have costs for certain currencies that are never used.
Monsters |
Starpower Cost |
Coin Sell Value |
|---|---|---|
Core Seasonals and Gobbleygourd |
302 |
|
Rare Core Seasonals |
452 |
|
Double Element Rarethereals |
N/A |
1,500,000 |
Kayna, Rare Kayna, Epic Kayna, Yelmut, Krillby, Edamimi, and PongPing (Amber Island) |
N/A |
450,000 |
Glowl, Rare Glowl, Phangler, Rare Phangler, Stogg, Rare Stogg, Flowah, and Rare Flowah (Amber Island) |
N/A |
112,500 |
Boskus and Rare Boskus (Amber Island) |
N/A |
84,375 |
Floogull, Ziggurab, Thrumble, Barrb, Repatillo, and Whaddle (Amber Island) |
N/A |
225,000 |
Sooza and Rare Sooza (Amber Island) |
N/A |
168,750 |
Flum Ox and Rare Flum Ox (Amber Island) |
N/A |
337,500 |
Unused GUI#
admin_store.xml#
An alternate version of the market meant for admins. Replacing the regular store.xml shows a "BuyDirect" button. It most likely buys the monster without paying.
empty.xml#
This file is what the title of it says: just a blank GUI template.
hud_admin.xml#
A short menu file that links to template_admin_panel.xml.
template_admin_panel.xml#
An admin panel with a header saying "ADMIN PANEL" and three options: BBB_Id Entry, SupportID Entry, and Web Tool. This admin panel could be seen in the Fire Oasis reveal episode of My Singing Monsters Live. Each of the buttons on it uses Bowgart's egg as an icon. There is a gap between BBB_Id Entry and SupportID Entry, meaning that there might have once been a fourth button in between those two. BBB_Id Entry is possibly for delivering items to users' mailboxes, while SupportID Entry is possibly for restoring users' lost accounts, and the function of Web Tool is currently unknown but could possibly be for testing the rewards board.
template_admin_view_panel.xml#
This seems to be a way to switch between islands quickly and to delete them. Each of the buttons uses Deedge's egg as an icon. The code for it says that the panel will only appear if the player has more than one island. Its look is currently unknown, but a mockup can be seen below.
template_admin_goalcontrols.xml#
This was probably used to auto-complete goals.
test_select_egg.xml#
When opening this menu, it brings up the old Book of Monsters.
flip_levels.xml#
This file has the layouts of the Memory Game, as well as featuring unused ones.
"spaceInvader" Layout.
"test1" Layout.
"test2" Layout.
"expSmDiamond" Layout.
"expMedDiamond" Layout.
"expLgDiamond" Layout.
"expRSmDiamond" Layout.
"expRXXLgmDiamond" Layout.
Early Attunement Menus#
Inside the files of the 4.1.0 update, there are 2 early versions of the Attunement menus for the Meebs. There aren't any huge differences, but the main differences are that the Meeb and Mirror Island locations are switched, and the effects on the arrows aren't there.
popup_conf_spinspend.xml#
Likely planned to be used once you leave the spin game, asking if you want to spend Diamonds or watch a video to replay the spin game.
popup_recover_account.xml#
Was most likely planned to be used when trying to log in to an account that was marked for deletion.
login_mfa.xml#
An unused login menu with a text box where you would enter a multi-factor authentication code.
Uncompressed Animation XMLs#
Before MSM is built, the animations for the game are stored in XML files that are then compressed into a "bin" format. However, there are leftover animation XMLs of the 3 non-animated Vita decorations in the xml_resources folder named "decoration_totem01.xml", "decoration_head01.xml", and "decoration_vita_tarp01.xml", which show how these XMLs are formatted.
<?xml version="1.0" encoding="utf-16"?>
<AEAnim>
<animImage name="decoration_totem01.png" id="0" width="204" height="292" />
<animComp name="decoration_totem01" width="800" height="800" loopOffset="-1" centered="1">
<animObj name="decoration_totem01.png" parent="-1" id="0" type="TYPE_IMAGE" refId="0" blend="NORMAL">
<animFrame time="0">
<animMask x="0" y="0" w="204" h="292" immediate="0" />
<animAnchor x="102" y="146" immediate="0" />
<animPosition x="400" y="244" immediate="0" />
<animScale x="100" y="100" immediate="0" />
<animRotation value="0" immediate="0" />
<animOpacity value="100" immediate="0" />
</animFrame>
<animFrame time="7" />
</animObj>
</animComp>
<animComp name="Store" width="150" height="150" loopOffset="-1" centered="1">
<animObj name="decoration_totem01.png" parent="-1" id="0" type="TYPE_IMAGE" refId="0" blend="NORMAL">
<animFrame time="0">
<animMask x="0" y="0" w="204" h="292" immediate="0" />
<animAnchor x="102" y="146" immediate="0" />
<animPosition x="75" y="75" immediate="0" />
<animScale x="47.5490196078432" y="47.5490196078432" immediate="0" />
<animRotation value="0" immediate="0" />
<animOpacity value="100" immediate="0" />
</animFrame>
<animFrame time="7" />
</animObj>
</animComp>
</AEAnim>
<?xml version="1.0" encoding="utf-16"?>
<AEAnim>
<animImage name="decoration_head01.png" id="0" width="204" height="310" />
<animComp name="decoration_head01" width="800" height="800" loopOffset="-1" centered="1">
<animObj name="decoration_head01.png" parent="-1" id="0" type="TYPE_IMAGE" refId="0" blend="NORMAL">
<animFrame time="0">
<animMask x="0" y="0" w="204" h="310" immediate="0" />
<animAnchor x="102" y="155" immediate="0" />
<animPosition x="400" y="261" immediate="0" />
<animScale x="100" y="100" immediate="0" />
<animRotation value="0" immediate="0" />
<animOpacity value="100" immediate="0" />
</animFrame>
<animFrame time="7" />
</animObj>
</animComp>
<animComp name="Store" width="150" height="150" loopOffset="-1" centered="1">
<animObj name="decoration_head01.png" parent="-1" id="0" type="TYPE_IMAGE" refId="0" blend="NORMAL">
<animFrame time="0">
<animMask x="0" y="0" w="204" h="310" immediate="0" />
<animAnchor x="102" y="155" immediate="0" />
<animPosition x="74" y="75" immediate="0" />
<animScale x="45.5882352941176" y="45.5882352941176" immediate="0" />
<animRotation value="0" immediate="0" />
<animOpacity value="100" immediate="0" />
</animFrame>
<animFrame time="7" />
</animObj>
</animComp>
</AEAnim>
<?xml version="1.0" encoding="utf-16"?>
<AEAnim>
<animImage name="decoration_vita_tarp01.png" id="0" width="150" height="140" />
<animComp name="decoration_vita_tarp01" width="800" height="800" loopOffset="-1" centered="1">
<animObj name="decoration_vita_tarp01.png" parent="-1" id="0" type="TYPE_IMAGE" refId="0" blend="NORMAL">
<animFrame time="0">
<animMask x="0" y="0" w="150" h="140" immediate="0" />
<animAnchor x="75" y="70" immediate="0" />
<animPosition x="396" y="343" immediate="0" />
<animScale x="100" y="100" immediate="0" />
<animRotation value="0" immediate="0" />
<animOpacity value="100" immediate="0" />
</animFrame>
<animFrame time="7" />
</animObj>
</animComp>
<animComp name="Store" width="150" height="150" loopOffset="-1" centered="1">
<animObj name="decoration_vita_tarp01.png" parent="-1" id="0" type="TYPE_IMAGE" refId="0" blend="NORMAL">
<animFrame time="0">
<animMask x="0" y="0" w="150" h="140" immediate="0" />
<animAnchor x="75" y="70" immediate="0" />
<animPosition x="75" y="75" immediate="0" />
<animScale x="100" y="100" immediate="0" />
<animRotation value="0" immediate="0" />
<animOpacity value="100" immediate="0" />
</animFrame>
<animFrame time="7" />
</animObj>
</animComp>
</AEAnim>
Leftover Particle File Paths#
The game's particle files ('.psi' files) contain a leftover file path for the image that was used when the particle was first compiled. These paths reveal the original directory structure and file names from the developers computers before the game was packaged. However, not every file has this leftover developer path, with some files simply use a generic path of '.\particle.png', indicating the path was either cleared or the particle was compiled locally in the same directory.
Particle File |
Image Path |
|---|---|
particle_candle |
\Sample Textures\particle7.png |
particle_cold_notes |
P:\My Singing Monsters\art\fx\sprites\reg\particle_cold_notes.png |
particle_diamond_get |
P:\My Singing Monsters\art\fx\sprites\reg\particle_diamond.png |
particle_food_get |
P:\My Singing Monsters\art\fx\sprites\reg\particle_food.png |
particle_gold_get |
P:\My Singing Monsters\art\fx\sprites\reg\particle_gold.png |
particle_growup / particle_maxlevel |
P:\My Singing Monsters\art\fx\sprites\reg\particle_growup.png |
particle_happy |
P:\My Singing Monsters\art\fx\sprites\reg\particle_happy.png |
particle_motes |
E:\Projects\bbb\SingingMonsters\data\common\gfx_no_processing\particles\particle_dot.png |
particle_sad |
P:\My Singing Monsters\art\fx\sprites\reg\particle_sad.png |
particle_snoring |
P:\My Singing Monsters\art\fx\sprites\reg\particle_snore.png |
particle_teleport_3 |
P:\My Singing Monsters\art\fx\sprites\reg\particle_teleport.png |
particle_xp_get |
P:\My Singing Monsters\art\fx\sprites\reg\particle_xp.png |
Unused Fonts#
Singing_Monstrous#
An unused font of the Monstrous, the monster alphabet. There is also test text in daily_cumulative_login.xml that uses this font.
SourceCodePro-Black#
A font that seems like it's meant to be used in a command prompt, as the xml for it refers to it as "font_console"
Oddities#
Ziggurab's Book of Monsters Design#
For some reason, Ziggurab's old entry in the Book of Monsters used its Dawn of Fire design instead of its design from My Singing Monsters. This may have been used as a placeholder for its icon during testing and accidentally left in. In version 4.4.0, many Book of Monsters images were changed including Ziggurab, changing it to correctly use the MSM art style.
Ziggurab's Book of Monsters design |
Dawn of Fire design |
My Singing Monsters design |
|---|---|---|
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Achievement Icons#
Early Natural Element Sigils#
The achievement Triple Trouble uses early versions of all 5 natural element icons. These use the same border that were used in level icons from the game Thumpies.
Early Water and Earth Island Designs#
The icons for the Water Island and Earth Island achievements oddly use a green Air Island and red Plant Island respectively, possibly indicating that they weren't yet designed when these achievements were made.

T-Rox's Element#
In the names for T-Rox's sprites, the element letter for it is C (the letter for Earth) instead of CDE.
Rare Oaktopus Nest#
Oaktopus' nest from Shugabush Island has "_RARE" at the end of its sprite name, indicating it was originally planned to be part of Rare Oaktopus.
Screemu Being Made Before Zuuker#
The names of Screemu's sprites called it U06, indicating that it was made before Zuuker.
Early Bone Island Toe Jammer Animation#
The animation for Rare Toe Jammer and Epic Toe Jammer on Bone Island were an early version of the Bone Island Toe Jammer animation when they first released. The animation is very incomplete, being very stiff and not being as smooth. The most noticeable difference is Toe Jammer standing on its toes, when in the final animation it stays on the ground, instead crouching down. This was fixed shortly after their release.
Early Shugabush Island Quibble Animation#
Epic Quibble accidentally uses an early version of Quibble's Shugabush Island animation in which it hits a note at the very end of the animation.
Early Fire Oasis Whaddle Animation#
The rare and epic variants of Whaddle also use a seemingly early version of Whaddle's animation on Fire Oasis. The animation is almost identical to the final version, except there's a hop at the end of the first tracks animation. This has not yet been fixed.
Composer Island Deedge Originally Using T-Rox's Sounds#
According to the metadata of Deedge's sound files on Composer Island, all of them have the project title "Recording_T-Rox_20161017", suggesting that T-Rox on the said island was originally intended to have the aforementioned monster's sounds. Funnily enough, in Composer, T-Rox plays a note in the Cold Island preset.
Low-res Costumes (post-HD graphics)#
The Spooktacle costumes for Maw, Rare Furcorn, Rare Bowgart, and G'Joob inconsistently have their sprite sheets in a lower resolution when the game globally received a higher quality graphics update and on Steam. These make the the only instances of the in-game sprites to not get a resolution upgrade.
My Singing Monsters' Paid Version#
The Android package name for My Singing Monsters is "singingmonsters.full", indicating there were once plans to have a paid version of the game.
Official Render Oddities#
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To do: |
Some official renders from MSM's fan kit use earlier designs of the monsters or have mistakes.
Tweedle#
Tweedle's right wing in its fan kit render is different from the left wing, having no highlights on the pink feathers.
Fan Kit |
In-game |
|---|---|
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Mammott#
Mammott uses a completely different design from what was ever seen in the game.
Fan Kit |
In-game (Old) |
In-game |
|---|---|---|
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Furcorn#
Furcorn's render uses an early version of its leaf.
Fan Kit |
In-game |
|---|---|
Reedling#
Reedling's fan kit render has longer fur at the top of its body and is lacking shadows under its pupils.
Fan Kit |
In-game |
|---|---|
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Congle#
Congle's fan kit render uses an early design of the monster with lighter shading.
Fan Kit |
In-game |
|---|---|
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Clamble#
Clamble's fan kit render also has lighter shading on its body.
Fan Kit |
In-game |
|---|---|
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T-Rox#
T-Rox's left foot uses a unique sprite instead of its right foot in its render. This sprite was previously used for T-Rox's left foot before the release of Rare T-Rox, where it was for some reason removed and replaced by the right foot.
Fan Kit |
In-game |
|---|---|
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Ghazt#
Ghazt's orbs in its render are different, lacking the swirls seen on them in-game. It also doesn't have any glow effects on its body and its tail doesn't fade out.
Fan Kit |
In-game |
|---|---|
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Earth Epic Wubbox Portrait#
For some reason, Earth Island Epic Wubbox's portrait is different in the fan kit from the actual game.
Fan Kit |
In-game |
|---|---|
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The My Singing Monsters series | |
|---|---|
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iOS, Android |
My Singing Monsters (Prototype) • Dawn of Fire • Composer • Jammer Splash • Official Guide • Guaishou Hechang Tuan |
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Windows |
My Singing Monsters • My Singing Monsters Playground • My Singing Monsters Karaoke |
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PlayStation Vita |
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Nintendo Switch, Xbox One, Xbox Series X, PlayStation 4, PlayStation 5 |
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Related | |
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Thumpies • Fling a Thing (Flash Version) • Burn the Rope • My Muppets Show (Prototype) |
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