Monster Prom

Monster Prom

185 ratings
Monster Prom Secret Mechanics
By Lord_Franklin
Ever wondered exactly how the Monster Prom Pop Quiz determines your affection with the whole class, and not just your last choice? Or why your stats are sometime higher and sometimes lower? Have you seen someone succeed with a 4 in a stat in the last week where you failed with an 8? What the hell is that about?! Well I have gone through the games code and in this guide I will break down the exact mechanics of the game.
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Introduction
So I've been really getting into Monster Prom recently with some friends and been using some of the great guides here to help us get some of the esoteric endings hidden in this game. However I felt they stopped slightly short of full mechanical understanding, and for no real reason other than I had an evening free, I decided to debug the game and expose its deepest secrets!

I will put down a warning firstmost to anyone reading this, I will be breaking down exactly how you win / lose at this game, and if the illusion of chance enhances your game experience, I would not read ahead, DO NOT LEARN HOW THE SAUSAGE IS MADE.

For the rest of you like-minded individuals, please feel free to read my analysis.
Pop Quiz Mechanics (Or: How Your Stats Are Generated)

In the Monster Prom's Stupidest Pop Quiz Ever there are 2 types of questions, which the game defines as Love Questions (which have 6 choices and mainly raise a student's love level with you, based on your answer) and ... Not Love Questions (which will be referred to as Standard Questions, and mainly raise your stats based on your choice). In Monster Prom Vanilla, you will get 2 Standard Questions and 1 Love Question, with DLC owners getting getting an extra Love Question. However behind the scenes both types of questions will raise both Love Levels and Stats.

It's worth mentioning before you answer any questions, all your Stats in game are set to 5. There is no variance here, but this comes from during the questions as I will explain below.

NB: if you care little about the mechanics but want to see my updated Quiz Standard Question list, click here[docs.google.com].

Standard Questions


There are 2 Standard Questions, which each ask you a hypothetical question, and presents you with 3 options for the answer. Each of these answers is keyed to a certain Stat, which the game then raises by +2. This is fairly visible from just a casual observation, but breaking down the full process:

  • The game reads what stat is linked to the chosen answer (aStatToRaise), and raises that Stat by +2.
  • Afterwards, the game then chooses a random stat which is neither aStatToRaise or Money and DECREASES it by -1.
  • Each answer has an number of Tweens associated with it (ranging from 1 to 4), and the game then raises your Love with ALL those Tweens by 1.

This will leave you after 2 questions a minimum stat value of 3 (both -1s in the same stat), and a maximum stat of 9 (both +2s). Variance occurs when the bonuses and penalties spread out.

Similarly, you will have a maximum Love Points value here of +2 with any Tween, with the highest value amongst all Tweens being at minimum +1. It is possible to get +2 in 4 characters if you are lucky with the questions asked (or unlucky, if you don't wish to persue them!).

Here I will link my personal updated Pop Quiz Question / Answer List:[docs.google.com] Feel free to make a copy or use a temporary filter to search for what you want when starting the game!

Love Questions


Love Questions are very similar to Standard Questions, except they have 6 answers, not 3. Each of these answers is associated with a specific Tween, and will raise your Love with them by 3. This still works otherwise like a Standard Question, raising a stat by 2, and lowering another by -1. The full process is:

  • The game reads what stat is linked to the chosen answer (aStatToRaise), and raises that Stat by +2. NOTE THIS STAT IS ALWAYS SMARTS FOR LOVE QUESTIONS.
  • Afterwards, the game then chooses a random stat which is neither aStatToRaise(so Smarts) or Money and DECREASES it by -1.
  • Each answer has a single Tween associated with it , and the game then raises your Love with that Tween by 3.

So the Romance questions ALWAYS raise Smarts (for an effective +4 boost in Second Term), and always issue two -1 reductions to a non-Smarts, non-money stat each. After all is finished, your highest Smarts possible will be 13, highest non-Smarts Stat will be 9.

For this reason I would suggest thinking twice about choosing Smarts answers for the Standard Questions, as you will usually end up with 9 without trying, and a 13 is enough to pass any skill check on a long multiplayer (more on this next).



Event Mechanics (Or: How You Succeed And Fail)

In this section I will explain exactly HOW the game decides you fail or succeed at a Stat Check. Simply, when you are presented with two choices, normal events associated each with a Stat Check. You will select one of these options, and that choices associated Stat becomes your Chosen Stat, and the stat of the rejected choice becomes your Competing Stat. The game then compares your Chosen Stat with up to two Stat Thresholds, which I will explain below.

Stat Thresholds

The game stores several lists that are referenced each time you make a Stat Check. There is a separate list for each play-mode (Singleplayer or Multiplayer), and game length (short or full), and each combination of these has both a Low Threshold list and Normal Threshold list. These are printed here for convenience:

Multiplayer Thresholds
Turn
Short Low Threshold
Short Reg. Threshold
Full Low Threshold
Full Reg. Threshold
1
1
5
1
5
2
1
5
1
5
3
1
6
1
6
4
2
7
2
7
5
2
7
2
7
6
3
9
3
8
7
-
-
3
10
8
-
-
3
10
9
-
-
4
12


Singleplayer Thresholds
Turn
Short Low Threshold
Short Reg. Threshold
Full Low Threshold
Full Reg. Threshold
1
1
5
1
5
2
1
5
1
5
3
1
6
1
6
4
2
7
2
7
5
2
7
2
7
6
3
8
3
8
7
3
10
3
10
8
3
10
3
10
9
4
12
4
12
10
-
-
4
13
11
-
-
4
13
12
-
-
4
15
13
-
-
5
18
14
-
-
5
18
15
-
-
6
21
16
-
-
6
23
17
-
-
6
23
18
-
-
7
26

These numbers refer to the thresholds you will have to beat/meet in order to succeed at a Stat Check. To find the number you have to beat/meet find the turn number in your game (week 1 morning is turn 1, lunch is turn 2, evening is turn 3, week 2 morning is turn 4 etc, as weekend events do not increase this count). Using these numbers there are two ways to succeed a Check:

  • If your Chosen Stat is higher than or equal to the Regular Threshold value for this turn, you succeed!

  • If your Chosen Stat is higher than or equal to the Low Threshold and higher than the Competing Stat, you succeed. If you Chosen Stat is the same value as your Competing Stat, the game will flip a coin to see if you succeed or not.


To help visualise, I will run you through an example. Say I am on turn 4 of a full length multiplayer game. A normal event comes up, with two options, one is a Charm Stat Check, the other Smarts. My character has 5 Charm and 6 Smarts. I check the table above, to find the Regular Threshold I need to beat is 7, and the Low threshold is 2.

Neither my Charm or Smarts is 7 or higher, but they both beat 2, the Low Threshold. For me to succeed this Check, I will need to select Smarts, as is it Higher than the Low Threshold, and my Charm (therefore the Competing Stat).
Credits (Or: Further Reading On Guides That Made This Possible)
Just a small section on guides that made my life throughout all this much easier to deal with, or just I found really useful when playing for fun.

6 Comments
mujie 9 Jan, 2024 @ 2:12pm 
The quiz always seems to make smarts over 5. But how do I get the negative outcomes for smarts for pick love interest events? :(
supernova708 31 Dec, 2023 @ 9:32am 
Thank you milord for this useful guide!
Frank 27 Dec, 2023 @ 2:11pm 
Another thing I noticed in Second Term is with the love questions. The character correlating to the first love question will NOT have their answer appear in the second question (to make sure you can't minmax a specific character).
Boon: Girls Kissing 5 Nov, 2022 @ 4:54pm 
With the way the smarts are increased automatically do you have any suggestions on the best way to go about losing smarts based options in the first few events, mostly the ones revolving around siding with one character or another?
Dayashi 29 Apr, 2019 @ 8:23am 
:o The secrets have been uncovered! Honored to have inspired this, lord knows I've been wondering about it. And speaking of things I wonder about, how random are the RNG endings? Is there anything you can do to influence them with heart points if you know what characters they involve in the first event?
LaChouette 28 Apr, 2019 @ 8:42pm 
Wow, that's a great guide! Knew pretty much all of this (except for the fact that the love questions gave smarts, thought you just started with higher smarts than other stats), but it's nice to be able to put numbers on all those thresholds and to know for sure that ties are coin flips if you're between those thresholds! Thanks for the guide!