Follow TV Tropes

Following

History VideoGame / YuGiOhForbiddenMemories

Go To

OR

Is there an issue? Send a MessageReason:
Moving tropes misplaced on YMMV.

Added DiffLines:

* EarlyBirdBoss: Weevil Underwood is the second opponent the player faces in Kaiba's tournament, as well as the third mandatory opponent. While the player could coast through the early game and [[WarmupBoss Rex Raptor]] with their starter deck, Weevil is a step up from Rex, and unless the player has a solid grasp on fusions and did some grinding to improve their deck, they are likely to get stomped by him. Once the player learns how to play and to adequately grind, Weevil will fall easily, though having provided a [[NintendoHard taste on what is to come]].


Added DiffLines:

* GuideDangIt: The game has several examples of this:
** The exact monsters required for each ritual card. While the description of each ritual card gives you a hint on what is required, these hints are commonly vague, and often don't cover all three monsters needed to complete the ritual.
** The possible fusions in the game. Most are simple enough to reasonably figure out on your own through some trial and error, and the fusions requiring specific monsters are intuitive (such as Black Skull Dragon), as well as can be learned from following the anime and playing the card game. Fusions can also be learned by watching what the computer fuses. The fusions requiring magic cards on the other hand...
** The fact that getting a power or technical rating when winning a duel affects the card you win (getting a power ranking gives you a chance to win more powerful monster cards, while a technical rating gives you a chance to win more useful magic and trap cards). Exactly how to obtain a technical ranking instead of a power ranking is never explained by the game or its manual.
** The cards you can win from each opponent. While sometimes intuitive (such as being able to obtain a Red Eyes Black Dragon from Jono 2), they are nonsensical other times (such as being able to obtain a [[InfinityPlusOneSword Meteor Black Dragon]] from the Meadow Mage).
** The fact that many cards can not be legitimately obtained in the game without unrealistic grinding to 999,999 starchips (such as Summoned Skull), or unable to be obtained at all.
** The correct path to traverse the labyrinth when rescuing Teena (which is [[spoiler: right, right, left, right]]). While it isn't too complicated for one to reasonably figure out on their own, there is no indication that you encounter the Labyrinth Mage if you go the wrong path instead of the right path, and there's no indication that going the wrong path brings you back to the beginning.


Added DiffLines:

* NintendoHard: Since this game was made a few years before the actual card game was released (Was Released in US shortly after Duel Monsters was Localized and following the card game as well), the game is extremely unbalanced. Additionally, the deck strength of your opponents scale rapidly once you progress past the early game, the opponents will have access to many powerful cards you'll never legitimately be able to use, and you will need to grind a lot, often to just defeat the next opponent in the story, and especially to be able to survive the endgame.


Added DiffLines:

* WakeUpCallBoss: Pegasus, who is the seventh opponent in Kaiba's tournament, dueled in the quarterfinals. He is a significant step up from prior opponents, with powerful magic/trap cards, good equips, monsters with 2000+ attack, and the capability to create powerful fusions (particularly the Crimson Sunbird and Twin Headed Thunder Dragon). He is also the only opponent not in the endgame to be able to see your facedown cards, and if the player is unlucky, he may even play a Meteor Black Dragon (though fortunately it is very rare for him to have it in his deck). He is likely to be the first serious roadblock in a player's progress, and if it hasn't been done already, will drive it in to the player that grinding is an absolute necessity in this game, as well as knowing what you're doing when playing. The opponents to come provide similar difficulty, keeping him from being ThatOneBoss.
Is there an issue? Send a MessageReason:
None




Added DiffLines:

* DistressedDude: Heishin kidnaps Seto by holding a knife to his throat.
Is there an issue? Send a MessageReason:
None


* EverythingIsTryingToKillYou: Lose one duel in story mode (even against your friends), and it's game over.

to:

* EverythingIsTryingToKillYou: Lose one duel in story mode (even against your friends), and it's game over.over; the only exception is the HopelessBossFight against Heishin.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TheBattleDidntCount: Heishin will continue to duel you into submission if you somehow manage to beat him in the start of the game. Why? [[GenreSavvy Because it's a card game and he has no reason to back down when he's beaten, unlike you who was cornered and have no means to defend yourself from his Millennium Rod's Magic which has just incapacitated your guardian.]]
Is there an issue? Send a MessageReason:
Syntax


* UrbanLegendOfZelda: There are many cards in the game that cannot be won from dueling. Naturally, there have been people who have claimed to have won these cards, usually in combination with claiming to have to won it through having an extraordinary amount of wins against a specific opponent, as well as dueling a specific, convoluted way. All of these claims were never verified, with their video/screenshot proof always being debunked. Eventually, a group of players hacked the game, and found that indeed, these cards are not in the drop list for any opponent. Even with this proof to confirm these cards as unobtainable, it hasn't stopped people from claiming to have won them or believing they can be won through some way.

to:

* UrbanLegendOfZelda: There are many cards in the game that cannot be won from dueling. Naturally, there have been people who have claimed to have won these cards, usually in combination with claiming to have to having won it through having an extraordinary amount of wins against a specific opponent, as well as dueling a specific, convoluted way. All of these claims were never verified, with their video/screenshot proof always being debunked. Eventually, a group of players hacked the game, and found that indeed, these cards are not in the drop list for any opponent. Even with this proof to confirm these cards as unobtainable, it hasn't stopped people from claiming to have won them or believing they can be won through some way.

Changed: 326

Removed: 310

Is there an issue? Send a MessageReason:
Necessary merging.


* AwesomeButImpractical: In short, rituals are too convoluted, difficult, and time consuming to actually utilise, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.
** Some other cards which have been banned from the modern TCG variants for their versatility, have limited usefulness under this ruleset. Dark Hole, which destroys every monster on the field, is now an invitation for your opponent to hit you directly with his next summon, because of the 1 card per turn rule.

to:

* AwesomeButImpractical: In short, rituals Rituals are too convoluted, difficult, and time consuming to actually utilise, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.
** Some
cards. Also, some other cards which have been banned from the modern TCG variants for their versatility, have limited usefulness under this ruleset. Dark Hole, which destroys every monster on the field, is now an invitation for your opponent to hit you directly with his next summon, because of the 1 card per turn rule.

Changed: 2461

Removed: 450

Is there an issue? Send a MessageReason:
A satisfying and also shorter explanation was given below this one.


* AwesomeButImpractical: Ritual cards can be utilized to summon some of the strongest monsters in the game. To use a ritual card, you have to activate it when you have the three specific monsters required for the ritual on the field (the required monsters are usually a [[GuideDangIt guide dang it to figure out]]). Since you can only get one card on the field each turn, this will take three turns of setup (turns that you could be using doing more productive things, such as summoning actually useful monsters). To make it even more difficult, many of the required monsters to use with rituals are not viable beyond even the midgame, and some of the required monsters are so weak to even be incapable of surviving in the early game (such as Kuriboh, a required monster of the Black Luster Ritual, that has 300 atk and 200 def). This complicate things farther, as you must keep these weak required monsters from being destroyed by your opponent (which can be about impossible without significant luck or setting up trap cards prior to protect them), and in the scenario where you're able to keep them alive, it's incredibly likely you already have the duel under your complete control, in which case, using a ritual card is unnecessary to win. And if one of these required monsters are destroyed, the ritual card becomes completely useless unless you are able to draw any backups of the destroyed cards that are potentially in your deck. Now if you actually go through all that trouble to get a ritual monster on the field, the reward itself is not much. Ritual monsters will usually have at least 550 more attack than the strongest monster used for the ritual (keep in mind this is only 50 more attack than a single equip would give, and some ritual monsters have even less of a stat boost compared to the strongest monster required), and will rarely have more than 1000 ATK than the strongest monster required for their ritual. To make things even worse for ritual cards, a simple and versatile fusion is all that is required to create a Twin Headed Thunder Dragon, which is stronger or as strong as all but five of the ritual monsters, and only two of those stronger ritual monsters (Gate Guardian and Blue Eyes Ultimate Dragon) have more than 500 ATK than the Twin Head.
** In short, rituals are too convoluted, difficult, and time consuming to actually utilise, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.

to:

* AwesomeButImpractical: Ritual cards can be utilized to summon some of the strongest monsters in the game. To use a ritual card, you have to activate it when you have the three specific monsters required for the ritual on the field (the required monsters are usually a [[GuideDangIt guide dang it to figure out]]). Since you can only get one card on the field each turn, this will take three turns of setup (turns that you could be using doing more productive things, such as summoning actually useful monsters). To make it even more difficult, many of the required monsters to use with rituals are not viable beyond even the midgame, and some of the required monsters are so weak to even be incapable of surviving in the early game (such as Kuriboh, a required monster of the Black Luster Ritual, that has 300 atk and 200 def). This complicate things farther, as you must keep these weak required monsters from being destroyed by your opponent (which can be about impossible without significant luck or setting up trap cards prior to protect them), and in the scenario where you're able to keep them alive, it's incredibly likely you already have the duel under your complete control, in which case, using a ritual card is unnecessary to win. And if one of these required monsters are destroyed, the ritual card becomes completely useless unless you are able to draw any backups of the destroyed cards that are potentially in your deck. Now if you actually go through all that trouble to get a ritual monster on the field, the reward itself is not much. Ritual monsters will usually have at least 550 more attack than the strongest monster used for the ritual (keep in mind this is only 50 more attack than a single equip would give, and some ritual monsters have even less of a stat boost compared to the strongest monster required), and will rarely have more than 1000 ATK than the strongest monster required for their ritual. To make things even worse for ritual cards, a simple and versatile fusion is all that is required to create a Twin Headed Thunder Dragon, which is stronger or as strong as all but five of the ritual monsters, and only two of those stronger ritual monsters (Gate Guardian and Blue Eyes Ultimate Dragon) have more than 500 ATK than the Twin Head.
**
In short, rituals are too convoluted, difficult, and time consuming to actually utilise, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.
Is there an issue? Send a MessageReason:
Syntax


The game is noteworthy for [[EarlyInstallmentWeirdness using gameplay rules vastly different from the actual card game]]. The game was released before the trading card game was, and as such, uses prototype rules that were originally considered for the TCG. Major differences include no tribute being necessary to summon level five and higher monsters, all monster cards being normal monster cards (thus no monster effects and the such), only one card being able to placed on the field each turn, fusion being done without the card Polymerization, and the majority of the possible fusions not being actual fusions in the TCG (and vice versa). The game is additionally poorly balanced, with the vast majority of cards being monster cards, and the few magic and trap cards having simple effects that are [[UselessUsefulSpell usually not useful]] (while the few that are useful like [[OneHitPolykill Raigeki]] verge on being [[GameBreaker Game Breakers]]). Magic/trap cards are made less effective by the one card per turn limit, so if you decide to play/place a magic/trap card, you won't be able to play a monster that turn and thus not strengthen your forces or leave yourself open to a direct attack from your opponent if you have no monsters on the field. This causes the most prominent strategy to be just getting stronger monsters out than your opponent, while strengthening them via fusions and equip cards (thus being a major departure from the prominent strategies in the TCG).

to:

The game is noteworthy for [[EarlyInstallmentWeirdness using gameplay rules vastly different from the actual card game]]. The game was released before the trading card game was, and as such, uses prototype rules that were originally considered for the TCG. Major differences include no tribute being necessary to summon level five and higher monsters, all monster cards being normal monster cards (thus no monster effects and the such), only one card being able be to placed on the field each turn, fusion being done without the card Polymerization, and the majority of the possible fusions not being actual fusions in the TCG (and vice versa). The game is additionally poorly balanced, with the vast majority of cards being monster cards, and the few magic and trap cards having simple effects that are [[UselessUsefulSpell usually not useful]] (while the few that are useful like [[OneHitPolykill Raigeki]] verge on being [[GameBreaker Game Breakers]]). Magic/trap cards are made less effective by the one card per turn limit, so if you decide to play/place a magic/trap card, you won't be able to play a monster that turn and thus not strengthen your forces or leave yourself open to a direct attack from your opponent if you have no monsters on the field. This causes the most prominent strategy to be just getting stronger monsters out than your opponent, while strengthening them via fusions and equip cards (thus being a major departure from the prominent strategies in the TCG).
Is there an issue? Send a MessageReason:
None


* LastLousyPoint: There are several obscure cards in the game that are not that useful, but have incredibly low drop rates, and are usually obtainable from only a single specific opponent that you won't duel often because of their poor/mediocre card drops (such as Dungeon Worm from the Labyrinth Mage and Hourglass of Courage from Jono). Those striving to [[OneHundredPercentCompletion obtain every card in the game]] must then duel these neglected opponents extensively (possibly in excess of 1000 duels) to win just one of these lousy cards. This is all for naught though, as unless you have the original Japanese version and a Pocket Station, there are many other cards that you cannot legitimately obtain. Not that this has stopped people from trying to find some way to win them without cheating for years, leading to [[UrbanLegendOfZelda several theories on how to win them and false claims of winning these cards]].

to:

* LastLousyPoint: There are several obscure cards in the game that are not that useful, but have incredibly low drop rates, and are usually obtainable from only a single specific opponent that you won't duel often because of their poor/mediocre card drops (such as Dungeon Worm from the Labyrinth Mage and Hourglass of Courage from Jono). Those striving to [[OneHundredPercentCompletion obtain every card in the game]] must then duel these neglected opponents extensively (possibly in excess of 1000 duels) to win just one of these lousy cards. This is all for naught though, as unless you have the original Japanese version and a Pocket Station, there are many other cards that you cannot legitimately obtain. Not that this has hasn't stopped people from trying to find some way to win them without cheating for years, leading to [[UrbanLegendOfZelda several theories on how to win them and false claims of winning these cards]].
Is there an issue? Send a MessageReason:
None


** Some other cards which have been banned from the modern TCG variants for their versatility, have limited usefulness under this ruleset. Dark Hole, which destroys every monster on the field, is now an invitation for your opponent to hit you directly, because of the 1 card per turn rule.

to:

** Some other cards which have been banned from the modern TCG variants for their versatility, have limited usefulness under this ruleset. Dark Hole, which destroys every monster on the field, is now an invitation for your opponent to hit you directly, directly with his next summon, because of the 1 card per turn rule.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Some other cards which have been banned from the modern TCG variants for their versatility, have limited usefulness under this ruleset. Dark Hole, which destroys every monster on the field, is now an invitation for your opponent to hit you directly, because of the 1 card per turn rule.

Added: 3704

Changed: 1853

Is there an issue? Send a MessageReason:
None


The game is noteworthy for [[EarlyInstallmentWeirdness using gameplay rules vastly different from the actual card game]]. The game was released before the trading card game was, and as such, uses prototype rules that were originally considered for the TCG. Major differences include no tribute being necessary to summon level five and higher monsters, all monster cards being normal monster cards (thus no monster effects and the such), only one card being able to placed on the field each turn, fusion being done without the card Polymerization, and the majority of the possible fusions not being actual fusions in the TCG (and vice versa). The game is additionally poorly balanced, with the vast majority of cards being monster cards, and the few magic and trap cards having simple effects that are [[UselessUsefulSpell usually not useful]] (while the few that are useful like [[OneHitPolykill Raigeki]] verge on being [[GameBreaker Game Breakers]]). Magic/trap cards are made less effective by the one card per turn limit, so if you decide to play/place a magic/trap card, you won't be able to play a monster that turn and thus not strengthen your forces or leave yourself open to a direct attack from your opponent if you have no monsters on the field. This causes the most prominent strategy to be just getting stronger monsters out than your opponent, while strengthening them via fusions and equip cards (thus being a major departure from the prominent strategies in the TCG).



* EarlyInstallmentWeirdness: Gameplaywise, the rules of dueling are quite different from what they later became (such as, no tributing is needed to summon any monster card, fusions don't require a magic card to fuse and specific monsters aren't always necessary, only one card can be played on the field at a time, you draw until you have five cards in your hand and you cannot skip a turn without playing a card, and there are several monsters that are ritual monsters in the game, that aren't ritual monsters in the card game). Storywise, Seto is a far different character, and the sealing of the Pharaoh happens completely differently than what later becomes canon.

to:

* EarlyInstallmentWeirdness: Gameplaywise, Gameplay wise, the rules of dueling are quite different from what they later became (such as, no tributing is needed to summon any monster card, fusions don't require a magic card to fuse and specific monsters aren't always necessary, only one card can be played on the field at a time, you draw until you have five cards in your hand and you cannot skip a turn without playing a card, and there are several monsters that are ritual monsters in the game, that aren't ritual monsters in the card game). Storywise, Seto is a far different character, and the sealing of the Pharaoh happens completely differently than what later becomes canon.



* InfinityPlusOneSword: The Meteor Black Dragon can be seen as this. It is by far the strongest monster card the player can obtain without cheating, with 3500 attack, which is tied with the Perfectly Ultimate Great Moth for 3rd highest in the game, and 500 points higher than the next strongest obtainable monsters, the Blue Eyes White Dragon and Metal Zoa. While it doesn't have much equip versatility (only being powered up by Dragon Treasure and Salamandra outside the universal equips, which is still one more than nearly every other high level dragon is capable of being powered up by), it has the best possible alignments, with Mars allowing it to take out the aforementioned Ultimate Moth without an equip, and Sun allowing it to take out even the Gate Guardian without an equip. Obtaining it however, is actually not that difficult, as you can obtain it from defeating the Meadow Mage, a rather easy opponent you can fight right after you win Kaiba's tournament and go back to the past (which is the halfway point in the game), and the card itself is not all that rare (you can reasonably obtain a Meteor Black Dragon by the time you defeat the [[MoneySpider Meadow Mage]] around 50 times or so). Compare this to the second strongest obtainable cards, Metal Zoa, who can only be obtained as a very rare prize from Sebek (who you can only grind against in Free Duel after completing the game), and Blue Eyes White Dragon, who can only be obtained as a very rare prize from [[spoiler:Seto 3]] (who like Sebek, can only be fought in Free Duel after completing the game, and is the [[ThatOneBoss most difficult opponent to defeat as well]]). This is very fortunate for the player, as the Meteor Black Dragon is pretty much required for the player to [[NintendoHard reliably get through the end game without significant luck]].

to:

* InfinityMinusOneSword: For equip cards, there's Bright Castle, which while it strengthens monsters by 500 points like any other equip, can be used to power up any monster (whereas other equips have a limited pool of monsters they can be used on).
* InfinityPlusOneSword: The Meteor Black Dragon can be seen as this. It is by far the strongest monster card the player can obtain without cheating, with 3500 attack, which is tied with the Perfectly Ultimate Great Moth for 3rd highest in the game, and 500 points higher than the next strongest obtainable monsters, the Blue Eyes White Dragon and Metal Zoa. While it doesn't have much equip versatility (only being powered up by Dragon Treasure and Salamandra outside the universal equips, which is still one more than nearly every other high level dragon is capable of being powered up by), it has the best possible alignments, with Mars allowing it to take out the aforementioned Ultimate Moth without an equip, and Sun allowing it to take out even the Gate Guardian without an equip. Obtaining it however, is actually not that difficult, as you can obtain it from defeating the Meadow Mage, a rather easy opponent you can fight right after you win Kaiba's tournament and go back to the past (which is the halfway point in the game), and the card itself is not all that rare (you can reasonably obtain a Meteor Black Dragon by the time you defeat the [[MoneySpider Meadow Mage]] around 50 times or so). Compare this to the second strongest obtainable cards, Metal Zoa, who can only be obtained as a very rare prize from Sebek (who you can only grind against in Free Duel after completing the game), and Blue Eyes White Dragon, who can only be obtained as a very rare prize from [[spoiler:Seto 3]] (who like Sebek, can only be fought in Free Duel after completing the game, and is the [[ThatOneBoss most difficult opponent to defeat as well]]). This is very fortunate for the player, as the Meteor Black Dragon is pretty much required for the player to [[NintendoHard reliably get through the end game without significant luck]].luck]].
**For equip cards, there's Megamorph. Not only is it able to power up any monster in the game, but it strengthens their attack and defense by 1000 (every other equip strengthens by 500).


Added DiffLines:

* UselessUsefulSpell: The majority of the magic and trap cards in the game have effects that are of situational usefulness, or are just not useful enough to spend a turn using in lieu of playing a monster card.
lu127 MOD

Added: 748

Changed: 365

Is there an issue? Send a MessageReason:
None


''Yu-Gi-Oh! Forbidden Memories'' is a Yu-Gi-Oh! video game for the PlayStation. It is in an Alternate Universe to the anime, taking place in Ancient Egypt as the Pharaoh. For all practical purposes, it can be seen as an early draft of the Ancient Egypt arc that had yet to start in the canon media at the time.

to:

[[quoteright:310:http://static.tvtropes.org/pmwiki/pub/images/Yu-Gi-Oh_-_Forbidden_Memories-PS1-Gameplay-screenshot-1_3513.jpg]]

''Yu-Gi-Oh! Forbidden Memories'' is a Yu-Gi-Oh! video game for the PlayStation. It The game takes place in both modern times and Ancient Egypt, and the player character switches accordingly. Throughout most of the game, the protagonist is in Atem, the Prince of Ancient Egypt. However, after the high priest Heishin overthrows Pharaoh, he sets out to free Egypt from Heishin's tyranny and is accidentally transported to modern times.

The game serves as
an Alternate Universe AlternateUniverse to the anime, taking place with the BigBad being a different person, and many of Yugi's TrueCompanions making appearances as characters in Ancient Egypt as the Pharaoh.Egypt. For all practical purposes, it can be seen as an early draft of the Ancient Egypt arc that had yet to start in the canon media at the time.



!This Video Game provides examples of

to:

!This Video Game game provides examples of
of:
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DiscOneFinalBoss: Kaiba, who was the final opponent in his tournament, as well as the final opponent you dueled in the present time. He was also the first opponent you have to beat that has a high chance of using a monster with 3000 attack (prior opponents Pegasus and Isis could play the Meteor Black Dragon and Black Skull Dragon respectively, though it was very rare for them to), and he was the only opponent to have his own unique battle music.
Is there an issue? Send a MessageReason:
None


''Yu-Gi-Oh! Forbidden Memories'' is a Yu-Gi-Oh! video game for the PlayStation. It is in an Alternate Universe to the anime, taking place in Ancient Egypt as the Pharaoh.

to:

''Yu-Gi-Oh! Forbidden Memories'' is a Yu-Gi-Oh! video game for the PlayStation. It is in an Alternate Universe to the anime, taking place in Ancient Egypt as the Pharaoh.
Pharaoh. For all practical purposes, it can be seen as an early draft of the Ancient Egypt arc that had yet to start in the canon media at the time.

Added: 3813

Changed: 4506

Is there an issue? Send a MessageReason:
None


* ArtificialStupidity: If you have a face-up monster on your side of the field while the AI has no monsters, they will always play a single monster card (the exception to this are the field mages who'll play their respective field card regardless of what you have on your field), regardless of if their monster is too weak and a magic card in their hand could wipe out all of their opponent's monsters, there exists a fusion in their hand, or if they have a equip they could combine with their monster to strengthen it enough to defeat your monsters. This can be exploited to ensure your opponent does not fuse on you, does not equip their monsters, and prevent them from using magic/trap cards. For a more minor case of AI stupidity, they will never put a monster of 3000 or higher base attack in defense mode, regardless of how strong your monsters are and how much their monster has been weaken. On the reverse (and less likely to occur), a powerupped monster with a base attack of 0 will never be attacked with, even if it would win the duel for the AI.
* AwesomeButImpractical: Ritual cards can be utilized to summon some of the strongest monsters in the game. To use a ritual card, you have to activate it when you have the three specific monsters required for the ritual on the field (the required monsters are usually a [[GuideDangIt guide dang it to figure out]]). Since you can only get one card on the field each turn, this will take three turns of setup (turns that you could be using doing more productive things, such as summoning actually useful monsters). To make it even more difficult, many of the required monsters to use with rituals are not viable beyond even the midgame, and some of the required monsters are so weak to even be capable of surviving in the early game (such as White Dolphin, a required monster of the Fortress Whale Oath, that has 500 atk and 400 def). This complicate things farther, as you must keep these weak required monsters from being destroyed by your opponent (which can be about impossible without significant luck or setting up trap cards prior to protect them), and in the scenario where you're able to keep them alive, you already have the duel under your complete control, in which case, using a ritual card is unnecessary to win. And if one of these required monsters are destroyed, the ritual card becomes completely useless without you being able to draw any backups of the destroyed cards potentially in your deck. Now if you actually go through all that trouble to get a ritual monster on the field, the reward itself is not much. Ritual monsters will usually have at least 550 more attack than the strongest monster used for the ritual (keep in mind this is only 50 more attack than a single equip would give, and some ritual monsters have even less of a stat boost compared to the strongest monster required), and will rarely have more than 1000 ATK than the strongest monster required for their ritual. To make things even worse for ritual cards, a simple and versatile fusion is all that is required to create a Twin Headed Thunder Dragon, which is stronger or as strong as all but five of the ritual monsters, and only two of those stronger ritual mosnters (Gate Guardian and Blue Eyes Ultimate Dragon) have more than 500 ATK than the Twin Head.
** In short, rituals are too convoluted, difficult, and time consuming to actually utilize, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.

to:

* ArtificialStupidity: If The AI in this game has several flaws:
**If
you have a face-up monster on your side of the field while the AI has no monsters, they will always play a single monster card (the exception to this are the field mages mages, who'll play their respective field card regardless of what you have on your field), field, even if it would leave them unprotected from a direct attack that will finish them), regardless of if their monster is too weak and a magic card in their hand could wipe out all of their opponent's monsters, there exists a fusion in their hand, or if they have a equip they could combine with their monster to strengthen it enough to defeat your monsters. This can be exploited to ensure your opponent does not fuse on you, does not equip their monsters, and prevent them from using magic/trap cards. For a more minor case of AI stupidity, they
**They
will never put a monster of 3000 or higher base attack in defense mode, regardless of how strong your monsters are and how much their monster has been weaken. weaken, as well as regardless of if the battle damage would result in their defeat. On the reverse (and less likely to occur), a powerupped monster with a base inverse, some monsters that have much higher defense than attack of 0 will never be attacked with, even if it attacking with them would win the duel for the AI.
**If the AI's monsters are not strong enough to destroy any monsters on your field, they'll always switch them to defense (the exception being the aforementioned 3000+ monsters). They'll even do this if the monster of yours they're unable to destroy has the same attack as the strongest monster on their field, while having lower defense (thus allowing your monster to safely destroy their equal in attack monster).
**The AI will also always switch their monsters into defense when they're bluffed into not attacking your facedown monster, regardless of their monsters' defense values. This can be exploited to defeat high attack, low defense monsters (such as Summoned Skull and Jirai Gumo), that you would be unable to destroy otherwise.

* AwesomeButImpractical: Ritual cards can be utilized to summon some of the strongest monsters in the game. To use a ritual card, you have to activate it when you have the three specific monsters required for the ritual on the field (the required monsters are usually a [[GuideDangIt guide dang it to figure out]]). Since you can only get one card on the field each turn, this will take three turns of setup (turns that you could be using doing more productive things, such as summoning actually useful monsters). To make it even more difficult, many of the required monsters to use with rituals are not viable beyond even the midgame, and some of the required monsters are so weak to even be capable incapable of surviving in the early game (such as White Dolphin, Kuriboh, a required monster of the Fortress Whale Oath, Black Luster Ritual, that has 500 300 atk and 400 200 def). This complicate things farther, as you must keep these weak required monsters from being destroyed by your opponent (which can be about impossible without significant luck or setting up trap cards prior to protect them), and in the scenario where you're able to keep them alive, it's incredibly likely you already have the duel under your complete control, in which case, using a ritual card is unnecessary to win. And if one of these required monsters are destroyed, the ritual card becomes completely useless without unless you being are able to draw any backups of the destroyed cards that are potentially in your deck. Now if you actually go through all that trouble to get a ritual monster on the field, the reward itself is not much. Ritual monsters will usually have at least 550 more attack than the strongest monster used for the ritual (keep in mind this is only 50 more attack than a single equip would give, and some ritual monsters have even less of a stat boost compared to the strongest monster required), and will rarely have more than 1000 ATK than the strongest monster required for their ritual. To make things even worse for ritual cards, a simple and versatile fusion is all that is required to create a Twin Headed Thunder Dragon, which is stronger or as strong as all but five of the ritual monsters, and only two of those stronger ritual mosnters monsters (Gate Guardian and Blue Eyes Ultimate Dragon) have more than 500 ATK than the Twin Head.
** In short, rituals are too convoluted, difficult, and time consuming to actually utilize, utilise, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.



* BossRush: The end game requires you to duel and defeat seven straight opponents (all seven being difficult opponents by themselves, and the last four of which are the most difficult opponents in the game), with no chance to retreat and save in between (meaning if you lose to any of them, you must duel them all over again). If you successfully traverse the labyrinth after Teena is captured to rescue her, before defeating all the high mages however, and defeat [[BonusBoss Seto 2]], you'll skip the Labyrinth Mage in the endgame gauntlet, making it very slightly easier (though this doesn't help much, as he was arguably the least difficult of the final seven anyway).

to:

* BossRush: The end game requires you to duel and defeat seven straight opponents (all seven being difficult opponents by themselves, and the last four of which are the most difficult opponents in the game), with no chance to retreat and save in between (meaning if you lose to any of them, you must duel them all over again). If you successfully traverse the labyrinth after Teena is captured to rescue her, before defeating all the high mages however, and defeat [[BonusBoss Seto 2]], you'll skip the Labyrinth Mage in the endgame gauntlet, making it very slightly easier (though this doesn't help much, as he was arguably the least difficult of the final seven anyway).opponents to come are vastly more difficult).



* DiscOneNuke: The Twin Headed Thunder Dragon fusion. To create one, all that is required is any Dragon type monster (which includes pseudo dragons such as Dragon Zombie), and any Thunder type monster, with one of them having an attack of 1600 or higher (such ingredients can be in the deck you start out with, and aren't difficult to obtain in the early/mid game). The Twin Head has an attack of 2800 (which only 10 monsters in the game have an higher attack than, and is strong enough to wipe out your opponent's life points in just three direct attacks), and is compatible with two field cards (being a Thunder type, it is powered up by sea and mountain, and is the strongest monster with a dual compatibility), as well as compatible with many different equip cards, making it easy to powerup. With proper deck building around it, The Twin Head can be reliably used to take on any monster outside the Blue Eyes Ultimate Dragon, and reliably carry the player to the end game. Eventually, unless you're fortunate enough to obtain Sanga of the Thunder, the Thunder monsters required for your fusion will become unviable for use themselves, and the Twin Head becomes overshadowed by the obtainable [[InfinityPlusOneSword Meteor Black Dragon]] (and to a lesser extent, by the slightly weaker but even more equip versatile Skull Knight). Regardless, a card of the Twin Head is actually reasonably obtainable, and remains very viable in the end game.

to:

* DiscOneNuke: The Twin Headed Thunder Dragon fusion. To create one, all that is required is any Dragon type monster (which includes pseudo dragons such as Dragon Zombie), and any Thunder type monster, with one of them having an attack of 1600 or higher (such ingredients can be in the deck you start out with, and aren't difficult to obtain in the early/mid game). The Twin Head has an attack of 2800 (which only 10 monsters in the game have an higher attack than, and is strong enough to wipe out your opponent's life points in just three direct attacks), and is compatible with two field cards (being a Thunder type, it is powered up by sea and mountain, and is the strongest monster with a dual compatibility), as well as compatible with many different a variety of equip cards, making it easy to powerup. With proper deck building around it, The Twin Head can be reliably used to take on any monster outside the Blue Eyes Ultimate Dragon, and reliably carry the player to the end game. Eventually, unless you're fortunate enough to obtain Sanga of the Thunder, the Thunder monsters required for your fusion will become unviable for use themselves, themselves (and have poor fusion prospects outside the Twin Head), and the Twin Head becomes overshadowed by the obtainable [[InfinityPlusOneSword Meteor Black Dragon]] (and to a lesser extent, by the slightly weaker but even more equip versatile Skull Knight). Regardless, a card of the Twin Head is actually reasonably obtainable, and remains very viable in the end game.game.
* DittoFighter: In Free Duel, there's an opponent named Duel Master K that's available from the start, and is never seen in the campaign mode. His deck is a mirror copy of the player's deck. Generally seen as being there to teach players the possible fusions and combinations in their deck, as his card drops are terrible beyond early game standards.



** Also since this was made before the official appearance of Ishizu and Marik. There is a slight change where Ishizu becomes Isis and is a completely different character from her Battle City appearance, while Marik doesn't appear at all, and the Millennium Rod has been given to Kaiba.

to:

** Also since this was made before the official appearance of Ishizu and Marik. There Marik, there is a slight change where Ishizu becomes Isis and is a completely different character from her Battle City appearance, while Marik doesn't appear at all, and the Millennium Rod has been given to Kaiba.



* GameMod: There exists a mod of this game that slightly alters the drop lists, mainly to make card drops more sensible for the opponent (such as, you no longer win Meteor Black Dragon from the Meadow Mage), as well as allow the unobtainable cards from the original to be winnable (albeit, they're extremely rare to win). The same person who created this mod also planned to create a Forbidden Memories 2 mod, an unofficial sequel that replaced many of the cards in the game with new ones, as well as several other alterations. However, [[DevelopmentHell the creator did not meet promised dates to release things pertaining to the mod (such as a beta and trailers), and nothing has been heard about it from the creator in over a year]].

to:

* GameMod: There exists a mod of this game that slightly alters the drop lists, mainly to make card drops more balanced and sensible for the opponent (such as, you no longer win Meteor Black Dragon from the Meadow Mage), Mage, with all the field mages giving cards pertaining to the types they use, and some non early game opponents, such as Teana 2, who were useless to duel before, now having worthwhile card drops), as well as allow making the unobtainable cards from the original to be winnable (albeit, they're extremely rare to win). The same person who created this mod also planned to create a Forbidden Memories 2 mod, an unofficial sequel that replaced many of the cards in the game with new ones, as well as several other alterations. However, [[DevelopmentHell the creator did not meet promised dates to release things pertaining to the mod (such as a beta and trailers), and nothing has been heard about it from the creator in over a year]].

Added: 944

Changed: 3965

Removed: 5454

Is there an issue? Send a MessageReason:
Moving stuff to the YMMV tab


* BreatherBoss: There are a few examples in this game.
** After you make it past the preliminaries in Kaiba's tournament, you'll duel Shadi, the fifth opponent overall. While the previous four opponents scaled up in difficulty, Shadi is a noticeable step down, having monsters with stats in the hundreds, and not having significant fusions nor magic/trap cards in his deck. He's pretty much the only opponent past the early game you're guaranteed to not need to grind for.
** When you return to the past, the first mandatory opponent is the mage soldier, whose monsters only have stats in the mid thousands, as well as no significant fusions nor magic/trap/equip cards. He's much weaker than the past few opponents you dueled in Kaiba's tournament, as well as the opponents to come.
** When you return to the past and must retrieve the [[MacGuffin Millennium Items]] from the high mages in the shrines, High Mage Martis of the desert shrine will come off as this, especially if you dueled the other, more difficult high mages before him. Instead of having monsters in the high 2000s or even 3000s that get powered up by his field, he instead uses powerful fiends and spellcasters (such as Summoned Skull and Skull Knight), that while still strong, do not get the field power bonus the strongest monsters of the other high mages have. This results in him fielding significantly weaker monsters than what the other high mages are using against you. The lack of strong monsters boosted by the wasteland field can be blamed for his odd monster choice, as no monster in the game has an attack over 2200 that is also boosted by wasteland.
** In the endgame [[BossRush gauntlet]], the second opponent (or first if you defeated Seto 2), Sebek, is much easier than the high mages you dueled and defeated, as well as easier than the opponents to come. He uses machine and beast type monsters, with the strongest being by far a Metal Zoa (which while it has 3000 attack, you have already defeated opponents fielding stronger monsters than this), and while dueling him on a yami field, which does nothing to boost his monsters. Most of his remaining monsters only have slightly more than 2000 attack, and he has no significant magic/trap cards nor equips.



* EarlyBirdBoss: This game has a couple of them.
** Weevil Underwood is the second opponent the player faces in Kaiba's tournament, as well as the third mandatory opponent. While the player could coast through the early game and [[WarmupBoss Rex Raptor]] with their starter deck, Weevil is a step up from Rex, and unless the player has a solid grasp on fusions and did some grinding to improve their deck, they are likely to get stomped by him. Once the player learns how to play and to adequately grind, Weevil will fall easily, though having provided a [[NintendoHard taste on what is to come]].
** Pegasus is the seventh opponent in Kaiba's tournament, who is dueled in the quarterfinals. He is a significant step up from prior opponents, with powerful magic/trap cards, good equips, monsters with 2000+ attack, and the capability to create many powerful fusions. He is also the only opponent not in the endgame to be able to see your facedown cards. He is likely to be the first roadblock in a player's progress, and if it hasn't been done already, will drive it in to the player that grinding is an absolute necessity in this game, as well as knowing exactly what you're doing when playing. Arguably [[ThatOneBoss that one boss]], though the opponents to come provide similar difficulty.



* GuideDangIt: The game has several examples of this:
** The exact monsters required for each ritual card. While the description of each ritual card gives you a hint on what is required, these hints are commonly vague, and often don't cover all three monsters needed to complete the ritual.
** The possible fusions in the game. Most are simple enough to reasonably figure out on your own through some trial and error, and the fusions requiring specific monsters are intuitive (such as Black Skull Dragon), as well as can be learned from following the anime and playing the card game. Fusions can also be learned by watching what the computer fuses. The fusions requiring magic cards on the other hand...
** The fact that getting a power or technical rating when winning a duel affects the card you win (getting a power ranking gives you a chance to win more powerful monster cards, while a technical rating gives you a chance to win more useful magic and trap cards). Exactly how to obtain a technical ranking instead of a power ranking is never explained by the game or its manual.
** The cards you can win from each opponent. While sometimes intuitive (such as being able to obtain a Red Eyes Black Dragon from Jono 2), they are nonsensical other times (such as being able to obtain a [[InfinityPlusOneSword Meteor Black Dragon]] from the Meadow Mage).
** The fact that many cards can not be legitimately obtained in the game without unrealistic grinding to 999,999 starchips (such as Summoned Skull), or unable to be obtained at all.
** The correct path to traverse the labyrinth when rescuing Teena (which is [[spoiler: right, right, left, right]]). While it isn't too complicated for one to reasonably figure out on their own, there is no indication that you encounter the Labyrinth Mage if you go the wrong path instead of the right path, and there's no indication that going the wrong path brings you back to the beginning.



* MissingSecret: There are many cards in the game that you see opponents use, that have the impossible 999,999 starchip cost to buy, and that you just never seem to win from dueling. Turns out, these cards are not among the drop lists for any opponent in the game, and that you were intended to obtain these cards through features from playing on a Pocket Station. Since the Pocket Station was [[NoExportForYou never released outside Japan]], these features were removed altogether in international releases. And since the developers didn't adjust the drop rates of opponents to accommodate for this, these cards are not legitimately obtainable without using a cheating device (or actually grinding up to 999,999 starchips, which people have calculated would take ''years of nonstop playing to reach'', which you then would only be able to buy one of these cards anyway unless you utilise a copy file and trade exploit with three memory cards).



* NintendoHard: Since this game was made a few years before the actual card game was released (Was Released in US shortly after Duel Monsters was Localized and following the card game as well), the game is extremely unbalanced. Additionally, the deck strength of your opponents scale rapidly once you progress past the early game, the opponents will have access to many powerful cards you'll never legitimately be able to use, and you will need to grind a lot, often to just defeat the next opponent in the story, and especially to be able to survive the endgame.
* ThatOneBoss: High Mage Kepura is the most difficult of the high mages you'll face, and is as difficult as what you'll face in the endgame, using Gate Guardian powered up by the meadow you duel him on. With an attack over 4000, it'll take just two direct attacks from it to be defeated. Even the Meteor Black Dragon alone won't gain you victory here. [[spoiler: Seto 3]] is also this, being the most difficult opponent in the game, having Blue Eyes Ultimate Dragon and nearly every other extremely powerful monster, as well as the most powerful magic, trap, and equip cards.
* TheComputerIsACheatingBastard: Some opponents (Pegasus, Heishin, [[spoiler: [=Seto 3=], and [=Darknite/Nitemare=]]]) are able to read what cards you have face down on the field, and thus can't be bluffed into not attacking your weaker monster/bluffed into attacking your stronger monster. Your opponents also have complete access to the cards you cannot legitimately obtain (such as ritual monsters, Black Skull Dragon, Shadow Spell, etc.), and have different, more favorable mechanics for how their hand and drawing works (for example, they will often draw multiples of the strongest monster in their deck on their first turn).
* UnwinnableByInsanity: When trading with another player, you're not required to put up the same amount of cards the other player is trading (nor have to put up any card at all). As such, it's possible to trade all your cards in your chest, and while the game does not allow you to trade cards that are in your deck, the game does not disallow you from exiting the build deck screen with less than 40 cards in your deck. So if you were to trade without 40 cards in your deck, and traded enough cards away, you would not have enough cards left to fill out a 40 card deck. And since you can't have 40 cards in your deck, the game will not allow you to duel anyone, thus preventing you from being able to play farther and preventing you from being able to get more cards to fill a 40 card deck again. The only ways out of this are to have enough starchips from beforehand to buy enough cards to fill out a 40 card deck (which considering the inane prices, is very unlikely), or get more cards from a player in a trade. Of course, the player would have to be intentionally invoking this, as there's no reason to exit the build deck screen with an incomplete deck, nor a beneficial reason for trading away all your cards to another player without getting anything in return.

to:

* NintendoHard: Since this NewGamePlus: When you clear campaign mode, you are able to keep playing through it again, with no difference, other than you being able to run through the entire game was made with an endgame deck.
* RandomDrop: Every time you win
a few years before duel, you are given one card, from the actual card game was released (Was Released in US shortly after Duel Monsters was Localized and following drop list of the card game as well), opponent you defeated. How well you did in the game is extremely unbalanced. Additionally, the deck strength of your opponents scale rapidly once you progress past the early game, the opponents duel will have decide which cards you can get, with getting a S/A Pow rating giving you access to many powerful getting the strongest monster cards you'll never legitimately be able to use, and you will need to grind a lot, often to just defeat the next opponent in can drop, S/A Tec rating giving you access to getting the story, and especially to be able to survive strongest magic cards the endgame.
* ThatOneBoss: High Mage Kepura is the most difficult of the high mages you'll face, and is as difficult as what you'll face in the endgame, using Gate Guardian powered up by the meadow you duel him on. With an attack over 4000, it'll take just two direct attacks from it to be defeated. Even the Meteor Black Dragon alone won't gain you victory here. [[spoiler: Seto 3]] is also this, being the most difficult
opponent can drop, and getting anything else will give you access to a mix of cards that are less effective overall.
** RareRandomDrop: Some cards have ridiculously low drop rates
in the game, having Blue Eyes Ultimate Dragon and nearly where unless you're particularly lucky, you will have to duel the opponent who drops them hundreds or even over a thousand times, just to get a single card. And since most of these cards are not that good, they'll just bring the player closer to OneHundredPercentCompletion unless they were fortunate enough to obtain one of these less useful cards early on. Fortunately for those looking to collect every other extremely powerful monster, as well as card, a lot of these cards can be reasonably bought with star chips, and the most powerful magic, trap, and equip cards.
weaker ones can even be found in starter decks.
* TheComputerIsACheatingBastard: Some opponents (Pegasus, Heishin, [[spoiler: [=Seto 3=], and [=Darknite/Nitemare=]]]) are able to read what cards you have face down on the field, and thus can't be bluffed into not attacking your weaker monster/bluffed into attacking your stronger monster. Your opponents also have complete access to the cards you cannot legitimately obtain (such as ritual monsters, Black Skull Dragon, Shadow Spell, etc.), and have different, more favorable mechanics for how can morph cards they draw into other cards in their hand and drawing works (for example, they will deck (which often draw leads to them having multiples of the strongest monster in their deck on their first turn).
* UnwinnableByInsanity: When trading with another player, you're not required to put up the same amount of cards the other player is trading (nor have to put up any card at all). As such, it's possible to trade all your cards in your chest, and while the game does not allow you to trade cards that are in your deck, the game does not disallow you from exiting the build deck screen with less than 40 cards in your deck. So if you were to trade without 40 cards in your deck, and traded enough cards away, you would not have enough cards left to fill out a 40 card deck. And since you can't have 40 cards in your deck, the game will not allow you to duel anyone, thus preventing you from being able to play farther and preventing you from being able to get more cards to fill a 40 card deck again. The only ways out of this are to have enough starchips from beforehand to buy enough cards to fill out a 40 card deck (which considering the inane prices, is very unlikely), or get more cards from a player in a trade. Of course, the player would have to be intentionally invoking this, as there's no reason to exit the build deck screen with an incomplete deck, nor a beneficial reason for trading away all your cards to another player without getting anything in return.
turn).
Is there an issue? Send a MessageReason:
Forgot to add this in my last edit.

Added DiffLines:

* LastLousyPoint: There are several obscure cards in the game that are not that useful, but have incredibly low drop rates, and are usually obtainable from only a single specific opponent that you won't duel often because of their poor/mediocre card drops (such as Dungeon Worm from the Labyrinth Mage and Hourglass of Courage from Jono). Those striving to [[OneHundredPercentCompletion obtain every card in the game]] must then duel these neglected opponents extensively (possibly in excess of 1000 duels) to win just one of these lousy cards. This is all for naught though, as unless you have the original Japanese version and a Pocket Station, there are many other cards that you cannot legitimately obtain. Not that this has stopped people from trying to find some way to win them without cheating for years, leading to [[UrbanLegendOfZelda several theories on how to win them and false claims of winning these cards]].

Added: 2046

Changed: 154

Is there an issue? Send a MessageReason:
None


* ArbitraryHeadcountLimit: You must have exactly 40 cards in your deck, no more, no less.



* DummiedOut: The original Japanese release of the game was compatible with the Pocket Station, with features that allowed players to obtain cards that otherwise could never be won from dueling. Since the Pocket Station was never released outside Japan, international releases of the game had the Pocket Station compatibility and features removed. This rendered the cards that can not be won from dueling to be unobtainable in international releases of the game, without using a cheat device.



* GameMod: There exists a mod of this game that slightly alters the drop lists, mainly to make card drops more sensible for the opponent (such as, you no longer win Meteor Black Dragon from the Meadow Mage), as well as allow the unobtainable cards from the original to be winnable (albeit, they're extremely rare to win). The same person who created this mod also planned to create a Forbidden Memories 2 mod, an unofficial sequel that replaced many of the cards in the game with new ones, as well as several other alterations. However, [[DevelopmentHell the creator did not meet promised dates to release things pertaining to the mod (such as a beta and trailers), and nothing has been heard about it from the creator in over a year]].



* MoneySpider: The Meadow Mage, seemingly just another mook to a high mage that will be assumed to give you cards slightly better than mediocre at best, inexplicably gives you the best card drops out of anyone in the game. Such cards include several monsters with 1800+ attack (including a Meteor Dragon), Curse of Dragon (2000 attack and can be used as a strong ingredient for the Twin Headed Thunder Dragon fusion, as well as fused with Gaia to create the Dragon Champion), Gaia the Fierce Knight (2300 attack with good equip versatility and be fused with the aforementioned Curse of Dragon), Dark Magician (2500 attack), Skull Knight (2650 attack, with the useful Mercury alignment and possibly the best equip versatility in the game), and the '''[[InfinityPlusOneSword Meteor Black Dragon]]'''. While some of these cards can be obtained from other, harder opponents, the Skull Knight and Meteor Black Dragon are an exclusive to him. Once you defeat him in campaign, run off and grind against him in Free Duel. You're going to need those Meteor Black Dragons and Skull Knights to complete the game.

to:

* MoneySpider: The Meadow Mage, seemingly just another mook to a high mage that will be assumed to give you cards slightly better than mediocre at best, inexplicably gives you the best card drops out of anyone in the game. Such cards include several monsters with 1800+ attack (including a Meteor Dragon), Curse of Dragon (2000 attack and can be used as a strong ingredient for the Twin Headed Thunder Dragon fusion, as well as fused with Gaia to create the Dragon Champion), Gaia the Fierce Knight (2300 attack with good equip versatility and be fused with the aforementioned Curse of Dragon), Dark Magician (2500 attack), Skull Knight (2650 attack, with the useful Mercury alignment and possibly the best equip versatility in the game), and the '''[[InfinityPlusOneSword Meteor Black Dragon]]'''. While some of these cards can be obtained from other, harder opponents, they have a much higher drop rate from the Meadow Mage, especially Skull Knight and Meteor Black Dragon are an exclusive to him.Knight. Once you defeat him in campaign, run off and grind against him in Free Duel. You're going to need those Meteor Black Dragons and Skull Knights to complete the game.



* TheComputerIsACheatingBastard: Some opponents (Pegasus, Heishin, [[spoiler: [=Seto 3=], and [=Darknite/Nitemare=]]]) are able to read what cards you have face down on the field, and thus can't be bluffed into not attacking your weaker monster/bluffed into attacking your stronger monster. Your opponents also have complete access to the cards you cannot legitimately obtain (such as ritual monsters, Black Skull Dragon, Dien Keto the Cure Master, etc.), and have different, more favorable mechanics for how their hand and drawing works (for example, they will often draw multiples of the strongest monster in their deck on their first turn).

to:

* TheComputerIsACheatingBastard: Some opponents (Pegasus, Heishin, [[spoiler: [=Seto 3=], and [=Darknite/Nitemare=]]]) are able to read what cards you have face down on the field, and thus can't be bluffed into not attacking your weaker monster/bluffed into attacking your stronger monster. Your opponents also have complete access to the cards you cannot legitimately obtain (such as ritual monsters, Black Skull Dragon, Dien Keto the Cure Master, Shadow Spell, etc.), and have different, more favorable mechanics for how their hand and drawing works (for example, they will often draw multiples of the strongest monster in their deck on their first turn).


Added DiffLines:

* UrbanLegendOfZelda: There are many cards in the game that cannot be won from dueling. Naturally, there have been people who have claimed to have won these cards, usually in combination with claiming to have to won it through having an extraordinary amount of wins against a specific opponent, as well as dueling a specific, convoluted way. All of these claims were never verified, with their video/screenshot proof always being debunked. Eventually, a group of players hacked the game, and found that indeed, these cards are not in the drop list for any opponent. Even with this proof to confirm these cards as unobtainable, it hasn't stopped people from claiming to have won them or believing they can be won through some way.

Added: 1578

Changed: 7

Is there an issue? Send a MessageReason:
None


* AdamSmithHatesYourGuts: Want those powerful cards without cheating or just dueling a character to get it? Hope you're prepared to Fight hundreds upon hundreds of duels to get the Starchips required to buy even a single card. To elaborate, the max amount of starchips you can get winning a duel is five, where any decent or useful card will cost hundreds or thousands of starchips. To make it more ridiculous, many cards inexplicably cost 999,999 starchips (which is pretty much the majority of monster cards with 2000+ attack, those with significance in the anime at the time of the game's release, and even cards that you are incapable of winning from beating people). It's to the point where you would be surprised when a card is actually viable near the endgame and can be realistically bought without cheating.

to:

* AdamSmithHatesYourGuts: Want those powerful cards without cheating or just dueling a character to get it? Hope you're prepared to Fight fight hundreds upon hundreds of duels to get the Starchips required to buy even a single card. To elaborate, the max amount of starchips you can get winning a duel is five, where any decent or useful card will cost hundreds or thousands of starchips. To make it more ridiculous, many cards inexplicably cost 999,999 starchips (which is pretty much the majority of monster cards with 2000+ attack, those with significance in the anime at the time of the game's release, and even cards that you are incapable of winning from beating people). It's to the point where you would be surprised when a card is actually viable near the endgame and can be realistically bought without cheating.



** After you make it past the preliminaries in Kaiba's tournament, you'll duel Shadi, the fifth opponent overall. While the previous four opponents scaled up in difficulty, Shadi is a noticeable step down, having monsters with stats in the hundreds, and not having significant fusions nor magic/trap cards in his deck. He's pretty much the opponent past the early game you're guaranteed to not need to grind for.

to:

** After you make it past the preliminaries in Kaiba's tournament, you'll duel Shadi, the fifth opponent overall. While the previous four opponents scaled up in difficulty, Shadi is a noticeable step down, having monsters with stats in the hundreds, and not having significant fusions nor magic/trap cards in his deck. He's pretty much the only opponent past the early game you're guaranteed to not need to grind for.for.
** When you return to the past, the first mandatory opponent is the mage soldier, whose monsters only have stats in the mid thousands, as well as no significant fusions nor magic/trap/equip cards. He's much weaker than the past few opponents you dueled in Kaiba's tournament, as well as the opponents to come.


Added DiffLines:

* UnwinnableByInsanity: When trading with another player, you're not required to put up the same amount of cards the other player is trading (nor have to put up any card at all). As such, it's possible to trade all your cards in your chest, and while the game does not allow you to trade cards that are in your deck, the game does not disallow you from exiting the build deck screen with less than 40 cards in your deck. So if you were to trade without 40 cards in your deck, and traded enough cards away, you would not have enough cards left to fill out a 40 card deck. And since you can't have 40 cards in your deck, the game will not allow you to duel anyone, thus preventing you from being able to play farther and preventing you from being able to get more cards to fill a 40 card deck again. The only ways out of this are to have enough starchips from beforehand to buy enough cards to fill out a 40 card deck (which considering the inane prices, is very unlikely), or get more cards from a player in a trade. Of course, the player would have to be intentionally invoking this, as there's no reason to exit the build deck screen with an incomplete deck, nor a beneficial reason for trading away all your cards to another player without getting anything in return.

Added: 1446

Changed: 1608

Is there an issue? Send a MessageReason:
None


* ArtificialStupidity: If you have a face-up monster on your side of the field while the AI has no monsters, they will always play a single monster card, regardless of if their monster is too weak and a magic card in their hand could wipe out all of their opponent's monsters, there exists a fusion in their hand, or if they have a equip they could combine with their monster to strengthen it enough to defeat your monsters. This can be exploited to ensure your opponent does not fuse on you, does not equip their monsters, and prevent them from using magic/trap cards. For a more minor case of AI stupidity, they will never put a monster of 3000 or higher base attack in defense mode, regardless of how strong your monsters are and how much their monster has been weaken. On the reverse (and less likely to occur), a powerupped monster with a base attack of 0 will never be attacked with, even if it would win the duel for the AI.

to:

* ArtificialStupidity: If you have a face-up monster on your side of the field while the AI has no monsters, they will always play a single monster card, card (the exception to this are the field mages who'll play their respective field card regardless of what you have on your field), regardless of if their monster is too weak and a magic card in their hand could wipe out all of their opponent's monsters, there exists a fusion in their hand, or if they have a equip they could combine with their monster to strengthen it enough to defeat your monsters. This can be exploited to ensure your opponent does not fuse on you, does not equip their monsters, and prevent them from using magic/trap cards. For a more minor case of AI stupidity, they will never put a monster of 3000 or higher base attack in defense mode, regardless of how strong your monsters are and how much their monster has been weaken. On the reverse (and less likely to occur), a powerupped monster with a base attack of 0 will never be attacked with, even if it would win the duel for the AI.



* DiscOneNuke: The Twin Headed Thunder Dragon fusion. To create one, all that is required is any Dragon type monster (which includes pseudo dragons such as Dragon Zombie), and any Thunder type monster, with one of them having an attack of 1600 or higher (such ingredients can be in the deck you start out with, and aren't difficult to obtain in the early/mid game). The Twin Head has an attack of 2800 (which only 10 monsters in the game have an higher attack than, and is strong enough to wipe out your opponent's life points in just three direct attacks), and is compatible with two field cards (being a Thunder type, it is powered up by sea and mountain, and is the strongest monster with a dual compatibility), as well as compatible with many different equip cards, making it easy to powerup. With proper deck building around it, The Twin Head can be reliably used to take on any monster outside the Blue Eyes Ultimate Dragon, and reliably carry the player to the end game. Eventually, unless you're fortunate enough to obtain Sanga of the Thunder, the Thunder monsters required for your fusion will become unviable for use themselves, and the Twin Head becomes overshadowed by the obtainable [[Infinity+1Sword Meteor Black Dragon]] (and to a lesser extent, by the slightly weaker but even more equip versatile Skull Knight). Regardless, a card of the Twin Head is actually reasonably obtainable, and remains very viable in the end game.

to:

* DifficultySpike: The early game starts out easy, with you being presented with opponents that all can be defeated reliably without any grinding, outside [[HopelessBossFight Heishin]]. Then comes Kaiba's tournament in the present, where each of your opponents rapidly get stronger and more difficult. And the game [[NintendoHard never lets up from here on out]].
* DiscOneNuke: The Twin Headed Thunder Dragon fusion. To create one, all that is required is any Dragon type monster (which includes pseudo dragons such as Dragon Zombie), and any Thunder type monster, with one of them having an attack of 1600 or higher (such ingredients can be in the deck you start out with, and aren't difficult to obtain in the early/mid game). The Twin Head has an attack of 2800 (which only 10 monsters in the game have an higher attack than, and is strong enough to wipe out your opponent's life points in just three direct attacks), and is compatible with two field cards (being a Thunder type, it is powered up by sea and mountain, and is the strongest monster with a dual compatibility), as well as compatible with many different equip cards, making it easy to powerup. With proper deck building around it, The Twin Head can be reliably used to take on any monster outside the Blue Eyes Ultimate Dragon, and reliably carry the player to the end game. Eventually, unless you're fortunate enough to obtain Sanga of the Thunder, the Thunder monsters required for your fusion will become unviable for use themselves, and the Twin Head becomes overshadowed by the obtainable [[Infinity+1Sword [[InfinityPlusOneSword Meteor Black Dragon]] (and to a lesser extent, by the slightly weaker but even more equip versatile Skull Knight). Regardless, a card of the Twin Head is actually reasonably obtainable, and remains very viable in the end game.



* ForcedLevelGrinding: Once you're in the present in Kaiba's tournament, if you don't take advantage of Free Duel to get new cards to strengthen your deck, don't expect to get far past [[WarmupBoss Rex Raptor]] without significant luck, as your starter deck with the few additional cards you win from the optional duels in the early game, will be far too underpowered to do much against the quickly escalating opponents. Do expect to grind a lot in Free Duel before you can defeat the next opponent in campaign, and you will need to do an extreme amount of grinding if you're to have any hope of [[NintendoHard surviving the endgame]]. Grinding can be alleviated a bit though, through [[SaveScumming Start Scumming]] to get a better starter deck, Start Scumming with a second file to get cards to trade over to the first file (such as useful equips and multiple Raigekis), and by knowing which opponents to grind against (dueling [[MoneySpider Meadow Mage]] a hundred times for example, will give you much better rewards than dueling Kaibi one hundred times).

to:

* ForcedLevelGrinding: Once you're in the present in Kaiba's tournament, if you don't take advantage of Free Duel to get new cards to strengthen your deck, don't expect to get far past [[WarmupBoss Rex Raptor]] without significant luck, as your starter deck with the few additional cards you win from the optional duels in the early game, will be far too underpowered to do much against the quickly escalating opponents. Do expect to grind a lot in Free Duel before you can defeat the next opponent in campaign, and you will need to do an extreme amount of grinding if you're to have any hope of [[NintendoHard surviving the endgame]]. Grinding can be alleviated a bit though, through [[SaveScumming Start Scumming]] to get a better starter deck, Start Scumming with a second file to get cards to trade over to the first file (such as useful equips and multiple Raigekis), and by knowing which opponents to grind against (dueling [[MoneySpider Meadow Mage]] a hundred times for example, will give you much better rewards than dueling Kaibi Kaiba one hundred times).



* MoneySpider: The Meadow Mage, seemingly just another [[Mooks mook]] to a high mage that will be assumed to give you cards slightly better than mediocre at best, inexplicably gives you the best card drops out of anyone in the game. Such cards include several monsters with 1800+ attack (including a Meteor Dragon), Curse of Dragon (2000 attack and can be used as a strong ingredient for the Twin Headed Thunder Dragon fusion, as well as fused with Gaia to create the Dragon Champion), Gaia the Fierce Knight (2300 attack with good equip versatility and be fused with the aforementioned Curse of Dragon), Dark Magician (2500 attack), Skull Knight (2650 attack, with the useful Mercury alignment and possibly the best equip versatility in the game), and the '''[[InfinityPlusOneSword Meteor Black Dragon]]'''. While some of these cards can be obtained from other, harder opponents, the Skull Knight and Meteor Black Dragon are an exclusive to him. Once you defeat him in campaign, run off and grind against him in Free Duel. You're going to need those Meteor Black Dragons and Skull Knights to complete the game.

to:

* MoneySpider: The Meadow Mage, seemingly just another [[Mooks mook]] mook to a high mage that will be assumed to give you cards slightly better than mediocre at best, inexplicably gives you the best card drops out of anyone in the game. Such cards include several monsters with 1800+ attack (including a Meteor Dragon), Curse of Dragon (2000 attack and can be used as a strong ingredient for the Twin Headed Thunder Dragon fusion, as well as fused with Gaia to create the Dragon Champion), Gaia the Fierce Knight (2300 attack with good equip versatility and be fused with the aforementioned Curse of Dragon), Dark Magician (2500 attack), Skull Knight (2650 attack, with the useful Mercury alignment and possibly the best equip versatility in the game), and the '''[[InfinityPlusOneSword Meteor Black Dragon]]'''. While some of these cards can be obtained from other, harder opponents, the Skull Knight and Meteor Black Dragon are an exclusive to him. Once you defeat him in campaign, run off and grind against him in Free Duel. You're going to need those Meteor Black Dragons and Skull Knights to complete the game.
Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: Ritual cards can be utilised to summon some of the strongest monsters in the game. To use a ritual card, you have to activate it when you have the three specific monsters required for the ritual on the field (the required monsters are usually a [[GuideDangIt guide dang it to figure out]]). Since you can only get one card on the field each turn, this will take three turns of setup (turns that you could be using doing more productive things, such as summoning actually useful monsters). To make it even more difficult, many of the required monsters to use with rituals are not viable beyond even the midgame, and some of the required monsters are so weak to even be capable of surviving in the early game (such as White Dolphin, a required monster of the Fortress Whale Oath, that has 500 atk and 400 def). This complicate things farther, as you must keep these weak required monsters from being destroyed by your opponent (which can be about impossible without significant luck or setting up trap cards prior to protect them), and in the scenario where you're able to keep them alive, you already have the duel under your complete control, in which case, using a ritual card is unnecessary to win. And if one of these required monsters are destroyed, the ritual card becomes completely useless without you being able to draw any backups of the destroyed cards potentially in your deck. Now if you actually go through all that trouble to get a ritual monster on the field, the reward itself is not much. Ritual monsters will usually have at least 550 more attack than the strongest monster used for the ritual (keep in mind this is only 50 more attack than a single equip would give, and some ritual monsters have even less of a stat boost compared to the strongest monster required), and will rarely have more than 1000 atk than the strongest monster required for their ritual. To make things even worse for ritual cards, a simple and versatile fusion is all that is required to create a Twin Headed Thunder Dragon, which is stronger or as strong as all but five of the ritual monsters, and only two of those stronger ritual mosnters (Gate Guardian and Blue Eyes Ultimate Dragon) have more than 500 atk than the Twin Head.
** In short, rituals are too convoluted, difficult, and time consuming to actually utilise, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.

to:

* AwesomeButImpractical: Ritual cards can be utilised utilized to summon some of the strongest monsters in the game. To use a ritual card, you have to activate it when you have the three specific monsters required for the ritual on the field (the required monsters are usually a [[GuideDangIt guide dang it to figure out]]). Since you can only get one card on the field each turn, this will take three turns of setup (turns that you could be using doing more productive things, such as summoning actually useful monsters). To make it even more difficult, many of the required monsters to use with rituals are not viable beyond even the midgame, and some of the required monsters are so weak to even be capable of surviving in the early game (such as White Dolphin, a required monster of the Fortress Whale Oath, that has 500 atk and 400 def). This complicate things farther, as you must keep these weak required monsters from being destroyed by your opponent (which can be about impossible without significant luck or setting up trap cards prior to protect them), and in the scenario where you're able to keep them alive, you already have the duel under your complete control, in which case, using a ritual card is unnecessary to win. And if one of these required monsters are destroyed, the ritual card becomes completely useless without you being able to draw any backups of the destroyed cards potentially in your deck. Now if you actually go through all that trouble to get a ritual monster on the field, the reward itself is not much. Ritual monsters will usually have at least 550 more attack than the strongest monster used for the ritual (keep in mind this is only 50 more attack than a single equip would give, and some ritual monsters have even less of a stat boost compared to the strongest monster required), and will rarely have more than 1000 atk ATK than the strongest monster required for their ritual. To make things even worse for ritual cards, a simple and versatile fusion is all that is required to create a Twin Headed Thunder Dragon, which is stronger or as strong as all but five of the ritual monsters, and only two of those stronger ritual mosnters (Gate Guardian and Blue Eyes Ultimate Dragon) have more than 500 atk ATK than the Twin Head.
** In short, rituals are too convoluted, difficult, and time consuming to actually utilise, utilize, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.

Added: 16168

Changed: 5333

Is there an issue? Send a MessageReason:
None


* AdamSmithHatesYourGuts: Want those powerful cards without cheating or just dueling a character to get it? Hope your prepared to Fight hundreds upon hundreds of duels to get the Starchips required to buy them.

to:

* AdamSmithHatesYourGuts: Want those powerful cards without cheating or just dueling a character to get it? Hope your you're prepared to Fight hundreds upon hundreds of duels to get the Starchips required to buy them.even a single card. To elaborate, the max amount of starchips you can get winning a duel is five, where any decent or useful card will cost hundreds or thousands of starchips. To make it more ridiculous, many cards inexplicably cost 999,999 starchips (which is pretty much the majority of monster cards with 2000+ attack, those with significance in the anime at the time of the game's release, and even cards that you are incapable of winning from beating people). It's to the point where you would be surprised when a card is actually viable near the endgame and can be realistically bought without cheating.



* EarlyInstallmentWeirdness: Gameplaywise, the rules of dueling are quite different from what they later became. Storywise, Seto is a far different character, and the sealing of the Pharaoh happens completely differently than what later becomes canon.
** Also since this was made before the Official appearance of Ishizu and Marik there is a slight change where Ishizu becomes Isis and is a completely different character from her Battle City appearance while Marik doesn't appear at all and the Millennium Rod has been given to Kaiba.

to:

* ArtificialStupidity: If you have a face-up monster on your side of the field while the AI has no monsters, they will always play a single monster card, regardless of if their monster is too weak and a magic card in their hand could wipe out all of their opponent's monsters, there exists a fusion in their hand, or if they have a equip they could combine with their monster to strengthen it enough to defeat your monsters. This can be exploited to ensure your opponent does not fuse on you, does not equip their monsters, and prevent them from using magic/trap cards. For a more minor case of AI stupidity, they will never put a monster of 3000 or higher base attack in defense mode, regardless of how strong your monsters are and how much their monster has been weaken. On the reverse (and less likely to occur), a powerupped monster with a base attack of 0 will never be attacked with, even if it would win the duel for the AI.
* AwesomeButImpractical: Ritual cards can be utilised to summon some of the strongest monsters in the game. To use a ritual card, you have to activate it when you have the three specific monsters required for the ritual on the field (the required monsters are usually a [[GuideDangIt guide dang it to figure out]]). Since you can only get one card on the field each turn, this will take three turns of setup (turns that you could be using doing more productive things, such as summoning actually useful monsters). To make it even more difficult, many of the required monsters to use with rituals are not viable beyond even the midgame, and some of the required monsters are so weak to even be capable of surviving in the early game (such as White Dolphin, a required monster of the Fortress Whale Oath, that has 500 atk and 400 def). This complicate things farther, as you must keep these weak required monsters from being destroyed by your opponent (which can be about impossible without significant luck or setting up trap cards prior to protect them), and in the scenario where you're able to keep them alive, you already have the duel under your complete control, in which case, using a ritual card is unnecessary to win. And if one of these required monsters are destroyed, the ritual card becomes completely useless without you being able to draw any backups of the destroyed cards potentially in your deck. Now if you actually go through all that trouble to get a ritual monster on the field, the reward itself is not much. Ritual monsters will usually have at least 550 more attack than the strongest monster used for the ritual (keep in mind this is only 50 more attack than a single equip would give, and some ritual monsters have even less of a stat boost compared to the strongest monster required), and will rarely have more than 1000 atk than the strongest monster required for their ritual. To make things even worse for ritual cards, a simple and versatile fusion is all that is required to create a Twin Headed Thunder Dragon, which is stronger or as strong as all but five of the ritual monsters, and only two of those stronger ritual mosnters (Gate Guardian and Blue Eyes Ultimate Dragon) have more than 500 atk than the Twin Head.
** In short, rituals are too convoluted, difficult, and time consuming to actually utilise, while offering too little of reward to be worth it, especially when there exists vastly superior options for creating stronger monsters (such as the aforementioned Twin Head fusion and just equipping monsters). You're better off using the minimum deck space of four cards that would be needed to use a ritual (which is one tenth of your deck) on other cards.
* BossGame: What Forbidden Memories essentially is.
* BreatherBoss: There are a few examples in this game.
** After you make it past the preliminaries in Kaiba's tournament, you'll duel Shadi, the fifth opponent overall. While the previous four opponents scaled up in difficulty, Shadi is a noticeable step down, having monsters with stats in the hundreds, and not having significant fusions nor magic/trap cards in his deck. He's pretty much the opponent past the early game you're guaranteed to not need to grind for.
** When you return to the past and must retrieve the [[MacGuffin Millennium Items]] from the high mages in the shrines, High Mage Martis of the desert shrine will come off as this, especially if you dueled the other, more difficult high mages before him. Instead of having monsters in the high 2000s or even 3000s that get powered up by his field, he instead uses powerful fiends and spellcasters (such as Summoned Skull and Skull Knight), that while still strong, do not get the field power bonus the strongest monsters of the other high mages have. This results in him fielding significantly weaker monsters than what the other high mages are using against you. The lack of strong monsters boosted by the wasteland field can be blamed for his odd monster choice, as no monster in the game has an attack over 2200 that is also boosted by wasteland.
** In the endgame [[BossRush gauntlet]], the second opponent (or first if you defeated Seto 2), Sebek, is much easier than the high mages you dueled and defeated, as well as easier than the opponents to come. He uses machine and beast type monsters, with the strongest being by far a Metal Zoa (which while it has 3000 attack, you have already defeated opponents fielding stronger monsters than this), and while dueling him on a yami field, which does nothing to boost his monsters. Most of his remaining monsters only have slightly more than 2000 attack, and he has no significant magic/trap cards nor equips.
* BonusBoss: Several opponents in the game are completely optional to duel (with the early game consisting almost entirely of optional opponents), who defeating won't give you anything additional other than another opponent to duel in Free Duel.
** Simon Muran, who you can duel if you return to the palace before you attend the festival.
** Jono and Teena, as well as Villagers 1, 2, and 3, who you can duel in the dueling ground.
** Seto 1, who you can duel if you attend the festival with Teena.
** When you return to the past, you can duel Jono and Teena 2 in the hidden dueling ground, as well as again duel against Villagers 1 and 2 (though 3 will now refuse to duel you).
** Seto 2, who you can duel if you traverse the labyrinth to rescue Teena after her capture, but before defeating all the high mages (if you do this after defeating the high mages, you go to the end game instead). This bonus boss is notable as it's the only one that rewards you beyond what you gain from a normal duel victory (in this case, it makes the endgame slightly shorter and easier by allowing you to skip dueling the Labyrinth Mage in the final boss rush).
* BossRush: The end game requires you to duel and defeat seven straight opponents (all seven being difficult opponents by themselves, and the last four of which are the most difficult opponents in the game), with no chance to retreat and save in between (meaning if you lose to any of them, you must duel them all over again). If you successfully traverse the labyrinth after Teena is captured to rescue her, before defeating all the high mages however, and defeat [[BonusBoss Seto 2]], you'll skip the Labyrinth Mage in the endgame gauntlet, making it very slightly easier (though this doesn't help much, as he was arguably the least difficult of the final seven anyway).
* DiscOneNuke: The Twin Headed Thunder Dragon fusion. To create one, all that is required is any Dragon type monster (which includes pseudo dragons such as Dragon Zombie), and any Thunder type monster, with one of them having an attack of 1600 or higher (such ingredients can be in the deck you start out with, and aren't difficult to obtain in the early/mid game). The Twin Head has an attack of 2800 (which only 10 monsters in the game have an higher attack than, and is strong enough to wipe out your opponent's life points in just three direct attacks), and is compatible with two field cards (being a Thunder type, it is powered up by sea and mountain, and is the strongest monster with a dual compatibility), as well as compatible with many different equip cards, making it easy to powerup. With proper deck building around it, The Twin Head can be reliably used to take on any monster outside the Blue Eyes Ultimate Dragon, and reliably carry the player to the end game. Eventually, unless you're fortunate enough to obtain Sanga of the Thunder, the Thunder monsters required for your fusion will become unviable for use themselves, and the Twin Head becomes overshadowed by the obtainable [[Infinity+1Sword Meteor Black Dragon]] (and to a lesser extent, by the slightly weaker but even more equip versatile Skull Knight). Regardless, a card of the Twin Head is actually reasonably obtainable, and remains very viable in the end game.
* EarlyBirdBoss: This game has a couple of them.
** Weevil Underwood is the second opponent the player faces in Kaiba's tournament, as well as the third mandatory opponent. While the player could coast through the early game and [[WarmupBoss Rex Raptor]] with their starter deck, Weevil is a step up from Rex, and unless the player has a solid grasp on fusions and did some grinding to improve their deck, they are likely to get stomped by him. Once the player learns how to play and to adequately grind, Weevil will fall easily, though having provided a [[NintendoHard taste on what is to come]].
** Pegasus is the seventh opponent in Kaiba's tournament, who is dueled in the quarterfinals. He is a significant step up from prior opponents, with powerful magic/trap cards, good equips, monsters with 2000+ attack, and the capability to create many powerful fusions. He is also the only opponent not in the endgame to be able to see your facedown cards. He is likely to be the first roadblock in a player's progress, and if it hasn't been done already, will drive it in to the player that grinding is an absolute necessity in this game, as well as knowing exactly what you're doing when playing. Arguably [[ThatOneBoss that one boss]], though the opponents to come provide similar difficulty.
* EarlyInstallmentWeirdness: Gameplaywise, the rules of dueling are quite different from what they later became.became (such as, no tributing is needed to summon any monster card, fusions don't require a magic card to fuse and specific monsters aren't always necessary, only one card can be played on the field at a time, you draw until you have five cards in your hand and you cannot skip a turn without playing a card, and there are several monsters that are ritual monsters in the game, that aren't ritual monsters in the card game). Storywise, Seto is a far different character, and the sealing of the Pharaoh happens completely differently than what later becomes canon.
** Also since this was made before the Official official appearance of Ishizu and Marik there Marik. There is a slight change where Ishizu becomes Isis and is a completely different character from her Battle City appearance appearance, while Marik doesn't appear at all all, and the Millennium Rod has been given to Kaiba. Kaiba.
* ElementalRockPaperScissors: Each monster can be given one of two alignments available to it, with each alignment being strong against one other alignment, while being weak to another. When a monster fights a monster with an alignment its strong against, it'll temporarily gain 500 attack and defense points for that battle. The alignments go Sun (Light) -> Moon (Fiend) -> Venus (Dreams) -> Mercury (Shadow) -> Sun, and Mars (Fire) -> Jupiter (Forest) -> Saturn (Wind) -> Uranus (Earth) -> Pluto (Thunder) -> Neptune (Water) -> Mars.



* ForcedLevelGrinding: Once you're in the present in Kaiba's tournament, if you don't take advantage of Free Duel to get new cards to strengthen your deck, don't expect to get far past [[WarmupBoss Rex Raptor]] without significant luck, as your starter deck with the few additional cards you win from the optional duels in the early game, will be far too underpowered to do much against the quickly escalating opponents. Do expect to grind a lot in Free Duel before you can defeat the next opponent in campaign, and you will need to do an extreme amount of grinding if you're to have any hope of [[NintendoHard surviving the endgame]]. Grinding can be alleviated a bit though, through [[SaveScumming Start Scumming]] to get a better starter deck, Start Scumming with a second file to get cards to trade over to the first file (such as useful equips and multiple Raigekis), and by knowing which opponents to grind against (dueling [[MoneySpider Meadow Mage]] a hundred times for example, will give you much better rewards than dueling Kaibi one hundred times).
* GuideDangIt: The game has several examples of this:
** The exact monsters required for each ritual card. While the description of each ritual card gives you a hint on what is required, these hints are commonly vague, and often don't cover all three monsters needed to complete the ritual.
** The possible fusions in the game. Most are simple enough to reasonably figure out on your own through some trial and error, and the fusions requiring specific monsters are intuitive (such as Black Skull Dragon), as well as can be learned from following the anime and playing the card game. Fusions can also be learned by watching what the computer fuses. The fusions requiring magic cards on the other hand...
** The fact that getting a power or technical rating when winning a duel affects the card you win (getting a power ranking gives you a chance to win more powerful monster cards, while a technical rating gives you a chance to win more useful magic and trap cards). Exactly how to obtain a technical ranking instead of a power ranking is never explained by the game or its manual.
**The cards you can win from each opponent. While sometimes intuitive (such as being able to obtain a Red Eyes Black Dragon from Jono 2), they are nonsensical other times (such as being able to obtain a [[InfinityPlusOneSword Meteor Black Dragon]] from the Meadow Mage).
**The fact that many cards can not be legitimately obtained in the game without unrealistic grinding to 999,999 starchips (such as Summoned Skull), or unable to be obtained at all.
**The correct path to traverse the labyrinth when rescuing Teena (which is [[spoiler: right, right, left, right]]). While it isn't too complicated for one to reasonably figure out on their own, there is no indication that you encounter the Labyrinth Mage if you go the wrong path instead of the right path, and there's no indication that going the wrong path brings you back to the beginning.



* HopelessBossFight: The first time you duel Heishin, you'll duel him at the end of the early game, where your monsters still have stats in the hundreds or a little over one thousand, while he has endgame monsters with attack power exceeding 3000, along with powerful magic/trap cards and Megamorph. You must lose this duel to progress in the story, as if you defeat him (which while pretty much impossible when not on a [[NewGamePlus new game plus]] without extreme luck and the Twin Head fusion), he'll rematch you until you lose. This is also the only duel in Campaign that you are allowed to lose (losing elsewhere results in a Game Over).
* InfinityPlusOneSword: The Meteor Black Dragon can be seen as this. It is by far the strongest monster card the player can obtain without cheating, with 3500 attack, which is tied with the Perfectly Ultimate Great Moth for 3rd highest in the game, and 500 points higher than the next strongest obtainable monsters, the Blue Eyes White Dragon and Metal Zoa. While it doesn't have much equip versatility (only being powered up by Dragon Treasure and Salamandra outside the universal equips, which is still one more than nearly every other high level dragon is capable of being powered up by), it has the best possible alignments, with Mars allowing it to take out the aforementioned Ultimate Moth without an equip, and Sun allowing it to take out even the Gate Guardian without an equip. Obtaining it however, is actually not that difficult, as you can obtain it from defeating the Meadow Mage, a rather easy opponent you can fight right after you win Kaiba's tournament and go back to the past (which is the halfway point in the game), and the card itself is not all that rare (you can reasonably obtain a Meteor Black Dragon by the time you defeat the [[MoneySpider Meadow Mage]] around 50 times or so). Compare this to the second strongest obtainable cards, Metal Zoa, who can only be obtained as a very rare prize from Sebek (who you can only grind against in Free Duel after completing the game), and Blue Eyes White Dragon, who can only be obtained as a very rare prize from [[spoiler:Seto 3]] (who like Sebek, can only be fought in Free Duel after completing the game, and is the [[ThatOneBoss most difficult opponent to defeat as well]]). This is very fortunate for the player, as the Meteor Black Dragon is pretty much required for the player to [[NintendoHard reliably get through the end game without significant luck]].
* InstantWinCondition: There exist two alternative methods to winning a duel, that should occur, will automatically win the duel for the player, regardless of the cards on the field and the remaining life points.
** The opponent not having enough cards in their deck to draw a full hand of five cards. Since the player always goes first, the only way for the player to win by this method would be to exploit the AI into doing more fusion/card combining than themselves.
** A player having all five pieces of Exodia in their hand.



* TheComputerIsACheatingBastard: The AI reads your hand and changes it's current hand at random when ever it's in danger. Part of the reason why this game is [[NintendoHard Balls to the wall unfair]] the other reason being the previously mentioned [[EarlyInstallmentWeirdness variation of the rules]].
* NintendoHard: Since this game was made a few years before the actual card game was released (Was Released in US shortly after Duel Monsters was Localized and following the card game as well) The game is extremely unbalanced.

to:

* TheComputerIsACheatingBastard: MoneySpider: The AI reads your hand Meadow Mage, seemingly just another [[Mooks mook]] to a high mage that will be assumed to give you cards slightly better than mediocre at best, inexplicably gives you the best card drops out of anyone in the game. Such cards include several monsters with 1800+ attack (including a Meteor Dragon), Curse of Dragon (2000 attack and changes it's current hand at random when ever it's in danger. Part of can be used as a strong ingredient for the reason why this game is [[NintendoHard Balls Twin Headed Thunder Dragon fusion, as well as fused with Gaia to create the wall unfair]] Dragon Champion), Gaia the other reason being Fierce Knight (2300 attack with good equip versatility and be fused with the previously mentioned [[EarlyInstallmentWeirdness variation aforementioned Curse of Dragon), Dark Magician (2500 attack), Skull Knight (2650 attack, with the rules]].
useful Mercury alignment and possibly the best equip versatility in the game), and the '''[[InfinityPlusOneSword Meteor Black Dragon]]'''. While some of these cards can be obtained from other, harder opponents, the Skull Knight and Meteor Black Dragon are an exclusive to him. Once you defeat him in campaign, run off and grind against him in Free Duel. You're going to need those Meteor Black Dragons and Skull Knights to complete the game.
* NintendoHard: Since this game was made a few years before the actual card game was released (Was Released in US shortly after Duel Monsters was Localized and following the card game as well) The well), the game is extremely unbalanced.unbalanced. Additionally, the deck strength of your opponents scale rapidly once you progress past the early game, the opponents will have access to many powerful cards you'll never legitimately be able to use, and you will need to grind a lot, often to just defeat the next opponent in the story, and especially to be able to survive the endgame.
* ThatOneBoss: High Mage Kepura is the most difficult of the high mages you'll face, and is as difficult as what you'll face in the endgame, using Gate Guardian powered up by the meadow you duel him on. With an attack over 4000, it'll take just two direct attacks from it to be defeated. Even the Meteor Black Dragon alone won't gain you victory here. [[spoiler: Seto 3]] is also this, being the most difficult opponent in the game, having Blue Eyes Ultimate Dragon and nearly every other extremely powerful monster, as well as the most powerful magic, trap, and equip cards.
* TheComputerIsACheatingBastard: Some opponents (Pegasus, Heishin, [[spoiler: [=Seto 3=], and [=Darknite/Nitemare=]]]) are able to read what cards you have face down on the field, and thus can't be bluffed into not attacking your weaker monster/bluffed into attacking your stronger monster. Your opponents also have complete access to the cards you cannot legitimately obtain (such as ritual monsters, Black Skull Dragon, Dien Keto the Cure Master, etc.), and have different, more favorable mechanics for how their hand and drawing works (for example, they will often draw multiples of the strongest monster in their deck on their first turn).
* WarmupBoss: Rex Raptor, who is the first opponent you duel in Kaiba's tournament, and the second mandatory duel overall (the first being [[HopelessBossFight Heishin]]). His cards are even weaker than some of the people you dueled in the early game, and he can be reliably defeated with an unmodified starter deck. Considering the difficulty spike that occurs after him, new players can expect to play him a lot in free duel as they learn the game and gain new cards (especially if they skipped the early game).
Is there an issue? Send a MessageReason:
None


* AndIMustScream: [[spoiler: After Spending the entire game collecting the Millennium items to summon DarkNite, Heishin is turned into a Card at the end. The Must Scream Moment isn't very long because DarkNite then burns the card.]]

to:

* AndIMustScream: [[spoiler: After Spending the entire game collecting the Millennium items to summon DarkNite, [=DarkNite=], Heishin is turned into a Card at the end. The Must Scream Moment isn't very long because DarkNite [=DarkNite=] then burns the card.]]
Is there an issue? Send a MessageReason:
None


* AdamSmithHatesYourGuts: Want those powerful cards without cheating or just dueling a character to get it? Hope your prepared to Fight hundreds upon hundreds of duels to get the Starchips required to buy them.
* AndIMustScream: [[spoiler: After Spending the entire game collecting the Millennium items to summon DarkNite, Heishin is turned into a Card at the end. The Must Scream Moment isn't very long because DarkNite then burns the card.]]



** Also since this was made before the Official appearance of Ishizu and Marik there is a slight change where Ishizu becomes Isis and is a completely different character from her Battle City appearance while Marik doesn't appear at all and the Millennium Rod has been given to Kaiba.



* TheComputerIsACheatingBastard: The AI reads your hand and changes it's current hand at random when ever it's in danger. Part of the reason why this game is [[NintendoHard Balls to the wall unfair]] the other reason being the previously mentioned [[EarlyInstallmentWeirdness variation of the rules]].

to:

* TheComputerIsACheatingBastard: The AI reads your hand and changes it's current hand at random when ever it's in danger. Part of the reason why this game is [[NintendoHard Balls to the wall unfair]] the other reason being the previously mentioned [[EarlyInstallmentWeirdness variation of the rules]].rules]].
* NintendoHard: Since this game was made a few years before the actual card game was released (Was Released in US shortly after Duel Monsters was Localized and following the card game as well) The game is extremely unbalanced.
Is there an issue? Send a MessageReason:
None


* JackassGenie: [[BigBad DarkNite]] is (supposedly) bound to obey the owner of all seven Millennium items. He is summoned by the tribute of all seven Millennium items - which means the summoner doesn't have them anymore!

to:

* JackassGenie: [[BigBad DarkNite]] is (supposedly) bound to obey the owner of all seven Millennium items. He is summoned by the tribute of all seven Millennium items - which means the summoner doesn't have them anymore!anymore!
* TheComputerIsACheatingBastard: The AI reads your hand and changes it's current hand at random when ever it's in danger. Part of the reason why this game is [[NintendoHard Balls to the wall unfair]] the other reason being the previously mentioned [[EarlyInstallmentWeirdness variation of the rules]].

Added: 107

Changed: 2

Is there an issue? Send a MessageReason:
None


* EarlyInstallmentWierdness: Gameplaywise, the rules of dueling are quite different from what they later became. Storywise, Seto is a far different character, and the sealing of the Pharaoh happens completely differently than what later becomes canon.

to:

* EarlyInstallmentWierdness: EarlyInstallmentWeirdness: Gameplaywise, the rules of dueling are quite different from what they later became. Storywise, Seto is a far different character, and the sealing of the Pharaoh happens completely differently than what later becomes canon.canon.
* EverythingIsTryingToKillYou: Lose one duel in story mode (even against your friends), and it's game over.
Is there an issue? Send a MessageReason:
None


!This Video Game provides examples of

to:

!This Video Game provides examples ofof

* EarlyInstallmentWierdness: Gameplaywise, the rules of dueling are quite different from what they later became. Storywise, Seto is a far different character, and the sealing of the Pharaoh happens completely differently than what later becomes canon.
* EnigmaticMinion: Seto
* {{Expy}}: Jono and Teena ''are'' Ancient Egyptian Joey and Tea.
* HelloInsertNameHere: Although you are the Pharoah, this was made before his name was revealed in canon.
* JackassGenie: [[BigBad DarkNite]] is (supposedly) bound to obey the owner of all seven Millennium items. He is summoned by the tribute of all seven Millennium items - which means the summoner doesn't have them anymore!

Added: 41

Changed: 7

Is there an issue? Send a MessageReason:
None


Yu-Gi-Oh! Forbidden Memories is a Yu-Gi-Oh! video game for the PlayStation. It is an Alternate Universe to the anime, taking place in Ancient Egypt as the Pharaoh.

to:

Yu-Gi-Oh! ''Yu-Gi-Oh! Forbidden Memories Memories'' is a Yu-Gi-Oh! video game for the PlayStation. It is in an Alternate Universe to the anime, taking place in Ancient Egypt as the Pharaoh.Pharaoh.

----
!This Video Game provides examples of
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Yu-Gi-Oh! Forbidden Memories is a Yu-Gi-Oh! video game for the PlayStation. It is an Alternate Universe to the anime, taking place in Ancient Egypt as the Pharaoh.

Top