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* HelloInsertNameHere: You can name the Prince whatever you want.

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* HelloInsertNameHere: You can As this was long before the Pharaoh's actual name would be revealed in the Prince manga/anime, the game allows you to name him whatever you want.
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* DifficultyByRegion: One of the most infamous examples in all of gaming. Forbidden Memories was very much designed with the Pocketstation in mind, which was never released over seas. As such, the American version not only loses access to some critical cards needed to make the game easier, but also ''vastely'' increases the amount of grinding needed to beat the game, as since cards were designed to be gotten from the Pocketstation, most duelist in game end up only dropping one card upon winning far large card drop pools. While the English version can be beaten without the Pocketstation, the difference in difficulty between the two is almost night and day.
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* AdaptedOut: Since the game was made before Battle City and the Ancient Egypt arcs were finalized, Marik and Thief King Bakura don't appear, with Kaiba having the Millennium Rod in the present day instead.

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* AdaptedOut: Since Of the duelists that appeared in both the manga and anime at the time of the game release, Tristan and Mako are not present in the game. In addition, since the game was made before Battle City and the Ancient Egypt arcs were finalized, Marik and Thief King Bakura don't appear, with Kaiba having the Millennium Rod in the present day instead.
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** Magic cards and trap cards in general are this thanks to the way the game plays in comparison to what would eventually become the OCG and TCG. Unlike the real game, only ''one'' card of any type can be played on your turn period. Meaning most of the time you'll usually want to play a monster to build up your forces when on the offensive or have something to defend you rather than using a card that barely advances your game state. This leaves only a small pool of magic and trap cards that are worth the tradeoff; usually universal removal cards such as Raigeki and Crush Card since wiping the opponent's board at a cost of a summon is still very valuable[[note]]''Especially'' in the endgame where your monsters are so outmatched, you're often going to need removal cards to win[[/note]], equip cards [[note]]equip cards can be chained to a monster summon thus negating the slowness of the cards, while this game's primary strategy revolves around summoning a bigger beatstick than the opponent[[/note]], field cards [[note]]mainly early on in the game and in speedruns, due to the difficulty of getting equip cards and how important powering up your monsters is, as well to eliminate the mages' field advantage in Campaign[[/note]], and universal trap removal cards such as Widespread Ruin.[[note]]Which can at least be used to stall if you get a bad opening hand while potentially taking out your opponent's strongest monster due to how the AI works, or for protection if your board gets wiped by a Raigeki.[[/note]] Then Swords Of Revealing Light would have also been extremely useful, but is an unobtainable Pocket Station card and thus can only be used with cheats or in mods.

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** Magic cards and trap cards in general are this thanks to the way the game plays in comparison to what would eventually become the OCG and TCG. Unlike the real game, only ''one'' card of any type can be played placed on the field on your turn period.period, regardless of the type. Meaning most of the time you'll usually want to play a monster to build up your forces when on the offensive or have something to defend you rather than using a card that barely advances your game state. This leaves only a small pool of magic and trap cards that are worth the tradeoff; usually universal removal cards such as Raigeki and Crush Card since wiping the opponent's board at a cost of a summon is still very valuable[[note]]''Especially'' in the endgame where your monsters are so outmatched, you're often going to need removal cards to win[[/note]], equip cards [[note]]equip cards can be chained to a monster summon thus negating the slowness of the cards, while this game's primary strategy revolves around summoning a bigger beatstick than the opponent[[/note]], field cards [[note]]mainly early on in the game and in speedruns, due to the difficulty of getting equip cards and how important powering up your monsters is, as well to eliminate the mages' field advantage in Campaign[[/note]], and universal trap removal cards such as Widespread Ruin.[[note]]Which can at least be used to stall if you get a bad opening hand while potentially taking out your opponent's strongest monster due to how the AI works, or for protection if your board gets wiped by a Raigeki.[[/note]] Then Swords Of Revealing Light would have also been extremely useful, but is an unobtainable Pocket Station card and thus can only be used with cheats or in mods.
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** Jirai Gumo doesn't gain ATK at all by being turned into Launcher Spider, instead getting a massive DEF boost (from 100 to 2500). However, gaining the ability to wall a few more monsters on defense isn't that useful, while the 500 ATK points you would gain from a normal equip is again far more valuable.

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** Jirai Gumo doesn't gain ATK at all by being turned into Launcher Spider, instead getting a massive DEF boost (from 100 to 2500). However, gaining the ability to wall a few more monsters on defense isn't that useful, while the 500 ATK points you would gain from a normal equip is again far more valuable. The only plus point of this machination is the change of element from Earth to Fire, which makes it suitable for fire-based equips like Salamandra and give immediate advantage against Weevil, Mage Soldier, and Forest Mage thanks to its Mars afinity.
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** After clearing the present day sequence and returning to Ancient Egypt, Yami Yugi's adventure with Yugi is never mentioned again.
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forbidden memories was released in december 1999, the card game had been around for about a year by that point


The game was one of a few that were released before the trading card game was, and as such, uses prototype rules that were originally considered for the TCG. Major differences include no tributes being necessary to summon level five and higher monsters, all monster cards being normal monster cards, only one card being 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. 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 ones that ''are'' useful are nearly required to beat the game.

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The game was one uses a slightly upgraded version of a few that were released before the trading ruleset and card game was, pool from the Game Boy ''Duel Monsters'' series (specifically, the second game), and as such, uses prototype rules that were originally considered for the TCG. Major differences include no tributes being necessary to summon level five and higher monsters, all monster cards being normal monster cards, only one card being 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. 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 ones that ''are'' useful are nearly required to beat the game.



* NintendoHard: Since this game was made a few years before the actual card game was released, 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.

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* NintendoHard: Since this game was Due to being made at a few years before point where the actual card game was released, in its infancy and still being formalized, 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.
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* EvilIsNotAToy: Heishin's first order of business after summoning [=DarkNite=] is to command him to obey. [=DarkNite=], after a short conversation, turns Heishin into a card for his troubles. This is followed by [=DarkNite=] burning the carded Heishin after declaring him the noisiest and ugliest card he had ever created.

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* BonusBoss: Several opponents in the game are completely optional to duel.
** Simon Muran, who you can duel if you return to the palace before you attend the festival.
** Jono and Teana, 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 Teana.
** When you return to the past, you can duel Jono and Teana 2 in the hidden dueling ground, as well as duel against Villagers 1 and 2.
** Seto 2, who you can duel if you traverse the labyrinth to rescue Teana after defeating 2 mages, but before defeating all of them (if you do this after defeating them, you go to the end game instead). This bonus boss is notable as it allows you to skip dueling the Labyrinth Mage in the final boss rush.


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* OptionalBoss: Several opponents in the game are completely optional to duel.
** Simon Muran, who you can duel if you return to the palace before you attend the festival.
** Jono and Teana, 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 Teana.
** When you return to the past, you can duel Jono and Teana 2 in the hidden dueling ground, as well as duel against Villagers 1 and 2.
** Seto 2, who you can duel if you traverse the labyrinth to rescue Teana after defeating 2 mages, but before defeating all of them (if you do this after defeating them, you go to the end game instead). This optional boss is notable as it allows you to skip duelling the Labyrinth Mage in the final boss rush.
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* TemporalDuplication: The Pharaoh needs the seven millennium items to return to his own time in this game. These end up being collected through a set of seven blank cards, which contain the items powers. When the Pharaoh returns to the past, he still has these cards in addition to ''that'' eras millennium items. [[spoiler:This ends up being a ChekhovsGun, as the millennium items of that era are destroyed when [=DarkNite=] is summoned, making him impossible to control or reseal. The Pharaoh is able to use the cards with the millennium items in them he got from the future to reseal him.]]
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* CheckpointStarvation: Perhaps one of the most infamous examples in gaming, entering the Dark Shrine serves as a PointOfNoReturn where you have to face the final opponents all in a row without any breaks. The first opponent, [[spoiler: Labyrinth Mage]], can be skipped if [[spoiler:the player defeated him and Seto earlier]], but the remaining opponents, dubbed by fans as the “Final 6”, must be beaten in succession and are [[SNKBoss by far the most difficult bosses in the game.]]
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* UniquenessRule: While you can normally have up to three copies of any given card, the pieces of Exodia are the exception; you can only have one of each, and the card description specifies it to be the case.
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* LoopHoleAbuse: [[spoiler:Used by the ultimate big bad, [=DarkNite=]. His summoning ritual dictates that those who hold all seven millennium items have the right to command him. However, summoning him involves giving up the items in the first place. So while Heinshin summoned him, he technically ''doesn't'' have all seven millennium items now, meaning he doesn't have to listen to him.]]

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** Despite how merciless this game can be, one reprieve is that the player will always go first. Besides the natural benefits that come from going first, it's especially important in this game, as due to how the AI works, you can lock them out of being able to fuse and utilize equip/magic/trap cards by establishing board control right from the start, whereas if you went second, the AI would always get at least one opportunity to do so. By going first, you also get the opportunity to lay backrow or play a field card for your first move without going -2 on the field. The only detriment to going first is if the player is trying to S-Tec via winning from deck out, the player will need to exploit the AI into doing more fusion and equipping than themselves, but this is minor compared to the aforementioned advantages.



** The game tries an admirable amount to avert this. You can't trade between a copy of the same save to stock up on a single very rare card. It can't however stop you from making a transfer copy ported over to a third memory card and then transferring it to your main save. You can also exploit two memory cards by repeatedly creating new files on a second memory card to transfer over cards from its starting deck to your main save, thus allowing you to easily stock up on good cards from starter decks (such as multiple Raigekis, equips, and good fusion fodder).
** Cards can only be bought in this game by inputting their password, which were printed on the real life cards, and thus a player who could buy the real life cards would have access to the passwords in the days before widespread internet access. Considering how most good cards have a 999,999 star chip cost that makes them effectively unbuyable, and some strong cards back then didn't have their password printed on them at all, in practicality a player would gain little advantage in this game by having the passwords from the real life cards, while nowadays anyone can easily just look up the passwords on the internet.
* ButThouMust: There are a few instances where you're given a choice on what action to take in a confrontation, but the game requires you to pick a specific option to progress the story. Not choosing it will result in a character prodding you to pick the required choice until you do it. Averted with the initial choice to sneak out and enjoy the festival, as you can just give up when Simon catches you and skip the first act of the game.

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** The game tries an admirable amount to avert this. You can't trade between a copy of players doing this by owning multiple memory cards. The game forbids you from trading with another file that has the same save to stock up "duelist code", so simply copying your file on a single very rare card. second memory card won't allow you to duplicate your cards. It can't however stop you from making a transfer copy ported over having the copied file trade its cards to a different save on a third memory card and card, which can then transferring it trade those duplicated cards to your main save. You can also exploit two memory cards by repeatedly creating new files on a second memory card to transfer over cards from its starting deck to your main save, thus allowing you to easily stock up on good cards from starter decks (such as multiple Raigekis, equips, and good fusion fodder).
** Cards can only be bought in this game by inputting their password, which were printed on the real life cards, and thus a player who could buy the real life cards would have access to the passwords in the days before widespread internet access. Considering This is limited however by how most good cards have a 999,999 star chip cost that makes them effectively unbuyable, and some strong cards back then didn't have not even having their password printed on them at all, them, so in practicality a player would gain little advantage in this game by having the passwords from the real life cards, while nowadays anyone can easily just look up the passwords on the internet.
** The original Japanese version required the player to own an external device, the Pocketstation, in order to obtain several powerful cards exclusively available through its features. The removal of the Pocketstation features in the international version got rid of this aspect, but at the expense of said cards becoming unobtainable for everyone.
* ButThouMust: There are a few instances where you're given a choice on what action to take in a confrontation, but both choices lead to the same outcome in the story, or the game requires you to pick a specific option to progress the story. Not choosing it will result in a character prodding you to pick the required choice until you do it. Averted This is averted however with the initial choice to sneak out and enjoy the festival, as you can just give up when Simon catches you and skip the entire first act of the game.



** No tributing is needed to summon any monster card, fusions don't require a magic card to fuse and most fusions have general requirements rather than specific monsters, 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 ritual monsters that aren't ritual monsters in the card game.
** Many of the in-game cards are really early cards released in the OCG that didn't get released outside Japan until many years later, or were never released at all. For example, the game's famed Meteor Black Dragon didn't get officially released outside Japan until 2012, 12 years after the game's Japanese release and 10 years after its localization.

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** No tributing is needed to summon any monster card, fusions don't require a magic card to fuse and most fusions have general requirements rather than specific monsters, only one card can be played on the field at a time, you draw until you have five cards in your hand while being freely able to discard cards, and you cannot skip a turn without playing a card, and there are several ritual card.
** This game has an ElementalRockPaperScissors mechanic with its alignment system, where
monsters that aren't ritual monsters in temporarily gain 500 Attack and Defense points when battling a monster whose alignment it is strong against, while the actual card game.
game would never implement such a mechanic.
** Many of the in-game cards are really early cards released in the OCG that didn't get released outside Japan until many years later, or were never released at all. all, so they are largely unrecognizable to TCG players. For example, the game's famed Meteor Black Dragon didn't get officially released outside Japan until 2012, 12 years after the game's Japanese release and 10 years after its localization.localization.
** Many monsters that are fusion monsters in the card game cannot be fused into in this game, and on the flipside, there are many monsters that can be fused into that aren't fusion monsters in the card game.
** Ritual cards work quite differently, as each ritual card require having three specific monsters on the field in order to work, whereas in the card game, any monster can be tributed for them from the field or hand, with the only requirement being that the total level stars of the tributed monsters must match or exceeded the ritual monster's. Additionally, there are many monsters that are ritual monsters in this game, that are not ritual monsters in the card game.



** Basic monster fusions are simple enough to figure out through trial and error, and the fusions requiring specific monsters can be learned from watching what the computer fuses. Fusions requiring magic cards are extremely obtuse.
** S-Tec-ing in theory means using a lot of magic and trap cards, but in practice it means forcing opponents to fuse until they deck out, which is an automatic S-Tec. This is especially painful when dueling [[TheAllSeeingAI Pegasus]], who gives out some of the best magic and traps in the game but cannot be bluffed into fusing.

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** Basic monster fusions are simple enough to figure out through trial and error, and the fusions requiring specific monsters can be learned from watching what the computer fuses. Fusions requiring magic cards on the other hand are extremely obtuse.
** S-Tec-ing in theory means using a lot The ranking system can be [[https://www.neoseeker.com/forums/3085/t2018541-calculating-duel-rank/ quite esoteric]]. Getting an S/A-POW rank is intuitive enough; just try to win quickly while limiting usage of magic and trap cards, but in practice it means fusion/equips/magic/traps. Getting an S/A-TEC rank on the other hand without forcing opponents the opponent to fuse until they deck out, which is an automatic S-Tec. This is especially painful when dueling [[TheAllSeeingAI Pegasus]], who gives out some of can be cryptic and will almost never actually occur without the best magic and traps in player intentionally trying to get a S/A-TEC rank, while trying to do it by deck out will also require knowledge of how the game but cannot be bluffed AI works to manipulate it into fusing.doing more card combining than the player.



** 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. Winning in this manner results in an automatic S-Tec.

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** The opponent not having enough cards in their deck to draw a full hand of five cards. Since there exists no milling cards in this game and 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. Winning in this manner results in an automatic S-Tec.

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** Some opponents (Pegasus, Heishin, Seto 3, and [[spoiler:[=Darknite/Nitemare=]]]) are able to read what cards you have face down on the field, and thus can't be bluffed. Your opponents also have complete access to the cards you cannot legitimately obtain.

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** The AI normally plays by the rules of not knowing what your facedown cards are, and have a random chance each turn of being bluffed into not attacking your facedown cards, as well as being fooled into attacking a facedown monster with one too weak to destroy it, or wasting the attack of their stronger monster on a facedown monster that a weaker one of theirs could have destroyed. Some opponents however (Pegasus, Heishin, Seto 3, and [[spoiler:[=Darknite/Nitemare=]]]) [[spoiler:[=Darknite/Nitemare=]]]), are able to read what cards you have face down on the field, and thus can't be bluffed. Your opponents also have complete bluffed into not attacking, can't be fooled into attacking a stronger facedown monster, and won't waste their stronger monsters' attacks on weak facedown monsters. They'll still always run into your traps though and won't actively trip them with a weaker monster to save their stronger one.
** In the international versions, while the players loses
access to the plenty of strong cards you cannot that were only obtainable via Pocketstation features, the opponents' decks still retain these cards, thus the AI has access to an outright stronger pool of cards than the player could ever legitimately obtain.have.
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** Summoned Skull, with 2500 ATK and compatibility with many equip cards, can be a rare example of this, if the player is lucky enough to win Job-change Mirror early in the game as a rare drop from Villager 2 or Villager 3. In this game, Summoned Skull can be summoned by fusing Job-change Mirror with ANY Fiend type monster with less than 2500 ATK (except Fungi of the Musk). If the player doesn't want to grind early for it, then they'll won't get another opportunity to get it again until midway into the game against Mage Soldier, and buying it isn't an option when it costs 999,999 Star Chips.

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** Summoned Skull, with 2500 ATK and compatibility with many equip cards, can be a rare example of this, if the player is lucky enough to win Job-change Mirror early in the game as a rare drop from Villager 2 or Villager 3. In this game, Summoned Skull can be summoned by fusing Job-change Mirror with ANY Fiend type monster with less than 2500 ATK (except Fungi of the Musk). If the player doesn't want to grind early for it, then they'll they won't get another opportunity to get it again until midway halfway into the game against Mage Soldier, and buying it isn't an option when it costs 999,999 Star Chips.



** Also among obtainable monsters, there's Skull Knight and Zoa, who possess 2650 and 2600 attack respectively, making them powerful on their own. But Skull Knight also possess some of the best equip versatility in the game (while Zoa has good equip versatility too), get powered up by the Yami field used by half the endgame opponents, and have the coveted Mercury alignment, which makes them the only monsters besides the Meteor Black Dragon that can defeat a BEUD with three equips, while said equip versatility makes that easier to achieve than with the MBD (Skull Knight also possesses a Neptune secondary alignment, which can allow it to beat the MBD with just one equip, the only obtainable monster that can do so aside from your own MBD).

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** Also among obtainable monsters, there's Skull Knight and Zoa, who possess 2650 and 2600 attack respectively, making them powerful on their own. But Skull Knight also possess some of the best equip versatility in the game (while Zoa has good equip versatility too), both get powered up by the Yami field used by half the endgame opponents, and both have the coveted Mercury alignment, which makes them the only monsters besides the Meteor Black Dragon that can defeat a BEUD with three equips, while said equip versatility makes that easier to achieve than with the MBD (Skull Knight also possesses a Neptune secondary alignment, which can allow it to beat the MBD with just one equip, the only obtainable monster that can do so aside from your own MBD).
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* EarlyInstallmentWeirdness: Gameplay wise, the rules of dueling are quite different from what they later became.

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* EarlyInstallmentWeirdness: Gameplay wise, The game draws inspiration from the ''Duelist Kingdom'' arc of the ''Yu-Gi-Oh!'' anime when the actual rules of dueling are ''Yu-Gi-Oh!'' weren't well-defined yet. This resulted in quite different a few differences from what they later became. the TCG that all following anime arcs would follow:
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* AdamSmithHatesYourGuts: The max amount of Star Chips you can get winning a duel is five, and any decent card costs hundreds or thousands of Star Chips. Additionally, many cards, including most of the unobtainable Pocket Station-exclusive cards, cost 999,999 Star Chips each[[note]]'''999,999 / 365 = 2,739.72''' which means, assuming one plays the game for one year non stop, they have to obtain '''2,740 starchips for each day'''. To unlock '''one''' card[[/note]].

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* AdamSmithHatesYourGuts: The max amount of Star Chips you can get winning a duel is five, and any decent card costs hundreds or thousands of Star Chips. Additionally, many cards, including most of the unobtainable Pocket Station-exclusive cards, cost 999,999 Star Chips each[[note]]'''999,999 / 365 = 2,739.72''' which means, assuming one plays the game for one year non stop, they have to obtain '''2,740 starchips for each day'''. day''', requiring ''548 duels a day at minimum''. To unlock '''one''' '''''one''''' card[[/note]].



** Many fusion and high level monsters in general, that were outclassed or utterly useless in the actual card game even its early days, are far more useful in Forbidden Memories. Some of the biggest examples include Skull Knight, Zoa, Thousand Dragon, and Mystical Sand. The Twin-Headed Thunder Dragon and Meteor Black Dragon can count too; while they were among the best fusions in the early OCG/TCG, fusion in general wasn't very viable at the time, while here they're among the best cards in the game, to the point that every player associates them with Forbidden Memories.

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** Many fusion and high level monsters in general, that were outclassed or utterly useless in the actual card game even in its early days, are far more useful in Forbidden Memories. Some of the biggest examples include Skull Knight, Zoa, Thousand Dragon, and Mystical Sand. The Twin-Headed Thunder Dragon and Meteor Black Dragon can count too; while they were among the best fusions in the early OCG/TCG, fusion in general wasn't very viable at the time, while here they're among the best cards in the game, to the point that every player associates them with Forbidden Memories.
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* AdaptationalBadass:
** In the actual card game, Gate Guardian is known for being perhaps the most impractical boss monster ever devised, due to being just a normal beatstick that requires the tribute of three specific monsters on the field (Sanga, Suijin, and Kazejin), ''all of which require two tributes themselves to get on the field each''. In this game however, where being the biggest beatstick reigns supreme and any monster can be slapped down onto the field willy-nilly? Gate Guardian is the biggest crusher of dreams and becomes the dreaded bane of all players.
** Perfectly Ultimate Great Moth is similarly infamous in the actual card game for being nigh-impossible to get on the field and then doing nothing but be a really big beatstick, while in this game it will be one of the most notorious obstacles to every player.
** Many fusion and high level monsters in general, that were outclassed or utterly useless in the actual card game even its early days, are far more useful in Forbidden Memories. Some of the biggest examples include Skull Knight, Zoa, Thousand Dragon, and Mystical Sand. The Twin-Headed Thunder Dragon and Meteor Black Dragon can count too; while they were among the best fusions in the early OCG/TCG, fusion in general wasn't very viable at the time, while here they're among the best cards in the game, to the point that every player associates them with Forbidden Memories.

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* BribingYourWayToVictory: The game tries an admirable amount to avert this. You can't trade between a copy of the same save to stock up on a single very rare card. It doesn't stop you from making a transfer copy ported over to a third memory card and then transferring it to your main save.

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* BribingYourWayToVictory: BribingYourWayToVictory:
**
The game tries an admirable amount to avert this. You can't trade between a copy of the same save to stock up on a single very rare card. It doesn't can't however stop you from making a transfer copy ported over to a third memory card and then transferring it to your main save.save. You can also exploit two memory cards by repeatedly creating new files on a second memory card to transfer over cards from its starting deck to your main save, thus allowing you to easily stock up on good cards from starter decks (such as multiple Raigekis, equips, and good fusion fodder).
** Cards can only be bought in this game by inputting their password, which were printed on the real life cards, and thus a player who could buy the real life cards would have access to the passwords in the days before widespread internet access. Considering how most good cards have a 999,999 star chip cost that makes them effectively unbuyable, and some strong cards back then didn't have their password printed on them at all, in practicality a player would gain little advantage in this game by having the passwords from the real life cards, while nowadays anyone can easily just look up the passwords on the internet.

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Combining the two Game Mod entries together


* GameMod:
** Has one in the form of the 5, 10, and 15 card drop mods, which as their titles suggest, increases the number of cards won for beating a dualist. While made primarily for speed runners, they were quick to be embraced by casual players (especially the 15 card drop mod) for greatly reducing the amount of grinding needed to get through the game.
** "Mod Prefect" is a mod that allows players to obtain the cards that are unobtainable in the international version of the game via beating certain opponents. For example, Seto finally drops Blue-Eyes White Dragon in his second battle against him, and many of the cards Heishin uses are also fully obtainable from beating him now. When combined with the 15 card drop mod, many consider it the definitive way to play ''Forbidden Memories''.

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* GameMod:
** Has one in
GameMod: There's an active modding scene for the form game with many mods available.
** The most basic mods make all the unobtainable Pocket Station cards winnable at extremely rare drop rates while leaving the rest
of the 5, 10, and 15 card drop mods, which as their titles suggest, increases game virtually untouched.
** Another common type of mod is simply upping
the number amount of cards won you win from each duel (up to either 5, 10, or 15 cards per duel), popular with speedrunners for beating a dualist. While made primarily for speed runners, they were quick to be embraced by casual players (especially the 15 card drop mod) for greatly significantly reducing the amount of luck and grinding needed to get through good cards (with there being speedrunning leaderboards for these mods), though they are also popular among casual players.
** Other mods make
the game.
**
Pocket Station cards have more reasonable drop rates while also substantially altering the opponents' drop lists (typically to make them more sensible, such as the mages actually predominantly dropping cards associated with their specialized types), altering opponents' decks to be more faithful to the manga/anime (for example, giving Rex his dinosaurs and even his Red-Eyes and Serpent Night Dragon), increasing the difficulty farther, and may have some other tweaks like changing the starchip cost for each card and adding colors to cards' names to indicate their rarity. "Mod Prefect" is a mod Perfecto" and "Mod 15" are some of the most known such mods of this type.
** There are mods
that allows players make more radical changes, such as changing the opponents to obtain new characters and altering the story, replacing cards with new ones, changing existing fusions and adding new ones to the game, and even adding monster effects into the game, while also tending to significantly ramp up the difficulty if you thought the original wasn't hard enough. "Forbidden Memories 2" is the most known such mod, which comes in two flavors: "Ghost" [[note]]which has monster effects, magic and trap cards with new effects, a slew of entirely new fusions, new characters, and changes the story to be more faithful to the manga/anime, while keeping a lot of the original cards[[/note]], and "Ultimate" [[note]]which remains more faithful to the original gameplay by not having monster effects nor new magic/trap effects, but has replaced nearly all the cards that are unobtainable in with new ones (while the international version of the game via beating certain opponents. For example, Seto finally drops Blue-Eyes White Dragon in his second battle against him, and many of the non-equip magic/trap cards Heishin uses are were replaced with functionally equivalent ones, such as swapping Raigeki with Lightning Vortex while it has Raigeki's effect), and has an even more extensively changed fusion pool[[/note]].
** There's the [[https://www.basededatostea.xyz/home TEA-Online website]], which has an extensive database on dozens of FM mods.
** There's
also fully obtainable from beating him now. When combined with the 15 card drop mod, many consider it the definitive way to play ''Forbidden Memories''.a modding tool and a randomizer available.

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Non-universal equips are very much worth it, and multiple Raigekis and Crushes are good too, when they'll save you many otherwise lost duels and win faster too.


** The AI will never put a monster of 3000 or higher base attack in defense mode, and some monsters that have much higher defense than attack will never attack you.
** If the AI's monsters are not strong enough to destroy any monsters on your field, they'll always switch them to defense (with the exception of 3000+ monsters) even if their attack is equal to yours.
** The AI will switch their monsters into defense when they're bluffed into not attacking your facedown monster. This can be exploited to defeat high attack, low defense monsters that you would be unable to destroy otherwise.

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** The low mages will always play their respective field cards when they have it if the current field is not their preferred one, even if it would leave them open to a direct attack that would eliminate all their remaining life points.
** The AI will never put a monster of 3000 or higher base attack in defense mode, and some monsters that have much higher defense than attack will never attack you.
you, even if 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 (with the aformentioned exception of 3000+ monsters) monsters), even if their attack is equal to yours.
** The AI will switch their monsters into defense when they're bluffed into not attacking your facedown monster. This can be exploited to defeat high attack, low lower defense monsters that you would be unable to destroy otherwise.



** Despite every monster having two Guardian Stars to choose from, the AI will always place their monsters in their first Guardian Star, even in situations where the second Guardian Star would be more advantageous.

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** Despite every monster having two Guardian Stars to choose from, the AI will always place their monsters in their first Guardian Star, even in situations where the second Guardian Star would be more advantageous.enable them to defeat a monster it couldn't with their first Guardian Star.
** The AI gives away if a card they placed in the backrow is a magic card or trap card; if the AI brings the cursor over the card to black it out, it's a magic card.



** Magic cards and trap cards in general are this thanks to the way the game plays in comparison to what would eventually become the OCG and TCG. Unlike the real game, only ''one'' card of any type can be played on your turn period. Meaning most of the time you'll usually want to play a monster to increase your defenses rather than using a card that barely advances your game state. This leaves only a ''very'' small pool of magic and trap cards that are worth the tradeoff; usually universal removal cards such as Raigeki[[note]]and even then, most people recommend it as a one of at most since situations where you would want to use it are usually a losing scenario anyways[[/note]], universal equip cards like Bright Castle and Megamorph[[note]]equip cards can be chained to a monster summon thus negating the slowness of the cards[[/note]] and universal trap removal cards such as Widespread Ruin.[[note]]Which can at least be used to stall if you get a bad opening hand or for protection if your board gets wiped by a Raigeki.[[/note]]

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** Magic cards and trap cards in general are this thanks to the way the game plays in comparison to what would eventually become the OCG and TCG. Unlike the real game, only ''one'' card of any type can be played on your turn period. Meaning most of the time you'll usually want to play a monster to increase build up your defenses forces when on the offensive or have something to defend you rather than using a card that barely advances your game state. This leaves only a ''very'' small pool of magic and trap cards that are worth the tradeoff; usually universal removal cards such as Raigeki[[note]]and even then, most people recommend it as a one of at most Raigeki and Crush Card since situations wiping the opponent's board at a cost of a summon is still very valuable[[note]]''Especially'' in the endgame where you would want to use it your monsters are usually a losing scenario anyways[[/note]], universal so outmatched, you're often going to need removal cards to win[[/note]], equip cards like Bright Castle and Megamorph[[note]]equip [[note]]equip cards can be chained to a monster summon thus negating the slowness of the cards[[/note]] cards, while this game's primary strategy revolves around summoning a bigger beatstick than the opponent[[/note]], field cards [[note]]mainly early on in the game and in speedruns, due to the difficulty of getting equip cards and how important powering up your monsters is, as well to eliminate the mages' field advantage in Campaign[[/note]], and universal trap removal cards such as Widespread Ruin.[[note]]Which can at least be used to stall if you get a bad opening hand while potentially taking out your opponent's strongest monster due to how the AI works, or for protection if your board gets wiped by a Raigeki.[[/note]][[/note]] Then Swords Of Revealing Light would have also been extremely useful, but is an unobtainable Pocket Station card and thus can only be used with cheats or in mods.



* ChangingGameplayPriorities: Early on, the game favors basic fusions. As the game progresses, you'll start focusing more on fusing for the Twin-headed Thunder Dragon and its support. By the end game, you'll move away from fusion and rely on the Meteor Black Dragon and other powerful individual monsters with heavy equip and magic support.

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* ChangingGameplayPriorities: Early on, the game favors basic fusions. fusions; just knowing how to do any of the plentiful basic fusions with 1500+ Attack will win you duels consistently. As the game progresses, you'll likely start focusing more on fusing for your deck around being able to fuse the Twin-headed Thunder Dragon as reliably as possible and its support. whatever support you have to power it up. By the end game, you'll move away from fusion and rely fusion, instead relying on the Meteor Black Dragon and other powerful individual monsters with heavy equip and magic support.



* ClippedWingAngel: [[spoiler: Zigzagged with Nitemare. On the one hand, he has no magic, trap, or equip cards in his deck, meaning once you have a monster stronger than the strongest one he has, you'll have the duel won regardless of how badly you were getting beaten. On the other hand, he does have Blue-Eyes Ultimate Dragon in his deck, which can very quickly destroy your run if you can't draw the cards needed to overpower it or remove it from the field. Speedrunners consider Nitemare to be '''more''' dangerous than Seto 3 because of his lack of magic and traps, as Seto 3 can be stalled into playing face down backrow while Nitemare will always summon high-powered monsters every turn that will relentlessly overwhelm you if you cannot quickly summon something to beat them.]]

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* ClippedWingAngel: [[spoiler: Zigzagged with Nitemare. On the one hand, he has no magic, trap, or equip cards in his deck, meaning once you have a monster stronger than the strongest one he has, you'll have the duel won regardless of how badly you were getting beaten. On the other hand, he does have Blue-Eyes Ultimate Dragon in his deck, which can very quickly destroy your run if you can't draw the cards needed to overpower it or remove it from the field. Speedrunners consider Nitemare to be '''more''' dangerous than Seto 3 because of his lack of magic and traps, as Seto 3 can be stalled into playing face down backrow backrow, while Nitemare will always summon high-powered monsters every turn that will relentlessly overwhelm wipe you out in two or three turns if you cannot quickly summon something to beat them.]]



* CrutchCharacter: Almost all of the fusions besides the [[DiscOneNuke Twin-Headed Thunder Dragon]] and [[InfinityPlusOneSword Meteor Black Dragon]] are useful early on, peter out in mid-game, and are wastes of deck space by the end game.

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* CrutchCharacter: Almost all of Fusions are generally this, with the basic fusions besides dominating the early game opponents and the stronger ones being able to get you through most of Kaiba's tournament too. The best basic fusions however typically don't have much more than 2000 Attack, and fusions requiring more specific monsters aren't much better, while relying on fusion inherently has less consistency to it, especially once you start needing to draw multiple equips in addition to your fusion material to win. So when you're in the third act of the game battling the mages and regularly facing monsters with stats in the high 2000s or over 3000, fusions will struggle to be worth it, and by the endgame boss rush, a deck that relies on fusion still has little chance of survival. The only exceptions are the [[DiscOneNuke Twin-Headed Thunder Dragon]] and [[InfinityPlusOneSword Meteor Black Dragon]] are useful early on, peter out in mid-game, fusions, with the former's Attack being so beyond the other basic fusions, not requiring more than two equips to beat nearly every opponent, and are having plentiful and strong fusion material that aren't complete wastes of without the fusion, while the latter is the strongest monster the player can possibly summon and its material[[note]]Red-Eyes Black Dragon and Meteor Dragon[[/note]] can be used as decently strong standalone cards or as material for the aforementioned Twin-Head fusion. Even then, an optimal endgame deck space by would rather have standalone cards of the end game.Twin-Head and MBD, alongside other strong standalone monsters, rather than having to fuse for them.



** Many of the in-game cards are really early cards released in the OCG that didn't get released outside Japan until many years later, or were never released at all. The game's famed Meteor Black Dragon didn't get officially released outside Japan until 2012, 12 years after the game's Japanese release and 10 years after its localization.

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** Many of the in-game cards are really early cards released in the OCG that didn't get released outside Japan until many years later, or were never released at all. The For example, the game's famed Meteor Black Dragon didn't get officially released outside Japan until 2012, 12 years after the game's Japanese release and 10 years after its localization.localization.
** Equip cards work quite a bit differently. They all power a monster's Attack and Defense by 500 points (except for Megamorph, which powers up by 1000 points instead), unlike in the card game where they have a variety of different stat boosts and other effects. Then when an equip is applied to a monster, the equip card does not remain in the backrow, unlike in the card game where active equip cards remain taking up a space in the backrow until either they or the equipped monster is removed. And finally, equips in the card game tend to either be equippable to any monster, or have specific requirements for what monsters can equip them (such as requiring a specific alignment or type), whereas in this game, equips work on a basis of "does the equip remotely fit with the monster?".[[note]]For example, in the TCG, Beast Fangs is equippable specifically by Beast-type monsters, whereas in this game, it's equippable by nearly any monster with remotely sharp looking teeth[[/note]] There are many surprising compatible monster-equip combinations, that will require TrialAndErrorGameplay to figure out (or looking up a guide).

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* GameMod: Has one in the form of the 5, 10, and 15 card drop mods, which as their titles suggest, increases the number of cards won for beating a dualist. While made primarily for speed runners, they were quick to be embraced by casual players (especially the 15 card drop mod) for greatly reducing the amount of grinding needed to get through the game.

to:

* GameMod: GameMod:
**
Has one in the form of the 5, 10, and 15 card drop mods, which as their titles suggest, increases the number of cards won for beating a dualist. While made primarily for speed runners, they were quick to be embraced by casual players (especially the 15 card drop mod) for greatly reducing the amount of grinding needed to get through the game.game.
** "Mod Prefect" is a mod that allows players to obtain the cards that are unobtainable in the international version of the game via beating certain opponents. For example, Seto finally drops Blue-Eyes White Dragon in his second battle against him, and many of the cards Heishin uses are also fully obtainable from beating him now. When combined with the 15 card drop mod, many consider it the definitive way to play ''Forbidden Memories''.
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** Heishin is available in Free Duel once you finish the early Egypt arc. It's possible for a player that can fuse a Twin-Head to defeat him early on if they get ''very lucky'', and then get a very powerful card from him if they get even luckier, all before they start Kaiba's tournament. Even without getting an S/A POW rank against him, he can drop a lot of monsters with stats in the 2000s, and if a player ''is'' lucky enough to get an S/A POW rank, there are many endgame-caliber cards he can potentially drop, including the ''Meteor Black Dragon''. Granted, the amount of luck needed to beat Heishin and get a strong card from him early in the game is too much to make it worth trying to grind against him early, but it's not impossible to happen.

to:

** Heishin is available in Free Duel once you finish the early Egypt arc. It's possible for a player that can fuse a Twin-Head to defeat him early on if they get ''very lucky'', and then get a very powerful card from him if they get even luckier, all before they start Kaiba's tournament. Even without getting an S/A POW rank against him, he can drop a lot of monsters with stats in the 2000s, and if a player ''is'' lucky enough to get an S/A POW rank, there are many endgame-caliber cards he can potentially drop, including the ''Meteor Black Dragon''. Granted, the amount of luck needed to beat Heishin and get a strong card from him early in the game is too much to make it worth trying to grind against him early, but it's not impossible to happen. [=TASes=] in fact utilize this to get a Meteor Black Dragon from ''their very first duel''.
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** Magic cards that only destroy a single type of monster are too specialized to be consistently useful, besides a few opponents whose strongest monsters are of the same type.

to:

** Magic cards that and trap cards in general are this thanks to the way the game plays in comparison to what would eventually become the OCG and TCG. Unlike the real game, only destroy a single ''one'' card of any type can be played on your turn period. Meaning most of the time you'll usually want to play a monster to increase your defenses rather than using a card that barely advances your game state. This leaves only a ''very'' small pool of magic and trap cards that are too specialized worth the tradeoff; usually universal removal cards such as Raigeki[[note]]and even then, most people recommend it as a one of at most since situations where you would want to be consistently useful, besides a few opponents whose strongest monsters use it are usually a losing scenario anyways[[/note]], universal equip cards like Bright Castle and Megamorph[[note]]equip cards can be chained to a monster summon thus negating the slowness of the same type.cards[[/note]] and universal trap removal cards such as Widespread Ruin.[[note]]Which can at least be used to stall if you get a bad opening hand or for protection if your board gets wiped by a Raigeki.[[/note]]
Is there an issue? Send a MessageReason:
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* GameMod: Has one in the form of the 5, 10, and 15 card drop mods, which as their titles suggest, increases the number of cards won for beating a dualist. While made primarily for speed runners, they were quick to be embraced by casual players (especially the 15 card drop mode) for greatly reducing the amount of grinding needed to get through the game.

to:

* GameMod: Has one in the form of the 5, 10, and 15 card drop mods, which as their titles suggest, increases the number of cards won for beating a dualist. While made primarily for speed runners, they were quick to be embraced by casual players (especially the 15 card drop mode) mod) for greatly reducing the amount of grinding needed to get through the game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GameMod: Has one in the form of the 5, 10, and 15 card drop mods, which as their titles suggest, increases the number of cards won for beating a dualist. While made primarily for speed runners, they were quick to be embraced by casual players (especially the 15 card drop mode) for greatly reducing the amount of grinding needed to get through the game.
Is there an issue? Send a MessageReason:
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Added DiffLines:

** Rex Raptor, your first opponent in Kaiba's tournament, is very weak and can be easily beaten with any starter deck. This ensures a player who skips the entirety of the early Egypt arc without dueling any of the optional early game opponents won't be stuck in a frustrating predicament where Rex is too difficult to consistently beat, while they have no other opponents available to grind against besides Heishin and Duel Master K. Rex also has decent card drops for this point in the game, so a player who only has him to grind against can still get cards that will allow them to handle most of Kaiba's tournament without issue.
** When you defeat a low mage in Campaign, you're given the option to retreat from their shrine instead of continuing on to the high mage duel. This allows you to unlock each of the low mages for Free Duel and thus open up more grinding targets, without having to defeat their respective high mages first. This is especially helpful for the Meadow Mage, who is the [[PeninsulaOfPowerLeveling most valuable grinding target]] in the game, yet has the most difficult high mage behind him, who you'll probably ''need'' cards dropped by the Meadow Mage to defeat. The only caveat if you do this is you'll have to reduel the low mages when you return to their shrine before you can duel their high mage.
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** Also among obtainable monsters, there's Skull Knight and Zoa, who possess 2650 and 2600 attack respectively, making them powerful on their own. But they also possess some of the best equip versatility in the game, get powered up by the Yami field used by half the endgame opponents, and have the coveted Mercury alignment, which makes them the only monsters besides the Meteor Black Dragon that can defeat a BEUD with three equips, while said equip versatility makes that easier to achieve than with the MBD (Skull Knight also possesses a Neptune secondary alignment, which can allow it to beat the MBD with just one equip, the only obtainable monster that can do so aside from your own MBD).

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** Also among obtainable monsters, there's Skull Knight and Zoa, who possess 2650 and 2600 attack respectively, making them powerful on their own. But they Skull Knight also possess some of the best equip versatility in the game, game (while Zoa has good equip versatility too), get powered up by the Yami field used by half the endgame opponents, and have the coveted Mercury alignment, which makes them the only monsters besides the Meteor Black Dragon that can defeat a BEUD with three equips, while said equip versatility makes that easier to achieve than with the MBD (Skull Knight also possesses a Neptune secondary alignment, which can allow it to beat the MBD with just one equip, the only obtainable monster that can do so aside from your own MBD).
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*** Likewise, in TCG, [[https://yugipedia.com/wiki/Skull_Knight Skull Knight]], [[https://yugipedia.com/wiki/Bickuribox Bickuribox]], and [[https://yugipedia.com/wiki/Labyrinth_Tank Labyrinth Tank]] are fusion monsters while in this game they are normal monsters. The players cannot fusion summon these monsters despite these respective cards' fusion materials actually exist in this game, which, again, confusing the players already familiar with TCG fusions before playing the game.

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*** Likewise, in the TCG, [[https://yugipedia.com/wiki/Skull_Knight Skull Knight]], [[https://yugipedia.com/wiki/Bickuribox Bickuribox]], and [[https://yugipedia.com/wiki/Labyrinth_Tank Labyrinth Tank]] Tank]], and [[https://yugipedia.com/wiki/Aqua_Dragon Aqua Dragon]] are fusion monsters while in this game they are normal monsters. The players cannot fusion summon these monsters despite these respective cards' fusion materials actually exist existing in this game, which, again, confusing confuse the players already familiar with TCG fusions before playing the game.

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