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Digimon: Digital Card Battle is a Digimon card battling game penned by the same creators of Digital World 1, and resolves it's storyline since the final boss is A (Analogman). Unlike it's ancestor, however, this game doesn't have any bugs to speak of; it's actually one of the best electronic card games ever made, adapting the Digimon card game (of 2000) perfectly, being fairly challenging as well as requiring plenty of strategy.It also innovated by introducing the option to render in 3D the exchange of blows, a feature which is oddly similar to the card battle in the first episode of Digimon Tamers. Furthermore, every Digimon has their own unique attack animations, a feature which was surprisingly not implemented in Digimon world 2 and 3 (both more recent). On the other hand, it's environment isn't very inspiring, the story is loose and the music is lacking (probably due to the spent budget on animated battles).Overall, being a game about Digimon card battles means that it had only access to a small market. Thus its sales were not impressive and the game is quite rare, but some gamers still have some interest in it.Below are the tropes that apply to it:
A.I. Roulette: Early opponents are either suffering of this or a very bad case of Artificial Stupidity. They can make some utterly baffling moves that no sane human player would, though this can actually work for their advantage, as it makes them completely impossible to predict. While later opponents have better strategies, a savvy player can at least try and guess what they are going to do.
And I Must Scream: Defeating A triggers a program that locks him into an infinity loop program forever.
Awesome but Impractical: Some of the most powerful cards in this game require a very high amount of DP to be played. Perhaps the best example may be Apocalymon, his card has the highest HP in the game, his first attack gives 990 damage (the highest natural amount) and it has the self-destruct ability, but it also requires 90 DP points to be used. A battle will most likely be already over by this point.
Boring but Practical: One of the most common deck for in-game playthrough: 3 partner cards, 27 Option cards. With armor digivolve, this guarantees a faster exp gain for partner digimon, and a strong starting digimon with multiple ways of buffing your offense and survivability, except for a very rare case of milling most of your deck.
Apparently the developer saw this kind of deck coming. One of the opponent is Wiseman Tower have a deck that is made specifically to counter these decktypes.
Boss Rush: There's at least one in every city of the game, you must defeat all your opponents in a row in order to get your passport to the next one.
Complacement Gaming Syndrome: Most players picked Patamon for the second partner, on a far higher frequency than every other partner selection events, thanks to storyline flow, popularity, and subjective gameplay quality.
Fire Digimon have high attack power, have Support Effects that increase attack power, and Special Effects often reflect attacks back to the opponent. Very aggressive.
Ice Digimon are defensive in nature. High HP with low attack powers, Special Attacks often reduce enemy attacks to 0 while Support Effects often replenish HP.
Nature Digimon are very quick; most stack high amounts of DP, C-level and U-level Digimon have less DP requirement to Digivolve to, and Special Attacks and Support both usually allow the user to attack first regardless of turns.
Dark Digimon Decks have slow momentum and risky, but rewards patience. They don't provide much DP (if at all), Digivolving requires a lot of points, and Support Effects are often in form of double-edged effects, eg, increasing the attack powers of both the player and the opponent. However, their Special Attack often gain tremendous bonuses against specific Types and when leveled, both C-level and U-level Dark Digimon far outclasses other Types both offensively and defensively.
Rare Digimon are quirky to use. Their advanced forms aren't as strong as other types, Special Attacks vary wildly from Digimon to Digimon, and their Support usually have strange requirements/costs. However, when done right, Rare Digimon can radically tilt the balance of the game using Support Effects that either increase a Digimon's HP to match their opponent's, forcibly reduce their opponent's HP to match theirs, or reducing both Digimon's HP to very low levels. Combined with several R-level Digimon that possess Self-Destruct Special Attacks, a skilled Player can create a Self-Destruct Deck with no need for C or U-Level Digimon at all.
Death by Irony: The final boss is a computer programmer, as well as a cheating bastard and the most effective strategy against him is the hacking card which works by inflicting Hoist by His Own Petard on the opponent. Even more so considering that many players maximize the effect by using rookies, AKA the weakest monsters.
The Computer Is a Cheating Bastard: The Big Bad's game strategy. He not only makes use of most of the cards listed in the Game Breaker section, but also hacks the game allowing him to always draw the same sequence of cards in such way he can play some of the most powerful Ultimate level Digimon in the game in a single turn and easily replace them if they are destroyed. It can backfire, however, if the player has a Hacking card in his deck. He will also put you partner cards at the very end of your deck which is not necessarly a bad thing if your strategy don't rely on them as it will thin out your deck.
Difficult but Awesome: R-level Dark Digimon are, at best, mediocre in attack or defense, and most C or U-Level Digimon require hefty DP to Digivolve into. That being said, if they DO Digivolve, U-Level Dark Digimon are the some of the strongest Digimon cards in the game. The same goes with Rare-Type Digimon with their wildly varying Support and Effect Attacks. Safe to say both Decks are not for beginners.
Fusion Dance: You are able to fuse cards together to create a new one or mash them into one of your partners for exp points. Certain specific combinations grants you some rare and powerful cards. Otherwise, what you'll get will be determined by the exp value of both cards fused.
One Steve Limit: Averted. There are two different Devimons and Myotismons in the game you must defeat.
Rank Inflation: Inverted. Several Digimon who were formerly Mega level appear as Ultimate level in this game. The reason for this is that the Ultimate level was already the hard to reach powerful level, and adding a level with an identical role above that would have a negative effect on game play.
Recurring Boss: Wormmon and his evolutions in the beginning of the game.
Shout-Out: To Digimon World. The background of many digimon cards are the locations at Digimon World (exactly where you meet them, such as ModokiBetamon at Native Forest and the card has a picture of Native Forest, etc). Also, many option cards are the items from the said game, such as Fire Spot and Ice Crystal.
Shut Up, Hannibal!: The player character pulls this on the Digimon Emperor in the middle of his speech about why he's so much greater than normal people and Digimon. Coupled with his loss, it leads into his Villainous Breakdown not too long afterwards.
Wake-Up Call Boss: Veemon at Flame City due to his Digimon with extremely high attack power and Garurumon in Igloo City due to his ability to control your attacks and force you to trigger his countermeasures.