Video Game: Yu-Gi-Oh! Dark Duel Stories

Yu-Gi-Oh! Dark Duel Stories or Yu-Gi-Oh! Duel Monsters III: Tri-Holy God Advent is a Card Battle Game released for the Game Boy Color on March 18, 2002. This game was Konami's third tile for the gameboy Color and the first to be released in English.

In it, you battle multiple characters from the Yu-Gi-Oh! series in order to:

  • Win more cards to add to your deck.
  • Win more card creation parts to construct your own monster cards.
  • Unlock more difficult duelists in tiers of advancing difficulty. To do this, win 5 times against every opponent in the current to unlock a new area.
  • Increase your character level and Deck Capacity.

There's no story due to the format of the "Campaign" mode. The actual game-play is also vastly different from how the real life game works. You can only have 5 cards in your hand at a time and are unable to draw until you have at least 1 free space in your hand. Trap cards cab only be set once at a time and are sent to the graveyard after one turn if they don't go off. Monsters can be destroyed in battle by using Elemental Rock-Paper-Scissors to bypass attack and defense point differences. Some Effect Monsters are Normal monsters and vice-versa. Fusion monsters have no Fusion Deck and must be used in the main deck. You can also fuse compatible monsters to create a new monster that would ordinarily be a Normal monster. Ritual monsters must be ritual summon using not only their specific Ritual Spell cards but by having a required monster on your field. Ritual monster can also be used as regular tribute summon monsters, but this requires steep costs of it's own.

This game provides examples of

  • A.I. Breaker: This is one of those games were an opponent will always attack a monster you set face down, either infliction huge reflected damage to themselves or setting off your Trap cards. The only duelist that doesn't fall for this is Seeker, because he plays an Exodia Stall deck.
  • Artificial Stupidity: The AIs have a bad habit of offering high-ATK monsters as tributes to summon something of the same strength or even weaker, example: Offering "Jirai Gumo"(2200ATK/100DEF) as a tribute to Tribute Summon "Catapult Turtle" (1000ATK/2000DEF). The AI also likes to use monsters who have lower ATK than DEF to attack, as long as the ATK is at least half the DEF. Sometimes, Yami Yugi will use "Megamorph" (which acts like a universal Equip card, increasing a monster's ATK and DEF by 500) on Mystical Elf just so that he can attack... with 1300 ATK.
  • Awesome but Impractical: Ritual monsters are this if you intend to Ritual summon them. They are all Divine-type, making them immune to the elemental weakness destruction. They also tend to have really high Attack power. To summon them normally requires a specific Ritual Spell card and a specific monster that must be on the field after you tribute 2 other monsters. The effort it would take to Ritual summon a monster would offer no real tactical advantage in a game that rewards swarming the field with multiple monsters, especially when some of these Ritual Spells require 2-tribute monsters for the Ritual Summon, equaling 4 sacrifices for 1 card. Gate Guardian and Blue-Eyes Ultimate Dragon are even worst in this regard because their Ritual Spells each require 3 2-tribute monsters on the field to summon them. If you can get, say, 3 Blue-Eyes White Dragons on the field at the same time it's probably a better idea to just stick with them for a win.
  • Boss Game: Like Forbidden Memories, the only opponents are basically bosses.
  • Bonus Boss: Marik, Dark Bakura, Dark Yugi, Nightmare, and Shadi aren't required to advance furthur into the game and can only be unlocked by entering special passwords for each of them. They are the most difficult opponents in the game.
  • Changing Gameplay Priorities: Early game you'll rely on fusing weak 300-700 Attack point monsters to create stronger 1000-1600 Attack point monsters to win duels easier. Once you get enough Card Creation parts late in the game, it's a better idea to create powerful 3-4 Star monsters with 1700-2000 Attacks points to deal with the more powerful duelists.
  • Crutch Character: Fusing monsters into more powerful cards can make beating Yugi, Tristan, Joey, Mai, and Mako much easier than they would normally be. Once you get to the second area however, be prepared to abandon heavy use of fusion due to the inflation of enemy monster card power.
  • Disc One Nuke: Twin Headed Thunder Dragon. It's the most powerful monster you can summon with fusion from the start of the game thanks to it's easy to meet requirements. With 2088 attack points it can clean house on the majority of duelists in the game with little support, and even keep it's worth well into the late game with heavy support.
  • Dummied Out:
    • There's an unused purple color for monster cards. It was meant for fusion monsters but was removed due to the fusion mechanics in the game.
    • There's a function meant to decrease Deck Capacity coded in the game, but it was removed.
    • Marik and Nightmare have unused text for being beaten 5 times like the majority of other duelists have.
  • Elemental Rock-Paper-Scissors:
    • Fire > Forest > Wind > Earth > Thunder > Aqua > Fire.
    • Shadow > Light > Fiend > Dreams > Shadow.
  • Final Boss: DarkNite, who is only unlocked after defeating every preceding opponent in the game at least 5 times. His defeat unlocks the credits sequence and The Stinger.
  • Guide Dang It:
    • Figuring out which monsters can fuse successfully is often a matter of trial and error.
    • Card creation part combinations can fall into this if you're trying to min-manx part for powerful powers with low Deck Capacity costs.
  • Have a Nice Death: Duelist that defeat the player will say a victory line of theirs. These usually range from bragging about winning to mocking your for losing.
  • The Stinger: The 3 Egyptian God cards are seen on a "To Be Continued" screen after the credits are over.
  • Random Drop: Each victory against an enemy duelist gives you one random card and card creation part from Tea. If you unlock Grandpa Moto he'll do the same, doubling your rewards.
  • True Final Boss: Dark Yugi counts as this due to being unlocked only after defeating DarkNite and not requiring a special password to be faced.
  • Wake-Up Call Boss: Mai is the hardest duelist of the first 5 you start with due to having powerful 4 star monsters with moderately high attack(for this part of the game), multiple Spell cards to make all of her monsters stronger, and even Harpies Feather Duster for your Trap cards.
  • Useless Useful Spell: Harpies Feather Duster is good for taking out enemy trap cards, but no duelist in the game uses trap cards against the player, so it's value is nonexistent.