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* BonusBoss: Marik, Yami Bakura, Nitemare, and Shadi aren't required to advance further 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.

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* BonusBoss: Marik, Yami Yugi, Yami Bakura, Nitemare, Shadi, and Shadi Marik aren't required to advance further 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.

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** If you're fortunate to get a ritual monster (or just input a cheat for one), it can be tantalizing to use them, what with their rarity, generally being very strong, and having the Divine attribute that makes them immune to the ElementalRockPaperScissors. However, aside from most being level 7/8 monsters, which are already impractical to use as covered prior, they all have the maximum deck cost of 255. Having the Divine attribute is nice, but isn't remotely worth such a staggering deck cost, when that sort of deck capacity can go towards fitting in a GameBreaker spell like Raigeki that you need to win and other useful magic cards like equips that have steep deck costs.


* AwesomeButImpractical: Ritual monsters are all Divine-type, making them immune to the elemental weakness destruction, and tend to have really high Attack power, but 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 worse 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.

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* AwesomeButImpractical: AwesomeButImpractical:
**
Ritual monsters are all Divine-type, making them immune to the elemental weakness destruction, and tend to have really high Attack power, but 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 worse 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.win.
** Monsters that require two tributes to summon are this in general; the extra power is rarely worth sacrificing two monsters you already have in play for, when there are no cards to get them on the field any less costly, board control is so vital, you often don't need that extra attack power to run over your opponent's monsters if you already control the board, and when you'll deplete your opponent's life points faster through having multiple monsters on the field instead of just one very strong one. Then if your opponent did get a monster out so strong that you need a level 7/8 monster to beat it, it's very unlikely you'll be able to keep two monsters in play to tribute to begin with. To make matters even worse, the ElementalRockPaperScissors mechanic means your level 7/8 monster you just made two sacrifices for can be instantly taken out by any weaker monster it had an attribute disadvantage against, and late game opponents have decks chock full of destruction spells, Brain Control, and Change Of Heart, meaning you'll likely go -2 in board control just to have your opponent instantly destroy your monster or even use it against you! Having a few high attack level 5/6 monsters in your deck can still be useful though, as the single tribute cost is a lot more reasonable and their extra attack power can ensure you're able to run over all of your opponent's level 4 monsters.


* DummiedOut:
** 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 Volume coded in the game, but it was not used.
** Marik and Nitemare have unused text for being beaten 5 times like the majority of other duelists have.
** The AI can play Traps, every Equip Spell card, every Type-specific destruction card (like Eradicating Aerosol), but no CPU deck have these cards.


* ElementalRockPaperScissors:

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* ElementalRockPaperScissors:ElementalRockPaperScissors: A variation where each type automatically wins against the one it has an advantage against.



* TheStinger: [[spoiler: The 3 Egyptian God cards are seen on a "To Be Continued" screen after the credits are over]].



* TheStinger: [[spoiler: The 3 Egyptian God cards are seen on a "To Be Continued" screen after the credits are over]].



* UselessUsefulSpell: Harpie's Feather Duster is good for taking out enemy trap cards, but because no CPU duelist in the game uses Trap cards against the player its value is nonexistent.



* UselessUsefulSpell: Harpie's Feather Duster is good for taking out enemy trap cards, but because no CPU duelist in the game uses Trap cards against the player its value is nonexistent.


* {{Bowdlerize}}: The original name of the game was "Tri-Holy God Advent" in Japan, but because it contained "God" in the title, Konami went with a RecycledTitle instead.

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* {{Bowdlerize}}: {{Bowdlerise}}: The original name of the game was "Tri-Holy God Advent" in Japan, but because it contained "God" in the title, Konami went with a RecycledTitle instead.


There's no story due to the format of the "Campaign" mode. The actual gameplay is also vastly different from how the real life game works, too. 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 can 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 ElementalRockPaperScissors 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, and you can also fuse compatible monsters to create a new monster that would ordinarily be a Normal Monster. Also, Ritual Monsters must be Ritual Summoned using not only their specific Ritual Spell cards, but by having a required Monster on your field. Ritual Monsters can also be used as regular Tribute Summon Monsters, but this requires steep costs of its own.

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There's no story due to the format of the "Campaign" mode. The actual gameplay is also vastly different from how the real life game works, too.works as well. 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 can 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 ElementalRockPaperScissors 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, and you can also fuse compatible monsters to create a new monster that would ordinarily be a Normal Monster. Also, Ritual Monsters must be Ritual Summoned using not only their specific Ritual Spell cards, but by having a required Monster on your field. Ritual Monsters can also be used as regular Tribute Summon Monsters, but this requires steep costs of its own.


* TheComputerIsACheatingBastard: Every duelist in Tier 3 and up will start running multiple copies of powerful spell cards that the player can only have 1 of in their decks. Prepare to see multiple uses of Brain Control, Swords of Reveling Light, Dark Hole, etc. in those decks.

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* TheComputerIsACheatingBastard: Every duelist in Tier 3 and up will start running multiple copies of powerful spell cards that the player can only have 1 of in their decks. Prepare to see multiple uses of Brain Control, Swords of Reveling Revealing Light, Dark Hole, etc. in those decks.


* AwesomeButImpractical: 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.

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* AwesomeButImpractical: 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 destruction, and tend to have really high Attack power. To power, but 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 worse 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.



* BonusBoss: Marik, Dark Bakura, Nitemare, and Shadi aren't required to advance further 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.

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* BonusBoss: Marik, Dark Yami Bakura, Nitemare, and Shadi aren't required to advance further 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.


* AIBreaker: 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.

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* AIBreaker: This is one of those games were where an opponent will always attack a monster you set face down, either infliction inflicting 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.



* ArtificialStupidity: 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 "Shadow Ghoul" (1600 ATK/1300 DEF). 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.

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* ArtificialStupidity: The AI has several flaws.
**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 "Shadow Ghoul" (1600 ATK/1300 DEF). weaker.
**
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. DEF.
**
Sometimes, Yami Yugi will use "Megamorph" (which acts like a universal Equip card, increasing increases a monster's ATK and DEF by 500) on Mystical Elf just so that he can attack... with 1300 ATK.ATK.
** As this player [[https://www.youtube.com/watch?v=vZFJVU7ag-Q&t=10m19s found out]], Priest Seto will use Raigeki on a field with no monsters. On the very first turn.


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

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

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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/dds_videogameen.png]]

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* PlayerExclusiveMechanic: Setting Trap Cards. No AI duelist in the game, even the bonus bosses, possesses a Trap Card in their decks. Therefore the mechanic is solely usable by the player.


* DiscOneNuke: 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 2800 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.

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* DiscOneNuke: Twin DiscOneNuke:
**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 2800 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.support.
**Jirai Gumo. 2200 ATK with no tributes and no default for a measly 23 deck capacity. This, alongside Dark Elf, Gemini Elf and Mechanicalchaser, destroy both Tiers 1 and 2 with ease, having superior attack to every non-tribute monster played by the CPU at that point, while having very low costs for your Deck Capacity.

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* BlindIdiotTranslation: The Divine element is spelled "Devine" in this game.


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* {{Bowdlerize}}: The original name of the game was "Tri-Holy God Advent" in Japan, but because it contained "God" in the title, Konami went with a RecycledTitle instead.


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* InfinityPlusOneElement: The Divine element has no strengths and no weakness, and is also very rare (restricted mostly to Ritual cards).
* MissingSecret: Gamma the Magnet Warrior is not in this game, even though his counterparts Alpha and Beta are. Their pseudo-fusion, Valkyrion the Magna Warrior also isn't in the game.

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