Back with another themed month, and I return to the well of Yu-Gi-Oh! Except, this time, I’ll be focusing on older games. In February 2025, Konami released the Early Days Collection, which contains 14 (technically 16) games from the earliest of the Yu-Gi-Oh! franchise. I already covered one of these, The Sacred Cards, in the first year of Planned All Along, which leaves 13 games to cover (technically 15; you’ll understand why I say that, but not until next year).
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| This volume had the duel against PaniK, also known as the Player Killer of Darkness in the original Japanese, because the manga was edgy like that. |
Technically, it isn’t the first Yu-Gi-Oh! game ever released (the actual first was based on a lesser game from the manga’s history, Monster Capsule), but it is the first to feature the card game that would then take over the anime and be the sole focus of every following series. When it came out, the manga itself was at its tenth volume, in the middle of the Dueling Kingdom tournament arc. Barely halfway in, not even in the finals. The duel against Pegasus is still far. The timeframe in which this game was made explains a lot about it. For starters, the characters we meet and duel are only the ones we have seen in the manga pages up to that point.
However, it’s most notable in gameplay, with duels obeying the, um… elastic rules of Duelist Kingdom. I’ll get there soon enough.
The OG Duel Simulator
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| Choose your |
Story? What’s that? When the game begins, your first screen shows the mugs of Yugi Muto, Joey Wheeler, Tristan Taylor and Bakura Ryo. We can surmise, based on the background showing a large boat, that we’re on the ship taking our characters to Duelist Kingdom. Each of these four will say the same thing: If you want to proceed, you’ll have to beat them all five times. Why five? Shouldn’t one be enough? Nah, not here.
Okay, back to that pin about gameplay. The card game as we know it didn’t even exist yet. The cards at the time were the Bandai OCG, a short-lived version that ended in 1999, when the actual Konami card game began and overtook the former in popularity. As a result, early Duel Monsters video games had the bare minimum to base themselves on, gameplay-wise. All they had was the Duelist Kingdom rules (which would later be streamlined for the second tournament arc, Battle City). Also, take into account the hardware limitations: A Game Boy cartridge could only contain a maximum of 4 megabits of data, and the game had to be designed to account for the tiny screen.
So:
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| The card arts are still pretty. |
-Monsters have Types, but no Attributes, and no Levels; you can summon any monster, at any time, without Tributes.
-There is no backrow; a Magic Card is activated when it is selected from your 5-card hand, and you only have to target a monster if it’s an Equip card. Otherwise, for Normal and Field Magic cards, the effect triggers immediately.
-In campaign duels, the player goes first. Like in classic Yu-Gi-Oh, you cannot attack on the first turn.
-CPUs can never use Magic Cards or fuse their own monsters.
-Each turn is split in three phases: You play ONE card from your 5-card hand. Then, you declare an action with every monster on your Field (either attacking, or putting them in defense position); after all actions have been declared, your turn ends and the system draws a card from your Deck for the next turn.
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| I think 700 ATK has decent chances against the very low stats of the Stage 1 Duelists' monsters. |
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| Let's see. Do I summon another monster to deal over 500 more damage, or do I go for the cheap shot of a measly 200 instant damage with this magic card? Okay, 200 damage it is. |
The biggest issue here is that you HAVE to play a card, but that’s the catch: You can only play one. So you’re often forced to choose between bringing out a monster to protect your Life Points, or playing a Magic, knowing very well that it’ll be the only card you’ll play that turn. This can be a problem when it comes to Equip Cards. Let’s say you summon a monster, intending to equip it; well, you cannot use that Equip card on the same turn, so your monster must survive to the next turn! And since the AI knows whether it can beat a card you’ve played, don’t expect your weak monsters to be able to survive on their own. There’s no Mirror Force here.
Fusioning and Equipping Towards Victory
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| From Supporter in Shadows to Celtic Guardian, that's a 400-ATK boost. The difference between 1,000 and 1,400 can be life or death in Stage 2. |
Fusion happens if you play a monster on top of one already on your field, and they’re compatible. Most Fusions have some logic behind them; as an example, a fire-themed monster and a Warrior-type monster fuse to create Flame Swordsman. All results still count as Normal, since the resulting fusions can be won as regular cards and played without the need to create them with fusion. The result of a fusion can be used AGAIN to chain into even more powerful monsters.
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| Flame Swordsman is probably the best fusion you can actually make out of cards from the starter deck. But it will often require monsters that are already decent enough on their own. |
The other issue is exactly this: Since there are so many combinations, many will be letdowns. The number of Fusions I’ve seen where the end result is WORSE than one of its materials… Not to mention that, if you don’t have a guide, fusions are a trial and error process where you try overlaying a monster over a played one, and if the new one just replaces the old one (which is what happens when monsters don't fuse), too bad for you. Fusions can save your butt in early duels, but are not viable once you get proper firepower, and when opponents play nothing but monsters with enough ATK to take out your Materials.
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| 1120 is not much. But it's enough to beat over just about every monster the Stage 1 opponents can bring out. |
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| Just gotta hope the Field will not boost the monster the opponent has on the Field, or any other in their hand. |
As an example, a monster with, say, 500 base ATK will only gain an extra 150 with a Field and 300 with an Equip. One with 1500 base ATK will gain 450 with a Field and 900 with an Equip. See the difference? Field Magics give less, because they can benefit every applicable monster on the Field and in the hands (which can be a double-edged sword, since the opponent’s monsters may also benefit as a result).
Oh, and Equip Magics may claim they boost a certain type of monster, but they’re often equippable to any monster that can use them, often including some that aren’t hinted at in the Equip card’s description; just like Fusions, it gets confusing fast, and you basically need a guide to know which monster can use what card.
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| Ah yes, the Get Out Of Trouble Free Card |
The Five Stages of Annoyance
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| You gotta duel a lot; how else are you going to find cards to beat over a Garoozis? |
Much like your starter deck, every opponent’s deck is randomly created before their duel from a personal pool, with each card having X chances out of 2048 of appearing. Cards of a suitable power level for the current Stage and opponent have higher odds than cards either too strong, or too weak for that point – but since it’s randomized, you can get surprises, like Stage 1 Joey pulling out his 2400-ATK Red-Eyes B. Dragon.
When you win a duel, you meet Téa, who will give you one card for your collection. Note its number, it’s the only way you’ll find it again in the archaic deck builder, which is nothing but a 70-page list of card names with no way to scroll back from the first to the last page. Much like their decks, the pool of rewards for each adversary is different, and cards have variable odds anywhere from one to three digits, out of 2048 again. Many cards have less than a 1% chance to be obtained.
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| Write that number down if you want to check the card out in the Trunk afterwards. |
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| Nice place. Bit tough to navigate though. |
However, even without knowledge of the finals, here’s how I would have personally split them:
Stage 2: Regular duelists (Underwood, Valentine, Raptor, Tsunami, and Mokuba Kaiba).
Stage 3: Pegasus’ goons (PaniK and the Ventriloquist), and Bandit Keith. Then, Seto Kaiba in Stage 3, or all on his own in Stage 4, because he should be considered a boss. He's way too strong, he has no business in Stage 2.
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| Well, I don't have much for now. Just hoping it will be enough. |
The actual only opponent of Stage 3 is Simon (Shimon?) Muran, a character with possible ties to Yami Yugi. Then, Stage 4 is the boss, Maximillion Pegasus. Beating him 5 times plays the credits, but you’ll unlock a Stage 5, in which you duel Yami Yugi.
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| They have 4 monsters, I have none. I'm screwed. |
Socialization… Bonuses?
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| Imagine playing hundreds of duels to get a super rare card with tiny odds of being given, and then, you lose a Duel against another human and they take that specific card from your Trunk. |
Of course, I have something to complain about: Of all 20 socialization bonus cards (meaning you must play 200 duels to get the last one), five can only be obtained this way. Iconic cards like Flame Swordsman, Baby Dragon or Spellbinding Circle. (It’s annoying since Baby Dragon is a mandatory monster to Fusion Summon a Thousand Dragon).
By the way, you get those only if you duel against DIFFERENT opponents. Good fucking luck finding 200 other players with Duel Monsters I and a Link Cable.
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| The only way to get several cards, at the moment, is to just... cheat them into your Trunk. |
With all that said, the original Duel Monsters had the ability to trade with the two games that followed it, and the fourth game in the series could even trade back with it, which is cool.
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| Most of the password-unlockable monsters are not even that great either. This is the best of them. |
Oh, and I still haven’t mentioned the Communication Fusions that require linking two copies of this game together, and then fusing cards into permanent monsters that get added to your trunk; but the process, to even begin, requires a monster that you only have a 1/2048 chance of finding as a reward. Are you kidding me.
Final words
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| It's not courage, Yami, it's greed. I will not stop until you've dropped all the cards I want. |
I know the Yu-Gi-Oh! franchise was barely starting, so any games from that era were going to be wonky. This one is more frustrating than anything else, though. The strategy usually boils down to bringing out a bigger number, playing only one card per turn is extremely limiting, and the AI will always know whether they can beat over what you just played. The other strategic elements have their own issues: Fields and Equip Magic cards benefit already strong monsters far more than weaker ones, and fusions can give an edge in battle but can frequently be disappointments.
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| Just had to take the long road to here from Page 1. |
I get it, this was probably done to save space due to the tiny room in a GB cartridge (I do think 365 cards is impressive for the system), but it doesn’t translate to simplicity. This journey across the Early Days Collection will reveal the quality-of-life improvements each new entry will bring.
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| For Game Boy-era graphics, the pixel art in this game is genuinely great. |
It’s a mess, and there are a few things I can excuse; I don’t think this game is that great, but I can tolerate it somewhat. But hey, this franchise had to start somewhere, surely the next dueling simulators will get better…
Next week: Duel Monsters II: Dark Duel Stories.























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