The first Yu-Gi-Oh! dueling simulator was a bit of a mess, but some of that could be excused from the game releasing while the manga’s first tournament arc wasn’t over, the mechanics weren’t set in stone and the card game as we know it now did not exist yet, and being on Game Boy meant much smaller data storage space.
Yu-Gi-Oh! Duel Monsters II: Dark Duel Stories (not to be confused with the next Yu-Gi-Oh! game, also titled Dark Duel Stories) was released on July 8th, 1999 in Japanese only. We get to play it freely and in English thanks to the Early Days Collection released in February 2025. With more space in the cartridge and a stronger system, surely this new installment improves on the first game, right?
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| ...Hey, that box art is just reusing the Volume 10 cover art! |
The New Tournament
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| Ahhhh! Color! |
The plot? Just a different tournament beyond Duelist Kingdom, again helmed by Pegasus. Who cares, really.
The Stage 1 opponents (Yugi, Joey, Bakura and Tristan) are laughable; I went through those 20 duels without editing my deck once. They’re basically a tutorial. None of them ever use monsters with ATK higher than 500. Enemy decks are once again randomized out of their personal card pools, with some cards having higher chances to appear than others. Opponents cannot fuse their own monsters, nor use Magic or Trap cards.
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| However, they can still destroy your monsters if they get lucky with Alignments. |
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| If we are talking strictly of the manga continuity, you shouldn't even be here to direct another tournament, Pegasus. |
That last one is significant, as Ishizu appears several months before her proper introduction in the manga; Duel Monsters II came out the same month as Volume 14, which chronicled the Duelist Kingdom semifinals (Yami Yugi VS Mai, Joey VS Keith). Battle City, the tournament arc featuring Ishizu and her brother Marik, was still a year away.
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| Why are these four the Dark Stage opponents? Easy. They all use a Millennium item. |
New gameplay, new limitations
That was the “story”. Gameplay, however, is so different it feels like a whole other game. You still start at 8000 LP and a 40-card deck, but:
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| Alright! I got my Trap Card set, I got my monster summoned, and I am attacking. |
-There are no phases forcing you into a specific sequence of actions; you can attack, perform a Fusion, attack again, Normal Summon and play a Spell or a Trap, then attack again. The only element set in stone is that you end your turn by opening the duel menu and selecting the "End Turn" option.
-A Fusion counts as a Special Summon, therefore you can do one, or even many, on the same turn as a Normal Summon; however, you lose the ability to play monsters after your Normal Summon, so you have to do your fusions before them.
-Trap cards are introduced, with a single space set aside from the board. A set Trap disappears after use, but will also disappear at the end of the turn if it wasn’t used. Which sucks, if you ended up wasting a card because the AI didn’t do what you were hoping to counter. You can play another Trap while there is already one in that space, in which case the new one will replace the other.
-This time, a duelist instantly loses when they can no longer draw.
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| Warrior monster + Rock monster = Minomushi Warrior. Buddy, you're gonna be soooo useless by the time of Stage 3. |
Imagine starting with two weak monsters, and making a creature that’s got 2000 ATK or more. In the early game, that’s almost a guaranteed win.
One change to monsters is the addition of Alignments. No, not Attributes; Alignments. Those aren’t quite like Pokémon typings, as they function more like basic rock-paper-scissors. On these two charts, each alignment instantly destroys the one it points to, no matter the stats of the monsters involved:
On one hand, it means that you can find an out against an opponent’s monster that’s too powerful, if you have a monster with the alignment strong against it. A 3,000-ATK, Light-aligned monster will die to a 500-ATK, Shadow-aligned monster. But the opponent can do the same; you can pull out a powerful monster, only to have it destroyed by the enemy, using the same alignment trick. The early duelists play tons of Forest monsters, which they will use to destroy your Wind ones.
But that’s not the most annoying part.
Ugh, the Deck Building
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| Early in my playthrough, I didn't have a lot of cards unlocked obviously. But 2-Headed (King Re) was an early savior, at 1600 ATK. |
The catch? You cannot add to your Deck cards with a Cost higher than your Duelist Level. You start at Level 15, so your starting deck has cards with a Cost of 15 or less. Monsters’ Cost are equal to the sum of ATK and DEF, divided by 100 (rounded down if the sum ends in 50 rather than 00).
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| I can use cards with a Cost of up to 30, but with 40 cards and 505 deck cost, that averages to about 12 Cost per card, or 40 monsters with ATK/DEF that totals 1200 when added. |
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| The Capacity you have never appears on the screen when you look up a card; even with 1,000 Capacity, you wouldn't even be able to have a deck full of monsters at the Cost of a Koumori Dragon. |
Quite a few Magic and Trap cards also have low Cost. Monster-destroying Trap Cards have low Cost, so they are an easy way to destroy a few bothersome monsters. All the Field Magics have a Cost of 20, which makes them easy to add.
You know what doesn’t have a low Cost?
The sucky Magics that destroy all monsters of one specific type on the field. They cost 150 and they’re not worth it since CPUs have randomized and varied decks, which dampens these cards’ efficiency.
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| Meanwhile, Raigeki was literally always in the Starter Deck in DM1, and Dark Hole was very easy to obtain. |
Raigeki, Dian Keto, Dark Hole, basically every card with a truly powerful effect that can turn the tide of the duel your way. Those have a Cost of 200 to 255. 255 is the maximum Duelist level, though once you reach it you can keep earning Capacity up to the maximum of 9,999.
And the goddamn Equip Cards (which boost a monster’s stats by 60%) all have a Cost of 150. Which means that A) if you do add one to your Deck, it will take so much space that could otherwise be used for good monsters, and B) you can’t use them UNTIL YOU’RE LEVEL 150. So you can’t even use ONE of these until you’re way deep into the game.
That’s some fucking bullshit! Do you know what my Level was when I finished the game? 89! You will never get to use these cards unless you've already made so much progress that you can steamroll everything anyway! Why bother? If the level had been, say, 50 or something, that would have been a lot more understandable, it would have made these cards invaluable in the late game, where you WILL be needing them, but apparently, that would help you too much!
Card drops
This article is turning into a rant.
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| Not the best, but I'll take it! |
To compensate, whereas DM1 didn't open a screen showing you the card you had just obtained (which means that you had to go look it up yourself in the trunk), starting here each time you earn a card, its page opens showing you its stats, info, Cost, and so on, which will make it easier to judge and retrieve.
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| Maybe a nitpick, but with the attacking card obscured and the claw marks gone, the battle screen just isn't as fun as it was. |
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| Getting an extra card, one time out of a potential 2048, is NOT worth it. |
What is that bullshit? You could play the game for years, and never see the guy even once, because you never get the magical number that makes him appear at all! And even if you did, you could beat the game in fewer duels than it takes to see him appear! His card drops aren’t even good enough to justify this rarity shit! What’s the fucking point? Why make that so needlessly rare? Why bother?
More annoyances (yep, this is a rant article now)
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| In other words, in the original, if this is the screen you see after Pegasus, you might just never see it change. You want to duel Yami Yugi? Nope! |
This game is a probabilistic nightmare! …There you go, that’s the clickbait title.
If you ask me, it would be a lot more tolerable is the odds were, say, 1/128. Still low, but then you'd have a better chance of seeing the Dark Stage opponent change!
The Game Boy Color version could trade with other copies of Duel Monsters II: Dark Duel Stories, or with copies of Duel Monsters 1, using the Game Link Cable. In fact, some cards in DMII can only be obtained by taking them from DM1. You could, once again, duel other players through this feature. Communication Battles reward more Deck Capacity – 10 points if you won, 5 if you lost. After a duel, the winner takes a card from the loser’s trunk. These features are not yet available in the Collection.
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| You wanna dd a specific card? This list has all the 8-digit codes for the game. |
The last addition to this game is Ritual Monsters and Ritual Magic cards. The latter cost 0 Deck Volume, while the monsters cost 255 – yep, you can’t play them unless you’re at the maximum level the game allows. To summon a Ritual Monster, some of which can NOT be obtained any other way, you need to play the Ritual Magic for that monster… while you have THREE specific, named monsters on the field. Oh, fuck that! It’s so stupidly complicated for no good reason, and the opponent has every opportunity to destroy any one of those three monsters before you can gather them, if not with raw power, then through Alignments. It takes four cards in the whole deck to summon one monster; a massive waste of resources. The worst part? If you use a Ritual Magic without having the specific three monsters on the field, that card erases itself from your Deck AND Trunk. You want to try again? You need to re-earn the Magic card first. Seriously, WHAT THE FFFF-
-FFFFinal words
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| For GBC-era, this is indeed beautiful art. |
That said, several decisions regarding Deck Cost, Magics, and summons, are baffling. The Ritual monsters are a novelty, and the proper way to summon them is so impractical that it’s best not to bother. Equip Magic cards being unusable until you’re Level 150 (you can finish the game without even getting there), when Field Magics only require Level 20, that’s ridiculous. The game is also much slower than Duel Monsters I, it feels like it’s taking an extra second when you are performing just about any action. It feels soooo damn slow.
The rewards stop after the 30th victory against one duelist, after which they cycle; but those rewards are almost nothing but monsters, when some deck-aiding Magics and Traps would have also been welcome. Everything else is up to chance. Then, the game has other chance-based features that are so unlikely to happen you are left wondering why they were even included. We’re not talking about Shiny Pokémon here in terms of rarity, but it’s damn close! Difference being, Shinies are purely cosmetic. The nutty chance rates here are for gameplay elements that can genuinely impact the game, for God’s sake.
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| That's gonna be an easy duel I think. Well, I need the training for extra Cost in order to actually do decent against the Dark Stage. |
Let me end this long review by saying that I can sort of understand some of the issues, since the franchise was still fine-tuning itself and how to operate in the world of video games. I really hope that when I try later games in the Duel Monsters series (likely next year), there will be major improvements to the formula. One example I have is that I've read ahead and, in Dark Duel Stories (AKA Duel Monsters III), Level and Capacity are gained much faster to compensate for the high cost of some cards. But for now… Ughhhhh, I could tolerate playing II: Dark Duel Stories casually, and to the end, but it left a sour impression once I was finally done with it.
I’ve got more Yu-Gi-Oh! coming up. The month isn’t over – but next week, cards won’t be involved. We’ll be talking about dice instead…

























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