As I already stated in my review of Yu-Gi-Oh: Duel Links,
I’ve been a fan of the original Yu-Gi-Oh ever since it arrived in America through
the anime from Studio Gallop. When
Kazuki Takahashi wrote his manga about a kid gaining Egyptian magic and playing
games, he couldn’t have predicted the phenomena that it would become, let alone
that his little one-off Magic: The Gathering knock-off would be at the center
of it all. When Shonen Jump gets a hit
manga on their hands you’d better believe they’re going to merchandise that
sonbitch.
Inevitably that meant games across all manner of consoles,
in particular Nintendo’s handhelds. The
Yu-Gi-Oh Early Days Collection puts the first 13 (the marketing says 14, but
I’ll get to that) Nintendo handheld Yu-Gi-Oh games into one package and I was
hyped to get to both replay games I used to love and play games I never got to
before. The enhancements and new
translations made it all a big deal, but I swear you wouldn’t know just how big
a deal it was if you read the reviews.
I’m going to review the Yu-Gi-Oh Early Days collection more
thoroughly, less at the package as a collective whole and more the parts that
make it up so that readers can make a more informed purchase. I’ll look at every game in the collection,
give some context of where the source material was at the time of each game’s
release and some context of where I was at the release of some of these
games. I am writing this as a fan, but
I’ll try to keep the nostalgia goggles off.
Yu-Gi-Oh Duel Monsters GB
At the time of the game’s release, Joey was just starting to
duel Bonz at duelist kingdom in the manga and Toei was taking a crack at
adapting the first parts of the manga before Duel Monsters/Magic and Wizards
took over the story.
The Toei anime is often called Season 0, but it’s really an
early adaptation that has nothing to do with the later anime by Studio Gallop
and it isn’t even an especially accurate adaptation of the manga either. It’s kind of like what the 1997 Hunter X Hunter
anime is to the 2011 one. Since it was
the most recent anime at the time, the manual and box art of the game uses the
character designs from the Toei anime.
Like the anime, the card game before the Gallop anime was
also done by a different company than what it’s known for today. Konami did make the video games, but the
physical card game was later made by Bandai. There were no concrete rules in
place for how the card game shown in the manga worked so Konami also had to
make their own take on it. The monsters
from the later, better-known card game’s early days are in it, but the rules
are a whole other story.
These duelists include Bandit Keith and the final opponent is Pegasus, which might seem odd because the manga hadn’t gotten to either of their big duels. For Pegasus, the game models his deck after how he was playing in that brief duel with Yugi over a video tape, where he used dark and illusion cards. For Bandit Keith, his character sprite implies that his deck is made up of the ones he smuggled into
I probably just made non-Yu-Gi-Oh fans do a double-take
mentioning playing a card game with a video tape.
With such a simple structure for the card game it’s
important that the main gameplay is kept fun to hold a player’s interest and…
Well… Early Yu-Gi-Oh is sometimes pejoratively called Caveman Yu-Gi-Oh because
of how much simpler everything was. I disagree
with that regarding the real card game, but this game is even simpler than that
and much of it can be summed up as “unga bunga!”
There are very few magic cards, no effect monsters and no
cost for stronger monsters. Play your
strong monster and go unga bunga. Once
you get to stronger opponents, you practically have to hold the fort until you
get your giant beat stick monster (Garoozis, for me) to save the day.
I can’t say it’s not on-brand for the time. That’s pretty much how the game went in the
early chapters of the manga. Having the
highest attack cards is what made you win.
When he was dueling Kaiba, Grandpa Mutou even said he just needs to draw
his Blue-Eyes White Dragon to win and once Kaiba flashed 3 unga bunga dragons
of his own, Grandpa just gave up. Yugi
couldn’t even beat the dragons in his duel with Kaiba. He had to use his instant win monster. It was fun to watch the monster fighting, but
also painfully obvious Takahashi didn’t put a lot of thought into the actual
rules.
There are a few quirks that keep Duel Monsters GB from
being completely brainless. In a rule
alluded to in the manga, the players must play one card per turn, whether they
like it or not, and every monster on their field must either attack or
defend. You cannot leave a monster in
attack mode without attacking, which means the defense points of you and your
opponent’s monsters need to be taken into consideration. If the opponent has a monster with more
defense than any of yours, it’s not a wise idea to have them all attack
it and take damage, but it’s also ill advised to leave a monster with crap
defense in defense mode.
| Good for unga bunga. Not so much for bunga unga. |
I think for the time it served a purpose of easing players into this rule set before later games added more to it. The quick, lacking combat animation and unga bunga gameplay also means that duels can go at a fast pace, sometimes less than 2 minutes, making it feel like less of a grind and more friendly to pick up and play.
I can’t in good faith say that Yu-Gi-Oh Duel Monsters GB is
particularly good game, especially not with some of the other games in the collection
that improved upon it, but as a curious piece of Yu-Gi-Oh gaming history I
appreciate it’s there for American players to experience. It puts the early in Early Days Collection.
Duel Monsters 2: Dark Duel Stories
This game came out not even a full year after the first one
so, as you can expect, it doesn’t exactly overhaul the gameplay, but the improvements
it does make were very significant. It’s
now in color, you’re shown the cards as you get them instead of Tea making you
go to your trunk to look at what the new card is, and with the manga getting to
the Duelist Kingdom finals, there are some new
opponents like the Paradox Brothers. Since the TCG we all know and love was getting ready for release, this is also the first game to allow players to input the codes found on them at a very hefty cost that's not even worth it. That’s just the little things though.
The big additions are the elemental system and deck capacity system.
It’s very simple. There are two divisions of monster weaknesses, one for earthly elements and one for otherworldly forces of light and dark. A monster of an element another monster’s element is weak to will kill it instantly in battle regardless of stats. It’s a good way of balancing the game because it means having to think about what monsters to play in more detail instead of simply going unga bunga on the other player all the time and it gives players a way to defeat a high stat monster they otherwise couldn’t, unlike the first game.
| I think this is the Japan finals arena Rex and Weevil dueled in. |
Fusion also became a lot more flexible and viable even
without a guide. Now there are certain
monsters that will fuse with any monsters of a specific type rather than one
specific card, meaning guesswork is drastically cut down.
| The pixel artwork is still good. |
This game should be better than the first because it adds things in without taking anything out, but what kills it for me is how slow it
is. I suspect all the new rules were
overloading the Game Boy’s system or something because it takes a
half second to do everything and this is one of those games where the small
bits of lag time add up.
They’ll wait 2 seconds, take half a second to go into the combat animation, then it’s half a second to go back to the playing field, followed by another 2 seconds before their next attack. Repeat upward to 4 more times.
This wasn’t a problem in the first game and that’s part of
why I kind of like it. Maybe with more
development time this could’ve been fixed, but I don’t find much fun in the end
result, especially when there are other games in the Early Days Collection I
could be playing instead. Games like…
Monster Capsule GB
Of all the games in this collection, this was the one I was
the most interested in. This isn’t
another card battle simulator. In fact,
there are no cards at all. This is a
full-length JRPG experience utilizing ideas from both the Monster World RPG and
Capsule Monster Chess.
![]() |
| All of these are in the game. |
That gameplay alone could’ve made for an alright time
waster, but there is so much more to this game.
There’s a lot of dialogue. On
every floor of the duel tower are characters from the manga, including many
from before Duelist
Kingdom , all of whom can
be battled with accompanying dialogue. Duel
Monsters players like Bonz or the Puppeteer of Doom have their signature Duel
Monsters and are considerably better, but there are also early characters like
Nezumi and Hirutani.
Using star chips attained from defeating other players, you
can challenge each floor’s dungeon master, where the overworld almost literally
turns into another game entirely. Each
dungeon master is someone from duelist kingdom (starting with Mokuba, the
original Capsule Monster player) running their own Monster World campaign
utilizing monsters from the franchise to tell their scenarios for Yugi to play
through, usually giving their signature monster a spotlight. They’re stories within the main story and
very lengthy ones too. There’s towns to
visit, self-contained world building, scripted cutscenes and plot twists. If you loved the Monster World arc of Yu-Gi-Oh
and you wish there was more of that, Capsule Monster GB is a dream come true.
Nobody ever seems to point out how much effort had to have
gone into this game. It’s one thing for
Digital Eclipse to translate intro and victory dialogue in the other Game Boy
games, but it’s quite another to translate whole conversations and storylines,
especially on this game that’s over 2 decades old. This came out in English before Sengoku Basara 4.
The catch with Capsule Monster GB is that cheating is
mandatory to have any fun. It is brutal
and punishing in many ways that the cheats included in the Early Days
Collection greatly alleviate. For
maximum enjoyment, follow these guidelines:
- For the love of all that is good and holy, turn on infinite star chips! Getting star chips in Capsule Monster GB is the most agonizing grind I’ve ever seen!
- Once in a monster world, I recommend only saving and loading using the collection’s save states instead of in-game saving or doing the opposite and making a save state before entering a monster world. Once you’re in one of the monster worlds, you can’t leave so if you feel like you need to go back for anything in the tower, too bad. Technically you can get out by giving up during any battle or losing all your capsule monsters, but if you do that you can’t get the capsule monsters of Yugi’s friends even if you come back and win. Not that they’re especially useful, but for completion’s sake you probably don’t want to permanently miss them.
- Abuse the rewind system for random encounters. Capsule Monster GB is the only game I’ve ever played that outright shows you the random encounter process. Whenever you enter an area with random encounters, it tells you the percentage rate of an encounter happening and how many steps you can take until it determines if there is one. After the specified number of steps, a pair of the Monster World dice roll in the corner of the screen and if the number is equal to or lower than the encounter percentage, a battle starts. If you get sick of the random encounters slowing the pace of the game, you can make things go a lot smoother by rewinding to reroll the dice until you get the desired result. It seems to have a higher chance of changing up the number if you take a different walking route, for some reason. Also use rewind instead of backtracking after reaching dead ends so that you don’t add more steps to trigger a random encounter roll.
- Don’t feel bad about rewinding during battle either. This game has permadeath. If you lose a monster, it’s gone forever and there are no capsule machines to replace them. You can have a sizeable surplus of decent level monsters going in, but when your best, highest level monster dies from a lucky critical hit, it’s demoralizing and doesn’t feel fair. I won’t judge anyone for rewinding to redo their turn or give themselves saving throws. Yami Yugi cheating his dice rolls is canon anyway.
- In each monster world you can find capsules that permanently boost the stats of a monster or, if certain monsters are at a certain level, an evolution capsule can evolve them Pokemon-style, even though you need a guide to know which ones. You probably won’t need to until the late game, but don’t feel bad about using the cheat for unlimited capsules to buff your monsters and even the playing field either. It might be the only way to get use out of the human figures.
So far we have one game that's kinda neat for a retro title, one game that isn't especially good and one game that, using the cheats provided, is a hidden gem among Yu-Gi-Oh's many games.
After these three newly-translated Yu-Gi-Oh games in the collection, the next part will start with a game that was already translated and was in fact the very first Yu-Gi-Oh game ever released in English. Consequently, it's the first of the games I ever played.







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