Yu-Gi-Oh! Dark Duel Stories, released in Japan as Yu-Gi-Oh! Duel Monsters III: Tri-Holy God Advent ( 遊戯王デュエルモンスターズＩＩＩ 三聖戦神降臨（トライホーリーゴッドアドバント） Yūgiō Dyueru Monsutāzu III Torai Hōrī Goddo Adobanto ), is a Game Boy Color video game and the third gear championship in the Yu-Gi-Oh! Duel Monsters series, following Yu-Gi-Oh! Duel Monsters II: Dark duel Stories and followed by Yu-Gi-Oh! Duel Monsters 4: Battle of Great Duelist. Dark Duel Stories was released in Japan on July 13, 2000, and it was the first Yu-Gi-Oh! television game to be released outside of Japan ; with a United States release date of March 19, 2002, it beat out Yu-Gi-Oh! Forbidden Memories by two days. It was besides released in Europe, in English, French, German, Italian, and spanish, in March 2003. 250 copies of Dark Duel Stories were distributed to United States viewers of Kids’ WB! on November 17, 2001, as function of the “ Duelin ‘ Monsters Giveaway “. Players of the game can trade and struggle with other players using a radio link cable. The subtitle of the game ‘s japanese name, Tri-Holy God Advent, refers to the coming the three egyptian Gods in the future plot, Duel Monsters 4: Battle of Great Duelist. This is hinted after the game ‘s ending credits, which feature the egyptian Gods and the textbook “ to be continued ”.
Reading: Yu-Gi-Oh! Dark Duel Stories
Changes from Duel Monsters II [edit ]
- Could not be played on an original Game Boy or on a Super Game Boy; attempting to do so displayed an error screen.
- As the first Duel Monsters game to be licensed outside of Japan, it is also the first game that has been translated to multiple languages.
- Introduces “construction cards”
- 80 new cards, not including construction cards
- Cards are color-coded
- Cards in the chest can be ordered by number, alphabetically, by ATK, DEF, Alignment or Type. Previously they were only ordered by number.
- Deck Volume does not decrease when the player enters a password.
- The amounts of Deck Volume gained from trading, losing a communication battle and winning a communication battle are doubled.
- Deck Volume increases by 5 for simply playing a game in Campaign mode, rather than 2 for a loss and 3 for a win.
- Passwords can be used to unlock items other than cards.
- The ante rule has been removed from communication battles.
- The player starts with a Deck of 40 fixed cards. Previously some of the cards were chosen at random from a pool.
- The Duelist Level calculation is changed from
((Deck Volume − 400) ÷ 7) + 15to
((Deck Volume - 400) ÷ 3) + 15, essentially meaning players need less Deck Volume to increase their Duelist Level.
- Opponents use Decks of 40 fixed cards. Previously they had 40 randomly selected cards from a pool of 2048, which included duplicates.
- Ryou Bakura, Puppeteer of Doom, Bandit Keith, PaniK and Pegasus are not available as opponents.
- New opponents, including Espa Roba, Seeker, Pandora, Seto, Heishin and DarkNite/Nitemare.
- The stages certain opponents appear in are changed.
- The character portraits shown in the stage images are cropped versions of the character’s intro shots. In previous games, the portraits were from different images.
- The player to go first is chosen randomly. Previously, the human player always went first.
- AI opponents use cards other than just Monster Cards.
- The “victory bonus” mechanic has been removed.
- Only up to three copies of a card can be included in a Deck or one, in the case of Limited cards.
- Divine Alignment is introduced.
- Effect Monsters are introduced.
- Levels and Tribute Summons are introduced.
- The Deck Cost of monsters requiring Tributes is reduced by 10 times the number of Tributes.
- Fusion Summons can be conducted from the hand.
- Fusion Summoned monsters cannot attack the turn that they are Summoned.
- Of the three sacrifices required to use Ritual Cards, only one of them must be a specific monster, with the exception of #667: “Gate Guardian Ritu” and #675: “Ultimate Dragon”, which still require three specific monsters.
- Ritual Cards no longer disappear from the player’s Deck after being used.
- When a card has its Level boosted/reduced, it gains/loses 500 ATK and DEF, rather than 60% of their current ATK and DEF.
- Only one card can be drawn at the beginning of a turn. In the previous game, players drew until they had five cards in their hand. If the hand already contains five cards, no cards are drawn.
- A number of monsters are given effects.
- Some cards have different artworks.
- PaniK’s monsters have their base stats from the manga. Previously they acquired their manga stats after being boosted by #335: “Yami”.
- 657: “Megamorph” boosts by one Level, rather than two.
- In the Japanese version, #262: “The Little Swordsm” had its name changed from アイルのこびとけんし (“Dwarf Swordsman of Aile”) to アイルのしょうけんし (“The Little Swordsman of Aile”).
- The text for “Nightmare Scorpion” is changed to say it has four tails. Previous games had mistakenly said it had three.
Cards [edit ]
regular [edit ]
Dark Duel Stories contains 800 cards, including :
Constructed [edit ]
The bet on contains 9800 construction cards, created by mixing upper and lower parts .
Video game-only [edit ]
42 cards featured in Yu-Gi-Oh! Dark Duel Stories were video recording game-only at the time of the game ‘s release. Bolded cards were late printed in the OCG .
The follow cards were released in the OCG the same day Dark Duel Stories was released .
game options [edit ]
The main menu The pursuit options are available from the chief menu :
- Campaign (キャンペーン kyanpēn): the game’s story mode. Face AI opponents.
- Construction (コンストラクション Konsutorakushon): Combine upper and lower card parts to make new cards.
- Versus (たいせん taisen): battle other players, using the Game Link Cable
- Trade (トレード torēdo): trade with other players via the Game Link Cable.
- Records (せいせき seiseki): statistics and other information about the player
- Change name (なまえへんこう namae henkō): option to change the player’s name
- Password (パスワード pasuwādo): unlock items by entering a password
political campaign [edit ]
Each adversary in a phase must be defeated 5 times to unlock the adjacent phase. After this, opponents can continue to be battled for more points and card drops. After defeating DarkNite five times, the musician is given the password for the ending credits and an extra Dark Stage appears, with Yami Yugi as an adversary. The opposition for that stage can be changed with a password .
construction [edit ]
The construction menu A construct menu. The artwork is grayed out, and the stats are not displayed, because the player does not have sufficient Deck volume to use it. Each time the player wins a conflict, they are awarded with a construction card part. There are 280 parts in total, divided into 140 lower parts and 140 upper parts. These are divided into two groups, with each group having 70 lower parts and 70 upper parts. A lower character and an upper separate from the lapp group can be combined to form a construction batting order, resulting in 4900 potential construction cards in each group, or 9800 construction cards in entire ; parts can not be combined between the groups, nor can two lower parts or two upper parts be combined with each early. Constructed cards can be previewed before they are actually created, allowing the actor to review their options before sacrificing parts to get the cards. Constructed cards are constantly monsters, and the maximal possible ATK and DEF is 2000. Players can change the upper body parts from this menu by pressing the up and down buttons and change the lower body part by pressing the left and correctly buttons .
“ SoulicerCrystal ” as a manufacture menu in Dark Duel Stories . “ Soulicer Crystal ” as a regular card in Duel Monsters 4. While the card construction mechanic itself only appeared in Dark Duel Stories, seven constructed cards were featured as regular cards in Yu-Gi-Oh! Duel Monsters 4: Battle of Great Duelist ; one of these cards was then printed in the OCG, and subsequently featured in further video games .
Versus [edit ]
The versus menu Players can battle other players with a imitate of Dark Duel Stories using the Game Link Cable via the versus menu. The Deck can be altered, and a Deck Capacity limit can be chosen, on this screen. Allowed limits are 500, 700, 1000, 2000 and 9999. The choice to take a card from the opposition ‘s chest of drawers after winning a battle was removed in this game .
Trade [edit ]
immediate to select which game to connect with Trade menu In the japanese interpretation of the game, players can trade with Duel Monsters I, Duel Monsters II: Dark duel Stories or Duel Monsters III: Tri-Holy God Advent. When trade they must specify which game they are trading with. lone cards existing in the game being connected to can be traded. In other languages, players can merely trade with other copies of Dark Duel Stories ( known as Duel Monsters III: Tri-Holy God Advent in Japan ). A trade can not be conducted unless the player has over 50 cards that are lower in Deck Cost than their dueler Level. From the trade menu, the actor has three options, “ chest ”, “ check card ” and “ exchange card ”. The player must open the “ chest ” menu and blue-ribbon which cards they wish to trade. They can review the cards they have selected in the “ check wag ” screen. The cards are traded when each players selects “ change card ”. communication Fusions can be conducted by trading certain cards .
Records [edit ]
The records screen contains the player ‘s mention, communication battle statistics, Duelist Level and Deck volume .
change name [edit ]
The player can change their name. Names can be eight characters long. The japanese version of the game allows kana characters to be used. The english version allows the 26 letters from the English rudiment in upper or lower case to be used .
password [edit ]
Password menu Cards can be added to the musician ‘s thorax in the password menu, by entering eight-digit passwords from OCG / TCG cards. There are seven non-card passwords : one makes Solomon Muto give an extra calling card after each battle, one allows the credits to be viewed, and the other five are for switching the Dark Stage opponent. There are besides 106 unserviceable passwords, which display the message “ Ca n’t record password ! Try a different password. ” when entered .
|65437205||Grandpa gives the player an extra card after each Duel|
|70715281||Change the Dark Stage opponent to Yami Yugi|
|07119986||Change the Dark Stage opponent to Yami Bakura|
|43504084||Change the Dark Stage opponent to Nitemare|
|70592699||Change the Dark Stage opponent to Shadi|
|06987398||Change the Dark Stage opponent to Marik Ishtar|
|42382443||View the credits|
Rules [edit ]
The game does not use rules from the Yu-Gi-Oh! Official Card Game. It uses the rules from its harbinger Yu-Gi-Oh! Duel Monsters II: Dark duel Stories and makes a phone number of modifications and updates .
Deck construction [edit ]
- A player’s Deck must contain exactly 40 cards.
- A Deck can have up to 3 copies of the same card or 1 copy in the case of Limited cards.
- Each card’s Deck Cost must be equal to or lower than the player’s Duelist Level.
- The sum of each card’s Deck Cost must be below a certain Deck Volume.
- In “campaign” mode, the player has a set Deck Volume, which they can increase through different methods.
- In “versus” battles, players choose a Deck Volume that they must both obey (500, 700, 1000, 2000 or 9999).
Stat calculations [edit ]
The player ‘s initial Deck volume is 400. It can be altered using these methods, until it reaches the maximum of 9999 .
|+5||Play a game in campaign mode|
|+10||Lose a communication battle|
|+20||Win a communication battle|
The musician ‘s Duelist Level is equal to
(Deck Volume − 400) ÷ 3 + 15, rounded down and capped at 255. New games start with a Duelist Level of 15.
Each wag has its Deck Cost printed on it. Although, there is logic that can be used to otherwise determine a circuit board ‘s Deck Cost .
Duels [edit ]
- Each player starts with 8000 LP.
- Each player starts with five cards in their hand.
- The player draws one card at the start of each turn, unless their hand already contains five cards.
- Players can Normal Summon one monster from their hand per turn. They may Summon a monster into one of the five available zones.
- Level 1 to 4 monsters can be Summoned freely.
- In order to Summon a Level 5 or 6 monster, they must first offer a monster that is already on the field as a Tribute.
- In order to Summon a Level 7 or 8 monster, they must offer two monsters that are already on the field as Tributes.
- If a Summoned monster has an effect, it can be activated.
- If the player attempts to place the monster into a zone occupied by another monster, the game will attempt to fuse the monsters.
- If the Fusion is valid, a new monster will be Summoned into the zone. This will not be considered the player’s Normal Summon, so they can Summon another monster the same turn they conduct a Fusion Summon.
- If the Fusion is invalid, the second monster will replace the first.
- The player may fuse monsters while they are in their hand. However the Fusion Monster will remain in their hand and will require Tributes to Summon, if it is Level 5 or higher.
- Multiple Magic Cards can be activated per turn. Magic Cards are immediately activated when played and have some effect on gameplay.
- One Trap Card can be placed face-down on the field per turn. It will activate automatically when a certain condition, specified on the card, is met. Even if it does not activate, the Trap Card will disappear at the end of the opponent’s next turn.
- Multiple Ritual Cards can be activated per turn. A Ritual Card sacrifices three monsters to Summon a new monster. Depending on the Ritual Card, one or three of the sacrifices must be specific monsters. If the the necessary sacrifices are not supplied, the Ritual Card has no effect.
- Each turn, a player can put each of their monsters in either Attack or Defense Position.
- If a monster is put in Attack Position, it can attack monsters on the opponent’s side of the field. If there are none, they may attack the opponent directly.
- When a monster attacks a player directly, the monster’s ATK is deducted from the LP of the attacked player.
- When a monster attacks an Attack Position monster, the monster with lower ATK is destroyed and the difference is deducted from the LP of the controller of the destroyed monster. If both monsters have the same ATK, they are both destroyed.
- When a monster attacks a Defense Position monster: If the attacking monster’s ATK is higher than the defending monster’s DEF, the defending monster is destroyed. If the attacking monster’s ATK is equal to or lower than the DEF of the defending monster, the difference is deducted from the LP of the controller of the attacking monster, and neither monster is destroyed.
- However, when a monster attacks a monster with an opposing Alignment, the monster with the inferior Alignment is instantly destroyed and the controller of the monster with the superior Alignment will not lose LP.
- Fire beats Forest
- Forest beats Wind
- Wind beats Earth
- Earth beats Thunder
- Thunder beats Water
- Water beats Fire
- Shadow beats Light
- Light beats Fiend
- Fiend beats Dreams
- Dreams beats Shadow
- The Divine does not automatically beat or lose to any other Alignment
- Fusion Monsters cannot attack the turn that they are Fusion Summoned.
Winning A Duel is won when any of these conditions are met :
- The opponent’s LP are reduced to 0.
- The opponent cannot draw a card.
- The player has all five “Exodia” pieces in their hand.
limited cards [edit ]
The follow cards are Limited, meaning the player can only have a individual copy of it in their Deck. This limitation does not apply to CPU opponents ‘ Decks .
Obtaining cards [edit ]
Starter Deck [edit ]
The actor ‘s Starter Deck consists of the following 40 cards : [ 1 ]
opposition drops [edit ]
When an opposition is defeated in crusade mood, the player is given a circuit board. Each opposition has a different number of cards the musician can get for beating them, with each batting order on the list having an assigned probability of randomly obtaining it. See Yami Yugi ( Dark Duel Stories ) § Drops for exemplar .
communication fusion [edit ]
communication Fusions can be performed by trading certain cards. Each Fusion requires # 189 : “ Fusionist “ and two early Fusion Material Monsters. In the japanese version, players can connect their bet on with Duel Monsters I or Duel Monsters II: Dark duel Stories, or to a second base transcript of Duel Monsters III: Tri-Holy God Advent ( Dark Duel Stories ). In other languages, players can only connect with another copy of Dark Duel Stories ( Duel Monsters III: Tri-Holy God Advent ) .
Duel Monsters I to Duel Monsters III [edit ]
By sending cards from Duel Monsters I to Yu-Gi-Oh! Duel Monsters III, the be communication Fusions are possible .
Duel Monsters II to Duel Monsters III [edit ]
By sending cards from Yu-Gi-Oh! Duel Monsters II to Yu-Gi-Oh! Duel Monsters III, the play along communication Fusions are possible .
Duel Monsters III to Duel Monsters III [edit ]
By sending cards from Yu-Gi-Oh! Duel Monsters III to Yu-Gi-Oh! Duel Monsters III, the follow communication Fusions are potential .
trade [edit ]
From the trade menu, the player can trade cards with other copies of Yu-Gi-Oh! Dark Duel Stories, using the Game Link Cable. In the japanese version of the game, trades can besides be conducted with Yu-Gi-Oh! Duel Monsters and Yu-Gi-Oh! Duel Monsters II: Dark duel Stories .
Passwords [edit ]
From the password menu, the musician can obtain cards by entering eight-digit passwords from OCG / TCG cards .
Cards from Grandpa [edit ]
65437205 into the password menu, Solomon Mutou will appear after each Duel to award the actor a wag .
temporarily obtaining cards [edit ]
Cards obtained this way last only during the Duel in which they are formed .
fusion [edit ]
The Extra Deck does not exist in this game. alternatively, Fusion Summons are performed during Duels by placing one card on top of another. A card may be placed on top of a wag on the battlefield or another batting order in the hand. If the Fusion is valid, a new menu will be formed. If the fusion is invalid, the second card replaces the beginning. If a fusion is performed by placing a circuit board on top of a card on the field, the Fusion Monster will be face-up. If the Fusion Monster has an consequence, it will not be able to use it, because merely face-down cards may active their effects. This makes the impression of # 734 : “ Thousand-eyes Rest “ unserviceable, unless the musician is able to acquire a permanent copy of # 731 : “ Relinquished “ or “ Thousand-eyes Rest ”, which they can Summon from the pass .
ritual Summon [edit ]
A ritual Summon is conducted by activating a ritual Card and offering three monsters on the field as Sacrifices. A new monster will then be Summoned. Most ritual Cards ask one specific monster as a sacrifice, while the other two sacrifices can be any monster. The two exceptions to this are # 667 : “ Gate Guardian Ritu “ and # 675 : “ Ultimate Dragon “, which require three particular sacrifices. A Ritual Summoned monster is placed face-up on the field. If the freak has an effect, it will not be unable to use it, because lone face-down cards may active their effects. This makes the effect of # 731 : “ Relinquished “ unserviceable, unless the player is able to acquire a permanent replicate of “ Relinquished ”, which they can directly Summon from the hand. The follow monsters can be formed by ritual mobilize :
evolution [edit ]
# 278 : “ Petit Moth “ and its stages evolve into other cards after being on the field for one become, in the holy order shown below. # 278 : “ Petit Moth ” → # 056 : “ Larvae Moth “ → # 072 : “ cocoon of Evolutio “ → # 057 : “ Great Moth “ → # 067 : “ perfectly Ultimate “
Card effects [edit ]
Some cards have effects that allow the musician to play certain cards, which are not in their Deck .
Revisional differences [edit ]
A phone number of text changes were made to the English version of the game when it was released in Europe, including :
- The characters “P.Seto”, “Paradox”, “Slysheen” and “Ishizu” were renamed to “Seto”, “S. Muran”, “Heishin” and “Isis”.
- The card #480: “Kuwagata =” was renamed to “Kuwagata α”.
- “Alignment” (Al) and “Class” (Cl) were renamed to “Attribute” (Ab) and “Type” (Tp).
- The Types “Magician” and “Sea Dragon” (SeaDragn) were renamed to “Spellcaster” (Spellcst) and “Sea Serpent” (SeaSrpnt)
- The Alignments “Aqua”, “Pyro” and “Devine” were renamed to “Water”, “Fire” and “Divine”.
Unused material [edit ]
- The CPU is capable of playing many cards which are not included in any opponent’s Deck, including Trap Cards, Equip Magic Cards, Type destroyers, #785: “Multiply”, #655: “Cursebreaker” and #320: “Stop Defense”.
- Some Equip Magic Cards are used by AI opponents. The CPU is capable of also using the ones that are not.
- The CPU can only activate #320: “Stop Defense” after it has already attacked.
- A purple color, likely intended for Fusion Monsters, exists. However monsters capable of being Fusion Summoned are colored yellow or orange, as Normal or Effect Monsters and can be played without performing a Fusion.
- A function for decreasing Deck Volume exists. It was used in Duel Monsters II to charge the player for entering passwords.
- Three unused musical compositions exist.
- The array of cards which could be equipped with #668: “Bright Castle” in Duel Monsters II still exists, despite “Bright Castle” being changed to affect all Light monsters.
textbook [edit ]
|It can’t be! Not 5 times! As long as there be darkness… I should remain invincible!||Meant to display after beating Marik five times.|
|Gwaaah… I can’t believe I’ve lost 5 times already!! Leave now, before I change my mind!||Meant to display after beating Nitemare five times. This string is not translated in the localized versions of the game.|
|Very good! You’ve found the secret. The secret of the legendary card… It’s hidden here. Your password… It will reveal it to your eyes!|
|Used «card name» Power-up was unsuccessful.||Meant to display after an Equip Magic Card is used on a monster it does not affect.|
|Used Megamorph Level increases by 2!||#657: “Megamorph” was changed from previous games to increase a monster’s Level by 1, instead of 2.|
Glitches and errors [edit ]
- If the player’s LP is reduced to 0 by the effect of a card, such as #344: “Hinotama”, they do not lose the Duel and can play on.
- In the English, German, Italian and Spanish translations of the game, the text for #691: “Revived Serpent Ni” lists #010: “Blackland Fire Dra” as the required sacrifice, rather than #168: “Darkfire Dragon”.
dawdler [edit ]
promotional cards [edit ]
japanese [edit ]
game [edit ]
tournament [edit ]
Copies of G3-11 “ Dark Magician Girl “ were distributed at the Official Tournament Street Duel Legend of Power. approximately 300 Secret Rare and 2400 Rare copies were given as prizes and a far 100 Secret Rare and 400 rare copies were given as raffle prizes .
Guide books [edit ]
The cards G3-B1 “ Panther Warrior “ and G3-B2 “ Time Machine “ were included with the beginning and second guidebook, respectively .
north american [edit ]
Two unlike sets of three Prismatic Secret Rare cards were released with copies of the North american English adaptation of the game. The first laid contained DDS-001 “ Blue-Eyes White Dragon “, DDS-002 “ Dark Magician “ and DDS-003 “ Exodia the Forbidden One “. The second base contained DDS-004 “ Seiyaryu “, DDS-005 “ Acid Trap Hole “ and DDS-006 “ Salamandra “ .
Game guides [edit ]
Covers [edit ]
- north american english English cover
- back of box of north american English interpretation with first set of promos
- french screen
- japanese cover
trivium [edit ]
- Marik’s appearance on the cover of this game is taken from the title page of Yu-Gi-Oh! Duel 160 (Duelist Duel 101): ” Duel 160 ( Duel 101 ) : “ Marik Strikes !
- The back cover for the game box changed based on the included promo cards in the US version.
- The box that came with the first 3 promos displays a mock-up of an English “Exodia the Forbidden One” card using the uncensored artwork (the included card used the censored artwork).