Yu-Gi-Oh! Duel Monsters II: Dark duel Stories

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Yu-Gi-Oh! Duel Monsters II: Dark duel Stories
Yu-Gi-Oh! Duel Monsters II: Dark duel Stories
English  Yu-Gi-Oh! Duel Monsters II: Dark duel Stories
Kanji  遊戯王デュエルモンスターズII闇界決闘記
Developer(s)  Konami
Publisher(s)  Konami
Platform(s)  Game Boy Color
Release date(s) Japan July 8, 1999
Genre(s)  Card Battle
Ratings  6.2

Yu-Gi-Oh! Duel Monsters II: Dark duel Stories (遊戯王デュエルモンスターズII 闇界決闘記ダークデュエルストーリーズ) is a video game for the Game Boy Color, the sequel to Yu-Gi-Oh! Duel Monsters. Although the gameplay is still much simpler than the OCG, this game introduced 355 new cards, for a total of 720 (in contrast with the 365 total cards of its predecessor). Trap Cards and Ritual Spell Cards were first included in this game.

Cards

The game contains 720 cards, including:

Game options

Main Menu
  • Campaign (キャンペーン kyanpēn): the game's story mode. Face AI opponents.
  • Trade (トレード torēdo): trade with other players via the Game Link Cable.
  • Record (せいせき seiseki): statistics and other information about the player
  • Rename (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
  • Battle (たいせん taisen): battle other players, using the Game Link Cable

There are two debugging options, hidden from normal gameplay.

  • Play sound
  • View scene

Campaign

Players must beat each duelist in a stage five times, in order to unlock the next stage. Once a character is beaten five times, the player can continue to Duel them for additional cards. A complete list of opponents in the game is provided in the table below.

The available Stage 5 opponent is chosen randomly from four possible characters. There is a 3/4096 chance of changing the Stage 5 opponent after each Duel. Consequently, most players will not be able to play against all four.[1]

Stage Image Opponents
Stage 1: Domino High School Stage 1: Domino High School
Stage 2: Kaiba Land Stage 2: Kaiba Land
Stage 3: Tokyo Dome Stage 3: Tokyo Dome
Stage 4 Stage 4
Stage 5 Stage 5: Yami Yugi
Stage 5: Yami Bakura
Stage 5: Shadi
Stage 5: Ishizu Ishtar Naomi

Trade

Trade

Players can trade cards with either Yu-Gi-Oh! Duel Monsters or a second copy of Yu-Gi-Oh! Duel Monsters II: Dark duel Stories.

Communication Fusions can be conducted by trading certain cards.

The restricted cards cannot be traded.

Players can connect to infared using, using the D trans option in this menu. When they do this, Tea Gardner, will award them one of the following cards:

Record

Record

The record menu shows the player's name, Deck Capacity and battle statistics.

Rename

Rename

The player can change their name.

Password

Password

Enter a password to obtain a certain card. Cost 50 Deck Capacity points.

Passwords are the eight-digit numbers in the bottom-left corner of some cards.

Battle

Multiplayer

Players can battle other players using the Game Link Cable via the battle menu. They can make alterations to their Deck from this screen and choose a maximum Deck Capacity that they most obey.

Debugging screens

Play sound
View scene

The debugging screens are unavailable during normal gameplay. They can be enabled by changing 0x10293 to 08 and 0x102A6 to 07 in the ROM or by using the Game Genie code: 082-93B-F72 072-A6B-F7E. When enabled, their options are not visible on screen, but the player can access them by continuing to move the cursor past the campaign or battle options, which are normally the first and last options in the list.

The two debugging options are to play a sound or to view a screen.

Play sound: The user may enter a number to play a sound. Numbers from 1 to 19 play music. Numbers from 21 to 38 play sound effects.

View screen: The user may enter a number to show a certain scene. All characters shown this way will have Weevil Underwood's dialogue. Entering a number that does not correspond to a screen will cause the game to crash.

Rules

The game does not use rules from the Yu-Gi-Oh! Official Card Game. It uses the rules from its predecessor Yu-Gi-Oh! Duel Monsters and makes a number of modifications and updates.

Deck construction

  • A player's Deck must contain exactly 40 cards.
  • A Deck can have up to 40 copies of the same card.
  • The restricted cards cannot be included in the Deck.
  • The sum of each card's Deck Capacity must be below a certain Deck Capacity.
    • When battling via the Game Link Cable, players choose a Deck Capacity that they must both obey.
    • When battling in campaign mode, the player has an allowed Deck Capacity which they can increase or decrease by various means

The player's Deck Capacity can altered using these methods:

Difference Method
+3 Defeat an opponent in campaign
-50 Get a card via the password menu

Duels

  • Each player starts with 8000 LP.
  • Players draw until they have five cards in their hand at the beginning of each turn.

Playing cards

  • Players can Summon one monster from their hand per turn. They may Summon a monster into one of the five available zones. If they attempt 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, considered to be a combination of the two, will be Summoned into the zone. If the Fusion is invalid, the second monster will replace the first.
  • Multiple Magic Cards can be activated per turn. Magic Cards are immediately activated when played and have some effect on gameplay.
  • A Trap Card can be placed face-down on the field. It will activate automatically when a certain condition, specified on the card, is met.
  • Multiple Ritual Cards can be activated per turn. If three specific monsters are on the field, the Ritual Card can combine them into one other monster. If the three specific monsters were not on the field, the card has no effect in the Duel and disappears from the player's trunk afterwards.

Modifying ATK/DEF

"B.eye White Dragon" with its stats boosted by two stages and further increased by the "Mountain" field
  • Certain Magic and Trap Cards will modify the ATK and DEF of a chosen monster by boosting or reducing it by a number of stages. A monster has its ATK and DEF increased by 60% for each stage. A monster cannot be boosted by more than two stages.
  • Field Magic Cards can affect any monsters on the field, specific to the effect of the card. It will either increase the ATK and DEF by 30%, decrease them by 30% or have on effect. There can only be one Field Card active at a time. This increase/decrease does not count towards the number of stages.

Battling

  • 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 attack monster's ATK is equal to or lower than the DEF of the defending monster, the difference is deducted from the LP of the attacking monster and neither monster is destroyed.
  • However when a monster attacks a monster with an opposing Summon, the monster with the inferior Summon is instantly destroyed and the controller of the monster with the superior monster will not lose LP.

Winning

A Duel is won, when any of these conditions are met:

  • The opponent's LP are reduced to 0.
  • The player has all five "Exodia" pieces in their hand.

Obtaining cards (permanent)

Permanent copies of cards could be obtained with the following methods:

Starter Deck

Players begin with a Deck of 40 monsters

Opponent drops

When an opponent is defeated in campaign mode, the player is given a card.

Each opponent has a different list of cards the player can get for beating them, with each card on the list having an assigned probability of randomly obtaining it.

Victory bonuses

When an opponent is defeated a multiple of ten times, the player is awarded a card.

Awards from Grandpa

Solomon Muto randomly appears after Duels to award the player with certain cards.

Communication Fusion

Infared connection

The player is given certain cards when they connect with infared

Passwords

Eight-digit passwords from the bottom-left corner of OCG cards could be entered in the password menu to get the card at a cost of 50 Deck Capacity.

Trading

Obtaining cards (temporary)

Players can acquire cards using these methods. They only get to keep the card until the end of the Duel in these cases. Cards used to create the temporary cards are returned to the player after the Duel.

Fusion Summon

Ritual Summon

Evolution

Restricted cards

Get a Card

Like many video games, Duel Monsters II restricts certain cards. These 22 cards cannot be included in the player's Deck, but unlike later games, they can still be used in a Duel if the player Fusion or Ritual Summons them. These are all monsters with a Deck Cost of 255, none of them have a password, and none of them can be traded back from Duel Monsters III: Tri-Holy God Advent.

See also

References

External links