Forum:GoldenSandslash15's Epic Yu-Gi-Oh! Adventure

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From December 30th to January 7th-9th, I went on a trip north of my home in Southern California, so that I could tour colleges along the Pacific Coast (California, Oregon, and Washington). I was also in it to get some behind-the-wheel driving experience. Between the driving and the touring, however, there was Yu-Gi-Oh! And a lot of it. I brought with me all 14 YGO-related video games that I own, and I intend to review all of them. You can view those reviews here. When I get home, I will use cheating devices to unlock everything on them to give a review of the full game, when applicable. I can't guarantee when I will have Internet Access to upload this, so you guys may not see it until it is complete. I apologize if that is the case.

Entry One, Dec. 30, 10:20 AM - The Eternal Duelist Soul

Whoo! Got up at 4:17 AM today, and within the first six hours of the trip, I have my first review, for the game known as Yu-Gi-Oh! The Eternal Duelist Soul. At the start, you are given a choice between 3 decks, and you have no idea what's in them, so it really doesn't matter. The deck I got had 31 Normal Monsters, Witch of the Black Forest, and some very powerful Magic and Trap cards. There is no story to this game, you just choose a character to duel, do so, and if you win, you get some cards. At the start of the game, you have five opponents unlocked: Tristan, Tea, Yugi, Joey, and Bakura. I dueled with each one once, and it was horrible. First of all, by using TV show characters, you get decks that have little to no theme, so it isn't much of a challenge, especially since most decks at this time were either Beatdown or simply Type/Attribute specific. Tristan was a pushover, Tea wasn't much better, Yugi is okay, Joey is way too strong, and Bakura is the middle man. I was able to win against all except Joey (I almost beat Bakura, he topdecked a Dark Hole, and then I topdecked a Monster Reborn to win, very epic). Joey is too strong because he runs at least two Alligator Sword (1500 ATK) and an Axe Raider (1700 ATK). That sounds weak, but compared to what's in the Starter Deck, this is too powerful. At the beginning of a duel, you get to play Rock-Paper-Scissors to determine what your fate in the duel is (to go first or second). That sounds badly worded, but the computer always chooses "First" to mean YOU go first, and "Second" to mean YOU go second. The RPS game moves very quickly, but the duel interface (except deck shuffling) is extremely slow. If I recall correctly, there is a cheat code that you can enter (Konami Kommand?) to make it go faster (and enjoyable), but that is just unnecessary. In addition to the cards moving slowly to go from deck to hand to field to grave to removed, there are other things that just slow the game down. When you search a card (in my case, with WOTBF), you have to view a list of cards, and then, rather than hitting A to choose, you have to press Right + A. So unnecessary. Also, when a chain is resolved, even with just one link, you have to view a list of every card in the chain (entitled "Chain: Activating") and then again (entitled "Chain: Resolving"). When can you chain? Over every single little thing. No matter what happens, a window pops up asking if you want to chain with a quick-play magic or trap card. EVERY SINGLE ACTION. That's fine, if it is reasonable for activation, but often, I will have a Mystical Space Typhoon down, with no other Magic or Trap cards on the field, and it will ask if I want to use it, and target itself with its own effect. I often did so to stop the window from popping up. I don't even think you can do this in the real game. Another action the game does wrong is that it says you cannot conduct a Battle Phase (and consequently a Main Phase 2) unless you control a faceup attack position monster capable of attacking. The deck edit screen is also a mess. You can't filter your deck by card color, and the card quantitiy is in incredibly tiny print. When you get more cards, you do so in packs of 5. These packs are often useless. There are only 3 available at first, and they have no names, only distinguished by the cover, one has a Dark Magician, another a Mystical Elf, and the last a Red-Eyes B. Dragon. Out of my four packs (Dark Magician and one of each), I only pulled one decent card (Fissure). You want to talk about the AI? They're dumb. If you have a set monster, no matter how strong the rest of your field is, they will summon something and attack it, so if you continually set weak cards, your opponent will always play cards in Attack Position, perfect way to win. They also attack with the weakest things. Joey's victory over me was done by attacking with a Kageningen (800 ATK Normal Monster). Pathetic. Overall, this game is stupid. Don't play it. Don't buy it. Don't rent it. Don't download it.

Entry Two, Dec. 30, 1:10 PM - Destiny Board Traveler

This is a messed up cross between a board game and a card game. And it sucks. Firstly, there are 8 playable characters at the start: Yugi, Joey, Kaiba, Rebecca, Mokuba, Pegasus, Mai, and Dark Magician Girl. Notice an oddball in there? Why would they include Dark Magician Girl and the rest are all anime characters? Pick either monsters or characters, not both. There are four unlockable characters: Grandpa, Yami Yugi, Yami Bakura, and Kaibaman. Again with the oddball. Not only is Kaibaman a duel monster, but he's not even a popular one like DMG, nor did he even appear in the original anime (but he did in GX (but this game predates GX)). Guess how you unlock these four characters? You MUST enter a cheat code. There is no other way. On the character select screen, you have all of the characters there, and you use your cursor to choose one. Press Left to go Right and Right to go Left. Make sense? Of course not. Now, you'd think that the characters would be balanced, but no. This is the most unbalanced game ever. In the multiplayer mode, Player 1 gets the first choice on ALL decisions, making it impossible for Player 3-4 to win, and difficult for Player 2. Before I explain how it's unbalanced, I think it's time I explained the rules. Before that, let me tell you the story. Yugi's Grandpa invents a new board game, called Destiny Board Traveler. And you play it, while he narrates EVERY SINGLE THING that happens in the game. Including when he's playing it, which makes it odd since he refers to himself in 3rd person, and he also tends to use plurals on everything, even when there is only one of them. Now that that's out of the way, onto DA RULES! You first pick how many stages you want to play. I could never handle more than one, but for some reason, the maximum is seven. It would have been nice if the maximum was eight so that you could play on all of them at once (minus the four that require cheat codes). You only start with one stage (Domino Park), and you unlock a new one the first time you win with every character, except Yugi. (Domino Park is classified as Yugi's stage.) Then, you set how long you want the game to last, by picking a number of stars between 1 and 250. 15 is default, and that's probably the best. You win the game if all other players hit 0 LP or your monsters' total level is the number of stars that was set at the beginning. Now, onto the gameplay. All players start with 4000 Life Points. That's a problem right there. In YGO, you start with 8000, not 4000. WTF!? Players then take turns in a RANDOM order. You begin with an opening hand of 5 cards from your character's pre-designated dueling decks (all monsters), modeling what was in the TV show. These decks are endless. You literally never run out. You then draw a card at the start of each turn. Then, you roll the "Summon Dice." You pick 6 cards in your hand, and roll the dice to see which card it lands on. To actually roll the dice, you either tap A as many times as you can so that it kills your thumb, or wait a long time, and I mean a LONG time. So, pick your poison. Then, whatever the dice landed on, you move a number of spaces equal to the monster's level. The board layout is a 5x5 square, with the corners being "Special Zones." If you land on one of those, well, more on that later. If you land elsewhere, various things happen depending on what is on the space, either (1) A blank space (2) A Creep or (3) Another player's card. If there is a blank space, you summon your monster (tributes are required for monsters of level 5+). I think that Level 9+ requires 3 tributes, but I'm not sure about that. You ignore summoning conditions and effects. Although they are viewable when the card is in your hand, they are absolutely meaningless in this game. You could also land on a "creep." That was a really poor name for what it actually is, but that is its in-game name. Basically, if other players are the equivalent of pokémon trainers, the creeps are the wild ones. When you land on a creep's space, you "duel" the creep. OMG! Duels! Finally! Yeah, um, no. That's just what they're called. >_< Anyway, in this duel, both players choose to be in either ATK or DEF position, and then they each roll a "Duel Dice." It's pretty well-animated. First positive point this game gets. Four of the six sides read "Miss." If you get this, Grandpa laughs at you. One side is "Reverse," which changes your opponent's battle position, even when you don't want it to. One side is "Reduce," which reduces your opponent's ATK and DEF by 500 points. Then, compare the cards. If you are in DEF and Creep is in ATK, your card is destroyed if Creep's ATK is higher than your DEF. Otherwise, your card returns to your hand. If you are in ATK, then you calculate damage the same way you would in the card game, treating your monster as the attacker, and the Creep's monster as the defender, regardless of the position its in, except without dealing damage to the Creep if both cards were in ATK Position. Afterwards, if the creep is destroyed, your monster takes the space, and your turn ends (unless your monster was destroyed as well, in which case the space is now empty). You could also land on a space that your opponent's monster already on it. You do the same exact thing, except in this case you DO do damage if the opposing monster was in ATK position. Then there are the four Special Zones in the corners of the board. Landing here produces a different effect depending on the board you are playing on, it can be anything from damaging your LP to restoring your LP to summoning cards, destroying cards, moving you to another space or anything. In the case that you are playing on multiple boards, two of these spaces on each board will send you to another board. Now that you know how to play, let's discuss the balance of the game, or rather, the lack thereof. Each character has a "Super Power." At random times in the game (it really seems random, I can't figure it out, although when one player gets it, the others usually do soon), a player may use their "Super Power" for the remainder of the turn, depending on what it does, it may be worth saving for later, or using it immediately. Some characters have the weakest powers ever, and some are the best powers ever. When I get the time, I will list off the powers of each character and the special zones of each board, but that may not be until I get back. Believe me, there's a whole lot more to complain about. Just you wait.

Addendum at Dec. 30, 9:00 PM

I'm going to list off all of the Super Powers now. This is where it gets REALLY bad. Yugi can use a Change of Heart. This allows him to gain permanent control over one monster in play at random (either another duelist's or a Creep). Sometimes it doesn't work, in which case Grandpa laughs at you. That's really harsh because for one it was random chance and for another, it's his own grandson for pete's sake. Joey is able to re-roll the Summon Dice if he didn't like what he rolled the first time. You never know when to use this, since you never know when you are going to roll a bad roll. Kaiba's Super Power lets him instantly destroy all cards in all players' hands with an ATK of 1500 or more, and Kaiba is immune to his own effect. That's way too powerful. Rebecca randomly warps everyone to random spaces at random boards. Mokuba steals a card from every player's hand and adds them to his own. Pegasus lets him reflect all battle damage in Duels to his opponents. This sucks since you can never guarantee that you will be dueling someone. Most of the time, you duel creeps. This is because the game is strictly a 4-player game. No more, no less. And with only 4 players, rapid summoning eventually just leads to victory from controlling certain levels of monsters. Mai can look at all cards on the board, which is too powerful. At the start, all cards are facedown and they never come faceup until they are used in a duel, and the same applies to cards summoned on blank spaces. Being able to know what you're getting into is a huge advantage, since then you know what to put on the dice so that you can increase the odds of landing on a weak creep or a weak duelist. Dark Magician Girl uses a random Dark Magician card during duels instead of using the card that she is attempting to summon (but if she succeeds, she only summons whatever she was originally trying to summon). I can't figure out what classifies as a Dark Magician. So far, I've seen Dark Magician, Dark Magician Girl, Magician of Black Chaos, Dark Paladin, Dark Magician Knight, and Dark Flare Knight. I don't get it. Grandpa's power makes it "easier for [him] to win and harder for others," according to the in-game description. That's really nice of you since you MADE THE GAME, Grandpa. Geez. I'm unsure of what it actually does, but I think it changes the number of stars needed to win. Yami Yugi lets you choose one face of the Summon Dice to make it easier to roll that face. Yami Bakura inflicts damage to the other players equal to 1/8 of their current LP. This sounds good, but with 4000 LP, that's only 500 damage. Not too good, but not too bad. Incidentally, when a player runs out of Life Points, they can no longer do anything, they vanish from the board, and all of their monsters become creeps. Kaibaman's power forces all other players to skip a turn. It's completely unrelated to his effect, since his card wasn't released at the time, only shown in this game and in Reshef of Destruction (a game that I will review later). So, what's next? Well, after two really bad games, I think I'll try a good one next. World Championship 2008 sound good?

Entry Three, Dec. 31, 12:20 PM - World Championship 2008

The World Championship Series of games started in 2004, and continues with one per year to this very day. I own all of them, sans 2005, and so all of them will be reviewed. Allow me to introduce the first, World Championship 2008. There are two main modes in this game, Duel World and World Championship. World Championship is the enjoyable "standard" YGO game, when you pick people to duel, do so, win money, buy cards, upgrade your deck, and duel some more. What more could you ask for? Why is Duel World even necessary? Anyways, you start with 3 opponents: Stray Lambs, Jerry Beans Man, and Winged Kuriboh. Stray Lambs's deck has no real theme, just a bunch of random EARTH cards thrown together. Jerry Beans Man has a lot of Removal cards, but no real game finisher. Winged Kuriboh is the biggest threat. He uses an actual archetype: Neo-Spacians. Your own deck contains 40 cards thrown together with no support for one another, but there is still a decent Monster/Spell/Trap ratio. You can win with it if you get lucky and you stay within the early stages of the game. Duel World is the actual "story mode" of the game. You are thrown into the first world of the game, and you have to find a gate to leave. The way to do so changes from world to world, but it is always dueling, usually with a twist (i.e. You must summon a specific Nomi Monster then win, you can only include cards of a certain type/attribute in your deck, you face a puzzle, tag duels, etc.). There is no story, but it is fun to play through. Lacks all replay value though. As an example, I will walk you through World One. The first thing you see is a colosseum, a tent, a lake, and four figures walking around. At the tent, you can pay 50 DP (the money in this game) to speak with Crystal Seer and she will tell you what you have to do to move on by giving a vague hint. At the colosseum, Amazoness Paladin will duel you using Structure Decks, and if you can win with all 13 decks, she gives you every Amazoness card in the game (which sucks when you only have one of each). At the lake, one of two things can occur. Either there are no ripples in it, which means nothing is there. Or there are ripples, which lets you throw 100 DP into the lake, and Fairy of the Spring shows up. You are then given a 50/50 chance at a random guessing game. Either you gain a card, or you don't, but either way you don't get your DP back. The figures are the main thing, they are duelists. Generally speaking, when you beat a Duel World duelist 5 times, another character is unlocked in World Championship mode, and for every six or so duelists in World Championship mode that you beat 5 times, you unlock a new pack of cards to buy. In world one, we have Elemental Hero Knopse, who uses a Stall Deck, Nightmare Penguin, who uses a Bounce/WATER deck, Skull Servant, who uses a Skull Servant Deck, and Sonic Shooter, who uses a WIND/Beatdown deck. Also, when you go to the lake with ripples, sometimes rather than throwing DP in, Kairyu-Shin will instead show up and demand a duel (which you cannot refuse). He uses a WATER deck. Very annoying since he often uses A Legendary Ocean, Tornado Wall, and Field Barrier. After defeating each duelist, including Kairyu-Shin, three times, a Curse of Vampire will show up bullying a Gigobyte. He will duel you if you play with an ante (any rare card). If you win, then the gate shows up and you have to duel Green Guardian - Embust. I would like to point out that this is not a real card. Moving on, he has five decks. Pick three to duel. If you win all three, then you can move on to world two. This is a very fun game. The user interface is much better than that of the last game I reviewed, both in terms of duels and deck editing. Furthermore, you can change the interface to your liking if you don't like it. My only complaint? Duel Puzzles. I enjoy doing the duel puzzles, and this game has them available through DOWNLOAD ONLY. What about all the people who don't have Nintendo Wi-Fi Connection, huh? Other than that, no complaints. This is a great game.

Entry Four, Jan. 2, 8:15 PM - The Sacred Cards

Wow. I've been busy. It's a miracle that I got this in. I should have plenty of time for reviews tomorrow. Now for what you really want to hear about: the game. The Sacred Cards uses an abysmal dueling style. Everything about it is bad, and the sequel (Reshef of Destruction) made it even worse. I'll get to the sequel eventually, but for now, let's learn how to play the game. First, forget everything you ever knew about Yu-Gi-Oh! This is completely different, loosely based on the Duelist Kingdom rules of the anime. Most cards no longer have effects, such as Magician of Faith. A few (especially few) others have gained effects, like Doron (which can now clone itself). Some duels begin on a Field (Yami, Mountain, Wasteland, Forest, Umi, or Sogen). This increases/decreases the ATK/DEF of the cards with the types on the field by 30% of what they originally were. Period. Both players begin with 5 cards in their hand, and may never gain any more for any reason. Your maximum is 5. Period. You can't add more and discard later, like in the real game. You may discard any at any time. Then, you begin your turn by drawing a card if you have room in your hand. Then, you play cards on the field. You are limited to one monster per turn, and all cards go onto the field facedown. Period. If you have a set spell card, you can activate it at any time. Any card activated in this way goes to the graveyard. Period. Continuous effects, like Equips and Field Spells, will remain in effect after the card is in the graveyard. Traps activate whenever their timing is reached. Period. You can't stop an Acid Trap Hole (effect in this game is similar to the real life Sakuretsu Armor) from going off on your opponent's FIRST ATTACK. Period. Only one card in the graveyard at a time, by the way. When another shows up, it replaces the old one. Period. When a monster is summoned, it may do one of four things per turn. First, Attack. More on this later. Second, Defend. This switches it into defense position. Note that this is the only option that keeps your card facedown. Third, Sacrifice. You send it to the graveyard pointlessly. Period. Fourth, Effect. Any non-Exodia effect monster is activated only on the turn it is summoned. When this occurs, you may not Defend with it. Period. Monsters of higher level can only be summoned by sacrificing the appropriate number of monsters (3 sacrifices for Level 9+) at sometime during the turn (prior to the summon). Some cards power up other cards. A "power up" is always an increase of 500 attack and defense, and a "power down" is always a decrease of 500 attack and defense. Period. Some cards only affect cards of certain types/attributes/other mechanics. Yes, other mechanics. For instance, some cards specify monster gender, which isn't even printed on the cards. Rituals work differently too. You must sacrifice two monsters of any type, plus one specific monster. For example, Mask of Shine & Dark requires Mask of Darkness as a sacrifice, plus two other monsters (regardless of level) and the ritual spell card. Or you can summon them like normal monsters (but then they need to go into your deck, which is a problem, more on that later). The best part of this game? The cards are UNCENSORED. Hello, Harpie deck. Finally something useful found for that deck. When you're finished jerking off, keep reading this review, because I am going to be talking about battle now. This is where the 11 attributes come into play. Yes, eleven. There are not six like in the real game. Period. (There are still only 20 types, if you were curious.) The attributes have a weakness-resistance system that goes like this...

PYRO > AQUA > THUNDER > EARTH > WIND > FOREST > PYRO SHADOW > LIGHT > FIEND > DREAMS > SHADOW DIVINE

Basically, there are three loops, in which one type is better than another, but DIVINE is the exception. (A DIVINE card is any ritual or 3-tribute card). When a card of a weak attribute and a card of a strong attribute battle, the weaker card is destroyed. Period. A Thousand-Eyes Idol always beats a Blue-Eyes White Dragon, regardless of anything else. Period. Even if the strong card is in Defense Position. Weak cards are destroyed. Period. There are no exceptions, except for DIVINE. Also of note are the confusing attribute names, Pyro, Aqua, Thunder, and Fiend. They are also type names, making it confusing. When the strong card and the weak card are both in attack position, and the strong card has higher ATK, then the difference is dealt to the owner of the weak card. Period. Otherwise, no damage. Period. When the weakness-resistance wheels don't come into effect (EARTH vs. FOREST, SHADOW vs. THUNDER, DIVINE vs. Anything, etc.), then battles occur like they do in the real game. Now, onwards to deck building. Here, it gets worse. Your deck has 40 cards. Period. No more, no less. You are given two numbers, Duelist Level and Deck Level. Each card has a "Deck Cost." Basically, no card in your deck can have a cost that exceeds your Duelist Level, and the total of all of the deck costs cannot exceed your Deck Level. Period. At the start of the game, 600 ATK is considered godly, and speaking of godly, yes. This game lets you use the Egyptian God Cards. Here are their Effects (re-worded to match OCG/TCG effects).

Obelisk the Tormentor Warrior/10 Stars/DIVINE/4000/4000 Destroy all monsters on your opponent's side of the field. Inflict 4000 points of damage to your opponent. Skip your battle phase on the turn you use this effect.

Slifer the Sky Dragon Dragon/10 Stars/DIVINE/4000/4000 This card gains 1500 ATK (permanently) for every card in your hand when this card is summoned.

The Winged Dragon of Ra Machine/10 Stars/DIVINE/4000/4000 (I heard that this is a Winged Beast, but on my copy of the game, it isn't.) Pay Life Points until you have 1 left. Inflict damage to your opponent equal to the amount of life points you paid.

WAY TOO OVERPOWERED, people, and they have a Deck Cost of 0, too. Now, onto the issue of getting new cards. There are two main methods. You can either buy them at the card shop, or win duels. When you win a duel, you gain experience (used to raise your Duelist Level and Deck Level), money, and if you wagered a card (except a Level 1 Monster), you gain a card. In the case of non-Named Duelists, it's a random card from their deck. (Named Duelists give you specific cards.) Anyways, overall, the gameplay is ABYSMAL. AND THE SEQUEL IS MUCH MUCH WORSE. Why do I have to go through this? :'-(

Well, if the gameplay is bad, the story makes up for it, right? Well, that's one thing the sequel did better. The story of the sequel is the best story ever. This game? Terrible. Firstly, the length. Most guides are 114 pages, give or take. The best games have 308 pages, give or take. This guide? 6 pages. Here's the story. There's 10 locations in Domino City you go to. You start with 3. Clock Tower Square, where most action takes place. Card Shop, where you do what its name sounds like. And lastly, Art Museum, which is guarded and you can't get inside. So, Kaiba starts his Battle City Tournament. You duel Bonz, Espa Roba, and Rex Raptor (in that order), and take their locator cards, giving you four (you start with one). At this point, the Park becomes available. Duel Weevil there for his puzzle card (the game literally does go back and forth between Japanese terms and American terms), giving you five. There are two events in Clock Tower Square that must be completed before getting your sixth. The first, which becomes available after you have 3 locator cards, is a duel with Rare Hunter. The Exodia one. The second, available as soon as the game begins, occurs at the Card Shop after dueling an unnamed duelist in Clock Tower Square. It's a poor sub-plot that eventually leads to a duel with Arkana. Once you've beaten Weevil and completed both these events, you meet Marik, who pretends to be Namu. Then, the Building and the Bridge become available. Nothing exciting at the Building, but the Bridge features a duel with Strings. He has Slifer, but he doesn't wager it. Bummer. After Strings goes down, the Aquarium becomes available. Mako is there, but he will not duel you until he duels Joey. At that point, Joey shows up at the Building. Track him down, and he will duel Mako. Mako wins, contrary to the anime. You then duel Mako and win your last locator card. When you return to Clock Tower Square, Rare Hunters show up notifying you that Joey and Tea have been kidnapped. At this point, almost every character is replaced by a Rare Hunter. This occurs everywhere except the Card Shop, the Park, and the Building. Once you defeat EVERY SINGLE ONE OF THEM (and they all use the same deck), then the Park becomes flooded with Rare Hunters, one of which is Bandit Keith. Duel him, and he goes away. Next, go to Kaiba Corp (located in Clock Tower Square), and Roland will tell you to talk to Seto about Joey's duel disk's location. He tells you that only Mokuba knows where he is. Go to the building and you see that Lumis and Umbra have kidnapped him. You and Yugi have a tag duel with them. It's a stupid tag duel, they call it a tag duel, but here's what it really is. You choose one to duel, Yugi duels the other. Yes, they both have the same deck. What's the point!? Then, Lumis and Umbra release Mokuba upon defeat, and you go to Domino Pier, a new location, which Mokuba says is Joey's location. You see Joey there, possessed by Marik, and Yugi must duel his best friend. Yugi loses, and you must take on Dark Joey. You win. He returns to normal. Because Joey lost to Mako, however, he only has five locator cards (shouldn't it be four?). He hits the streets looking for a duel, when you go side quest'ing. Whoot! At the aquarium, you find Jean-Claude Magnum flirting with Mai, and must duel him to get him away from her. This accomplishes nothing, storyline-wise, just like in the show. To proceed, go to the Art Museum (the guards are gone now), and duel Ishizu, followed by Kaiba immediately after. Victory upon both results in Ishizu giving you Obelisk. Kaiba is jealous and aims to possess the 3 gods. The finals begin at the Duel Stadium, a new location. The finalists are the same as in the TV Show, minus Ishizu, with you thrown in there. The first duel is Bakura vs. Yugi. Yugi wins. Next, is you vs. Odion, who is pretending to be Marik. You win, Namu becomes Marik, and then Yami Marik, and then he goes crazy. The next duel is Joey vs. Marik. Marik wins and Joey goes to the shadow realm. Lastly, Kaiba defeats Mai. Then, you unlock the last location, Kaiba Corp Island, for the semifinals. The first duel is You vs. Yugi. You win and you get Slifer. Then, it's Marik vs. Kaiba. Marik wins and Kaiba goes to the shadow realm. The last match is you vs. Marik. You win, you get Ra, and the credits roll before you can ever use it. That will have to wait for the Epic Win Plot of the Sequel! If only the gameplay wasn't butchered further. I'm not looking forward to that review. At all.

Future Entries
Entry Five - World Championship 2009 (Japanese)

Entry Six - World Championship 2009 (American)

Entry Seven - World Championship 2004

Entry Eight - Dungeon Dice Monsters

Entry Nine - World Championship 2007

Entry Ten - Reshef of Destruction

Entry Eleven - Worldwide Edition

Entry Twelve - World Championship 2010

Entry Thirteen - Nightmare Trobadour

Entry Fourteen - World Championship 2006

Comments
Leave any comments here. I intend to use the remaining space up there for my future reviews, so please comment down here. If you wish to do a similar thing with your video games, please make a new topic for it, because this one is one that I'd like to keep. Thank you. --GoldenSandslash15 (talk • contribs) 05:43, January 3, 2011 (UTC)