One of the most striking elements of yu-gi-oh! The Early Days Collection, which celebrates the 25th YU-Gi-OH anniversary! Play with cardboard, it's a clean number of YU-Gi-Oh! Video games that came out between 1998 and 2004. The collection of early days includes 14 games only from Game Boy, Game Boy Color and Game Boy Advance, some of which have never been published outside Japan.
Over half of the games in the collection belongs to YU-Gi-Oh! Duel Monsters Series, despite more and more bent names: Duel monsters (1998), Duel Monsters II: Dark duel stories (1999), Stories Dark Duel (2000), Duel Monsters 4: Battle of Great Dames (2000), The Eternal Duelist Soul (2001), Duel Monsters 6: Expert 2 (2001), World Wide Edition: Staircase to Duel (2003), The Sacred Cards (2002) and Reshef of destruction (2003).

Most follow a similar formula of beating a duel in the fight to unlock new areas and tickets. The first game in the series was released before the official YU-Gi-OH! Cardboard game, so his rules are based instead. As the Duel Monster series progresses, the duel rules in the game begin to slowly resemble a game for trading in real life more closely, but only by the fifth intake, the eternal soul of the soul, we see the complete reconciliation with the actual rules of the game with maps.
Then, in the last two games, we returned to a simplified version of playing, holy maps and Reshef destruction, which also added the RPG element that allowed us to walk through the real environment as we walked through the city.
For anyone who played an official cardboard game, the most upset mechanical difference in some games Duel Monsters could be a alignment system, where the monsters of one kind of super strong against the other are. We were surprised if a normal call from 300 offensive points could automatically beat our two -star conjunction, with 2500 attack points just because he had the alignment of thunderstorms against the harmonization of our monster water.
Raised to say, the official YU-Gi-Oh! Map play is much strategically engaged than the fakes present in many collections of early days. We would claim that the toy game made its full progress shortly after many of these titles were released (and then a few years later they fled to Oblivion, but we don't have to go into it). There is a simple joy in collecting as much as possible as much as possible to enjoy how cool the works of art is, but as tactical games – which many of these titles are charged themselves – they do not need to entertain too much.

This is with the exception of two later games involved in the collection: YU-Gi-Oh! World Championship Tournament 2004 and Yu-gi-oh! 7 trials for glory: World Cup Tournament 2005. They can be taken as additional titles in the Duel Monsters series, as showing their Japanese headlines but may also be considered members Yu-gi-oh! World Cup series. Either way, they offer strategic experience much more similar to a real card game. Gameplay is still mostly involved in the challenge of others to a duel, but collecting new tickets and assembling decks is so attractive because we actually had to buy and open the packages.
Although we respect the dedication to the original play, the user interface for most of the collection is felt awkward and irresistibly. Through one turn in many games, it was often tedious, let alone trying to change what was in our deck and our entire collection of tickets. This was a little improved that the year of playing games increased, but not much.
The main criticism for many of the Konami yu-gi-oh! The titles when they were originally published were that they did not do much to learn the newcomers of the series that the toy game actually functioned. This remains true with this collection as a whole. On the one hand, many finished target audiences are probably those who either played a cardboard game or a video game itself. Still, we can't help it, but we feel that the collection may have been a great opportunity to introduce YU-Gi-OH! Card for a new a group of players.

Of course, not every game in the collection focused on a duel. Yu-gi-oh! The series has inspired numerous variations of games throughout its history, except for its massive popular map games. Dungeon monster cubes (2003) is based on the game of the same name. Without previous experience with Dungeon Dice Monsters, we thought this was especially difficult to understand. It felt like a game that could be really interesting had it not been such a heavy learning curve.
The passenger of the fateful board, seemingly Konami, took over a Mario Party-Tip, disappointing it was hard to jump in. The artistic style is really sweet, but the text in the game is incredibly difficult to decipher. When we realized how mechanics worked, we didn't have fun.
Meanwhile, Yu-gi-oh! Capsules of monstersOriginally published only in Japan, it offers a turn of tactics based on a yu-gi-oh rpm! The universe that is both whimsical and easily understandable. With our friends magically transformed into dolls, we are in charge of collecting and training monsters in capsules. The fighting takes place on a 2D battle map where our monsters face various opponents in a terrible chess showdown. This is certainly not the best tactical game of all time, but it indicates a valuable addition to the collection.

Digital Eclipse developers included some elements of the quality of life in the collection as a whole that connect everything together. They include the ability to save at will, adjust the playing rules such as the removal of the limit of the deck and rewinding of time. These features help remove the edge from the aforementioned frustration of the interface for these older games, but not enough to remove our suffering.
What we loved to see were the preserved box art and the original manuals for each game instructions. We decided to play each title with a lovely background border behind the game screen, but players can particularly adjust the screen size, filter and border using the Universal Stanka Collection menu.
Conclusion
Yu-gi-oh! The collection of early days remains true to its sources and brings a little history in modern times. Unfortunately, boring mechanics and often unpleasant plague interfaces of many games in the collection just as they did on the first edition, although in the middle of 14 titles, it would be impossible not to have a few winners.
For us, the Capsules monsters and the two World Cup tournaments shone beautifully. Although the games included are certainly imperfect, we recognize the intenthicality behind the courier courment and consider it a great time capsule of the origin of the iconic YU-Gi-OH! Series.



