Last year marked a milestone for Yu-Gi-Oh!—its 25th anniversary, leaving fans and gamers reminiscent of those early days of dueling. To extend the celebration, Konami has launched the Yu-Gi-Oh! The Early Days Collection. This release is the only video game honoring this special occasion, bringing together around 14 titles from the franchise’s history spanning from the Game Boy era to Game Boy Advance. As someone who still plays Yu-Gi-Oh! regularly, I was naturally intrigued by this collection. While I hadn’t played every single game before writing this review, I did have foggy memories of them being somewhat rigid and more aimed at anime fans rather than hardcore card game players. That instinct turned out to be mostly spot-on, but the outcome wasn’t as disappointing as I anticipated. Revisiting the classic Yu-Gi-Oh! world may seem like an odd curiosity to many, but for die-hard fans, there’s definitely some worthwhile charm hiding within this collection—if you’re willing to dig for it.
Let’s address the elephant in the room first. Yes, the collection indeed includes 14 complete Yu-Gi-Oh! games released between 1998 and 2005. It kicks off with the first Yu-Gi-Oh! titles on the DMG Game Boy, originally exclusive to Japan and now fully localized into English. Also included are entries from the Game Boy Advance championship series, which aimed to simulate realistic duels, along with some unusual experiments peppered in. At first glance, it seems like quite an extensive roster, but there are some caveats. The early Game Boy titles largely contributed incremental updates to both the card game and its rules, which were still evolving back then. For instance, Yu-Gi-Oh! Duel Monsters II: Dark Duel Stories essentially just tweaks the rules and adds cards to balance the decks. Meanwhile, the Western release, Dark Duel Stories (known as Yu-Gi-Oh! Duel Monsters 4 in Japan), introduces a single zone for trap cards. While intriguing as a historical retrospective of the game’s rapid development, largely due to hardware limitations and the Japan-centric card game evolution, playing these games in sequence feels rather repetitive for most players. Although exploring how game design progresses, especially in UI and UX, is fascinating, I often found myself quickly jumping to the more accessible titles in the lineup after just one match.
The real surprise for me was Duel Monsters 3. Exclusive to Japan until now, this title focuses on the Monster World arc where Yugi’s pals transform into monsters and are trapped in a tabletop RPG—a clever twist with antagonists acting as dungeon masters. Interestingly, this game lacks trading cards altogether. Instead, monsters are placed on a grid, offering a stripped-down version of a turn-based strategy game reminiscent of Fire Emblem. Each monster boasts its own unique attack pattern and benefits from buffs based on its terrain or proximity to allies, turning battles into small puzzles. Attack outcomes are determined by rolling two D10 dice. This novel mechanic also influences the encounter rate of random enemies during boss fights. The result is a highly distinct entry in the collection that immediately catches your attention.
Not quite as compelling are Dungeon Dice Monsters and Destiny Board Traveler. These spin-offs lean towards a board game style, echoing the often-overlooked Dungeon Dice Monsters spin-off game. Opponents face off on an isometric grid, placing cubes that unfold directionally. The strategy is to build a path to attack the opponent’s dice master on the opposite side. While intriguing in theory, the game offers no tutorials, only a complicated manual that players must consult tirelessly. That’s where potential frustration lies with this collection. Despite having some useful quality-of-life improvements, there’s a noticeable lack of features that would benefit player understanding. Manuals for each game reset to the front page every time they’re opened—particularly frustrating in games with complex rules like Dungeon Dice Monsters. Early titles and RPGs feature a type chart where monster types can be instantly annihilated by specific opposing types. This chart is not straightforward, including types unfamiliar to the actual card game, such as ‘dreams’ and ‘shadow’. Game rewinding is available for up to a minute but no fast-forward option exists. This would have been especially useful in GBA duel simulator titles where the CPU often takes its time to make moves.
Now, let’s talk online support—or the lack thereof. Only Duel Monsters 4 allows online dueling and card trading—a curious choice given its initial exclusivity to Japan. Strangely, although all the games have cheat menus to unlock cards and circumvent duelist point limits, Duel Monsters 4 is split into three versions based on Yugi, Kaiba, and Joey’s decks. While inter-version dueling is possible, there’s little motivation to partake. It would’ve been significantly more engaging if online support extended to titles like Stairway to the Destined Duel or World Tournament 2004, both still cherished by long-time fans. Perhaps online features might be added in the future, but as it stands, the online component feels lackluster and does little to enhance the collection’s appeal for potential buyers.
Perplexingly, the collection also includes Duel Monsters 6: Expert 2. Reportedly, this GBA title was incredibly popular during Yu-Gi-Oh!’s peak in Japan, justifying its inclusion. However, unlike the other titles, it remains in Japanese with no localization. While one could argue this game inspired the Western release Stairway to the Destined Duel, with a ruleset adapted for English players, its standalone presence is baffling. While all other previously Japan-exclusive games have been translated and offer language selection in the main menu, this title stands separately—a head-scratcher considering the rest have been localized.
This divided identity epitomizes Yu-Gi-Oh! Early Days Collection. On one side, it’s a nostalgic dive into Yu-Gi-Oh!’s eccentric past before becoming a mainstream card game, when titles either followed the animated series or functioned as duel simulators. While impressive on the surface, the collection lacks meticulous care and attention to detail. It often feels like a half-baked anniversary tribute. Although it hosts a considerable number of games, quality-of-life features fall short, some games are near-impossible to grasp without persistently consulting the manual, online play is restricted to a single series, and artwork, concepts, or design documents—potentially valuable additions for devoted fans—are absent. Among the games, certain ones like The Sacred Cards, Duel Monsters 3, The Eternal Duelist Soul, and 7 Trials to Glory stand out, but the majority are modest upgrades or deviate too far from the traditional card game. It serves as a historical record with surprisingly little reverence for its own legacy.
So who is the Yu-Gi-Oh! Early Days Collection for? Those yearning to relive the franchise’s golden years might find some enjoyment here. While the breadth of games sounds promising, they might not hold your attention in practice. I found myself revisiting a few for the quick thrill of pick-up-and-play sessions. When it came to the later GBA titles, reconfiguring decks and reimagining strategies for slightly altered versions of the same card game no longer captivated me. The absence of compelling online options makes it hard to recommend even to the most zealous Yu-Gi-Oh! players. However, lowering expectations and approaching the collection with an open mind, especially for its more peculiar titles, could still be entertaining. Just know that, by the end, you’ll likely find relief in having moved beyond those early days.