๐ The opponent
In general it now actually "plays the game". The opponent now...
actually moves. In the base game, some opponents do not move their monsters. More still would just barely move. This has been fixed.
favors rolling dice appropriate for the stage of the game. Favors. It runs off of a probability distribution. The distribution varies based on the board state and (preexisting) internal knobs like "recklessness" and whether they have a "favorite".
is somewhat biased towards dice with Mov faces. This is a bit of a simplification: it can under the right conditions instead favor Atk. It also won't summon away its last die that can roll for either of those two faces unless it has a huge glut of them.
places territory in a way that protects its Die Master.
meaningfully attempts to reach your Die Master. Opponents still have their dispositions, but they're tweaked to be at least compatible with winning. In the case of the "places its tiles at random" disposition, it had to be taught to be just a bit erratic but largely still goal-oriented.
places territory offensively, if they're "strong" and not a "turtler".
meaningfully defends its Die Master. Basically it is able to prioritize threats "somewhat" rather than "not at all". It no longer does the "huddling" thing.
picks good-ish fights. It will make you actually spend your guard crests rather than limply giving up. It will occasionally misplay when choosing whether to guard. To be clear this misplaying is intentional. See if you feel lucky.
if it has 'a favorite', it tries to roll for it once and then moves on. This is an upgrade over the default behavior, which was to roll for that thing three out of every four turns. Several of the opponents used to spend all their time rolling for their ๐ดCrater Creator
.
is somewhat biased against dimensioning its items.
can pick up (as in, use) items.
can use all the monster abilities. It knows how to use the abilities of the monsters listed below. Those not listed are ones where it was already able to use the ability. In those cases we've still tried to improve how it uses them. It will absolutely snipe a ๐ดMillennium Shield
with its ๐ดThe 13th Grave
.
- ๐ดThe 13th Grave

- ๐ดBlast Lizard

- ๐ดCastle of D. Magic

- ๐ดCrocozaurus

- ๐ดDark-eyes Illusionist

- ๐ดGate Guardian

- ๐ดGator Dragon

- ๐ดGiant Rock Soldier

- ๐ดHarpie Lady

- ๐ดHarpie Lady Sisters

- ๐ดKazejin

- ๐ดKnight of Twin Swords

- ๐ดMagician Dragon

- ๐ดMighty Mage

- ๐ดMystic Horseman

- ๐ดPumpking the King of Ghosts

- ๐ดRabid Horseman

- ๐ดRelinquished

- ๐ดRogue Doll

- ๐ดSaggi the Dark Clown

- ๐ดSanga of the Thunder

- ๐ดStrike Ninja

- ๐ดSuijin

- ๐ดSwamp Battleguard

- ๐ดThousand-eyes Restrict

- ๐ดThunder Ball

- ๐ดTime Wizard

- ๐ดYaranzo

can "do more than one thing" per monster per turn. It can have a monster attack and use an ability, and/or move to take an item and then proceed to move more and attack-or-whatever.
๐ The rules
Three rules from the English print game.
Dice are rolled twice per turn. More crests and more summons for all. This one had to be adapted slightly to work with the GBA interpretation of the rules.
Flying doesn't fly over opposing monsters.
Tunneling can pass under items without picking them up. Stopping on the item still picks it up.
๐ Your pool
Learn about the controversial changes.
You start with ๐ดMighty Mage
. It was pretty much just objectively correct to reroll until you happened to get the mage. Skip the rerolling; enjoy the Mov2 Mov4 it provides.
You can have at most one of any die in your pool.
The opponent will sometimes have a duplicate die. These are left as-is, in part due to flavor and in part due to not wanting to open the can of worms that is "balancing the 'decks'".
๐ฐ Money and prizes
Generally fixing the grindfest.
Rares are less rare; commons are less common. Rarity has been clamped.
| Example die | base | ours |
|---|---|---|
๐ดCrater Creator from Jackpot (the rarest drop) |
1 in 5,000 | 1 in 156 |
๐ดD. Magician Girl from Yami Yugi |
1 in 2,857 | 1 in 106 |
๐ดKoumori Dragon from Marik (the most common one-die drop) |
1 in 5 | 1 in 12 |
๐งฎ the math
This is also how drops work in the base game; we just changed the weights around.
Drop rates are per-opponent. Each die has a drop weight between 1 and 400. A die's chance of being the prize is its chance of winning a draw that takes into account the weights of every die that opponent can award. We re-curve the weights like so:
Sell prices are adjusted so as to not entirely mess up the economy. You should still come out about 1.5x richer than you would be in the base game.
๐งฎ the math
Here, means "drops that many times more (or less) often".
Cups pay more. 1.5x more. In absolute terms they're still stingy.
๐งฎ the math
The shop unlocks faster. 1.5x faster. Winning each cup once should now be enough.
๐งฎ the math
Shop inventory is gated by "shop level"; the thing shop level cares about is your "shop points". The formula for this is made more generous.
Dark Magician Girl is sold once Yami Yugi is available. Once he starts participating in The Last Judgment, she's for sale.
๐ฎ Pace and looks
The game is "faster" and the look is "a bit prettier".
The game is faster. This game was slow, slow, slow, slow. And most of this slow is just waiting for tedious plodding animations that really do not add to the experience. So slow these are that we were able to add a second die roll to each turn, and yet our die-rolling phase is faster than the base game's.
Everything is still shown; the waiting is shorter. This is measured in frames; a second has 60 frames:
๐ big table
| base | ours | |
|---|---|---|
| "printing" one letter of dialogue | 4 | 1 |
| cursor step in free duel, the pool editor, or dice picker | 8 to 10 | 6 |
| monster moving one square | 6 | 3 |
| start-of-turn banner thing | 126 | 36 to 50 |
| one die roll | 230 | 80 |
| opponent choosing their die placement | 16 to 56 | 8 to 28 |
| die unfolding | 251 | about 110 |
| ai-vs-ai match | 60 | 20 |
| exchanging ten dice at the shop | about 300 | about 190 |
๐ดBattle Warrior & ๐ดTwin-Headed Dragon ability |
about 250 | about 90 |
| buff effect getting applied to three targets | about 240 | about 150 |
๐ดThousand-eyes Restrict possessing something |
411 | 279 |
๐ดMagician Dragon 's ability hitting four victims |
about 755 | about 400 |
Opening movie is decensored. Rather: opening movie is the Japanese one. The most obvious difference is that the text behind Dark Magician is changed from "Black Magic" to "Dark Magician". But, it also re-adds the word "fetish".
USA version uses the European title screen.
One language. The patch tells it which language to use. So, there're two mainline USA patches and five European ones; one per language.
The title screen does not loop back around to the movie no matter how long you "wait". Between this and "one language": you can start the game up, smoosh "fast-forward" in your emulator, and this will actually get you to the title screen in a durable way.
Warning-text is in white rather than red. Red on gray is really hard to read.
USA and Euro version's ๐ดBarrel Dragon
is decensored.
The main menu doesn't shiver. The base game's main menu flickers on modern displays due to how it is being drawn. This is now fixed.
The European version has full color monster fight animations. The base game's European version has degraded 3d model colors so as to make more room for all the languages. We pack the color data more densely and repurpose the space used by unused languages, so, there's room for the prettier animations.
SET won't ever replace your selection with 'nothing'.
The cup select screen rotates the obvious way. A d-pad right-press now advances to the cup that is to the right of the presently selected cup.
๐ดWarp Vortex
only asks where to warp if there are two or more holes in play.
"Battle scene: Off" actually works. The base game overrides the battle-scene setting if you're holding A, B, or L. Holding A or B no longer overrides. L still does, however..
๐ค Suspend
A duel, let alone a cup, no longer has to be one sitting.
Suspend next turn. The START menu now has a fourth option, "Suspend next turn". If chosen, this ends the turn, runs through the opponent's next turn, then saves the state right before your next turn and ejects you out to the title screen. When you next "Continue", you'll be back in the match at the start of that upcoming turn.
๐ Fixes
Learn about the bugs fixed.
๐ดBlast Lizard
's ability cost is fixed. It used to, contra its rules text, always cost exactly Mag3.
๐งฎ the math
The opponent's defense menu no longer lets the player choose whether the opponent will guard. You were able to just mash A and have this mean the opponent would always "Wait" rather than "Guard".
The opponent pays for its attacks. In the base game this was not the case until the player attacked for the first time.
UI widgets deconstruct correctly. One minor class of them would stick around until something else overwrote it.
๐ดGator Dragon
's ability can't overflow its way into causing damage rather than preventing it. These ranges of Def spend used to overflow: 13-25, 39-51, 64-76, >=90.
"Rolls the lowest level they hold a pair of" opponents are now allowed to use level 4 dice.
Weak AI opponents no longer autowin against strong ones. Yami Yugi no longer autoloses to Joey and Sindin the Clown.
| base | ours | |
|---|---|---|
| Seto Kaiba (strength 204) vs Duke Devlin (strength 204) | 50% | 50% |
| Joey (strength 114) vs Yami Yugi (strength 249) | 100% | 0% |
๐งฎ the math
We're describing the chance that the first opponent will win. is the first opponent's strength minus the second's.
The opponent knows how far nonstandard monsters can go. It used to think that fliers moved very cheaply and that ๐ดKnight of Twin Swords
and ๐ดStrike Ninja
were expensive. So, it'd move them only tiny distances.
๐งฎ the math
We're describing "how far the opponent thinks the monster can move". A Mov usually converts into one square of movement. Fliers pay twice as much. ๐ดKnight of Twin Swords
pays half as many, and ๐ดStrike Ninja
pays a third.
The opponent can see possessed monsters. This is about monsters possessed by ๐ดRelinquished
or ๐ดThousand-eyes Restrict
. It wouldn't attack them, or guard against them, or (if on its side) give orders to them.
The opponent's ๐ดCocoon of Evolution
s no longer have to share a brain cell. Fixed misbehaviors related to the opponent controlling two ๐ดCocoon of Evolution
, or one and a ๐ดMillennium Shield
.
A rare freeze is avoided. Music and graphics can no longer trip over each other by simultaneously trying to use copying hardware.
Exiting the debug menu's save editor doesn't have side effects. It used to repeat whatever was the last edit made.
Using the debug menu's save editor only edits what you tell it to. Toggling off dice or opponents will no longer sometimes also delete unrelated dice or toggle off unrelated opponents.
๐งช Debug
There is a debug menu; we expose it.
Hold L and R as the game starts to access the debug menu. For safety / save-file-coherence reasons this access is turned off when there is a suspended duel.
This has odds and ends in it including a super-opaque save editor (menu entry ADD DEL) that will be documented eventually.



