Yu-Gi-Oh! Forbidden Memories/YMMV: Difference between revisions

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** Weevil Underwood is the second opponent the player faces in Kaiba's tournament, as well as the third mandatory opponent. While the player could coast through the early game and [[Warmup Boss|Rex Raptor]] with their starter deck, Weevil is a step up from Rex, and unless the player has a solid grasp on fusions and did some grinding to improve their deck, they are likely to get stomped by him. Once the player learns how to play and to adequately grind, Weevil will fall easily, though having provided a [[Nintendo Hard|taste on what is to come]].
** Pegasus is the seventh opponent in Kaiba's tournament, who is dueled in the quarterfinals. He is a significant step up from prior opponents, with powerful magic/trap cards, good equips, monsters with 2000+ attack, and the capability to create many powerful fusions. He is also the only opponent not in the endgame to be able to see your facedown cards. He is likely to be the first roadblock in a player's progress, and if it hasn't been done already, will drive it in to the player that grinding is an absolute necessity in this game, as well as knowing exactly what you're doing when playing. Arguably [[That One Boss|that one boss]], though the opponents to come provide similar difficulty.
* [[Ensemble Darkhorse]]: The Meadow Mage. He's just a mook you only see on one screen in the game, yet he's the character that's remembered and talked about the most. With his [[Money Spider|amazing card drops]], including giving most people their first [[Infinity Plus One+1 Sword|Meteor Black Dragon]], people have fond memories of extensively dueling him and gaining the cards that allowed them to finally beat the game.
* [[Guide Dang It]]: The game has several examples of this:
** The exact monsters required for each ritual card. While the description of each ritual card gives you a hint on what is required, these hints are commonly vague, and often don't cover all three monsters needed to complete the ritual.
** The possible fusions in the game. Most are simple enough to reasonably figure out on your own through some trial and error, and the fusions requiring specific monsters are intuitive (such as Black Skull Dragon), as well as can be learned from following the anime and playing the card game. Fusions can also be learned by watching what the computer fuses. The fusions requiring magic cards on the other hand...
** The fact that getting a power or technical rating when winning a duel affects the card you win (getting a power ranking gives you a chance to win more powerful monster cards, while a technical rating gives you a chance to win more useful magic and trap cards). Exactly how to obtain a technical ranking instead of a power ranking is never explained by the game or its manual.
** The cards you can win from each opponent. While sometimes intuitive (such as being able to obtain a Red Eyes Black Dragon from Jono 2), they are nonsensical other times (such as being able to obtain a [[Infinity Plus One+1 Sword|Meteor Black Dragon]] from the Meadow Mage).
** The fact that many cards can not be legitimately obtained in the game without unrealistic grinding to 999,999 starchips (such as Summoned Skull), or unable to be obtained at all.
** The correct path to traverse the labyrinth when rescuing Teena (which is {{spoiler|right, right, left, right}}). While it isn't too complicated for one to reasonably figure out on their own, there is no indication that you encounter the Labyrinth Mage if you go the wrong path instead of the right path, and there's no indication that going the wrong path brings you back to the beginning.