_________ _________ _________ _________ _________ _________
/________/|/________/|/________/|/________/|/________/|/________/|
========= | ____ || _ _ || _____ || _____ || ___ || _ _ ||
S U P E R | / ___) || | | | | || / ___) || (_ _) || / _ \ || | \ / | ||
========= | | | || | | | | || | |__ || | | || | | | | || | V | ||
L I T E | | | || | | | | || \___ \ || | | || | | | | || | | ||
======= | | |___ || | |_| | || ___| | || | | || | |_| | || | |V| | ||
2 5 0 0 | \____) || \___/ || (_____/ || |_| || \___/ || |_| |_| ||
======= |_________||_________||_________||_________||_________||_________|/
_________ _________ _________ _________ _________ _________ _________
/________/|/________/|/________/|/________/|/________/|/________/|/________/|
| _ _ || ___ || _ _ || _____ || ___ || _ _ || _____ ||
| | \ / | || / _ \ || | | | | || (_ _) || / _ \ || | \ | | || | ___) ||
| | V | || | |_| | || | |_| | || | | || | | | | || | \| | || | | ||
| | | || | _ | || | _ | || | | || | | | | || | | || | | _ ||
| | |V| | || | | | | || | | | | || _| | || | |_| | || | |\ | || | |_| | ||
| |_| |_| || |_| |_| || |_| |_| || (___/ || \___/ || |_| \_| || |_____| ||
|_________||_________||_________||_________||_________||_________||_________|/
01 INTRODUCTION 07 CONTROLS 12 MANUAL REFERENCE
02 FEATURE LIST 08 DISPLAY 13 MULTIPLAYER
03 PLAYER PROFILES o Top Screen 14 CONTACT
04 MAIN MENU o Bottom Screen 15 THANKS
05 OPPONENT CUSTOMISATION o Score Display
o Quick Picks 09 MATCH LOG Custom Mahjong Guide
o Detailed Settings 10 DICTIONARY Barticle at hotmail.com
06 CUSTOM RULES 11 OPTIONS Ver. 1.00 at 11 March 2010
------< INTRODUCTION >-------------------------------------------- [Section 01]
This is a guide for the Japanese video-game Custom Mahjong (Kasutamu Maajan),
released in 2007 for the Nintendo DS and made by the Success Corporation as part
of their SuperLite 2500 series* (following on from the earlier SuperLite 2000
range for the PS2 and the SuperLite 1500 titles for the Gameboy Advance).
Having discovered the joys of Japanese Mahjong last year and written guides for
a few PS2 and PS3 games, I've just bought the new Nintendo DSi XL at launch (my
first Nintendo product since my dual-screen Game & Watch back in the day!) and
I'll be working my way through some of the many Mahjong games available for the
DS platform** (there are currently at least twenty-six). The combination of
interesting options and a good price on eBay lead me to Custom Mahjong as my
first MJ game for my shiny new DSi.
I've tried to use both Japanese and the equivalent English Mahjong terminology
throughout this guide, in most cases giving the oriental term first and the
English version afterwards in brackets. I know that some purists will object to
my use of the terms Chow, Pung and Kong when referring to Japanese Mahjong but
these are the words I learnt from my first Mahjong game and they've been pretty
much standard in English texts on Mahjong for around ninety years so I'm quite
comfortable with their use here.
Obviously if you can read Japanese you'll be able to read the instruction manual
and the menus in the game so this guide is aimed primarily at English speakers.
You shouldn't be daunted by the Japanese text as there are only a few short
menus and options pages. The layout of these is mirrored in this guide so you
should be able to find your way around the game without any difficulty.
To limit the length of this document I've decided to omit full details of the
rules and equipment of Mahjong on the assumption that anyone buying this game
will probably already be familiar with them. If you are new to the game, or you
play a version other than the modern Japanese "Riichi" rules that appear in this
game, then you might like to read my complete guide to the terminology and rules
of Japanese Mahjong. It's available as a 74-page, illustrated, linked PDF and
can be accessed from the United States Pro Mahjong League download page.
http://www.uspml.com/site/downloads.htm (Barticle's Japanese Mahjong Guide)
If you want to discuss Japanese Mahjong then join the international community of
enthusiasts on Reach Mahjong's English forums. Hope to see you there. :)
http://www.reachmahjong.com/en/forum
This guide is designed to be viewed using a monospaced (non-proportional or
fixed-width) font, preferably Courier New. Some sections of the document will
display incorrectly if you are using a proportional font like Times New Roman.
*The games in the SuperLite 2500 range are priced at 2625 Yen "zeikomi" (with
five percent sales tax included), or 2500 Yen before tax - hence the name.
**As I understand it, all DS games are region-free and can be played on consoles
from any territory with the exceptions of games from China (due to a technical
issue) and games made specifically for the DSi models (which are region-locked).
------< FEATURE LIST >-------------------------------------------- [Section 02]
Since it can be difficult to find any detailed information in English about the
content of a foreign game I like to include a quick description of the gameplay
features when I write a guide for a Japanese game - so here it is!
o single-player, multiplayer wireless and multiplayer Download Play modes
o modern Japanese Mahjong rules including Riichi and red fives
o sixteen modifiable rule options (see Section 06)
o customisable playing styles for your opponents (see Section 05)
o option to temporarily highlight Tsumokiri (a drawn tile discarded immediately)
o optional in-game display to show which tiles are still in play
o no Dora, Tenpai or Tsumo alerts and no wait indicators
o no league, tournament or story modes and no persistent ranking
o statistical log of all your previous games (see Section 09)
o save slots for two separate player profiles (see Section 03)
o Japanese language only, including comprehensive dictionary of Mahjong terms
------< PLAYER PROFILES >----------------------------------------- [Section 03]
When you first fire-up the game you'll be greeted by the rousing title music!
This does get pretty annoying, pretty quickly, so you'll probably want to head
to the options menu to shut it up...! (see Section 11 below)
Each time you launch Custom Mahjong the game shows you two long, grey boxes on
the bottom screen, each corresponding to one of the two available player save
profiles (the imaginatively titled "data1" and "data2"). The numbers in the box
show the total elapsed time and the number of games played for each profile. You
just need to tap on the box for the profile you want to use.
Watch out for the orange boxes to the right of these - you can use these if you
want to reformat (delete) one of the profiles. Just tap the orange square and
then press X to confirm (or B to cancel).
After that you're taken straight to the main menu (see following section). There
is no option to input a player name for yourself - instead this will be taken
from your user profile on the DS itself. This is the name that will be shown for
you during play although only the first five characters are used - this would be
sufficient to represent most full names in Japan but in the west it's not so
hot. For example Barticle is truncated to a rather too cute "Barti"!
------< MAIN MENU >----------------------------------------------- [Section 04]
The main menu has six options which are presented in the following order.
1. Free Play
Play the game offline against three computer-controlled opponents.
Before the game begins you must first select your opponents' playing styles
(see Section 05) and the rule options for the game (see Section 06).
2. Multiplayer (see Section 13)
Play against others with either local Download Play or wireless link.
3. Opponent Configuration (see Section 05)
Set detailed preferences for the "Original" opponent profile.
4. Match Log (see Section 09)
How you doin'...? Check your stats.
5. Mahjong Dictionary (see Section 10)
Learn about the terminology used in Japanese Mahjong.
6. Options (see Section 11)
Set up your gameplay options.
You can use the d-pad and the A button to pick an option or just tap the touch-
screen on the one you want, or you can press B to return to the profile loader.
------< OPPONENT CUSTOMISATION >---------------------------------- [Section 05]
The main USP (or "gimmick" if you prefer!) of Custom Mahjong is that it lets you
adjust the playing styles of your computer-controlled opponents in single-player
mode. There are two ways you can do this - one is very quick and simple, the
other gives more advanced control but is still quite simple to use.
= Quick Picks =
When you start the Free Play mode you get a display on the bottom screen with
three boxes at the top (representing your three opponents) and ten lozenges
beneath them - as shown below - each denoting a basic opponent profile.
You need to assign one of these profiles to each of the three players in turn by
tapping a lozenge to select it and then again to confirm it. Alternatively you
can use the d-pad to highlight an option and press A to chose it. Pressing B
deletes a previous selection or, if you have none, returns to the main menu.
If you want you can assign the same profile to all three opponents, or they can
all be different. You can also press X (or click on the on-screen X) to have a
random choice allocated to any characters who are currently undefined.
Once all three have been set up you can press or tap A to confirm. You'll then
be taken to the rules setting menu (see Section 06) and then the game begins.
You will notice in the game (well maybe you wouldn't have noticed but you will
now I've mentioned it!) that your opponents are not given names - in place of
names the game shows the same text that you selected for their playing style. If
you went for the random selection this will be not only random but also secret,
shown with "???" instead of a normal label.
The ten lozenges are presented in the following configuration...
.-------------------. .------------------. .------------------.
( Early Win ) ( Normal ) ( Calling Preference )
'-------------------' '------------------' '------------------'
.-------------------. .------------------. .------------------.
( Chow Preference ) ( Pung Preference ) ( Dora Preference )
'-------------------' '------------------' '------------------'
.-------------------. .------------------. .------------------.
( Majors Preference ) ( Flush Preference ) ( Pairs Preference )
'-------------------' '------------------' '------------------'
.------------------.
( Original )
'------------------'
o Early Win - strives to go out with a winning hand as quickly as possible,
instead of adding Yaku
o Normal - no bias
o Calling - inclination to steal discards, thus making their hand exposed so
they can complete a hand quicker but cannot claim Riichi or Pinfu
o Chows - tends to make sets composed of consecutive suit tiles and is therefore
more likely to make Pinfu
o Pungs - tends to make sets composed of three identical tiles and is therefore
more likely to make Toi-Toi Hou (All Pungs)
o Dora - strives to use as many Dora bonus tiles as possible in their hand
o Majors - prefers to retain Terminal and Honours tiles and is therefore more
likely to make Yakuhai and maybe Chanta (Mixed Outside Hand)
o Flush - tries to make a hand composed of tiles from a single suit
o Pairs - tends to make matched pairs of tiles and is therefore more likely to
make Chii-Toitsu (Seven Pairs)
o Original - uses the custom settings explained below
= Detailed Settings =
If you want a deeper involvement with setting up the playing style for one or
more of your rivals you should pick the Original option for them. To configure
this you will need to go to the third option from the main menu which takes you
to the "Mahjong player preparation" screen which has six horizontal sliders on
the left and eight lozenges on the right.
The six sliders are used to set values for the following preferences on the
Original profile. Each has a unique numeric range and its current value will be
shown in the box on the top screen.
You can use the d-pad to select and adjust a slider or you can use the stylus of
course. You can also press A to confirm or B to quit out without saving changes.
1. Inclination to call Riichi [0-4]
This governs how likely they are to call Riichi when they have a concealed
Tenpai (ready) hand. Winning with Riichi gives an extra Fan (double) and may
give more from Ippatsu ("one-shot") and Ura Dora (bottom Dora) but calling
Riichi is also like an alarm call to inform the other players that your hand
is Tenpai so they are more likely to play defensively (see next item).
2. Inclination to fold* [0-9]
Mahjong isn't like Poker where you can fold and throw down your hand but if
one or more of your opponents calls Riichi or gives indications that they are
Tenpai then you will often switch to playing in a defensive style, trying to
discard "safe" tiles and dismantling your hand to achieve this. This is known
as "folding" in English (or Betaori in Japanese) and the option is labelled
in Japanese with the word Ori(ru) which is the verb to retire or give up.
When they are less inclined to fold they will keep pushing to make a winning
hand which means that they are more likely to go Tenpai and possibly take one
of your discards by Ron (making you the sole payer for their win) but equally
they will not be playing defensively which makes them more likely to "deal
into" your hand, letting you declare a win off one of their discards.
3. Inclination to call tiles [0-99]
This governs how likely they are to call discarded tiles (with Chii and Pon)
from the other players. This will enable them to complete their hands more
quickly but at the expense of getting so many Yaku.
4. Preference for Dora tiles [0-8]
This governs how hard they will try to work Dora tiles into their hand; each
Dora will add one Fan (double) to the final score but if they are holding out
on the tiles they need to include the Dora they will go out less often.
5. Preference for Fanpai (value tiles) [0-8]
This governs how likely they are to retain the "dragon" tiles and wind tiles
and therefore how often they make Yakuhai (Pung of value tiles) or Honitsu
(Half Flush) but at the expense of other scoring elements like Pinfu.
6. Preference for Simples tiles [0-99]
This governs how likely they are to retain the suit tiles with numbers from
2 to 8 (inclusive) and therefore how likely they are to achieve the scoring
element Tanyao (All Simples), probably combined with Pinfu.
To the right of the six sliders are eight buttons which let you select up to
three Yaku (scoring elements) that your Original opponent will favour. You can
tap on a Yaku to add it to the list at the bottom-right of the top screen or tap
it again to remove it. If you're not using the touchscreen you can press X to
jump the cursor to the Yaku list, X again to make a selection or d-pad left to
go back to the sliders.
The Yaku are listed in the following order...
1. Tanyao (All Simples)
A hand composed only of suit tiles with numbers between 2 and 8 (inclusive).
2. Iipeikou (Pure Double Chow)
A scoring element composed of two identical Chows in a closed hand.
3. San Shoku Doujun (Mixed Triple Chow)
A scoring element composed of three Chows with the same numbers, one in each
of the three suits.
4. Ikkitsuukan (Pure Straight)
A "straight flush" of 123456789 in the same suit, i.e. three consecutive
same-suit Chows.
5. Chii-Toitsu (Seven Pairs)
A hand composed of seven pairs of matching tiles, an exception to the usual
required format of four sets and a pair.
6. Toi-Toi Hou (All Pungs)
A hand composed of four Pungs and a pair.
7. Chanta (Mixed Outside Hand)
A hand in which the pair and all the sets contain at least one Terminal or
Honour tile.
8. Honitsu (Half Flush)
A hand containing only tiles from one of the three suits plus Honour tiles,
i.e. a hand in which two suits are completely absent.
*It's nice to see the "fold" option in the game as I've been playing the Pro CPU
mode on Mahjong Fight Club for the past few months and I have to say that the
computer-controlled characters there are relentless! It is very common for them
to call Okkake Riichi (literally "chasing Riichi") which is when a player calls
Riichi even though another player has already done so. In fact in one recent
game one of them called Riichi on their first discard (for a possible Double
Riichi win) but they didn't get their winning tile so the hand ended in a draw
and the other two players both revealed their hands since they were both Tenpai!
------< CUSTOM RULES >-------------------------------------------- [Section 06]
Before you can play a game, either single- or multi-player, you are given the
rules menu. (If you just want to get on with playing the game you can just press
A to accept the current options.)
There are sixteen configurable rule settings in Custom Mahjong, presented as two
pages of eight. I've listed them here in the order they appear in the game so,
for example, number 2.4 is the fourth one down on the second page.
You'll notice that several rules have the same two options available, these are
Ari (with) and Nashi (without). If you play Japanese Mahjong then you should
recognize these terms; if not, their usage is simple - for example Kuitan Ari
means the Kuitan rule is applied (on), Kuitan Nashi means it ain't (off)!
As in the game manual (pages 28-30) I've indicated the default settings with an
asterisk (star).
You can press R or L to switch between the two pages and use either the d-pad or
the stylus to make changes. Then press A to confirm, B to cancel or Select to
restore the default settings.
1.1 Name: Game Length
Options: Two rounds* / One round
Info: The standard length for a game in modern Japanese Mahjong is two
wind rounds, although sometimes you will play for only one.
The game calls the two-round game a Ton Nan Sen ("east south match")
although this is also known as a Hanchan - meaning a "half-game" -
because the traditional game duration under the original classical
Chinese rules is four rounds.
The one-round option is given as Ton Puu Sen ("east wind match") but
is sometimes referred to as a "quarter-game" for the same reason.
1.2 Name: Atozuke
Options: On* / Off
Info: When the Atozuke rule is on you can win with a hand that contained no
Yaku (scoring elements) until you added the winning tile.
1.3 Name: Open Tanyao
Options: On* / Off
Info: This is the (sometimes controversial!) Kuitan rule. When Kuitan is
Ari (on) you are allowed to claim the scoring element of Tanyao (All
Simples) on an exposed/open hand.
The "Kui" in the rule name refers to eating - when you steal discards
from other players by Pon or Chii you are, in a sense, "eating" their
tiles and so Kuitan is literally "eating Tanyao".
1.4 Name: Pinfu Tsumo
Options: On* / Off
Info: When Pinfu Tsumo is on you can claim the scoring element Pinfu on
a Tsumo (self-draw) win. Pinfu is defined as a "no points" hand, with
no Fu (minipoints) other than the basic 20 or 30 for going out. A
Tsumo win is normally worth an extra two Fu but with this rule you
waive the two Fu and take the extra Fan (double) for Pinfu instead.
1.5 Name: Riichi Ippatsu
Options: On* / Off
Info: This simply turns on/off the Ippatsu scoring element, the "one-shot"
win that gives an extra Fan if you win on or before your next turn
after reaching.
1.6 Name: Dora
Options: All* / Kan Ura off / Omote and Kan / Omote and Ura / Omote only
Info: The third, fourth, fifth, sixth and seventh stacks of the Wanpai (or
dead wall) can be used as indicators for the Dora bonus tiles. The
standard Dora indicator is the Omote (top) Dora - this is the upper
tile on the third stack. When a Kong is declared another indicator is
flipped on the top row (starting with the fourth tile) and this one
indicates a Kan Dora. When someone wins a hand after calling Riichi
they can also apply the indicator tile under the Omote Dora indicator
(for the Ura Dora) and under any Kan Dora (for the Kan Ura Dora).
Each Dora in a winning hand gives one additional Fan (double) but
they cannot be used to meet the Ii Han Shibari (one-Fan minimum) for
a win.
This rule option lets you choose what combination of these you want
to use in your game.
1.7 Name: Continuance Conditions
Options: Win/Win*
Win/Tenpai
Win/No-Ten
Tenpai/Tenpai
Tenpai/No-Ten
No-Ten/No-Ten
Info: When the current dealer wins a hand, an "extra hand" is played with
the same seat winds (so they stay on as dealer); this is known as a
Renchan or continuance. Optionally if a hand ends in an exhaustive
draw (when the whole supply of tiles has been used, or exhausted)
the dealer can stay on if they have a Tenpai (ready) hand or even if
they have a No-Ten (unready) hand.
With this rule you can choose which condition applies and, if you
like, you can even have different conditions in each of the wind
rounds, for example if you pick the third option (Win/Tenpai) then
during the first (east) round the dealer will only stay on if they
win the hand but in the second (south) round they will stay on when
they win or if the hand ends in a draw and their hand is ready.
You'll notice in the six available options the conditions for the
second round are always either the same as the first round or more
generous, i.e. there is no Tenpai/Win, No-Ten/Tenpai or No-Ten/Win.
1.8 Name: Mangan Rounding-Up
Options: On* / Off
Info: This rule is called Mangan Kiriage which literally means "Mangan
rounding-up". Although in some texts the Mangan limit is listed
simply as applying to a five Fan hand, the correct definition is
actually for 2,000 Base Points which can also be achieved in a hand
with four Fan and 40+ Fu (minipoints) or three Fan and 70+ Fu.
When this rule is on, your score will be rounded-up to the Mangan
limit in a hand that has either four Fan and 30 Fu or three Fan and
60 Fu. These combinations are indicated with an asterisk in the score
tables on pages 31-32 of the manual where you can see that you gain
no more than 400 points from this rounding since the calculated
scores are already so close to Mangan level.
2.1 Name: Starting Score
Options: 25,000 pts* / 27,000 pts / 30,000 pts
Info: This option lets you specify the number of points that each player
has at the beginning of a game - also called the Haikyuu Genten.
It's common for players to buy into a game with 30,000 points (the
Genten) and then to pay the difference between this and the starting
score into a jackpot for the ultimate winner called the Oka, but this
rule is not applied in this game.
2.2 Name: Bankruptcy
Options: On* / Off
Info: This is the Dobon rule which ends the game early when someone's score
drops below zero.
2.3 Name: High Score Ends Game
Options: Off* / 50,000 pts / 60,000 pts / 70,000 pts
Info: I hadn't encountered this rule before but it appears to be called
Toppu U(chi)kiri. If you select one of the numeric options then the
game will end early if one player's points total exceeds that target
score (so it's a bit like the opposite of the Dobon rule - the game
ends due to a big score instead of a small (negative!) one).
I can see the sense in ending a game when one player has amassed such
a big score that realistically no-one is going to be able to touch
them but what about if it happens when you are in third position but
not far behind the player ahead of you? You'd be denied the chance to
steal second place!
The word Toppu is a Japanese rendering of the English word "top" and
is used to denote the player who is currently in the lead. The word
Uchikiri means to "discontinue" or "finish".
2.4 Name: Kong Declaration after Riichi
Options: On* / Off
Info: When this rule is on you are permitted to declare a concealed Kong
after you have "reached" (called Riichi) as long as it doesn't change
your wait/s or the overall structure of your hand. This could give
the score for your hand a major boost if you have the Kan Dora and
Kan Ura Dora options on (see custom rule 1.6 above).
2.5 Name: Wareme
Options: On / Off*
Info: With Wareme on, the player whose section of the tile wall was broken
at the start of each hand is given a square purple marker which you
can see in the top screen next to their score. The player with this
marker pays and receives double points. If they happen to be the
dealer too then the score effects are cumulative when they win.
The doubling effect of Wareme is applied after the normal score
calculation so, for example, if you get ronned on a dealer Mangan
when either you or the dealer has the Wareme marker then it would
cost you 24,000 points (ouch!) which could easily bankrupt you.
The Japanese word Wareme means "split" or "crevice" so it obviously
refers to the break in the wall. The purple indicator is marked with
the kanji Katsu which is the first character in the spelling of the
word Wareme.
2.6 Name: Red Fives
Options: Off* / 0.2.0 / 1.1.1 / 1.2.1
Info: With this rule option you can choose if you want to play with Akapai
(literally "red tiles") and, if so, how many.
These are special versions of the number 5 tiles in the three suits
which have purely red markings. Each one functions like a Dora tile
so it adds one Fan (double) to your score although, again as with the
Dora, it cannot be used to meet the one-Fan minimum for going out.
Japanese tile-sets usually come packaged in trays in rows of four so
it is common for a set to contain four red fives (taking the place of
one of the two groups of four bonus tiles found in a traditional
Chinese set). There are two red fives in the Pinzu (Dots) suit and
one each in the other two.
If you pick the "0.2.0" option you use only the two 5-Pin tiles, with
the next option you have one in each suit and with the final option
you play with all four Akapai. In each case the red fives will be
substituted for the corresponding normal non-red number 5 tiles so
you will still be playing with the standard total of 136 tiles.
2.7 Name: Honba Points
Options: 300 pts* / 1500 pts
Info: Each time a hand ends in either a dealer win or a draw, one is added
to the Honba counter (see Section 08) and when a player wins a hand
they receive, on top of the basic hand score, an additional amount
equal to 300 multiplied by the Honba count. In a Ron (stolen discard)
win this is paid by the player who discarded the winning tile or on a
Tsumo (self-draw) win the cost is shared equally by the three losing
players. When a non-dealer wins a hand the Honba is reset to zero.
Although it's always good to get more points, in practice this is not
a hugely significant factor in the game - even with the counter at
four you only make little more than a thousand points - but with this
option you can change the standard 300 to a more hefty 1500 points!
2.8 Name: Automatic Agari Yame
Options: On* / Off
Info: Under the Agari Yame rule, if the player who is dealer (east) in the
final hand of the game is leading on points and wins a hand they can
choose whether they wish to play a continuance as usual (and either
win more points or perhaps lose some!) or to end the game early (and
thus guarantee their victory).
When this option is applied you will not be given the choice - the
game will always end if you win the final hand as dealer when you are
in the lead.
The sixteen configurable rule options and their default settings are summarised
in the table below.
Rule Option | Default | Rule Option | Default
---------------------------+------------+--------------------------+-----------
1.1 Game Length | Two Rounds | 2.1 Starting Score | 25,000 pts
---------------------------+------------+--------------------------+-----------
1.2 Atozuke | On | 2.2 Bankruptcy | On
---------------------------+------------+--------------------------+-----------
1.3 Open Tanyao | On | 2.3 High Score Ends Game | Off
---------------------------+------------+--------------------------+-----------
1.4 Pinfu Tsumo | On | 2.4 Kong after Riichi | On
---------------------------+------------+--------------------------+-----------
1.5 Riichi Ippatsu | On | 2.5 Wareme | Off
---------------------------+------------+--------------------------+-----------
1.6 Dora | All | 2.6 Red Fives | Off
---------------------------+------------+--------------------------+-----------
1.7 Continuance Conditions | Win / Win | 2.7 Honba Points | 300 pts
---------------------------+------------+--------------------------+-----------
1.8 Mangan Rounding-Up | On | 2.8 Automatic Agari Yame | On
It should be noted that Kuikae is fixed Nashi. If you have a complete concealed
Chow or Pung in your hand you cannot call Chii or Pon (respectively) using two
of the tiles and then immediately discard the third tile from the original set.
In this situation the game blocks you from making an illegal discard.
Also Tochuu Ryuukyoku (abortive draws) are not recognized, so all four players
reaching simultaneously or discarding the same wind tile on their first turn
(for example) will not force an abortive draw. Similarly the declaration of a
fourth Kong doesn't cause a draw either but the declaration of a fifth Kong is
then disallowed.
*This is the default setting for the rule.
------< CONTROLS >------------------------------------------------ [Section 07]
On the menus you can use the d-pad to navigate and the A button to confirm your
selection or B to go back to the previous screen. Where you have multiple pages
of information (for example the match log and rules settings) you can use the
shoulder buttons L and R to cycle through them.
During the game you can use the following controls...
d-pad left/right - selects tile to discard (or tiles to meld into)
d-pad down - opens game menu
When you are in a situation where you can steal a discard
from one of your opponents, call Riichi or declare a win
then you can call up the menu to do this by pressing down on
the d-pad, or pressing Start or tapping the touchscreen in
the middle third of the panel.
The options on this menu are covered in detail at the end of
this section (see "Start button" below).
A button - confirm choice or pass offer to meld (flashing red tile)
B button - close menu, cancel or pass offer to meld
X button - toggle between absolute or relative score displays
If you choose the relative option then the scores of your
three opponents will be shown relative to yours instead of
absolute values. For example if you have 29,000 pts and one
player has 19,000 pts then it will be shown as -10,000 pts.
Y button - swap top and bottom screens
Obviously if you do this you will no longer be able to use
the touchscreen for input.
L button - toggle autopilot on/off
The game refers to this as the "Daiuchi" function. A Daiuchi
is a substitute player, someone who plays with someone
else's money. Some Mahjong manga have examples of Yakuza
families using a Daiuchi to represent them in a match. In
the context of this game it's like an "autopilot" option
which will make moves on your behalf.
The game will not normally automatically discard non-winning
tiles drawn after you have called Riichi although you can
turn on this function which will discard automatically and
(hopefully!) claim a win for you. You must remember to turn
it off before the start of the next hand though!
R button - toggle remaining tiles display on/off
When this option is on you are given a table in the top
screen which shows the complete set of 136 tiles used in the
game. The ones that you have already seen (in your hand, in
the discard area, in melded sets and Dora indicators on the
dead wall) are shown darker, therefore the brighter tiles
are the ones that are still "live" or potentially available.
The information usually given on the second screen (see
Section 08) will be squeezed in around this table. The hand
count is on the left and the Honba count is on the right.
The player scores are given at the bottom (absolute values
only), your seat wind is at the bottom-left and the count of
Riichi sticks on the gaming table is at the bottom-right.
If you are playing with red fives (see custom rule 2.6 in
Section 06) then they will be included on this display.
Start button - of course this pauses the game, but it also gives you a
menu which changes in different contexts
Usually the menu has two choices - the first (labelled with
four characters) is the "System" menu (shown below) and the
second will cancel and return to the game. The bottom option
here will always be cancel.
1. Quit game
This gives two options: A = yes / B = no
2. Save game and shutdown console
This gives two options: A = yes / B = no
If you do this then the next time you load up the cart
the game will ask if you want to resume your saved game.
Press X to resume or B to cancel. If you select B then
you can press B to cancel the cancellation or X to trash
the saved game.
3. Options menu
This takes you to the normal gameplay options menu (see
Section 11 of this guide)
4. Return to game
If however the game is in a situation where you can make a
special action then the System option will be replaced by
one or more of the following commands, written in katakana
characters and reproduced here through the magic of ASCII!
__|__o \ / ----- _|___ \ /
| / __|__ ____ | | /
/ | \ / | | | /
-' / / / | /
PON CHII KAN
.-----. \ / \\ / ------- | | -----
| | / / | | | ____ __|__
| | / / --+-- / |
|_____| / / |__ / /
RON TSUMO RIICHI
Pon - call Pung (steal a discard to complete a Pung)
Chii - call Chow (steal a discard to complete a Chow)
Kan - call Kong (with a stolen discard) or declare a Kong
Riichi - declare Riichi (make a ready bet)
Ron - declare Ron (announce a win off a stolen discard)
Tsumo - declare Tsumo (announce a win off a self-drawn tile)
When you're in a situation where you can take an opponent's
tile the game will alert you to this fact by suspending play
and making the tile in question flash red. However, unlike
many "spoonfeeding" Mahjong video-games, it will NOT prompt
you when you can use Riichi or declare a Tsumo win.
If you don't want to take an offered discard tile you can
press A or B, or click on the little downwards arrow in the
bottom-right corner of the screen, to continue the game.
After a game has ended you can press B to return to the menu or A if you want to
play another game. If you choose to play again then you'll go straight into the
next game without being given the option to change either your opponent playing
styles or the custom rules.
------< DISPLAY >------------------------------------------------- [Section 08]
This section of the guide explains the layout of the tabletop view during play
and the display that shows the determination of points after a won hand.
By default the bottom screen shows the table and the actual game while the top
screen is used to show the scores and other useful information. You can press Y
to swap the two screens but I'll write this on the assumption that you haven't!
= Top Screen =
During play the top screen presents a lot of vital information. Most obvious are
the scores for the four players which are presented in the centre of each of the
four edges of the screen. Yours is at the bottom, marked with your name.
Between these, in the centre of the screen, are two rows of white characters.
The three kanji in the top row indicate how far through the game you are, for
example the first two kanji would say "East one" for the first hand or "South
four" for the final one. The third kanji is Kyoku which means a hand of play
(there are four standard Kyoku per wind-round).
The three kanji under these give the Honba count which indicates the number of
consecutive hands that have just ended in either a draw or a dealer win. When a
player wins a hand they will receive an additional 300 points multiplied by this
number, either paid solely by the discarder on a Ron win or equally by three
other players on Tsumo. The game has an option to boost the multiplier from 300
pts to a more significant 1500 pts (see custom rule 2.7 in Section 06).
To the right of these is a picture of a 1000-point scoring stick with a number
under it - this indicates the number of Riichi stakes that are on the table,
from both the current hand of play and any that were unclaimed from previous
hands that ended in a draw.
Your seat wind is given in a small green square to the left of your name.
The current dealer is denoted with a red square marked with the kanji Oya (this
means "parent" but in mahjong and card games it means "dealer"). Of course as
the game proceeds this will rotate in a counterclockwise order around the table.
The orange rectangle in one corner is the Chiicha Maaku (Chiicha mark) which
serves two purposes. Firstly it shows which player was east in the opening hand
of the game, i.e. the first dealer or Chiicha; the marker will stay in the same
place throughout the game, to the right of the opening dealer. When the player
to their left losses the deal, the second wind-round begins and they become east
for a second time. The second function of the marker is to indicate the wind of
the current round, either east or south. Of course this is also shown in the
centre of the screen in the hand count.
If you are playing with the optional Wareme rule (see custom rule 2.5 in Section
06) the Wareme player will be indicated with a purple square.
= Bottom Screen =
The touchscreen is where all the action takes place. The four players' hands of
tiles are positioned on the four sides of the virtual table, although of course
you can only see the fronts of your own tiles at the bottom of the screen.
In the centre of the screen is a row of five tiles which are the third, fourth,
fifth, sixth and seventh tiles of the top row of the dead wall - in other words
the Dora indicator tiles. The first tile is always flipped to indicate the Omote
(top or standard) Dora and further tiles will be displayed each time a Kong is
declared (if your rule settings allow Kan Dora, that is - see custom rule 1.6 in
Section 06 above).
The number in the dark green box near the top-right of the screen shows the
number of tiles remaining in the live wall; when this reaches zero the hand will
end in an exhaustive draw. The kanji next to the number is Zan which means
"remainder".
In addition to the top screen, a slightly smaller version of the Chiicha Maaku
also appears on the gaming table depicted on the touchscreen.
The pair of dice in the middle of the display are the ones used to determine
which player's section of the wall is broken at the start of each hand. They sit
in front of the current dealer.
(Although all four seat winds are not stated explicitly, with the dealer marker
and the dice both denoting the current east player and the green tag showing
your personal seat wind, there are in total three indications any one of which
could be used individually to determine the seat winds in their standard order
around the table: East-South-West-North in a counterclockwise direction.)
Each player's discarded tiles are shown in neat rows of six in front of their
hand. As in real life (but unlike some video-games) any tiles that are claimed
by another player will not be shown in the discarder's pool.
Any declarations by players (e.g. Pon or Riichi) appear next to their side of
the table so that you can see who said them. These are given in katakana script
(see previous section) with multicoloured characters; for your Shimocha and
Kamicha - the players seated to your right and left - the game will use vertical
text for this.
When a player calls Riichi, the 1000-point scoring stick used for the bet will
be placed above their discard pool, in the dark green border surrounding the
Dora indicators.
= Score Display =
The score display screen is given at the end of every hand that ends in a win
(as opposed to a draw). The general layout looks vaguely like this, with ASCII
characters being used indiscriminately to represent Japanese text.
Honba count ---. .--- winner's seat wind
.------------------------------.
hand count --- ( # = B 0 A # H T []/ ) --- win type (Ron/Tsumo)
'------------------------------'
_ _ _ _ _ _ _ _ _ _ _ _ _ _
winning hand --- |_|_|_|_|_|_|_|_|_|_|_|_|_||_| --- winning tile
__________________________________
Yaku --- | @* |
| £%& |
Dora --- | K7 1 |
(if any) |__________________________________|
.-----------. ___ __
Fu and --- ( 40 # 5 H ) |___ ><]] --- Fan count again
Fan counts '-----------' .___) []]] or limit if applicable
_ _ _ _ _
Dora --- |_|_|_|_|_| .-------------.
indicators |_|_|_|_|_| | T 5200 | --- overall points won
'-------------'
There are four pieces of information in the bar at the top. The first two are
the hand count and Honba count which are the same as those shown in the centre
of the top screen during play (see above).
The third item listed is the player's seat wind followed by the kanji Cha which
means "house" and is used to refer to players, for example the Toncha is the
"east house" or east player (i.e. the current dealer). The fourth entry on the
top bar is the word Tsumo or Ron written in katakana, indicating the win type.
Under that is the complete winning hand of tiles. The concealed portion of the
hand is to the left, followed by the melded sets if any and finally the winning
tile is shown on the right so that the type of wait can be determined.
The wide dark green box under the tiles lists all Yaku (scoring elements) that
were present in the hand plus the count of any Dora. The Yaku names are given in
kanji but if you know the rules it should usually be obvious which are present
and you'll then come to recognize the shapes of the more common Yaku names.
There's a full list of Yaku and Yakuman in the match log pages - see Section 09
for an index of these so you can use those for reference. It should be noted
however that Yakuhai will be listed here either as San Gen Pai (for a Pung of
"dragons") or Kazehai (for a Pung of seat wind or round wind). Also any multiple
occurrences are not indicated, e.g. two dragon Pungs would just say San Gen Pai.
Directly under the Yaku box on the left is a smaller lozenge in the same colour
which shows the Fu (minipoints) and Fan (doubles) count for the hand. It should
be noted that the Fan count *includes* the Bazoro - the two doubles which you
automatically receive for going out - so a count of seven here will be a Mangan
as opposed to a Haneman.
Under that is a representation of the top and bottom rows of the dead wall -
specifically the five stacks which are used as Dora indicators. The indicators
for all Dora being applied will be shown here, with Ura Dora and Kan Ura Dora on
the lower of the two rows.
To the right of this two large characters will show either the Fan count (again)
or, where applicable, the limit that has been applied, e.g. Mangan or Haneman.
The payment/s for the hand are shown beneath this - a Ron win will show a single
value, a dealer Tsumo win will also show a single value with the word Ooru next
to it* and in a non-dealer Tsumo win the game shows the separate payments for
the dealer (red box) and the other two players (blue box).**
The changes to the player scores are shown on the top screen with the winner's
gain given as a positive number in dark blue and the loser/s given as dark red
negative numbers; these will include any Honba points and/or Riichi stakes. You
can press the A button or tap on the downwards arrow on the screen to see the
points added to the running totals and again to continue the game. Alternatively
you can press the B button if you want to return to the tabletop view to see the
tiles as they were at the end of the hand.
*Ooru means "all" so, for example, in a dealer Mangan Tsumo win the payments are
"4,000 Ooru" - all three non-dealers pay 4,000 pts each to make up the 12,000.
**For example in a low-value non-dealer win by Tsumo with 30 Fu and 1 Fan the
payments will be 300 each for the two other non-dealers and 500 for the dealer.
------< MATCH LOG >----------------------------------------------- [Section 09]
The fourth option from the main menu takes you to the match log which records
fourteen statistics about your game career plus a complete count of all Yaku and
Yakuman you've made in winning hands. In total there are fifty-two entries over
eight pages. You can press L/R to move between the pages or B to return to the
game's main menu.</pre><pre id="faqspan-2">
The first two pages give your fourteen stats, pages 3 to 6 list your Yaku and
pages 7 and 8 show your Yakuman.
Page 1
1.1 Total number of games played
1.2 Average placing (over all games played)
1.3 Average placing (over most recent ten games)
1.4 Game win rate (over all games played)
1.5 Game win rate (over most recent ten games)
1.6 Average points profit/loss (over all games played)
1.7 Highest points profit in a game (over all games played)
Page 2
2.1 Hand win rate
2.2 Most points won off a winning hand
2.3 Riichi rate
2.4 Payment rate (the number of times you've "dealt into" an opponent's win)
2.5 Most points lost off an opponent's winning hand
2.6 Calling rate (Chii, Pon and Kan)
2.7 Draw rate (hands that result in a draw)
Page 3
3.1 Riichi
3.2 Daburu Riichi (Double Riichi)
3.3 Ippatsu ("one-shot" win after Riichi)
3.4 Menzen Tsumo (Concealed Self-Draw)
3.5 Yakuhai (Pung of value tiles - dragon, seat wind or round wind)
3.6 Pinfu
3.7 Tanyao (All Simples)
Page 4
4.1 Iipeikou (Pure Double Chow)
4.2 Rinshan Kaihou (After a Kong)
4.3 Haitei (Last-Tile Tsumo)
4.4 Houtei (Last-Tile Ron)
4.5 Chankan (Robbing the Kong)
4.6 Chanta (Mixed Outside Hand)
4.7 Toi-Toi Hou (All Pungs)
Page 5
5.1 Ikkitsuukan (Pure Straight)
5.2 San Shoku Doujun (Mixed Triple Chow)
5.3 San Shoku Doukou (Triple Pung)
5.4 San An Kou (Three Concealed Pungs)
5.5 San Kantsu (Three Kongs)
5.6 Honroutou (All Terminals & Honours)
5.7 Shou San Gen (Little Three Dragons)
Page 6
6.1 Junchan (Pure Outside Hand)
6.2 Ryanpeikou (Twice Pure Double Chow)
6.3 Honitsu (Half Flush)
6.4 Chinitsu (Full Flush)
6.5 Chii-Toitsu (Seven Pairs)
Page 7
7.1 Kokushi Musou (Thirteen Orphans)
7.2 Dai San Gen (Big Three Dragons)
7.3 Suu An Kou (Four Concealed Pungs)
7.4 Shou Suu Shii (Little Four Winds)
7.5 Dai Suu Shii (Big Four Winds)
7.6 Tsuuiisou (All Honours)
Page 8
8.1 Tenhou (Heavenly Hand)
8.2 Chiihou (Earthly Hand)
8.3 Suu Kantsu (Four Kongs)
8.4 Chinroutou (All Terminals)
8.5 Ryuuiisou (All Green)
8.6 Chuurenpoutou (Nine Gates)
------< DICTIONARY >---------------------------------------------- [Section 10]
Option five off the main menu is a dictionary of Japanese Mahjong terminology
with 141 entries. These are listed in the traditional Gojuuonjun order, starting
with the vowels.
You can press L or R to move between the pages, the d-pad to choose an entry on
a page and the A button to select it (or B to return to the main menu). Once you
are viewing an entry you can press B to return to the list, R to move to the
next entry or L to move to the preceding one.
Each entry is displayed on the bottom screen, with the top row giving the word
in both katakana and kanji. Beneath that is the definition; in some cases this
will includes pictures of tiles to illustrate the meaning.
------< OPTIONS >------------------------------------------------- [Section 11]
As you might've guessed, you can access these from the bottom choice on the main
menu - the one that says "OPTION" in English! There are eight options.
As elsewhere in the game, you can select and change an option with either the
touchscreen or the d-pad. Press A to confirm and accept the settings or B to
cancel without saving changes.
The default setting for each option is indicated here with an asterisk.
1. Name: Game Speed
Options: Slow / Normal* / Fast
Info: This controls the speed at which the other players make their moves.
2. Name: Table Colour
Options: Green* / Blue / Grey
Info: This sets the colour of the virtual tabletop on which you play. You
don't need to be able to read the kanji because a small square on the
menu shows a sample of the selected colour.
3. Name: Tile Colour
Options: Bamboo (orange)* / Pink / Blue
Info: This sets the colour of the backs of the tiles. As with the previous
option, the menu shows a little sample.
4. Name: Stylus Action for Discard
Options: Two touches* / One touch
Info: With this option you can specify whether the game requires a double-
click or a single-click of the stylus on a tile to confirm that you
want to discard it. The word "touch" is given in katakana, rendered as
"tacchi" so it's actually closer to "touchy". :)
5. Name: Highlight Tsumokiri
Options: With* / Without
Info: With this option on, all Tsumokiri discards (where a player discards
immediately the tile they just drew, instead of one from their hand)
are shown darker than the other tiles, but the effect only lasts until
that player's next discard. This gives you extra information which you
would get in a real game and helps you to "read" their discards.
The two available options here are given with the words Ari and Nashi
which are the same ones used when confirming rule options.
6. Name: Background Music
Options: On* / Off
7. Name: Sound Effects
Options: On* / Off
8. Name: Speech
Options: On* / Off
Info: These last three options are all pretty self-explanatory.
The eight configurable options and their default settings are summarised in the
table below.
Option | Default
----------------------------+-------------
1 Game Speed | Normal
----------------------------+-------------
2 Table Colour | Green
----------------------------+-------------
3 Tile Colour | Bamboo
----------------------------+-------------
4 Stylus Action for Discard | Two Touches
----------------------------+-------------
5 Highlight Tsumokiri | With
----------------------------+-------------
6 Background Music | On
----------------------------+-------------
7 Sound Effects | On
----------------------------+-------------
8 Voice | On
*This is the default setting for the option.
------< MANUAL REFERENCE >---------------------------------------- [Section 12]
The brown pages at the back of the manual (pages 25-40) are labelled as the
"Mahjong Rulebook" and contain some handy information.
Pages 26-27 list some of the general and fixed rules that apply in the game.
Pages 28-30 list the sixteen available custom rule settings (see Section 06).
Pages 31-32 show the scoring tables for Japanese Mahjong, with the tables for
the dealer on page 31 and for non-dealers on page 32. The Fu (minipoints) count
is listed vertically down the centre and the Fan (doubles) count is listed along
the top (you should note that this *includes* the Bazoro - the two Fan always
awarded for going out - so an automatic Mangan is listed here as seven Fan, not
the usual five). Wins by Ron (stolen discard) are shown in blue on one side and
wins by Tsumo (self-draw) are given in pink on the other.
On both pages, the lower table shows the points for the higher limits: Haneman,
Baiman and Sanbaiman. Since the game does not allow Counted Yakuman (boo!), the
Sanbaiman limit is defined as thirteen (including Bazoro) or higher.
Pages 33-39 list the Yaku (scoring elements) that are allowed in the game. These
are pretty standard for Japanese Mahjong but I'll list them here, in the order
that they're given in the booklet.
Yaku: Menzen Tsumo (Concealed Self-Draw), Riichi, Ippatsu, Pinfu, Iipeikou
(Pure Double Chow), Tanyao (All Simples), Yakuhai (Pung of dragons,
round wind or seat wind), Haitei (Last-Tile Tsumo), Houtei (Last-Tile
Ron), Rinshan Kaihou (After a Kong), Chankan (Robbing the Kong), Itsuu
or Ikkitsuukan (Pure Straight), Toi-Toi Hou (All Pungs), San Shoku
Doujun (Mixed Triple Chow), San An Kou (Three Concealed Pungs), Chanta
(Mixed Outside Hand), Shou San Gen (Little Three Dragons), Daburu
Riichi (Double Riichi), San Kantsu (Three Kongs), San Shoku Doukou
(Triple Pung), Honroutou (All Terminals & Honours), Chii-Toitsu (Seven
Pairs), Junchan (Pure Outside Hand), Honitsu (Half Flush), Ryanpeikou
(Twice Pure Double Chow), Chinitsu (Full Flush).
Yakuman: Suu An Kou (Four Concealed Pungs), Dai San Gen (Big Three Dragons),
Kokushi Musou (Thirteen Orphans), Tsuuiisou (All Honours), Ryuuiisou
(All Green), Chuuren Poutou (Nine Gates), Shou Suu Shii (Little Four
Winds), Dai Suu Shii (Big Four Winds), Suu Kantsu (Four Kongs), Chin-
routou (All Terminals), Tenhou (Heavenly Hand), Chiihou (Earthly Hand)
Page 39 also lists the Yaku and Yakuman which are *disallowed* in the game, but
I'll describe them here for the curious reader. B)
o Kazoe Yakuman (Counted Yakuman) - If you achieve a "Natural Limit" by winning
with a hand worth thirteen or more Fan this is often awarded Yakuman points
but in this game it's capped at Sanbaiman instead. (bah!)
o Open Riichi - An optional rule where you can choose, when reaching, to reveal
your wait (either the whole hand or just the waiting section/s) in order to
receive one additional Fan. In some variations, anyone foolish enough to deal
into your exposed wait pays Yakuman points. You would usually play this early
in the hand when you have a good (many-sided) wait - giving you a good chance
to win by self-draw - or possibly after several of your opponents have already
reached and are therefore unable to defend.
o Renhou (Hand of Man) - Awarded either a Yakuman or a Mangan depending on the
local rules, this is when a non-dealer draws a Tenpai hand and completes it
by Ron before their first proper draw. Like Ippatsu, Renhou is interrupted by
any preceding calls for discards.
o Kuipinfu (Open Pinfu) - I hadn't come across this before, but Kuipinfu would
be open Pinfu in the same way that the Kuitan(yao) rule allows open Tanyao.
(However, as seen in the final entry on page 40, the game does recognize the
quirky standard rule that an open hand with a Pinfu shape that is won by Ron
scores 30 Fu. Generally the 10 Fu for Ron only applies to a closed hand.)
o Kanburi - This is an optional one-Fan Yaku awarded for calling Ron on a tile
that was discarded by a player after they've declared a Kong and taken their
replacement tile.
o Nagashi Mangan (Terminal & Honour Discards) - This is a special Yaku worth a
Mangan which can be claimed if a hand ends in an exhaustive draw, every tile
you discarded was a Terminal or Honour and none were stolen by other players.
o San Ren Kou (Three Consecutive Pungs) - An optional Yaku awarded for three
same-suit Pungs with consecutive numbers, for example 333444555, which is
worth two Fan either open or closed. You could also think of it as being like
Pure Triple Chow (345345345) although that extended version of Iipeikou is
actually recognized as a different optional Yaku in its own right!
o Shiisanpuutaa (13 Unrelated Tiles) - A Yakuman is awarded to a player who
begins a hand with thirteen tiles that cannot form sets together (for example
suit pairs of 3-4 or 3-5 would not be allowed) plus a duplicate of one of the
thirteen. If you want to see this in action then check out Mahjong Taikai IV
on the PS3!
o Kokushimusouankanchankan - It looks quite impressive if you write it without
spaces as you would in Japanese! :) Usually the Yaku of Chankan, often known
as "Robbing the Kong", is only permitted when you "rob" the tile specifically
from an *open* Kong as it is declared but some rule-sets allow one exception,
namely you can rob a concealed Kong if you are using it to complete Kokushi
Musou (Thirteen Orphans). In Custom Mahjong this exception is not allowed so
the declaration of a Kong of any Terminal or Honour tile will thwart your
attempted Kokushi unless it's an open Kong and your hand is Tenpai.
o Shou Sharin and Dai Sharin - Dai Sharin (Big Wheels) is an optional Yakuman
composed specifically of 22334455667788 in the Pinzu (Dots) suit. Shou Sharin
(yup, Little Wheels) is ever so slightly more flexible in that you can have
11223344556677 or 33445566778899. Although not recognized in this game, you'd
still be handsomely rewarded for one of these with Chinitsu, Ryanpeikou and
Pinfu at the very least, plus Tanyao with the 22334455667788 version.
o Suu An Kou Tanki Machi (Four Concealed Pungs with Pair Wait) Double Yakuman -
Completing a Suu An Kou hand on the pair is sometimes recognized as a Double
Yakuman hand, but not here - it scores as a single Yakuman instead.
o Dai Suu Shii (Big Four Winds) Double Yakuman - Dai Suu Shii can be played as
a Double Yakuman but not in this game.
o Chuuren Poutou Kyuumen Machi (Nine Gates with 9-sided wait) Double Yakuman -
As with the previous two, this is not counted as a Double Yakuman.
o Kokushi Musou Juusanmen Machi (Thirteen Orphans with 13-sided wait) Double
Yakuman - and again, the fourth Yakuman variant which can sometimes be counted
as a Double Yakuman, isn't!
Just to reiterate, the fifteen scoring combinations listed above are *not*
recognized in this game. Sorry!
Finally page 40 is a table showing the Fu (minipoints) awarded for wins, waits,
sets, the pair and exceptions.
------< MULTIPLAYER >--------------------------------------------- [Section 13]
The two multiplayer modes can be accessed from the second option on the main
menu. The two options are then presented in the following order...
1. Wireless Play
Play against up to three other players who each own a copy of the game.
2. Download Play
Play against up to three other players using your one game cartridge.
I must admit that I've not tried these so I can't write too much about them, but
I'd assume it's all fairly standard and should work the same way as your English
DS games?
If you have any experience of using the multiplayer modes and would like to tell
me about it then I'd be happy to add your information here with a credit to you.
------< CONTACT >------------------------------------------------- [Section 14]
I welcome all feedback, corrections, contributions and questions about Custom
Mahjong, Mahjong Taikai IV, Mahjong Fight Club and the Mahjong minigames in
Yakuza 2, Ryuu ga Gotoku: Kenzan! and Ryuu ga Gotoku 3. To be honest, though,
I'm happy to have a look at any other Japanese Mahjong game you might be playing
if you want help translating the rule options and menus.
You can email me at barticle at hotmail.com - obviously changing the "at" to an
@ and removing the spaces. It would be helpful if you include the word "Mahjong"
in the subject line and tell me which game you're playing.
------< THANKS >-------------------------------------------------- [Section 15]
I would like to thank...
o Mitch for posting about the game in his informative Mahjong DS blog
o Benjamin for Daiuchi info and confirming three of my rule option translations
o Berlitz, Tuttle and (especially) tangorin.com for great language resources
o tsurara_mai for the handy Kanji Sonomama Rakubiki Jiten guide
o Success Corp for giving furigana in the manual
o sushief_inc (eBay trader) for their excellent worldwide games sales service
o Nintendo for making DS games region-free (except Chinese and DSi-only games)
I will be happy to give credit and thanks to anyone who makes a contribution.
--
SuperLite 2500 Custom Mahjong Guide
Copyright 2010 James R. Barton
Initial version 1.00 completed 11 March 2010
All trademarks and copyrights contained in this document are owned by their
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use only. This work is subject to copyright. It may not be hosted online or
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If you find this file hosted on any other site I would be grateful if you would
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