Pro Ni Naru MJ Guide - Version 1.00 - 12 July 2014 - by Barticle at hotmail.com
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01 INTRODUCTION     06 CUSTOM RULES     08 CONTROLS          13 GAMEPLAY STATS
02 FEATURE LIST     07 DISPLAY          09 MAHJONG WORKBOOK  14 DICTIONARY
03 PLAYER PROFILES     o Top Screen     10 PRO TESTS         15 MANUAL REFERENCE
04 MAIN MENU           o Bottom Screen  11 MATCHLOG STUDY    16 CONTACT
05 OPPONENTS           o Score Display  12 OPTIONS           17 THANKS

------------.-----------------------------------------------------------------.
| Section 01 | INTRODUCTION                                                s01 |
'------------'-----------------------------------------------------------------'

This is a guide for the 2005 Japanese video-game Puro Ni Naru Maajan ("Become a
Pro" Mahjong)* for the Nintendo DS. The core assets of the game (i.e. graphics,
gameplay, controls, rules and config options) are identical to SuperLite 2500:
Custom Mahjong (2007) so several sections below have been recycled and adapted
from my previous guide to that DS game which I wrote four years ago.

As usual I've used both Japanese and English mahjong terminology throughout this
guide, generally with the Japanese term first and the common English equivalent
afterwards in brackets. Following ninety years of tradition in English-language
mahjong texts I refer to the three types of set as Chow (a "run" or sequence of
three consecutive tiles in the same suit), Pung (a "triplet" of three identical
tiles) and Kong (a "quad" of four identical tiles).

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 78-page, illustrated, hyperlinked 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)

As with any Japanese mahjong game, you'll need to be able to read the Japanese
kanji characters for the numbers 1 to 9 and the four winds (compass directions)
plus the katakana words Chii, Pon, Kan, Riichi, Tsumo and Ron.

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

To jump to any section of this document use your browser's Find function (with
Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter S followed
by the two-digit section number, for example "s04" to find Section 04.

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.

*Disclaimer: You will not become a pro simply by playing this game. It certainly
has a greater educational value than most other mahjong games though.


------------.-----------------------------------------------------------------.
| Section 02 | FEATURE LIST                                                s02 |
'------------'-----------------------------------------------------------------'

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, Dora and tiered limits

o sixteen modifiable rule options including red fives (see Section 06)

o multiple training aids: quizzes, pro tests and annotated demonstration hands

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 statistical log (see Section 13)

o save slots for two separate player profiles (see Section 03)

o full colour 48-page manual

o Japanese language only, including comprehensive dictionary of mahjong terms


------------.-----------------------------------------------------------------.
| Section 03 | PLAYER PROFILES                                             s03 |
'------------'-----------------------------------------------------------------'

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
over to the Options menu to shut it up...! (see Section 12 below)

Each time you launch the game it offers you two long blue 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, number of games played and pro test certification status for each
profile. You just need to tap on the box for the profile you want to use - or
highlight it with the d-pad and press the A button to confirm.

Watch out for the red boxes to the right of these - you can use these if you
want to reformat (delete) one of the profiles. Just tap the red square and then
press X to confirm (or B to cancel). If you bought the game pre-owned you can
use this function to wipe the previous owner's save/s.

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"!


------------.-----------------------------------------------------------------.
| Section 04 | MAIN MENU                                                   s04 |
'------------'-----------------------------------------------------------------'

The main menu has eight options which are presented in the following layout:

                .--------------------. .--------------------.
                |                    | |                    |
                |     Free Play      | |    Multiplayer     |
                |                    | |                    |
                '--------------------' '--------------------'
     .--------------------. .--------------------. .--------------------.
     |                    | |                    | |                    |
     |  Mahjong Workbook  | |     Pro Tests      | |   Matchlog Study   |
     |                    | |                    | |                    |
     '--------------------' '--------------------' '--------------------'
     .--------------------. .--------------------. .--------------------.
     |      Options       | |   Gameplay Stats   | | Mahjong Dictionary |
     '--------------------' '--------------------' '--------------------'

1. Free Play

  Play the game offline against three computer-controlled opponents.

  Before the game begins you must first select your opponents (see Section 05)
  and the rule options for the match (see Section 06).

2. Multiplayer

  Play against others with either local Download Play or wireless link.

  [I've not had the opportunity to test these modes so they are not documented
  in this guide.]

3. Mahjong Workbook (see Section 09)

  Here you can take four different types of mahjong quiz (which also serve as
  practice for the pro tests).

4. Pro Tests (see Section 10)

  This section attempts to recreates the theory and practical tests undertaken
  when applying for membership of a professional mahjong association in Japan.

5. Matchlog Study (see Section 11)

  This training mode lets you replay hands from several recorded matches. You
  click through each replay one turn at a time with text commentary on each.

6. Options (see Section 12)

  Set up your gameplay options.

7. Gameplay Stats (see Section 13)

  Check your statistics.

8. Mahjong Dictionary (see Section 14)

  An extensive glossary of Japanese mahjong terminology.

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.


------------.-----------------------------------------------------------------.
| Section 05 | OPPONENTS                                                   s05 |
'------------'-----------------------------------------------------------------'

The game was made in association with Nihon Puro Maajan Kishikai (Japan Pro
Mahjong Player Association) and features ten opponents based on real people.*

When you start Free Play mode you'll need to select your three opponents from
the list of ten available. Each one has a star rating shown next to their image.

  .--------------------.    .--------------------.    .--------------------.
 (  Junko Takahashi *** )  (  Kazuko Urata    *** )  (  Atsushi Yamamoto ** )
  '--------------------'    '--------------------'    '--------------------'
  .--------------------.    .--------------------.    .--------------------.
 (  Daisuke Futami   ** )  (  Tarou Suzuki     ** )  (  Shigeaki Tougou  ** )
  '--------------------'    '--------------------'    '--------------------'
  .--------------------.    .--------------------.    .--------------------.
 (  Satoru Suzuki    ** )  (  Kensuke Tagomori  * )  (  Seiji Fukuda      * )
  '--------------------'    '--------------------'    '--------------------'
                            .--------------------.
                           (  Hideo Kobayashi   * )
                            '--------------------'

As usual you can make your selection using either the touchpad or the d-pad and
A button; you can also press X to have the game pick a player for you at random.

The official website (erm, webpage) for the game shows all ten characters with
basic biographical details - length of pro career, style and favourite tile!

   http://www.success-corp.co.jp/software/ds/pro_ninaru_marjyan/index.html

      (this information is repeated in pages 15-16 of the game manual)

*Japanese Wikipedia lists Junko Takahashi as the president of the association,
Atsushi Yamamoto as the vice president and Satoru Suzuki as a director.

The following Japanese site gives further details including a web address for
the "Proma Kishikai" but the link appears to be defunct now.

                     http://mj-king.net/pro/5/index.html


------------.-----------------------------------------------------------------.
| Section 06 | CUSTOM RULES                                                s06 |
'------------'-----------------------------------------------------------------'

Before you can play a game you are given the rules menu. (If you just want to
get on with playing the game you can just press A to use the current options.)

There are sixteen configurable rule settings in the game, 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
recognise these terms; if not, their usage is simple - e.g. Kuitan Ari means the
Kuitan rule is active (on) and Kuitan Nashi means it's disabled (off).

As in the game manual (pages 36-38) I've indicated the default settings with an
asterisk (*).

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 match in modern Japanese mahjong is two
          wind rounds although you can also play a shorter game with just one.

1.2  Name: Atozuke

 Options: On* / Off

    Info: When the Atozuke rule is applied you can win with a hand that had
          no Yaku (scoring elements) until you added the winning tile.

1.3  Name: Kuitan (Open Tanyao)

 Options: On* / Off

    Info: When Kuitan is applied you are allowed to claim the scoring element
          Tanyao (All Simples) on an exposed/open hand.

1.4  Name: Pinfu Tsumo

 Options: On* / Off

    Info: When Pinfu Tsumo is applied 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 winning. A Tsumo win is normally worth an
          extra two Fu but with this rule you waive the two Fu and take the
          additional Han (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 one extra Han if you win on or before your next turn
          after declaring Riichi.

1.6  Name: Dora

 Options: All* / Kan Ura off / Omote and Kan / Omote and Ura / Omote only

    Info: The Omote (top) Dora is the standard Dora bonus tile indicated by the
          top tile on the third stack of the Wanpai (dead wall).

          Kan Dora indicators are flipped on the top of the fourth, fifth,
          sixth and seventh stacks each time someone declares a Kong set.

          The Ura Dora is applied when someone wins after declaring Riichi,
          using the indicator tile under the Omote Dora indicator.

          Similarly Kan Ura Dora indicators are applied after a Riichi win,
          using the indicator tiles under the Kan Dora indicator/s (if any).

          This rule option lets you choose what combination of these you want
          to use in your game.

1.7  Name: Renchan (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 Kiriage (Mangan Rounding-Up)

 Options: On* / Off

    Info: Although in some texts the Mangan limit is listed simply as applying
          to a five-Han hand, the correct definition is actually for 2,000 base
          points which can also be achieved in a hand with either four Han and
          40+ Fu (minipoints) or three Han and 70+ Fu.

          When this rule is applied your score will be rounded up to the Mangan
          limit in a hand that has either four Han and 30 Fu or three Han and
          60 Fu. These combinations are indicated with an asterisk in the score
          tables on pages 39-40 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: Haikyuu Genten (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.

2.2  Name: Dobon (Bankruptcy)

 Options: On* / Off

    Info: When Dobon is applied the game ends early when someone's score drops
          below zero.

2.3  Name: Toppu Uchikiri (High Score Ends Game)

 Options: Off* / 50,000 pts / 60,000 pts / 70,000 pts

    Info: If you select one of the numeric options then the game will end early
          if one player's points total exceeds that threshold score.

2.4  Name: Kong Declaration after Riichi

 Options: On* / Off

    Info: When this rule is applied you are permitted to declare a concealed
          Kong after you have "reached" (declared Riichi) as long as this does
          not change your wait/s or the overall structure of your hand.

          This could give the value of your winning hand a major boost if you
          have the Kan Dora and Kan Ura Dora options on (see custom rule 1.6).

2.5  Name: Wareme

 Options: On / Off*

    Info: With Wareme applied 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 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.

          You can also determine the Wareme player using the dice - count out
          the dice total starting on the player with the dice (the dealer) and
          moving counter-clockwise around the table, e.g. if the total is 2, 6
          or 10 it will be the player to the dealer's right.

2.6  Name: Akapai (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 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 Han (double) to your score although, again as with the
          Dora, it cannot be used to meet the one-Han 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* / 1,500 pts

    Info: Each time a hand ends in either a dealer win or a draw, one is added
          to the Honba counter (see Section 07) 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
          three you get less than a thousand points - but with this option you
          can change the standard 300 to a more hefty 1,500 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 Kuitan               | 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 Renchan 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.

*This is the default setting for the rule.


------------.-----------------------------------------------------------------.
| Section 07 | DISPLAY                                                     s07 |
'------------'-----------------------------------------------------------------'

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 four beige boxes. Yours
is at the bottom, marked with your (abbreviated) 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"). As the game
proceeds this will rotate in a counterclockwise order around the table.

The orange rectangle in one corner is the Chiicha Maaku which serves two roles.
Firstly it indicates the Chiicha, i.e. the player that was dealer (east) in the
opening hand of the game; 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 the Chiicha becomes east again 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 (East 1, South 4, etc).

If you are playing with the optional Wareme rule (see custom rule 2.5 in Section
06) the Wareme player will be indicated here 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 (see custom rule 1.6 in Section 06).

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.

In addition to the top screen, a slightly smaller version of the Chiicha marker
(round-wind indicator) also appears on the gaming table.

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 they can be readily
determined from the information presented - your current seat-wind is shown on
the top screen, the red square (top screen) and dice (bottom screen) denote the
current dealer (east) and you could even use the round-wind marker and hand
count (the Chiicha is east in the East 1 hand, north in the East 2 hand, etc.)

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 multi-coloured 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 here 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  )     |___  ><]] --- Han count again
     Han 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 recognise 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 Han (doubles) count for the hand. It should
be noted that the Han count *includes* the Bazoro - the two doubles which you
automatically receive for winning - so a count of seven here will be a Mangan
instead of 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 Han count (again)
or, where applicable, the limit that has been applied - Mangan, Haneman, etc.
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 Han the
payments will be 300 each for the two other non-dealers and 500 for the dealer.


------------.-----------------------------------------------------------------.
| Section 08 | CONTROLS                                                    s08 |
'------------'-----------------------------------------------------------------'

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 rules settings and dictionary) 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, declare 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 and 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/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 07) 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 - pause game and open contextual menu

                   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 options menu (see Section 12).

                   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 flash red. However, unlike many "spoon-
                   feeding" mahjong video-games, it will NOT prompt you when
                   you can make one of these actions on your turn, i.e. declare
                   Riichi, declare a Tsumo win or use a self-drawn tile to make
                   a concealed Kong or promote an open Pung into a Kong.

                   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 opponents or the
custom rule settings.


------------.-----------------------------------------------------------------.
| Section 09 | MAHJONG WORKBOOK                                            s09 |
'------------'-----------------------------------------------------------------'

Pick the "? cat ?" menu icon to access four different types of mahjong quiz:

                      .-------------------------------.
                      |        Waits Questions        |
                      '-------------------------------'
                      .-------------------------------.
                      |       Tenpai Questions        |
                      '-------------------------------'
                      .-------------------------------.
                      |    Tenpai Chance Questions    |
                      '-------------------------------'
                      .-------------------------------.
                      |  Score Calculation Questions  |
                      '-------------------------------'

Two numbers are shown for each option - the first is the number of previous
attempts you've made and the second is your highest score so far.

During a quiz the question will be shown on the top screen and you use the lower
screen to enter your answer. Press A to add a tile and B to remove it or use the
number pad to enter numerical values in the scoring quiz. Press X or select the
grey touchscreen button (bottom-right) to enter your solution.

o Waits Questions

 You are shown a series of 13-tile Tenpai (ready) hands and you have to enter
 all the waits, i.e. all the tiles that would complete each hand.

o Tenpai Questions

 You are shown a series of 14-tile hands and you have to enter all the tiles
 that could be individually discarded to leave a Tenpai hand.

o Tenpai Chance Questions

 You are shown a series of 14-tile hands and you have to select the one tile
 which should be discarded to give the best chance of making Tenpai.

o Score Calculation Questions

 You are shown a series of winning hands with the winning tile at the right;
 any open sets will be displayed as such, otherwise the hand is closed.

 Above the hand are details of the hand count, Honba count, the winner's seat-
 wind, whether the winner declared Riichi, whether it was a Tsumo or Ron win
 and the current Dora (the actual Dora not the Dora indicator tile).

 You have to enter the points value of each hand. Two zeroes are already input
 so for example you would enter "29" for 2,900.

 For a dealer Tsumo win you enter the payment that each player would make, e.g.
 500 pts each ("500 all") for a 1 Han 30 Fu win.

 For a non-dealer Tsumo win you enter separately the payment for the dealer
 (red) and the amount paid by each of the other two players (blue).

Each quiz consists of ten questions with no time-limit.

The game marks your answers at the end of the quiz. A circle indicates a correct
answer (worth 10 pts) and a cross denotes an incorrect answer.

You can then review your responses - press L/R to page through the questions, X
to return to the quiz selection menu or B to exit.


------------.-----------------------------------------------------------------.
| Section 10 | PRO TESTS                                                   s10 |
'------------'-----------------------------------------------------------------'

Pick the "pencil and paper" menu icon to access the professional tests.

The menu screen shows six tests although initially only the first two will be
available. You start on the C grades then progress to B and A.

The tests on the left are quizzes like the ones in the "Mahjong Workbook" mode
except now you get a mixture of questions from all four categories, there's a
time-limit for each question and a target score for each test.

                           |  Time-Limit  |    Pass Mark
                  =========+==============+=================
                   Grade C |  90 seconds  |  80 pts (8/10)
                  ---------+--------------+-----------------
                   Grade B |  70 seconds  |  90 pts (9/10)
                  ---------+--------------+-----------------
                   Grade A |  50 seconds  | 100 pts (10/10)

The tests on the right involve playing actual mahjong matches and a specified
level of performance is required for completion, for example at grade C you play
two matches and you need to finish in 2nd place or better to pass (the game does
not appear to track your cumulative score so I assume you're required to place
1st or 2nd in both matches).

                         |    Format   |      Pass Mark
                =========+=============+=====================
                 Grade C |  2 matches  | 2nd place or better
                ---------+-------------+---------------------
                 Grade B |  2 matches  | 39,600 pts or more*
                ---------+-------------+---------------------
                 Grade A |  3 matches  |      1st place

The games are played with a fixed rule-set including two-round games, Kuitan on,
Ippatsu and all Dora allowed, Tenpai continuance conditions, 30,000 pts starting
scores and no red fives (see Section 06 for more on rules). The rules are shown
at the start of the test - press L/R to page left/right, A to start the first
match or B to quit out.

The blue boxes at the bottom of the pro tests menu show the number of attempts
you've made on each test.

*Using the standard process for simplifying final scores, the 30,000 pts buy-in
is subtracted, the remaining total is divided by 1,000 and then rounded up (if
the decimal is 6 or more) so a score of 39,600 pts gives a final score of +10
which is the minimum level required to pass at grade B.


------------.-----------------------------------------------------------------.
| Section 11 | MATCHLOG STUDY                                              s11 |
'------------'-----------------------------------------------------------------'

Pick the "book and magnifying glass" menu icon to access the hand histories.

The game contains a number of Paifu (matchlogs), each of which allows you to
replay one hand, one turn at a time, with expert text commentary on every move.

Use the L/R buttons to cycle through the four sections, pick a number with A
(then confirm with A again) and pick one of the four players - you'll view the
hand from their perspective but the other three players' tiles will be flat on
the table so that all four hands are visible to you.

The tabletop view is shown on the top screen with the commentary in the big blue
text-box on the touchscreen below; the top row of the box gives the current
player's seat-wind, name, Tsumo (the tile they just drew) and their discard.
The hand count is shown to the right of the box and the names and scores of the
four players are presented below.

Press A to advance the match one turn or B to rewind one turn. You can also tap
d-pad down or press Start to access the following menu:

         1. Exit to main menu (A to confirm, B to cancel)

         2. Return to matchlog selection (A to confirm, B to cancel)

         3. Simulation mode* (A to confirm, B to cancel)

         4. Return to matchlog replay

*This option allows you to take over and start playing the hand yourself against
three of the normal Kishikai opponent characters.


------------.-----------------------------------------------------------------.
| Section 12 | OPTIONS                                                     s12 |
'------------'-----------------------------------------------------------------'

The bottom-left panel on the main menu gives access to eight config 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
</pre><pre id="faqspan-2">
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 transcribed using the katakana script and rendered
         as "tacchi" so it's actually closer to "touchy". :)

5.  Name: Highlight Tsumokiri

Options: On* / Off

   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       | On
                  ----------------------------+-------------
                  6 Background Music          | On
                  ----------------------------+-------------
                  7 Sound Effects             | On
                  ----------------------------+-------------
                  8 Voice                     | On

*This is the default setting for the option.


------------.-----------------------------------------------------------------.
| Section 13 | GAMEPLAY STATS                                              s13 |
'------------'-----------------------------------------------------------------'

The middle option from the bottom row of the main menu takes you to the "Play
Results" section which records fourteen statistics about your game career plus
a complete count of all Yaku (scoring elements) and Yakuman (limit hands) 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 main menu.

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 calls)

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 Ankou (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 Ankou (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)


------------.-----------------------------------------------------------------.
| Section 14 | MAHJONG DICTIONARY                                          s14 |
'------------'-----------------------------------------------------------------'

The bottom-right option 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, use the d-pad to choose an entry
on the current 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 (where applicable). Beneath that is the definition;
in some cases this will include pictures of tiles to illustrate the meaning.


------------.-----------------------------------------------------------------.
| Section 15 | MANUAL REFERENCE                                            s15 |
'------------'-----------------------------------------------------------------'

The green pages at the back of the manual (pages 33-48) are labelled as the
"Mahjong Rulebook" and contain some handy information.

Pages 34-35 list some of the general and fixed rules that apply in the game.

Pages 36-38 list the sixteen available custom rule settings (see Section 06).

Pages 39-40 show the scoring tables for Japanese mahjong, with the tables for
the dealer on page 39 and for non-dealers on page 40. The Fu (minipoints) count
is listed vertically down the centre and the Han (doubles) count is listed along
the top (you should note that this *includes* the Bazoro - the two Han always
awarded for going out - so an automatic Mangan is listed here as seven Han, not
the usual five). Wins by Ron (stolen discard) are shown the left and wins by
Tsumo (self-draw) are given on the right.

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 41-47 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 Ankou (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 Ankou (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 47 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 Han this is often awarded Yakuman points
 but in this game it's capped at Sanbaiman instead. :6

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 Han. 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) - Kuipinfu would allow an open Pinfu hand in the same
 way that the Kuitan(yao) rule allows open Tanyao.

 (However, as seen in the final entry on page 48, 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-Han 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 Han 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 recognised 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
 other thirteen tiles.

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 this game this exception is not allowed so the
 declaration of a Kong of any Terminal or Honour tile will thwart your Kokushi
 attempt 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 recognised 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 Ankou Tanki Machi (Four Concealed Pungs with Pair Wait) Double Yakuman -
 Completing a Suu Ankou hand on the pair is sometimes recognised 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 Chuurenpoutou 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*
 recognised in this game. Sorry!

Finally page 48 is a table showing the Fu (minipoints) awarded for wins, waits,
sets, the pair and exceptions.


------------.-----------------------------------------------------------------.
| Section 16 | CONTACT                                                     s16 |
'------------'-----------------------------------------------------------------'

I welcome all feedback on this guide and any contributions you'd like to make.
I'm also happy to receive questions about this or any other mahjong game, or
about the rules and terminology of Japanese mahjong.

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.


------------.-----------------------------------------------------------------.
| Section 17 | THANKS                                                      s17 |
'------------'-----------------------------------------------------------------'

I would like to thank the following:-

o jp-gift (eBay ID) for a smooth transaction

o Tangorin.com and Tuttle (as always) for great language resources

o Hammock, Miktek, ASC, July Skies and Slowdive for super sounds

I will be happy to give credit and thanks to anyone who makes a contribution.
       ___________                                          ___
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            /   \___ ________ _________/  \__ ___ ______ /  /  ________
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| ANOTHER  /  / /  /_____/  //  /     /  /   /  //  /   /  /  /   \/  /
'---------/  /-/  //  __   //  /-----/  /---/  //  /---/  /--/  _____/---------.
        /  / /  //  / /  //  /     /  /   /  //  /   /  /  /  /         GUIDE |
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       \______/ \______/ \_/      \____/ \_/ \____/ \___/ \___________/
--
Pro Ni Naru Mahjong Guide
Copyright 2014 James R. Barton
Initial version 1.00 completed 12 July 2014

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