_________ _________ _________
/________/|/________/|/________/|
| _____ || _ _ || _____ ||
S I M P L E D S S E R I E S V O L 1 | |_ _| || | | | | || | ___| ||
| | | || | |_| | || | |___ ||
guide by Barticle at hotmail dot com | | | || | _ | || | ___| ||
| | | || | | | | || | |___ ||
version 1.00 at 18 May 2011 | |_| || |_| |_| || |_____| ||
|_________||_________||_________|/
_________ _________ _________ _________ _________ _________ _________
/________/|/________/|/________/|/________/|/________/|/________/|/________/|
| _ _ || ___ || _ _ || _____ || ___ || _ _ || _____ ||
| | \ / | || / _ \ || | | | | || (_ _) || / _ \ || | \ | | || | ___) ||
| | V | || | |_| | || | |_| | || | | || | | | | || | \| | || | | ||
| | | || | _ | || | _ | || | | || | | | | || | | || | | _ ||
| | |V| | || | | | | || | | | | || _| | || | |_| | || | |\ | || | |_| | ||
| |_| |_| || |_| |_| || |_| |_| || (___/ || \___/ || |_| \_| || |_____| ||
|_________||_________||_________||_________||_________||_________||_________|/
01 INTRODUCTION 05 GAMEPLAY 06 STORY MODE 10 GAME OPTIONS
02 FEATURE LIST o Game Screens 07 SIMPLE MATCH 11 FINAL SCORES
03 BEGINNING PLAY o Controls 08 MULTIPLAYER 12 CONTACT
04 MAIN MENU o Score Screen 09 RULE OPTIONS 13 THANKS
------< INTRODUCTION >-------------------------------------------- [Section 01]
This is a guide to the 2005 Japanese Nintendo DS game "Simple DS Series Vol. 1:
The Mahjong" published by D3 - and not to be confused with the similarly named
"1500 DS Spirits Vol. 1 Mahjong"! It seems that mahjong is so big in Japan that
whenever a games company starts a new budget range the first title always has to
be a mahjong one. :)
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.
------< 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 standard and challenge single-player modes
o choice of two, three or four-player games in single-player
o Download Play and Wireless Play for 2 to 4 players
o no online play
o modern Japanese mahjong rules including Riichi and Dora
o eighteen rule options including Red Threes/Fives/Sevens (see Section 09)
o optional assistance cheat function (see Section 10)
o no Furiten or Dora alerts
o no statistical log
o no save slots for multiple users
o Japanese language only
True to the name of the series, this game is pretty simple overall. There are
several other mahjong games for the DS with a superior range of options, modes
and stats, and better presentation and graphics (if you're wondering, Mahjong
Fight Club is a clear winner). This title is noteworthy though for offering the
choice of two, three or four-player games which is quite uncommon, ditto the
option to use Red Threes and Red Sevens.
------< BEGINNING PLAY >------------------------------------------ [Section 03]
When you first run the game you'll be prompted to enter your name* in Japanese
katakana characters. You can move the cursor with the d-pad, select characters
with the A button, backspace delete with B and confirm your entry with Start.
Alternatively you can use the stylus, tap the purple button to backspace and the
orange one when you've finished.
If you don't know katakana then check the Wikipedia article for a look-up table.
Each character represents a syllable so they can be combined to spell words and
names, for example Monica would be spelt with the characters Mo, Ni and Ka. Some
sounds don't have exact matches in Japanese so you'll need to pick the closest
phonetic match, also you're limited to only four characters here.
The two buttons at the end of the second row can be used to add a diacritic mark
to modify certain sounds, for example changing Ha to either Ba or Pa.
The three buttons above the orange button are used to add a small Ya, Yu or Yo
katakana which combines with the previous character, e.g. Ki + Ya becomes Kya.
Immediately to the right of these three (above the purple button) is a small Tsu
symbol which denotes a double consonant following. Above that is a horizontal
stroke that indicates that the preceding vowel is extended.
On the next screen after entering your name you should press the orange button
to confirm or the purple one to cancel and return to the katakana keyboard. You
will then be shown the main menu which is explained in the next section.
*I don't think there's an option to change an existing player name so if you buy
this second-hand you'll be stuck with the previous owner's choice!
------< MAIN MENU >----------------------------------------------- [Section 04]
The main menu has the following five options:
.----------------------.
| Jan* Street | - see Section 06
'----------------------'
.----------------------.
| Simple Match | - see Section 07
'----------------------'
.----------------------.
| Multiplayer Modes | - see Section 08
'----------------------'
.----------------------.
| Rules Settings | - see Section 09
'----------------------'
.----------------------.
| Options | - see Section 10
'----------------------'
For single-player gaming use the second option to play a normal one-off match or
the first option to play the game's "story" (challenge) mode.
*"Maajan" is the Japanese pronunciation of "mahjong" so the prefix Jan- is often
used for mahjong things, for example a Janshi is a mahjong player.
------< GAMEPLAY >------------------------------------------------ [Section 05]
This section describes the process of playing mahjong in any of the game modes.
= Game Screens =
During play the top screen shows your hand of tiles and all discarded tiles. The
block of five stacks of two tiles in the centre of the screen represents the
portion of the Dead Wall used for Dora indicators.
There is also an orange marker which shows the current round-wind (i.e. east in
the first round and south in the second). This is positioned in front of the
starting dealer (the first player to have a seat-wind of east) and remains there
for the whole game.
In real life the pair of dice would be used to break the Wall at the start of
each hand but this process is not depicted in the game. Unlike some games where
the dice are used to indicate the current dealer, here they are always shown
next to the round-wind marker (so their position is meaningless).
On the lower screen you're shown your hand of tiles again across the centre.
At the top of the touchscreen is the hand counter which indicates your progress
through the match by displaying the current round-wind (first character) and by
counting the number of standard hands played in that round (second character),
so at the start of a match it will always say "east 1". This will be in Japanese
but it uses the same characters that appear on the mahjong tiles.
Below that and above your tiles are the scores for your opponent/s. The name of
each is preceded by the kanji character for their current seat-wind. Directly
below your tiles are your score, seat-wind and name. To the left is a square
blue button which opens the System menu (see below).
(If the Yakitori rule is in use then the purple Yakitori bird markers will be
shown immediately to the right of each player's score. If the Wareme rule is
applied then the Wareme player is indicated with a magenta lightning marker
which also appears to the right of the score. Both optional rules are explained
in Section 09 below.)
On the far left side are two counters, both shown next to icons that represent
mahjong scoring-sticks. The top one is a 1000-point stick and this counts the
number of Riichi stakes on the table, including any in the current hand of play;
these will all be claimed by the next player to win a hand. The bottom one is a
100-point stick representing the dealer's sticks used to track the Honba count -
the number of consecutive preceding hands that resulted in either a draw or a
dealer win; this shows the number of 300-point bonuses added to any win.
Over on the right side is one last counter which shows the number of tiles that
remain for drawing from the Live Wall. If this reaches zero without a win being
declared then an exhaustive draw occurs.
= Controls =
The controls are very simple - just use the d-pad left/right to select a tile to
discard and press A to confirm. The same controls apply to pop-up commands but
you can also use B to cancel.
Pressing Y during play (or tapping the bottom-left on-screen button) opens the
System menu with the following five options:
1. Cancel 2. Rules 3. Yaku List 4. Options 5. Suspend
1. Cancel is used to close the menu and return to the game.
2. Rules displays the current rule settings (see Section 09) on the top screen.
3. Yaku List gives an illustrated guide to all the valid Yaku (scoring elements)
and Yakuman (limit hands) recognised by the game. Use the single arrows to
page through the list or the double arrows to skip between the five sections:
one-Han Yaku, two-Han Yaku, three-Han Yaku, six-Han Yaku and Yakuman.
Pick the button between the arrows to return to the game.
4. Options allows you to review or change your options config (see Section 10).
5. Suspend can be used to exit and save a game so you can continue it later.
Click the orange button to confirm or the purple one to return to the game.
When you get a white message on a black background you can turn off the DS.
No other options are available - the only thing you can do is power-off (or
reset) the console.
The next time you run the game cartridge it will ask if you want to resume
your saved game - pick the orange button to confirm or purple to reject. If
you suspended a game in the middle of a hand then you'll get a little replay
of the tiles discarded up until that point.
In the Jan Street mode (see Section 06) you get a slightly different menu (shown
below) with the second option allowing you to review the condition/s you need to
fulfil in order to pass the current challenge.
1. Cancel 2. Requirements 3. Rules 4. Yaku List 5. Suspend
When you have the option to declare either Riichi, a Kong with a self-drawn tile
or a Tsumo (self-draw) win, a new button will appear and flash in the bottom-
right of the touchscreen. You can then press X or tap the on-screen button to
access a pop-up menu offering you the appropriate command/s.
The option to call Chii, Pon or Kan or to declare a Ron win will always pop-up
automatically. When you call Chii you are always required to confirm which set
you wish to make (for example if you hold 3467 you could call Chii on a 5 and
make either 345 or 567); you need to do this even when there's only one choice!
You'll need to be able to recognise the following words that can appear on the
screen during play. They're all spelt using the katakana script mentioned above.
-----
__|__ _____ CHII
| - call Chow (steal a discard tile to complete a Chow set)
/
__|__o \
| / PON
/ | \ / - call Pung (steal a discard tile to complete a Pung set)
.' /
_|__ \
| | / KAN
| | / - call Kong (steal a discard tile to make a Kong set)
/ / / - declare a Kong using a self-drawn tile
/
\/ ---- ____ MENYUU
/\ ---- _ - literally "menu" (for Riichi/Tsumo/Kan options)
/ __|_
| | -----
| | ____ __|__ RIICHI
/ | - declare Riichi (make a ready bet)
/ /
.-----. \
| | / RON
| | / declare Ron (announce a win on an opponent's discarded tile)
|_____| /
\\ / -------
/ | TSUMO
/ --+-- declare Tsumo (announce a win on a self-drawn tile)
/ |__
\/ \ | | |
/\/ _|__ / --+--. | | KYANSERU
/\ | _) / | | | / - literally "cancel" (dismiss the pop-up)
\ | / '-- \| |/
\ ---- ----- /
\ / / ----- / SHISUTEMU
/ /\ | / - literally "system" (to access the System menu)
/ / \ / '----\
= Score Screen =
After a win is declared the game shows a breakdown of the scores on the lower
screen under the heading "Result" (in English).
On the top row (to the right of the heading) are the hand counter (e.g. east 1),
the hand winner's seat-wind and the Honba counter. Below that it lists all Yaku
(scoring elements) awarded plus any Dora and their Han (double) values.
hand counter ---. .--- winner's seat-wind
.-----------------|---|--------.
| R e s u l t #-# ## 0## <--- Honba counter
| |
| ## 1# #### 1# |
Yaku and Dora ---> | ### 1# ## 1# |
awarded and Han value | ### 1# |
| .----------- total Fu value
| | |
limit applied ---> | ## 20# 5# <--- total Han value
(if any) | _ _ _ _ _ _ _ _ _ _ _ _ _ _ |
winning hand ---> ||_|_|_|_|_|_|_|_|_|_|_|_|_||_|| <--- winning tile
| |
dealer / non-dealer ---> # 4000# # 2000# 8000# <--- calculated hand value
payments (for Tsumo) '------------------------------'
Towards the bottom the hand of tiles is shown. Immediately above this on the
right are the Fu (minipoints) and Han (double) totals for the hand and to the
left of this will be the limit applied (e.g. Mangan, Haneman) if applicable.
Below the tiles on the right is the points value of the hand (not counting any
Riichi sticks, Honba points or Wareme effects) and to the left of this a break-
down of payments for dealer and non-dealers if it's a Tsumo win.
If you need help following the kanji text on this screen then check out my PDF
mahjong terminology guide (see link in Section 01).
------< STORY MODE >---------------------------------------------- [Section 06]
The "Jan Street" mode can be accessed off the top option on the main menu. The
game describes this as a story mode but really it's more of a challenge mode.
It also contains a Free Game option where you can play against named characters
but this will be unavailable until you've unlocked at least one character.
When you first enter the Jan Street mode you'll have the choice of entering the
Story Match mode (to play challenges) or quitting. Once you've unlocked at least
one character the Free Game option will be added.
.-------------------. .-------------------.
| Story Match | | Story Match |
'-------------------' '-------------------'
.-------------------. .-------------------.
| Quit | | Free Game |
'-------------------' '-------------------'
.-------------------.
| Quit |
'-------------------'
After selecting Story Match you'll get another little sub-menu where you can
choose to begin or to quit. After you've made some progress with the challenges
this screen will also change with a new option to continue your current game.
(After picking Begin you can press Start to skip the lengthy Japanese intro.)
.-------------------. .-------------------.
| Begin | | Begin |
'-------------------' '-------------------'
.-------------------. .-------------------.
| Quit | | Continue |
'-------------------' '-------------------'
.-------------------.
| Quit |
'-------------------'
The Story Match's "Jan Street" menu consists of a 3x3 grid where each square
corresponds to one of nine different opponents. At first you can only choose the
four corners - the ones marked with "SELECT" in English. You can also use either
of the purple squares to return directly to the main menu.
_________ _________ _________
| | | | | |
| No. 8 | | No. 4 | | No. 7 |
| Hayate | | Bin | | Ichigo |
|_________| |_________| |_________|
_________ _________ _________
| | | | | |
| No. 3 | | No. 0 | | No. 2 |
| Futatsu | | Shin | | Kirin |
|_________| |_________| |_________|
_________ _________ _________
| | | | | |
| No. 6 | | No. 1 | | No. 5 |
| Kotori | | Kengo | | Mitsuru |
|_________| |_________| |_________|
Each opponent has two separate challenges which are listed in the bottom-left
corner of the top screen. The top one is their Story Mode challenge - you need
to beat these to progress and to reveal more characters/challenges. The second
one unlocks that character for Free Game. Each challenge will be individually
marked "CLEAR" on the top screen when passed, and when you complete the first
challenge it will also be shown as "CLEAR!!" in the 3x3 grid on the touchscreen
and the little yellow sphere there will turn blue too.
After completing the Story Mode objectives of all four corner characters, the
four side characters will become available (the ones numbered 4, 3, 2 and 1).
Once you pass all their primary missions, the final challenge will be made
available to you in the centre square - beat that one to complete the game!
Once you've completed one character's Free Game challenge, the Free Game option
will appear when you re-enter Jan Street mode. You can only play against the
characters you've unlocked so with one available you can only play two-player,
with two unlocked you'll also be able to play three-player and with three or
more you'll have the full range of two, three or four-player modes available.
After a match in which you successfully passed either/both challenges the game
will prompt you to save - pick the orange (left) option to confirm this or the
purple (right) option if you don't want to save.
The nine characters and their challenges are listed below - (1) is their Story
Mode objective and (2) is the Free Game unlock requirement. Each challenge match
is played with its own fixed custom rule-set so I've also noted any significant
rule options that are applied.
Character: Hayate (Orochi No. 8)
(1) Finish the match in first place
The Dobon (bankruptcy) rule is Nashi (see Section 09 for more about
optional rules) so the game will continue even if you manage to bust
one of your opponents.
(2) Win at least three hands
Quick and cheap is the way to go - Tanyao (All Simples) or Yakuhai
(Pung of Dragons, Seat-Wind or Round-Wind) will be the easiest Yaku
(scoring elements) to make. Kuitan is Ari (see Section 09 again) so
you can claim Tanyao on an open hand.
Character: Kotori (Orochi No. 6)
(1) Finish the match in first place
Another simple one - just win the game!
(2) Win one hand with two or more calls
You'll need to use Chii/Pon/Kan calls to steal discards from your
opponents. Again Tanyao and Yakuhai are your friends here.
Character: Ichigo (Orochi No. 7)
The game is played with the Wareme rule so watch out for the magenta
lightning marker. Also six Red Fives are in use (two in each suit)
but No-Ten Bappu is not paid for Tenpai hands in a draw.
(1) Finish the match in first place after busting an opponent
I won one match which ended when one opponent busted another but it
didn't register. I think you need to win by busting someone yourself.
The doubling effect of the Wareme rule is hugely useful here. When
you have the Wareme marker you'll earn double points or if you can
land a direct hit (Ron win) on the Wareme player they'll pay double.
Make good use of all those Red Fives too.
(2) Make a single-colour hand and finish with a positive final score
The hand will be either Honitsu (Half Flush) or Chinitsu (Full Flush)
and will be easiest to make when you have a starting hand composed
predominantly of one suit and Honours (preferably including a pair).
The process for calculating the final scores is explained later in
Section 11. Since Uma and Yakitori are not in use, you will simply
need to finish the match with at least 29,600 or maybe 30,600 pts.
(I'm not sure if 0 counts as positive, since it's not negative...?!)
I actually passed both challenges simultaneously. Having previously
ground one player down to around 12k, I went on to declare a Ron win
off them for a non-dealer Mangan hand of Honitsu, Yakuhai and two
Dora. This would usually be worth 8,000 pts but they had the Wareme
marker and paid double. This secured my lead and busted them out.
Character: Mitsuru (Orochi No. 5)
This is a three-player game so there are three hands per round rather
than the usual four and you can always make Yakuhai with north wind
(see Section 07 for more about two and three-player modes). Also two
Red Threes are being used.
(1) Finish the match in first place with a final score of +10 or more
There's no Uma or Yakitori in this match, and with the three players
and 27,000 pts starting scores the Oka bonus for first place will be
9k, so you just need to win with at least 30,600 points.*
In the reckoning of the final scores (see Section 11 again) you'll
add the 9,000 pts Oka, subtract 30k, divide by 1,000 and round to an
integer so with 30,600 you'd get a score of +10.
(2) Declare two or more Mangan wins
Mangan is the lowest of the five tiered limits, applied to any hand
worth 2,000+ base points, i.e. a hand worth 5 Han (doubles), or 4 Han
and 40+ Fu (minipoints) or 3 Han and 70+ Fu.
Try to build more valuable hands. With Riichi and Pinfu as a starting
point you can add Ippatsu ("one-shot" win after Riichi), Tanyao and
Menzen Tsumo (Concealed Self-Draw), possibly Dora, Ura Dora, Ippeikou
(Pure Double Chow) and San Shoku Doujon (Mixed Triple Chow).
Try to use the Red Threes if you get them too.
Character: Bin (Orochi No. 4)
Ippatsu is disallowed in this match, but Riichi still gives Yaku, one
Han and adds an Ura Dora (and Kan Ura Dora if appropriate).
(1) Finish the match in first place without busting an opponent (?)
Basically you just need to win the game, but keep an eye on your
opponents' points and stop pushing if anyone gets too low.
(2) Declare no Ron wins and finish with a positive final score
Since wins off an opponent's discard aren't allowed you'll only be
able to declare Tsumo wins on self-drawn tiles. Try to make Tenpai
early to give yourself more time to draw a winner. You'll still be
given the option to use Ron so remember to cancel it if you're trying
to complete this objective! Also don't forget that you can also make
points (No-Ten Bappu) from having a Tenpai hand on a draw.
This four-player match is played with 27,000 points starting scores
so the Oka bonus for the winner is 12k, also a 5-10 Uma is applied so
the winner gets 10k and second place gets 5k. So if you win you will
always have a positive final score (even if you win with only 27,100
points you'd end up with at least +19). You could however also come
second with at least 25,600 points and come out positive.
Character: Futatsu (Orochi No. 3)
In this match Kuitan is Nashi (so Tanyao is not permitted in an open
hand), Ippatsu is Nashi, No-Ten Bappu is not paid, Dobon is Nashi so
bankruptcy does not end a game, Wareme is Ari and nine Red Fives are
being used (three per suit).
(1) Finish the match in first place
Make good use of the Red Fives but remember that you can't take the
quick route of making an open Tanyao (All Simples) hand.
With no bankruptcy, I really cleaned out my opponents on my first
attempt. In fact that's an understatement! I got several good wins
including a long streak as dealer that took the Honba counter up to
14, with highlights being a nice 10-Han six-Dora hand and a beautiful
Kokushimusou (Thirteen Orphans) Yakuman won on a 13-sided wait. I won
with 213,700 pts! :o (final scores: +204, -48, -72 and -84)
(2) Finish third or better without using Riichi (?)
Since you can't declare Riichi, you'll need to ensure that your hand
has at least one other Yaku if you want to take a win. A combination
of a couple of small wins and sound defensive play should allow you
to maintain the third place required.
Character: Kirin (Orochi No. 2)
This is another three-player match. Kuitan is Nashi again but this
time Tsumo Pinfu is disallowed too so you can only claim Pinfu on a
Ron win, not self-draw. Three Red Fives are used (one per suit).
(1) Finish the match in first place with a final score of +15 or more
Since the starting score is set at 25,000 points the Oka bonus will
be 15k (and there is no Uma applied) so you'll only need to score at
least 29,600 pts* to pass. I got 33,800 pts on my first attempt which
gave me a final score of +20.
(2) Use three or more Dora in one winning hand (without calling?)
This will be a matter of luck since you need to draw all the Dora and
then be able to incorporate them in your complete hand. Even if you
declare a win with less than three Dora, if you reached you might get
lucky when the Ura Dora indicator is flipped.
Character: Kengo (Orochi No. 1)
Kuitan and Ippatsu are Nashi, the Dobon bankruptcy rule is not used
and only Omote and Ura Dora are applied (no Kan Dora).
(1) Be the only player with a positive final score
Obviously to achieve this you must win the game. Also all three other
players must finish with less than 29,600 pts I think although again
it depends on whether a final score of 0 is considered positive.
Once you've built up a lead you should think of this as a mahjong
version of the Whac-A-Mole arcade game - watch your opponents and if
someone pokes their head up (approaches 30k) knock them back down! :D
I passed this game comfortably on my first attempt, partly thanks to
two Pinzu (Dots) flushes early in the east round.
(2) Achieve a final score of +25 or more
There is no Uma but the starting score of 27,000 pts means that the
winner receives a 12k Oka bonus. Consequently you'll need to win with
at least 42,600 pts* to meet the final score requirement.
I got 49,800 pts on my first try which gave a final score of +32.
Character: Shin (Orochi No. 0)
The final showdown is played with a quite restricted set of rules:
Kuitan, Tsumo Pinfu, Ippatsu, No-Ten Bappu and Dobon are all Nashi,
Renchan (extra hands) are only played when the dealer wins and only
Omote and Ura Dora are used (no Kan Dora again).
(1) Score +20 or more and be the only player with a positive final score
With 27k starting scores the Oka is 12k again, there is no Uma and no
Yakitori, so winning the match with at least 37,600 pts* would give
you a final score of +20 or higher.
I passed with 39,700 pts while my opponents finished with 28,500 pts,
20,600 pts and 19,200 pts which translated into final scores of +23,
-2, -10 and -11 respectively.
(2) Achieve a final score of +30 or more
Similarly you'll need to get 47,600+ pts* to definitely pass this
challenge and unlock the final character for the Free Game mode.
*The process of converting the points totals into final scores (see Section 11)
is complicated by the occasional need to increase the winner's score by +1 in
order to balance the results. Consequently it would be possible to achieve the
target final score on these challenges with 1,000 points fewer than the figures
I've stated above. For example I passed Shin's +30 challenge with 46,700 pts.
------< SIMPLE MATCH >-------------------------------------------- [Section 07]
The second option off the main menu is used to play a basic single-player match.
When you select this mode you're given four options on a sub-menu:
.----------------.
| 2-Player Match |
'----------------'
.----------------.
| 3-Player Match |
'----------------'
.----------------.
| 4-Player Match |
'----------------'
.----------------.
| Return | (to main menu)
'----------------'
With all three game options here you will play against the computer, but you can
choose whether you play traditional four-player mahjong against three opponents
or instead smaller games against only one or two opponents.
Unlike some reduced mahjong variants, it seems that no tiles are removed from
the tile-set before play but the number available for drawing from the virtual
Wall during play will be scaled so that each player discards on average 17 or 18
tiles, just like they would in a standard four-player game. In contrast to the
usual 69 tiles left in the Wall before the dealer takes their fourteenth tile at
the start of a hand, in three-player there will be 51 and in two-player only 34.
In two-player the seat-winds are east and south. In three-player they are east,
south and west (with north being a "value tile" as described below).
Also unlike some three-player rule-sets, the north wind tiles are not used as
special Dora or flowers. However in this 3P game they do count as Yakuhai so you
can use them to make a scoring Pung even though north will never be the Round-
Wind or your Seat-Wind; also you cannot use them as the pair in a Pinfu hand.
In three-player games you are not permitted to call Chii (steal a tile to make a
Chow set). In two-player however you are allowed to call Chii off your opponent.
Instead of names, the one/two/three opponents will be labelled with the correct
terms to denote their position relative to you, so the player opposite is your
Toimen, the one to your right is your Shimocha and to your left your Kamicha.
Excluding Renchan (extra hands), the number of hands played per wind-round will
be the same as the number of players, so in four-player you play the standard
four hands, in three-player you play three and in two-player only two.
After each match you'll get a menu giving four options:
.--------------------------.
| Play Again |
'--------------------------'
.--------------------------.
| Rule Settings |
'--------------------------'
.--------------------------.
| Change Number of Players |
'--------------------------'
.--------------------------.
| Quit (to main menu) |
'--------------------------'
The second button lets you change the custom rules for the current number of
players, so for example if you've selected four-player mode then you can adjust
the options for four-player. If you then want to play two-player but change the
rules before the match you'll need to use the third option first.
------< MULTIPLAYER >--------------------------------------------- [Section 08]
The game supports the DS's Wireless Play and Download Play modes. With Wireless
Play each player will require a DS and a The Mahjong game cartridge, but with
Download Play only a single cartridge is needed.
I don't have the facility to test these modes but you can access them from the
third option on the main menu followed by the following sub-menu:-
.--------------------------.
| Wireless Play | -.
'--------------------------' |___ Chat
.--------------------------. | enabled
| Download Play | -'
'--------------------------'
.--------------------------.
| Quit (to main menu) |
'--------------------------'
.--------------------------.
| Wireless Play | -.
'--------------------------' |___ Chat
.--------------------------. | disabled
| Download Play | -'
'--------------------------'
You then select either two, three or four-player mode, and then I assume you
need to connect the consoles in the same way you would in an English DS game.
------< RULE OPTIONS >-------------------------------------------- [Section 09]
There are eighteen rule options which can be configured for use in the one-off
"Simple" games and in Free Game mode under the Jan Street option. They can be
adjusted separately for two, three and four-player games.
You can review or change the rule settings under the fourth option off the main
menu. You're given a sub-menu as follows:
.--------------------------.
| Two-Player Matches |
'--------------------------'
.--------------------------.
| Three-Player Matches |
'--------------------------'
.--------------------------.
| Four-Player Matches |
'--------------------------'
.--------------------------.
| Quit (to main menu) |
'--------------------------'
I've numbered the available rule options 1 to 18. The current settings for all
18 will be shown on the top screen (1-9 on the left and 10-18 on the right).
1. Game Length 10. Dora
2. Starting Score 11. Wareme
3. Kuitan 12. Yakitori
4. Tsumo Pinfu 13. Uma
5. Riichi Ippatsu 14. Abortive Draws
6. Double Ron 15. Red Tiles
7. No-Ten Bappu 16. Red Tiles in Manzu Suit (Craks)
8. Renchan Conditions 17. Red Tiles in Pinzu Suit (Dots)
9. Bankruptcy 18. Red Tiles in Souzu Suit (Bams)
You can configure the rules on the touchscreen over two pages. On the first page
you're shown 1-5 on the left and 10-14 on the right. You can use either the two
shoulder buttons L/R or the blue on-screen buttons to switch to the second page
which has 6-9 on the left and 15-18 on the right.
To change the setting for a rule either tap it or select it using the d-pad and
then press A - in either case you'll cycle through the available settings. Then
use the orange button to save and exit.
For most of the rules there are only two options - on and off. These are denoted
with the usual terms in Japanese mahjong: Ari for a rule that's being used and
Nashi for a rule that's unused. Specifically the game uses the initial kanji of
each word as shown here:
_/___
/___ ARI
/|___| denotes "existence" and describes a rule that's applied (on)
| |
/_______
_|_|_|_|_ NASHI
|_|_|_| means "without" and describes a rule that's not applied (off)
/ \ \ \
Each of the available options is described in detail below. For most rules the
default option is indicated with an asterisk (*) but in cases where the two,
three and four-player defaults differ these are stated in the text instead.
1. Name: Game Length
Options: Two-Round Game* / Half-Round Game / One-Round Game
Info: Under the original Chinese Classical rules of mahjong a full game is
played over four wind-rounds, one for each of the winds.
In Japanese mahjong the standard duration is two wind-rounds (east
and south). This is known as a Ton Nan Sen (literally an "east-south
match") or a Hanchan (lit. a "half game").
Sometimes a game is played over a single wind-round. This is called a
Ton Puu Sen (lit. an "east wind match") or sometimes in English a
"quarter game".
Unusually here we're also given the option to play a half-round game.
The Round-Wind will be east and, if no extra hands are played, each
match will last for only two hands.
2. Name: Starting Score
Options: 25,000 pts* / 27,000 pts / 30,000 pts
Info: This sets the amount of points that each player has at the beginning
of a match and therefore the size of Oka bonus paid (see Section 11).
3. Name: Kuitan (open Tanyao)
Options: On* [ari] / Off [nashi]
Info: When Kuitan is Ari the game allows the scoring element Tanyao (All
Simples) on an open hand with one or more exposed sets.
4. Name: Tsumo Pinfu (self-draw Pinfu)
Options: On* [ari] / Off [nashi]
Info: When Tsumo Pinfu is Ari 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 Han (double) for Pinfu instead.
5. Name: Riichi Ippatsu ("one-shot" win)
Options: On* [ari] / Off [nashi]
Info: This simply turns on/off the Ippatsu scoring element.
6. Name: Double Ron
Options: On [ari] / Off* [nashi]
Info: Double Ron is when two players both win on the same discard.
If this option is disallowed then the Atama Hane ("head bump") rule
applies and only one player wins, specifically the one closest to the
discarder working counter-clockwise around the table.
If two players win on the same tile and only one of them called
Riichi then only the one who "reached" gets the benefit of the Ura
Dora (and any Kan Ura Dora).
For obvious reasons this option is fixed Nashi for two-player games.
7. Name: No-Ten Bappu (draw payments)
Options: 3,000 pts / 9,000 pts / Off [nashi]
Info: The No-Ten Bappu is the payment made in the event of a hand ending in
an exhaustive draw (when the Live Wall is depleted). The players that
are Tenpai (ready) each receive a share of the points, which are paid
by the players that are No-Ten (not Tenpai).
The standard amount is 3,000 pts but the game also gives the option
of 9,000 pts which encourages players to continue to build their hand
after an opponent has reached instead of "folding" (playing defence).
With No-Ten Bappu set to Nashi, no points are exchanged on a draw.
The default setting is 3,000 pts for three and four-player games but
Nashi for two-player.
8. Name: Renchan Conditions
Options: Ready* [tenpai] / Win [houra] / Unready [no-ten]
Info: A Renchan is a continuance - an extra hand played without the Seat-
Winds moving so the dealer "stays on". This is counted in addition to
the standard number of hands which make up a round.
By default (with the Tenpai option) a Renchan occurs when a hand ends
with either a dealer win or an exhaustive draw in which the dealer
has a ready hand.
With the next setting (Win) a Renchan occurs only if the dealer wins,
and with the third an extra hand is played if the dealer wins or in
any exhaustive draw, even if the dealer's hand is not Tenpai.
9. Name: Dobon (bankruptcy)
Options: On [ari]* / Off [nashi]
Info: When this rule is used a game will end early if the points total of
one or more players drops below zero, i.e. if they get busted.
This rule is also known as Buttobi (or Tobi for short).
10. Name: Dora (bonus tiles)
Options: All* / Omote only / Omote & Ura / Omote & Kan / Omote, Ura and Kan
Info: This option determines which types of Dora bonus tiles are applied
during play.
The Omote Dora is the standard one, indicated by the top tile on the
third stack of the Dead Wall (displayed as the first exposed tile in
the row of five in the centre of the screen).
The Ura Dora is indicated by the tile under the Omote Dora indicator
and applied when someone wins after declaring Riichi.
A Kan Dora indicator is flipped on the top row of the Dead Wall each
time someone declares a Kong (quad) set.
With the default All setting the game will also apply Kan Ura Dora
using the tiles under any active Kan Dora indicators.
11. Name: Wareme
Options: Off* [nashi] / On [ari]
Info: With Wareme set to On, the player whose section of the virtual Wall
was broken at the start of each hand is indicated with a magenta
lightning marker next to their score on the bottom screen. The player
with this Wareme marker pays and receives double points (and if they
happen to be the dealer too then the score effects are cumulative).
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.
Even individual payments on a Tsumo win are affected, for example a
normal Tsumo win for a non-dealer Mangan would receive 4,000 pts from
the dealer and 2,000 pts each from the other two players, but if the
dealer had the Wareme marker their payment would be 8,000.
12. Name: Yakitori
Options: Off* [nashi] / On [ari]
Info: When the Yakitori rule is in use, each player starts a match with a
special marker - in the game these are shown as small purple tags
next to the scores on the touchscreen. If a player wins a hand then
their Yakitori marker is removed.
At the end of the game any players whose Yakitori marker is still
displayed (i.e. anyone who didn't win at least one hand) must pay a
penalty of 10,000 pts. The Yakitori penalty points will be shared by
all players who were able to win one or more hands.
For examples of Yakitori payments see Section 11.
13. Name: Uma (score spread)
Options: Off* [nashi] / 5-10 / 10-20 / 10-30
Info: The Uma is a final exchange of points at the end of the game. The
player in third place pays the first number (in thousands) to the one
in second place and the player in fourth pays the second number to
the winner. For example with the smaller 5-10 setting, the game
winner gets 10,000 from fourth and second gets 5,000 from third.
The Uma option can only be applied to four-player matches.
For examples of Uma see Section 11 again.
14. Name: Abortive Draws
Options: On [ari] / Off [nashi]
Info: In Japanese mahjong there are five situations which optionally can
cause a hand to end early in an abortive draw:
A. Four Kongs in total are declared by two or more players
B. All players declare Riichi
C. All players discard the same wind tile on their first turn
D. Three players declare a Ron win on the same discard
E. A player has nine or more different Terminal and Honour tiles in
their hand on their first turn and they elect to accept the draw
By default this option is Ari in four-player and Nashi in the two and
three-player modes (where only type E is recognised when set Ari).
15. Name: Red Tiles
Options: Off [nashi] / Threes / Fives / Sevens
Info: With this rule option you can choose if you want to play with Akapai
(literally "red tiles") and, if so, what types.
These are special versions of numbered suit tiles which have purely
red markings. Each one functions like a Dora tile so it adds one Han
(double) to your score calculation although, again as with the Dora,
it cannot be used to meet the standard one-Han minimum for going out.
The use of Red Fives is a popular option in Japanese mahjong but
unusually the game also gives you the alternative of playing with
either Red Threes or Red Sevens instead.
Typically only three or four red tiles would be used in a match but</pre><pre id="faqspan-2">
again here you're given more freedom - you can use the next three
rule options to decide how many to include in each suit, up to twelve
in total! However many you choose, the red tiles will be substituted
for the corresponding normal non-red versions so you will still be
playing with the standard total of 136 tiles.
The default options for two and four-player matches are Nashi, but in
three-player games it's set for Red Fives, specifically one each in
the Pinzu (Dots) and Souzu (Bams) suits, and none in Manzu (Craks).
16. Name: Red Tiles in Manzu Suit
Options: Off [nashi] / 1 / 2 / 3 / 4
Info: When custom rule 15 is On, this governs how many red tiles will be
used in the Manzu (Craks) suit.
17. Name: Red Tiles in Pinzu Suit
Options: Off [nashi] / 1 / 2 / 3 / 4
Info: When custom rule 15 is On, this governs how many red tiles will be
used in the Pinzu (Dots) suit.
18. Name: Red Tiles in Souzu Suit
Options: Off [nashi] / 1 / 2 / 3 / 4
Info: When custom rule 15 is On, this governs how many red tiles will be
used in the Souzu (Bams) suit.
Here are some other (fixed) rules to keep in mind...
You are permitted to declare Riichi when you are Furiten and the game will even
present the option to take a Ron win but if you attempt to declare the win it
will block you with a red and gold warning message on the top screen. As usual
with Furiten you can still win by Tsumo with a self-drawn tile.
Kuikae is Nashi - if you have a complete Chow or Pung concealed in your hand
you cannot call a tile by Chii or Pon using two of those tiles and then discard
immediately the third tile from the original set. In such a situation the game
will not let you discard that tile, you must discard another one.
Agari Yame is Nashi - if the final dealer wins a hand and is leading on points
they do not get the option to end the game early and they must instead play a
Renchan (extra hand) as is usual after a dealer win.
According to the in-game Yaku list (see Section 05) the game recognises a hand
worth 13 or more Han (doubles) as the limit-hand Kazoe Yakuman (Counted Yakuman)
but one time I saw a bot opponent make a monster 15-Han hand (with Menzen Tsumo
(Concealed Self-Draw), Chinitsu (Full Flush), Riichi, Ippatsu, Pinfu, Iipeikou
(Pure Double Chow), two standard Dora and two Red Sevens) and it was capped at
Sanbaiman, so I guess that a Counted Yakuman hand is disallowed either in three-
player mode or when you get greedy with the Red Dora options. :)
The game does not recognise any of the double Yakuman hands, i.e. Dai Suu Shii
(Big Four Winds), Kokushimusou (Thirteen Oprhans) with 13-sided wait, Suu Ankou
(Four Concealed Pungs) with pair wait or Chuurenpoutou (Nine Gates) with 9-sided
wait; these would all score as a single Yakuman instead. I actually know this
from experience - I completed a standard Kokushi hand by self-draw on turn 10
and figured I had time to draw another winner so I broke the pair leaving me
with the dream 13-sided wait. After passing several Furiten Rons, I received
the winning tile** a couple of turns later but it only scored as single Yakuman.
*This is the default setting for the rule option.
**It's a shame that my first ever legitimate double Yakuman wasn't recognised by
the game but the fact that the winning tile was a 1-Pin (1 of Dots) more than
made up for it. The 13-sided Kokushi wait completed with that tile is the Rising
Sun signature move of Koizumi in the mahjong manga 'Mudazumo naki Kaikaku'. :D
------< GAME OPTIONS >-------------------------------------------- [Section 10]
There are five gameplay options which can be configured under the fifth choice
off the main menu or from the System menu during play (see Section 05).
I've numbered the options 1-5. They're displayed on the screen with 1, 2 and 3
on the left and 4 and 5 on the right.
It seems that the options do not apply in Jan Street challenge mode.
1. Name: In-Game Music
Options: 1* / 2 / 3 / Off [nashi]
Info: This lets you select the background music that is played.
2. Name: Tile Back Type
Options: 1* (purple) / 2 (red) / 3 (gold) / 4 (dark grey)
Info: This sets the appearance of the tiles during play.
3. Name: Table Type
Options: 1* (blue) / 2 (green) / 3 (purple) / 4 (wood)
Info: Similarly this sets the appearance of the virtual tabletop.
4. Name: Screen Presentation
Options: On* [ari] / Off [nashi]
Info: This sets whether a visual effect is applied when a win is declared.
5. Name: Assistance Function
Options: Off* [nashi] / On [ari]
Info: When this function is enabled you'll receive two types of aid.
Firstly the game will indicate any potentially dangerous tiles in
your hand, with red highlighting on the top screen and red arrows on
the touchscreen. If one or more opponents have Tenpai (ready) hands
these will often be their winning tiles so you can avoid getting
ronned by simply not discarding the indicated tiles.
Secondly after you declare Riichi the game will display your winning
tile/s and the predicted points value at the bottom of the screen.
Since it only shows this *after* you've reached however it's actually
not particularly helpful.
*This is the default setting for the game option.
------< FINAL SCORES >-------------------------------------------- [Section 11]
The players' scores at the end of a match are calculated and adjusted according
to following scheme.
1. If the optional Yakitori rule (see Section 09) is in use then the necessary
payments are made. This could potentially adjust the final standings.
Any player who failed to win at least one hand during the game must pay a
penalty of 10,000 points. The Yakitori penalty/penalties are shared among
the players that did win at least one hand.
If all players (or no players) win a hand then no Yakitori payments are made.
Since 10,000 cannot be divided by three to give a multiple of 100 (the lowest
denomination of scoring-stick), if there is only one non-winner in a four-
player game they pay 10k as usual but their three opponents receive 3,300 pts
each (and the remaining 100 pts is disregarded).
The possible Yakitori payment outcomes are summarised in the tables below:-
Number of Winners | 0 | 1 | 2 | 3 | 4
4 Players ---------------------+-------+--------+--------+--------+-------
Points they Receive | 0 | 30,000 | 10,000 | 3,300 | 0
Number of Winners | 0 | 1 | 2 | 3
3 Players ---------------------+-------+--------+--------+--------
Points they Receive | 0 | 20,000 | 5,000 | 0
Number of Winners | 0 | 1 | 2
2 Players ---------------------+-------+--------+--------
Points they Receive | 0 | 10,000 | 0
(The losers always pay 10,000 points each.)
2. If the optional Uma rule (see Section 09 again) is used then the scores are
adjusted, with the player in 3rd place paying the one in 2nd and the player
in 4th paying a larger amount to the one in 1st.
This table illustrates the three Uma settings available:-
Uma | 4th Place | 3rd Place | 2nd Place | 1st Place
-------+-------------+-------------+-------------+-------------
5-10 | -10,000 pts | -5,000 pts | +5,000 pts | +10,000 pts
-------+-------------+-------------+-------------+-------------
10-20 | -20,000 pts | -10,000 pts | +10,000 pts | +20,000 pts
-------+-------------+-------------+-------------+-------------
10-30 | -30,000 pts | -10,000 pts | +10,000 pts | +30,000 pts
NB: The Uma option is unavailable in two and three-player games.
3. The players always effectively buy into a game with 30,000 pts each but could
start the match with either 25,000, 27,000 or 30,000 points each (depending
on the rule setting). When starting with either 25k or 27k the excess points
(either 5k or 3k per person respectively) combine to form a bonus called the
Oka which is paid to the game winner.
The possible Oka amounts are summarised in this table:-
Starting Score | Two-Player Game | Three-Player Game | Four-Player Game
----------------+-------------------+-------------------+------------------
25,000 pts | 10,000 pts | 15,000 pts | 20,000 pts
----------------+-------------------+-------------------+------------------
27,000 pts | 6,000 pts | 9,000 pts | 12,000 pts
----------------+-------------------+-------------------+------------------
30,000 pts | 0 pts | 0 pts | 0 pts
After adding the Oka in this step the scores will now sum to the total of all
the 30k buy-ins, e.g. 120,000 points in a four-player game (unless a single
10k Yakitori penalty has to be split three ways when one player fails to win
a hand in a four-player match, in which case 100 pts will disappear).
4. The players' scores are now adjusted such that they sum to zero. This is done
by subtracting the 30,000 buy-in from each total.
The scores now represent each person's points profit/loss from the match.
5. Finally the scores are divided by 1000 and rounded to an integer value. If
necessary the winner's score is tailored in order to preserve the zero sum.
Confused? You will be. Here's a few examples...
Example A
Four-player game, starting scores 25,000 pts each, Yakitori and Uma not used.
| End Scores | Step 1 | Step 2 | Step 3 | Step 4 | Step 5
----------+----------------+---------+---------+---------+---------+--------
Player A | +34,600 points | +34,600 | +34,600 | +54,600 | +24,600 | +25
----------+----------------+---------+---------+---------+---------+--------
Player B | +26,100 points | +26,100 | +26,100 | +26,100 | -3,900 | -4
----------+----------------+---------+---------+---------+---------+--------
Player C | +23,200 points | +23,200 | +23,200 | +23,200 | -6,800 | -7
----------+----------------+---------+---------+---------+---------+--------
Player D | +16,100 points | +16,100 | +16,100 | +16,100 | -13,900 | -14
----------+----------------+---------+---------+---------+---------+--------
totals: | 100,000 points | 100,000 | 100,000 | 120,000 | 0 | 0
Example B
Three-player game, starting scores 27,000 pts each (so the Oka awarded in Step 3
is 3 x 3k = 9k), Yakitori is used (Player B failed to win a hand and therefore
pays 10,000 pts in Step 1) and Uma is not available.
| End Scores | Step 1 | Step 2 | Step 3 | Step 4 | Step 5
----------+----------------+---------+---------+---------+---------+--------
Player A | +27,900 points | +32,900 | +32,900 | +41,900 | +11,900 | +12
----------+----------------+---------+---------+---------+---------+--------
Player B | +27,300 points | +17,300 | +17,300 | +17,300 | -12,700 | -13
----------+----------------+---------+---------+---------+---------+--------
Player C | +25,800 points | +30,800 | +30,800 | +30,800 | +800 | +1
----------+----------------+---------+---------+---------+---------+--------
totals: | 81,000 points | 81,000 | 81,000 | 90,000 | 0 | 0
You'll note that Player B was a close second but since they didn't win any hands
(and both their opponents did) they were required to pay out 10,000 points in
Step 1 which caused them to plummet to a low third.
Example C
Four-player game, starting scores 30,000 pts each (so no Oka), Yakitori is used
(Player D failed to win a hand) and a 10-20 Uma is used (so 3rd pays 10k to 2nd
and 4th pays 20k to 1st in Step 2).
| End Scores | Step 1 | Step 2 | Step 3 | Step 4 | Step 5
----------+----------------+---------+---------+---------+---------+--------
Player A | +40,000 points | +43,300 | +63,300 | +63,300 | +33,300 | +34
----------+----------------+---------+---------+---------+---------+--------
Player B | +34,000 points | +37,300 | +47,300 | +47,300 | +17,300 | +17
----------+----------------+---------+---------+---------+---------+--------
Player C | +26,000 points | +29,300 | +19,300 | +19,300 | -10,700 | -11
----------+----------------+---------+---------+---------+---------+--------
Player D | +20,000 points | +10,000 | -10,000 | -10,000 | -40,000 | -40
----------+----------------+---------+---------+---------+---------+--------
totals: | 120,000 points | 119,900 | 119,900 | 119,900 | 0 | 0
Of course the game does all this for you but I think it's nice to know where all
those numbers come from. :)
------< CONTACT >------------------------------------------------- [Section 12]
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.
------< THANKS >-------------------------------------------------- [Section 13]
I would like to thank...
o USPML for hosting my PDF mahjong guide (and GameFAQs for hosting this one!)
o Tuttle, Nintendo and (especially) tangorin.com for great language resources
o hardhtr3150rr_sunsnowsky for explaining the "floating top" on Yahoo Japan
o play-import (eBay seller) for their excellent worldwide games sales service
o John Foxx and Harold Budd for elegant ambience
I will be happy to give credit and thanks to anyone who makes a contribution.
___________ ___
\______ / ___ / /
/ / __ \_/ / /
/ \___ ________ _________/ \__ ___ ______ / / ________
-------o / __ / \___ // ___/\_ ___// // ___// / / __ /
| ANOTHER / / / /_____/ // / / / / // / / / / \/ /
'---------/ /-/ // __ // /-----/ /---/ // /---/ /--/ _____/---------.
/ / / // / / // / / / / // / / / / / GUIDE |
/ \/ // \/ // / / \_ / // \_ / \ / \________ o-----'
\______/ \______/ \_/ \____/ \_/ \____/ \___/ \___________/
--
"Simple DS Series Vol. 1 The Mahjong" Guide
Copyright 2011 James R. Barton
Initial version 1.00 completed 18 May 2011
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
This guide may be downloaded and printed for personal, private, non-commercial
use only. This work is subject to copyright. It may not be hosted online or
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(www.gamefaqs.com) and its affiliates (i.e. Gamespot).
If you find this file hosted on any other site I would be grateful if you would
inform me at the email address given at the top. Thanks!