The Mahjong Guide - Version 1.00 - 31 December 2015 - by Barticle at hotmail.com
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| 01 INTRODUCTION || 07 FREE PLAY MODE || 13 TRAINING MODE |
| 02 FEATURE LIST || 08 M1 LEAGUE MODE || 14 MY DATA |
| 03 GETTING STARTED || 09 CHALLENGE MODE || 15 SCORE CALCULATOR |
| 04 MAIN MENU || 10 MULTIPLAYER MODE || 16 SETTINGS MENU |
| 05 GAMEPLAY || 11 MAHJONG RULES || 17 CONTACT |
| 06 RULE OPTIONS || 12 MAHJONG QUIZ || 18 THANKS |
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| Section 01 | INTRODUCTION s01 |
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This is a guide to the Japanese video-game Simple 2000* Series Portable Vol. 1
'The Mahjong' released in 2010 for the Sony PSP.
The Simple Series brand has been active for many years, with the full range
spanning twelve platforms with over 400 games! Although there are exceptions,
the first title in a new series will often be a mahjong game - this was true
for the PS1, PS3, PS4, Vita, DS and 3DS series.
https://en.wikipedia.org/wiki/List_of_Simple_series_video_games
I've previously written guides for the following three Simple Series mahjong
games which can all be found here on GameFAQs too.
o Simple DS Series Vol. 1 'The Mahjong' (Nintendo DS)
o Simple DS Series Vol. 44 'The Gal Mahjong' (Nintendo DS)
o Simple Series G4U Vol. 1 'The Mahjong' (Sony PS4)
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 tiles in the same suit), Pung (a "triplet" of three identical tiles) and
Kong (a "quad" of four identical tiles).
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.
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 84-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)
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
If you found this guide useful you can show your support by using the recommend
function. If you have any feedback (especially suggestions for additions or
improvements) then please feel free to contact me via email or GameFAQs message.
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.
*At launch the game was priced 2,000 Yen plus 5% sales tax (2,100 Yen total).
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| Section 02 | FEATURE LIST s02 |
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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 Free Play Mode (see Section 07) and M1 League Mode (see Section 08)
o Challenge Mode with 20 stages (see Section 09)
o local multiplayer for 2 to 4 players (see Section 10)
o modern Japanese mahjong rules including Riichi, Dora and tiered limits
o 11 rule options (see Section 06) including Wareme, Aotenjou and manual scoring
o stats log including Yaku counts (see Section 14)
o slots to save up to 30 match replays
o no waits indicator and no Furiten or Dora alerts
o illustrated tutorial, terminology glossary, basic training mode and quiz mode
o hand-scoring app for use in real matches
o 16-page full colour manual
o Japanese language only
For a cheap game this has nice presentation, a good range of modes and a decent
number of rule options and stats. The leagues, challenges, achievements and quiz
mode all help to add longevity.
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| Section 03 | GETTING STARTED s03 |
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The title screen will give you the following two options:
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| Start |
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| Game Data Install |
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As with most Japanese Playstation games you'll need to use Circle to confirm and
Cross to cancel/exit so pick an option with d-pad up/down and select with Circle
and then pick the left option (Yes) to confirm.
You'll need at least 22 megabytes of free space on your memory card if you want
to install the game. Installation takes about 1.5 minutes and in theory it will
give you faster load times, quieter operation and longer battery life - maybe!
When you start the game for the first time you'll be prompted to create a save
file and enter a name for it (six characters maximum). The default option for
text entry is Japanese hiragana script but you can press Select to cycle through
katakana script, English letters and numbers. You can press Square to backspace
delete, Triangle to add a space and Start to accept. After entering a name you
will need to pick the left option (Yes) to confirm that you want to save.
Thereafter whenever you launch the game you'll be prompted to load your save
file (twice) - just pick the left option (Yes) to confirm.
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| Section 04 | MAIN MENU s04 |
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The main menu has the following ten options:
1. Free Play Mode - see Section 07
2. M1 League Mode - see Section 08
3. Challenge Mode - see Section 09
4. Multiplayer Mode - see Section 10
5. Mahjong Rules - see Section 11
6. Mahjong Quiz - see Section 12
7. Training Mode - see Section 13
8. My Data - see Section 14
9. Score Calculator - see Section 15
10. Settings Menu - see Section 16
Each of these options is described in its own section later in the guide.
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| Section 05 | GAMEPLAY s05 |
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This section describes the controls and displays used when playing mahjong.
Controls
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Press X to Jason. Sorry, wrong game! :)
The game is fairly unusual in that it assigns commands like Chii, Pon and Kan
to specific buttons instead of having a contextual pop-up command menu. One nice
aspect of this is that you don't have to reject unwanted Riichi or Kan pop-ups
on every consecutive turn.
d-pad left/right = select tiles
Circle = confirm / discard / Chii
As usual in a Japanese game the Circle button is used to
confirm things such as which tile you wish to discard but it
can also be used to Chii (call Chow).
Whenever you call a tile you are required to select the
tiles from your hand that you wish to use (even though that
is only necessary when you Chii and there is more than one
combination of tiles that you could use). Press Circle to
confirm your choice - this does at least give you a chance
to preview the outcome and perhaps change your mind.
Cross = cancel / exit / Kyuu Shu Kyuu Hai
The Cross button is always used to cancel but additionally
it can be used to declare a Kyuu Shu Kyuu Hai abortive draw
if your starting hand contains nine or more different ones,
nines, winds and dragons).
Triangle = Riichi / Pon
This button is used to declare Riichi or to Pon (call Pung).
Square = Kan
There are three ways to declare a Kong set:
- have three tiles in your hand and call the fourth tile
- have three tiles in an open Pung and draw the fourth tile
- have four tiles in your hand
If you need a mnemonic just remember that a square has four
sides and a Kong has four tiles. :)
R = win
This button is used to declare a win (Tsumo or Ron).
hold L = access secondary commands
The L button acts like a Shift key to utilise secondary
functions on three of the face buttons.
hold L + Square = toggle "no calls" function
By default you can call tiles (Chii/Pon/Kan) but you can use
this function to automatically reject all calls, for example
if you're going for a Damaten (silent Tenpai) hand.
hold L + Triangle = toggle display (player names or scores)
I already know my name and my opponents' names aren't that
important so I usually switch to displaying the scores as
that's much more useful info.
hold L + Cross = toggle Tsumogiri
You can use this to enable automatic discarding of every
tile you draw. You will mainly only want to use this after
declaring Riichi as the game maintains manual discarding by
default. The game will not auto-discard a tile that can be
used to give a Tsumo win (or to declare a concealed Kong).
Start = access menu
The game has a basic pause menu with the following options:
1. Retire (left option to confirm / right option to cancel)
2. Background Music (BGM) volume
3. Sound Effects (SE) volume
4. Close menu
When you retire from a match you automatically take 4th
place and score -20,000 pts - and then the Uma is applied!
In Training Mode (see Section 13) an additional function is
added as the second option on the menu - this can be used to
show/hide your opponents' hands.
If you are playing a match with a move timer then pressing
Start does not stop the countdown!
As far as I can tell the game lacks any option to view the rule settings or your
objective in Challenge Mode during play - so check both before you begin!
Game Screen
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In the centre of the screen you can see the five stacks of the dead wall which
are used as indicators for Dora bonus tiles and a numeric counter which shows
the number of tiles remaining to be drawn from the live wall.
The black and yellow bars (which look like power gauges) represent the live wall
and give a visual indication of how many tiles are remaining. The location of
the end of the live wall is also significant when playing with the Doukasen
(fuse) variant of the Wareme rule (see Section 06).
The black rectangles show the players' names but you can hold the L button and
press Triangle to toggle between name and score displays.
Each player's seat-wind is shown on a small square marker which will be red for
east or green for the other three winds. Additionally small blue square markers
are used when playing with the Yakitori rule (see Section 06).
___ ___ ___ ___
|___||___| |___||___| At the start of each hand the pair of dice are thrown to
|___||___| |___||___| determine which side of the wall will be broken. The two
| ______ | | | golden kanji shown here spell the word Kaimon ("opening
| _|__|_ | | | gate") and are used to mark the player whose side of the
| / | | | | wall was selected for the break.
(This is only really relevant when playing with the Wareme or Dai Wareme rule
options (see Section 06) and those both have their own indicators so the golden
kanji are a little redundant I think.)
The dice (showing the number thrown) are always stored in the bottom-left corner
of the centre of the screen - they do not indicate the current dealer. They can
be used during play to determine the Wareme player by counting out the number
shown counter-clockwise around the table starting on east.
The brown boxes in the top-right corner give the following information:
1. Game Length: Tonpuusen (one-round match) / Hanchan (two-round match)
2. Hand Count (e.g. East 1, South 4, etc)
3. Honba Count
4. Riichi Stakes Count
5. Special Rules: Normal / Doukasen / Aotenjou / Dai Wareme / Wareme
The blue boxes below in the bottom-right corner of the screen show prompts for
all the button commands that are currently available (see above).
The tabletop and tile colours can be changed under My Data (see Section 14).
Score Screen
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The score screen is shown for every winning hand.
There are three boxes at the top of the screen. The first gives the name and
seat-wind of the winning player and the other two are marked Dora and Ura Dora.
This is actually a little misleading because they show the Dora indicator tiles
rather than the actual Dora and Ura Dora bonus tiles themselves.
Below the three boxes you'll see the winning hand and the winning tile.
The Yaku* (scoring elements) and Dora for which the hand qualifies are itemised
in the big 2x6 grid below the tiles.
The next three boxes give the limit applied (if any), the Han (doubles) total
and the Fu (minipoints) total.
Finally the large red box at the bottom gives the hand's total points value.
*Multiple instances of Yakuhai are only listed once and if the player made a
"double wind" Pung (when their seat-wind matches the round-wind) this will be
listed as Renfuuhai instead.
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| Section 06 | RULE OPTIONS s06 |
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The game has eleven rule options which can be customised in Free Play Mode but
will be fixed in each M1 League Mode match or Challenge Mode stage.
The rules are always listed in two columns as follows:
01. Game Length 07. Special Rules (Wareme and Aotenjou)
02. Kuitan (open Tanyao) 08. Yakitori
03. Akapai (red fives) 09. Agari Yame
04. Renchan (continuances) 10. Jun'i Uma (position payments)
05. Double Ron 11. Self-Scoring Mode
06. Move Timer
You'll notice that several rules have the same two settings 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 - for example "Kuitan Ari"
means the Kuitan rule is applied and "Kuitan Nashi" means it's disallowed.
__|___ | _ __/__ _ |
_|___ |/ \ ARI / | | NASHI
/ |/ \ | | (rule is on) / _|_ | (rule is off)
\_/ _/ ' / / (_| |___/
Each of the rule options is explained in detail below...
01. Game Length
Options: Tonpuusen (one-round match) / Hanchan (two-round match)
A Tonpuusen (literally "east wind match") consists of a single east round
while a Hanchan (literally "half-game"*) has an east round followed by a
south round.
*In Chinese classical rules a full game is played over four rounds.
02. Kuitan (open Tanyao)
Options: Ari (on) / Nashi (off)
When Kuitan is Ari the scoring element Tanyao (All Simples) can be claimed
on an open hand.
03. Akapai (red fives)
Options: Nashi (off) / 1 per suit / 2 per suit / 4 per suit
One of the most common optional rules in Japanese mahjong, number 5 tiles
with red markings are each worth one Han (double) just like a Dora bonus.
For inflated scores you can have a total of twelve (3x4) red fives in play!
04. Renchan (continuances)
Options: Tenpai & Dealer Win / No-ten & Dealer Win
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
four hands which make up a round.
In this game a continuance always occurs if either the dealer wins a hand or
if the hand ends in an exhaustive draw in which the dealer has a Tenpai
(ready) hand.
With the No-ten option selected the dealer will also stay on after a draw
if they have an unready hand.
05. Double Ron
Options: Ari (on) / Nashi (off)
When the Double Ron rule is applied it is possible for two players to
declare a Ron win on the same discarded tile. The discarder is required to
pay both hand winners.
If the rule is disallowed then the Atama Hane ("head bump") rule is used
instead and only the winner nearest to the discarder's right gets the win.
06. Move Timer
Options: Nashi (off) / 10 seconds / 20 seconds / 30 seconds
This option adds a timer to single-player modes, giving you a set amount of
time for discards and calls.
If you fail to discard a tile before the timer runs out the game will
discard whichever tile you currently have selected.
07. Special Rules
Options: Nashi (off) / Doukasen / Aotenjou / Dai Wareme / Wareme
This setting lets you pick one of three variants of the Wareme rule for
bigger scores or the Aotenjou rule for potentially much bigger scores!
Wareme - The two dice are rolled at the start of each hand to determine
which side of the Yama (wall) is broken (relative to east). If
the Wareme rule is applied then the player seated at this side
of the table pays and receives double points on any hand wins.
The two gold kanji characters at the start of each hand always
indicate the player at the wall break and with the Wareme rule
applied the red characters follow on the same character to show
that they're subject to the Wareme effect.
The Wareme player is not otherwise indicated during play but
you can also find them by reading the total off the dice and
counting counter-clockwise around the table starting on east.
The doubling effect is applied to all hand wins including
Tsumo wins by other players in which case only the Wareme
player's portion of the total payment is doubled.
There will always be some doubling effect in every Tsumo win
because either the hand winner or one of the three payers will
be the Wareme player.
Dai Wareme - This works like standard Wareme but additionally if the dice
throw is a double then the Wareme player pays and receives
four times the usual amount of points instead of two times!
Three red characters indicate a Wareme player but four red
characters (and a double on the dice) indicate Dai Wareme.
Due to the way the wall break is determined, only the players
seated to the left and right of the dealer can get Dai Wareme.
Doukasen - The "fuse" variant of Wareme is based on the length of the tile
wall which gradually shortens during play like the slow burning
fuse on an old-fashioned bomb.
The doubling effect is applied to the player seated next to
the end of the wall from which tiles are drawn but then as
more tiles are taken the end will move around a corner and the
Wareme status is transferred to the next player to the left.
The length of each side of the live wall is indicated by the
yellow gauges surrounding the dead wall in the centre of the
screen. You can see the wall get shorter every two turns.
Aotenjou - The Aotenjou rule removes the usual system of tiered limits
(Mangan, Haneman, etc) and instead uses the basic Fu and Han
calculation to determine the value of all hands. This makes it
possible to achieve very high scores.
For example I made an open flush hand (5 Han) with three Dora
(3 Han) and it was worth 30 Fu (minipoints). This would usually
be capped at the Baiman limit (8-10 Han) and score 16,000 pts
for a non-dealer but with the limits system removed it scores
2^(8+2) x 30 x 4 = 122,880 pts, rounded up to 122,900 pts!
Unlike the Wareme rule (and its variants) above, Aotenjou is
always applied to every winning hand although it will only make
a difference on hands that would normally be capped at a limit.
08. Yakitori
Options: Nashi (off) / Ari (on)
The Yakitori rule punishes any player who fails to win a hand during a game.
Each player starts with a blue Yakitori marker on the virtual table in front
of their seating position. After they win a hand the marker is removed. At
the end of the match every player who still has their Yakitori marker pays
10,000 pts to every player without one.
o If three players win hands they receive 10k pts each
o If two players win hands they receive 20k pts each in total
o If only one player wins a hand they receive 30k pts in total
o If all players win or no players win then no Yakitori penalties are paid
The "Phoenix" rule variant is not applied so the Yakitori markers are not
reset after all four players have won one hand each.
Since the Yakitori penalties are paid before the Uma it's possible that they
may change the final player placings, occasionally changing who benefits
from those Uma payments (see below).
09. Agari Yame
Options: Ari (on) / Nashi (off)
This rule allows the dealer (east) to end the match (instead of taking a
Renchan) if they win the final hand and they are leading on points. In this
game it occurs automatically - the dealer is not given the choice.
10. Jun'i Uma (position payments)
Options: 10-30 / 10-20 / 20-30
(Unlike the PS4 'The Mahjong' game there is no Nashi option to disable Uma!)
The Uma is a final automatic transfer of points at the end of a match based
on each player's position. The player in 4th place pays the larger amount to
the person in 1st place and 3rd pays the smaller amount to 2nd.
For example with the 10-30 option 4th pays 30,000 pts to the match winner
and 3rd pays 10,000 pts to 2nd.
Players always buy into a match with 30,000 pts but start with 25,000 pts.
The remaining points (4 x 5,000 = 20,000 pts) form a bonus called the Oka
which is paid to the match winner in addition to the Uma payments.
Together the Uma and Oka have a significant effect on the number of Mpt you
earn in M1 League mode (see Section 08).
11. Self-Scoring Mode*
This mode requires you to complete the score calculation for each of your
winning hands. If you do this correctly you'll receive the points for the
win but if you make an error you'll get a 12,000 pts penalty instead!
Once you see the score screen you have 120 seconds to complete the scoring
process. Press Triangle to open the long list of Yaku (scoring elements) and
use Circle to pick one - repeat this as many times as needed then press the
Circle button again to continue.
(Your seat-wind will be indicated in the top-left corner of the screen but
it's in a funny font and partially covered by a text box so you might want
to check your seat-wind beforehand on the table view. You should also check
for Ippatsu before going to the score screen if you declared Riichi.)
Next you'll need to enter the Fu (minipoints) for the hand, even if these
are irrelevant because you got five or more Han!
Then you enter the total Han (doubles) for the hand, remembering to include
any doubles from Dora bonus tiles and red fives.
Finally you're required to enter the total points value of the hand and then
press Circle one final time to confirm your submission.
The scoring process is outlined fully in my PDF guide (see Section 01) and
this also contains standard score look-up tables in the appendices.
This feature is a good test of your scoring ability but it's a poor training
tool as the game doesn't explain your error if you make a mistake.
*The game calls this Jikoshinkoku Mode. Jikoshinkoku is a Japanese word that
means "personal statement" or "unsubstantiated assertion".
Finally here are a few quick random notes on fixed rules in the game...
The game does not apply Mangan Kiriage so hands worth either 4 Han (doubles) and
30 Fu (minipoints) or 3 Han and 60 Fu are not rounded up to the Mangan limit.
Play continues if a player has a score of exactly zero but a match will always
finish early if a player is busted (negative score).
If two or more players have the same score then their placings are tied.
The game applies at least two types of abortive draw. I've seen the Suu Fon
Renda draw (when all four players discard the same type of wind tile on their
first turn) and the manual says that you can declare a Kyuu Shu Kyuu Hai draw
(if your starting hand contains nine or more different ones, nines, winds and
dragons) by pressing the Cross button when prompted.
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| Section 07 | FREE PLAY MODE (main menu option 1) s07 |
'------------'-----------------------------------------------------------------'
As you might expect, this mode gives you total freedom to set your rule options
and to choose your opponents for each match.
You can edit your custom rule-set on the grid at the top of the screen. All the
rules are presented in two columns as shown in Section 06. You can select a rule
with the d-pad and then use the L/R buttons to change the setting. After making
your adjustments press Circle to continue.
The 2x2 table below shows you and your three opponents. To change one of the
other players select them with the d-pad and then press Triangle to access the
list shown below, then press Circle to confirm and again to start the match.
01. Practice (pale green)
02. Beginner A (green)
03. Beginner B (green)
04. Beginner C (green)
05. Elementary A (pale brown)
06. Elementary B (pale brown)
07. Elementary C (pale brown)
08. Intermediate A (pale blue)
09. Intermediate B (pale blue)
10. Intermediate C (pale blue)
11. Advanced A (yellow)
12. Advanced B (yellow)
13. Advanced C (yellow)
14. Random (grey)
15. Beginner R (green)
16. Elementary R (pale brown)
17. Intermediate R (pale blue)
18. Advanced R (yellow)
19. "SP" All R (purple)
After the match has ended and the final scores have been determined the game
will ask if you want to save a match log - pick the left option (Yes) to accept
or the right option (No) to reject. Match logs can be replayed under My Data.
If you completed any achievements (see Section 14) during the previous match
then you'll also get a pop-up notification for each one.
You will then return to the Free Play Mode menu with the same rule options and
player selection ready for your next match.
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| Section 08 | M1 LEAGUE MODE (main menu option 2) s08 |
'------------'-----------------------------------------------------------------'
In this single-player mode your goal is to progress through a series of leagues,
each with forty players (you and thirty-nine others).
C3 -> C2 -> C1 -> B3 -> B2 -> B1 -> A3 -> A2 -> A1 -> M3 -> M2 -> M1
C tier B tier A tier M tier
The members in each league are ranked according to how many Mpt (mahjong points)
they hold. After you "reach" (heh) the top of your current league you will be
promoted to the next one - carrying over your Mpt total - and then you can start
working towards your next promotion.
For example you begin at the bottom (40th) of the C3 league with 10 Mpt and need
to achieve around 400 Mpt to beat the player in 1st and take the top spot - the
exact number of Mpt required will vary as player scores rise/fall during play.
You then enter the C2 league which starts around 400 Mpt - if you carry over
more than that you'll start a little higher in the league (e.g. I had 422 Mpt
and began at 39th) - and you need to get up to about 800 Mpt for promotion.
The main screen in M1 League Mode shows your current league in the top-left,
e.g. C3, C2, etc. Below that are the current rate and fee - which determine how
many Mpt you gain and lose - and the number of Mpt you need to draw level with
the top player. On the right side all forty members of your group are listed in
league order with their Mpt totals (scroll with d-pad up/down).
At the end of each match you receive an amount of Mpt equal to your final score
(including Oka and Uma) multiplied by the rate but you also pay the fixed fee
(30 Mpt). For example in the C leagues the rate is x0.0010 so you need to score
at least 30k in order to break even (30,000 pts x 0.0010 Mpt/pts - 30 Mpt = 0).
Since the amount of Mpt earned is based on your final points total from the
match, the Oka and Uma bonuses (see Section 06) will have a major effect on your
Mpt gains/losses. For example with the 10-30 Uma setting the player in 1st place
always gets +50k pts (+50 Mpt), 2nd place gets +10k pts (+10 Mpt), 3rd place
gets -10k pts (-10 Mpt) and 4th place gets -30k pts (-30 Mpt).
Press L or R to view extra data on the left. The top table shows how many times
you've got 1st, 2nd, 3rd and 4th places and how many matches you've played in
total. The bottom table plots your placings from the last five matches you've
played in this mode and shows your Mpt gains (white) or losses (blue) in each.
Press Circle to continue and the next screen shows the rule options applied (see
Section 06) and names your three opponents. The first few leagues are played
with a fixed rule-set but suddenly when you hit B1 you have two-round matches
(urgh!), Kuitan Nashi, Yakitori, no red fives and the maximum 20-30 Uma. Keep an
eye on those rule settings to avoid surprises!
Press Circle again to begin the game.
At the end of the match the game applies the penalties for Yakitori (if any) and
then the Oka and Uma payments (see Section 06). After that a pop-up with six
rows shows the effect on your Mpt. Here's an example from my very first game.
final score: 85,200 pts (35,200 pts + 20,000 pts Oka + 30,000 pts Uma)
Mpt rate: x0.0010
fee: -30 Mpt
profit/loss: 55 Mpt (85,200 pts x 0.0010 Mpt/pts - 30 Mpt)
previous total: 10 Mpt
new total: 65 Mpt (10 Mpt + 55 Mpt)
Next the game will ask if you want to save a match log - pick the left option
(Yes) to accept or the right option (No) to reject. Match logs can be replayed
under My Data (see Section 14).
If you completed any achievements (see Section 14) during the previous match
then you'll also get a pop-up notification for each one.
The rate increases from x0.0010 in the C tier, to x0.0015 in the B tier and to
x0.0020 in the A leagues and yet the fee remains fixed at 30 Mpt so it actually
gets easier to make a profit as you progress, although the number of Mpt needed
to ascend each league also increases as you continue.
(M1 League Mode in the PS4 game plays similarly to this but with a few notable
exceptions. Firstly the fee changes proportionately with the rate in each tier
(so you always need to score 30,000 pts to break even), secondly various Mpt
multipliers are applied at random on some matches and thirdly every individual
league has a new set of rule options applied from C2 onwards I think.)
------------.-----------------------------------------------------------------.
| Section 09 | CHALLENGE MODE (main menu option 3) s09 |
'------------'-----------------------------------------------------------------'
This mode consists of twenty playable challenges.
The main screen shows your "clear" percentage in the top-right corner (i.e. 5%
per challenge) and red boxes representing the twenty available "stages" (with a
circle indicating a challenge you've previously completed). Below that it shows
the pass requirement for the selected stage and the rule options applied.
(The list of challenges in this game is almost identical to the list that later
appeared in the PS4 Simple Series 'The Mahjong' game in 2014.)
Unless a player gets busted, each match will continue for its full duration
(always one round except for stages 17 and 18) even if you pass the challenge
earlier in the game (e.g. winning a hand with Riichi or Yakuhai).
01. Finish one match, win or lose
A trivial one to get you started.
02. Win a hand after declaring Riichi
Keep your hand concealed and reach when able, preferably with a decent wait.
03. Win a hand with Yakuhai (Pung of dragons, seat-wind or round-wind)
Retain any dragon, round-wind or seat-wind tiles until you get a pair then
call the third tile when possible to make the Pung you need. Your hand can
be open so you might as well start calling tiles to complete open sets for
the rest of your hand while you're waiting on the value tiles.
04. Win a hand with a Dora bonus tile
In addition to your Dora of course you will need a Yaku (scoring element) to
declare a win but you can go for a cheap quick hand with Tanyao (Kuitan is
Ari), Yakuhai or Riichi.
Even if your hand has no Dora you should still try to make Tenpai and reach
because you might pick up an Ura Dora.
The custom rules for this stage include six red fives so you should be able
to use them too.
05. Come TOP (1st) against Beginner opponents
You will play a one-round match against opponents rated Beginner A, B and C
respectively. Simply win the match to pass this stage.
06. Achieve a Renchan (continuance) as east
The Renchan conditions are set to Tenpai (see Section 06) so you can get a
continuance when you are the dealer (east) either by winning a hand or by
holding a Tenpai (ready) hand in a draw.
Your seat-wind indicator will be red when you are east.
07. Use 5+ types of Yaku (scoring elements) in winning hands
You have one round in which to achieve this goal, although if you can get
some Renchan (continuances) you'll have more than the standard four hands.
As long as you win at least two or three hands you should be able to get
this one without making any special effort. Try to make Riichi Pinfu hands
and where possible combine those with Tanyao (All Simples), Iipeikou (Pure
Double Chow) or San Shoku (Mixed Triple Chow) and if you're lucky you might
get Ippatsu ("one-shot" win) or Menzen Tsumo (Concealed Self-Draw) too. You
can also grab a quick Yakuhai win to add one more Yaku.
08. Come TOP (1st) against Elementary opponents
You will play a one-round match against opponents rated Elementary A, B and
C respectively. Simply win the match to pass this stage.
09. Win a hand worth the Mangan limit or higher
The Mangan limit applies to hands worth five Han (doubles) or four Han with
40+ Fu (minipoints) or three Han with 70+ Fu, but basically you want to get
a winning hand worth five or more Han.
This challenge is played with no red fives so try to make good use of the
normal Dora instead. In most cases you should keep your hand concealed so
you can use Riichi with the potential benefits of Ippatsu and Ura Dora.
10. Come TOP (1st) without using Riichi
The stage will fail instantly if you declare a Riichi win so you'll need to
rely on other ways to make points. Remember you can earn up to 3,000 points
from the No-ten Bappu if you have a Tenpai (ready) hand in a draw too.
11. Bust at least one person
The match lasts for only one round so you don't have much time to drag an
opponent below zero. If you can get a series of continuances during your
turn as east that gives you more hands to win (and with the dealer bonus).
The rule options include six red fives so try to make good use of those to
bump up your hand values.
12. Come TOP (1st) against Intermediate opponents
You will play a one-round match against opponents rated Intermediate A, B
and C respectively. Simply win the match to pass this stage.
The Wareme rule is Ari (see Section 06).
13. Use 7+ types of Yaku (scoring elements) in winning hands and come TOP (1st)
This plays like the seventh challenge but this time you're required to use
at least seven different Yaku in winning hands in a one-round match.
(see challenge #16 below for more notes on this)
14. Come TOP (1st) playing with a 20-second move timer
You will play a one-round match against opponents rated Intermediate A, B
and C respectively. You must win this match with a timer imposed.
The Doukasen rule is Ari (see Section 06).
(the next three challenges are also played with a 20-second timer)
15. Come TOP (1st) without getting Ronned
You need to win the match without taking any "direct hits" from the other
players. Use defensive play as necessary to avoid giving someone a win.
16. Use 10+ types of Yaku (scoring elements) in winning hands and come TOP (1st)
This is probably the toughest challenge because you have only one round to
get enough winning hands to use at least ten different Yaku. This would be
hard enough in isolation but of course you will be playing against three
opponents who are pushing for their own wins.
This is a list of the most common Yaku (based on Tenhou stats) which are
therefore the easiest to make. You should focus mainly on using these ones
- perhaps print this list and tick them off in pencil on each attempt!
.--------------------------------------------------------.
| [ ] Riichi (Reach) |
| [ ] Tanyao (All Simples) |
| [ ] Yakuhai (Pung of dragons / seat-wind / round-wind) |
| [ ] Pinfu (no points hand) |
| [ ] [Menzen] Tsumo (Concealed Self-Draw) |
| [ ] Ippatsu ("one-shot" win) |
| [ ] Honitsu (Half-Flush) |
| [ ] Iipeikou (Pure Double Chow) |
| [ ] Toi-Toi Hou (All Pungs) |
| [ ] San Shoku Doujun (Mixed Triple Chow) |
| [ ] Chii Toitsu (Seven Pairs) |
| [ ] Ikkitsuukan (Pure Straight) |
| [ ] Chanta (Mixed Outside Hand) |
'-----------------------------------------------8<-------'
That one round could last for as few as four hands so you really need to
make them count. Winning Renchan (continuances) during your turn as dealer
will give you additional opportunities to win hands.
Where possible you should always combine two or more Yaku in each hand, for
example combining Tanyao with Pinfu and Riichi; Pinfu with Iipeikou, San
Shoku or a straight or perhaps Yakuhai with Honitsu and Toi-Toi. Keep using
Riichi until you get Ippatsu. Keep your hand closed for Menzen Tsumo.
Judging by the in-game stats it's likely that Renfuuhai (when a Pung of wind
tiles is both your seat-wind and the round-wind) is counted separately from
Yakuhai. Also I think that any Yaku that is worth one Han less in an open
hand can be counted once each for the open and closed versions.
17. Come TOP (1st) against Advanced opponents
You will play a two-round match against opponents rated Advanced A, B and C
respectively. Simply win the match to pass this stage.
The Dai Wareme rule is Ari (see Section 06).
18. Come TOP (1st) playing with a 10-second move timer
You will play a two-round match against opponents rated Advanced A, B and C
respectively. You must win this match with a timer imposed.
The Aotenjou rule is Ari (see Section 06).
(the next two challenges are also played with a 10-second timer)
19. Come TOP (1st) without losing any points
This challenge will fail if:
- an opponent declares a Ron win on your discard
- an opponent declares a Tsumo win on a self-drawn tile
- a hand ends in a draw and your hand is No-ten (unready)
Unfortunately the fixed rule settings limit your options. Wareme is Nashi
and there are no red fives so you can't try to bust someone with inflated
wins. Also Kuitan is Nashi so you're unable to get quick open Tanyao hands.
It's particularly harsh that you fail if an opponent gets a Tsumo win since
you can't defend against a self-draw win. The only option therefore is to
go for quick wins wherever possible although this is limited by the Kuitan
Nashi setting. You can use Riichi to give you the Yaku (scoring element) you
need for a win but then if an opponent reaches too you can't defend.
You can avoid losing points by playing defensively ("folding" your hand -
dropping only safe tiles) but that usually involves breaking up your hand
and then you'll get hit by the No-ten Bappu if the hand ends in a draw. Also
you need to play offence at least some of the time because you need to earn
enough points to win the match.
I think it's best to play aggressively - try to get quick wins to rack up a
few points and to get you closer to the end of the match. If an opponent
reaches early then go defensive (and hope they Ron someone else) or if they
reach late then try to make and hold a Tenpai (ready) hand for the draw.
20. Come TOP (1st) with self-scoring mode
The final challenge uses the self-scoring mode (see Section 06) which gives
you two minutes to list the Yaku and calculate the score for your winning
hand. Doing this correctly will earn you the points as normal but making a
mistake will make you liable for a 12,000 pts penalty!
If you only ever play mahjong in video-games and always have the computer to
reckon the scores for you then this could be a tough challenge! I guess you
could aim to make Pinfu or Chii Toitsu hands that are easier to score and/or
try to scrape a win off No-ten Bappu points from draws.
------------.-----------------------------------------------------------------.
| Section 10 | MULTIPLAYER MODE (main menu option 4) s10 |
'------------'-----------------------------------------------------------------'
Although I haven't had the opportunity to test it, the game supports local wi-fi
multiplayer games for two, three or four players with a single game disc.
The multiplayer menu has the following four options:
.---------------------------.
| Seats Preparation |
'---------------------------'
.---------------------------.
| Seats Participation |
'---------------------------'
.---------------------------.
| Game Sharing |
'---------------------------'
.---------------------------.
| Friend Card Certification |
'---------------------------'
I'm afraid I can't offer much more help except to remind you to set your WLAN
switch to the ON position!
------------.-----------------------------------------------------------------.
| Section 11 | MAHJONG RULES (main menu option 5) s11 |
'------------'-----------------------------------------------------------------'
This is a mahjong tutorial in two parts - the first is a series of nineteen
slideshows covering the tiles, rules, scoring combinations and optional rules.
The second part is a glossary of mahjong terminology with over 140 entries.
------------.-----------------------------------------------------------------.
| Section 12 | MAHJONG QUIZ (main menu option 6) s12 |
'------------'-----------------------------------------------------------------'
The quiz is divided into three difficulty levels and a fourth option which gives
you a mixture of questions from all three levels.
1. Beginner
2. Intermediate
3. Advanced
4. Challenge
Each time you undertake a quiz you'll get ten multiple-choice questions about
mahjong rules, terminology, scoring and waits.
For each stage the quiz menu shows your fastest time to achieve 100% correct
answers, your highest score and your percentage "problem achievement level"
which I think is based on both your correct answers and your total time taken.
------------.-----------------------------------------------------------------.
| Section 13 | TRAINING MODE (main menu option 7) s13 |
'------------'-----------------------------------------------------------------'
In the training mode you play with a fixed rule-set against three "practice"
opponents. The yellow "HINT" markers indicate the recommended tile to discard
(or the recommended action to pick from the command menu). You can toggle the
second option on the Start menu to show/hide your opponents' hands.
------------.-----------------------------------------------------------------.
| Section 14 | MY DATA (main menu option 8) s14 |
'------------'-----------------------------------------------------------------'
The "My Data" menu has the following five options:
.-------------------------.
| Name Change |
'-------------------------'
.-------------------------.
| Stats |
'-------------------------'
.-------------------------.
| Achievements |
'-------------------------'
.-------------------------.
| Match Logs |
'-------------------------'
.-------------------------.
| Table & Tile Settings |
'-------------------------'
Each of these five sections is explained below...
Name Change
¯¯¯¯¯¯¯¯¯¯¯
This allows you to change your player name which is displayed during play.
You use the same interface as before (see Section 03) to enter a new name.
Stats
¯¯¯¯¯
Your gameplay stats are displayed over four pages (page with d-pad left/right).
Combined Stats (stats page 1)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The main table on this page shows the following data across three columns for M1
League Mode, Free Play Mode and both combined.
a) Number of matches played
b) Number and percentage of 1st place finishes
c) Number and percentage of 2nd place finishes
d) Number and percentage of 3rd place finishes
e) Number and percentage of 4th place finishes
The first row below the table gives your current league (e.g. "C3"), league
position and Mpt total from M1 League Mode (see Section 08).
The bottom row gives your completion percentages in Challenge Mode (see Section
09) and the achievements list (see below).
Score Analysis (stats page 2)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The main table on this page gives your highest and average winning hand values
and your highest and average final match scores across four columns for the
following five rule settings (see Section 06).
a) Normal rules
b) Wareme
c) Dai Wareme
d) Doukasen
e) Aotenjou
The bottom row gives the Fu (minipoints), Han (doubles) and total points value
for your highest scoring hand using the Aotenjou (no limits) rule.
Trend Analysis (stats page 3)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Top-left is a breakdown of your hand results (counts and percentages).
a) your Ron wins
b) your Tsumo wins
c) opponent Ron wins off your discard
d) opponent Tsumo wins
e) draws
Bottom-left are trends for your Dora use.
f) overall count of hand wins (sum of a and b above)
g) number and percentage of those hands containing Dora
Top-right is a breakdown of your winning hands (counts and percentages).
a) sub-Mangan
b) Mangan
c) Haneman
d) Baiman
e) Sanbaiman
f) Yakuman
(Any big hands using the Aotenjou rule will be rounded down and counted at the
nearest equivalent limit, e.g. 100,000 pts = Yakuman.)
Bottom-right is your record streak for Renchan (continuances).
g) most consecutive Renchan in one match
Yaku Use Summary (stats page 4)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This page tracks the number and percentage of times you've claimed each Yaku
(scoring element) in your winning hands. Any Yaku that's worth one Han less in
an open hand will be listed twice for the closed and open versions.
The column on the left is given in the following fixed order (sorted by value)
and the column on the right lists all the same Yaku in order of usage.
01. Riichi (Reach)
02. Ippatsu ("one-shot" win)
03. [Menzen] Tsumo (Concealed Self-Draw)
04. Tanyao (All Simples)
05. Pinfu (no points hand)
06. Iipeikou (Pure Double Chow)
07. Yakuhai (Pung of dragons / seat-wind / round-wind)
08. Rinshan Kaihou (After a Kong)
09. Chankan (Robbing the Kong)
10. Haitei (Last-Tile Tsumo)
11. Houtei (Last-Tile Ron)
12. San Shoku Doujun (Mixed Triple Chow) - open
13. Ikkitsuukan (Pure Straight) - open
14. Chanta (Mixed Outside Hand) - open
15. San Shoku Doujun (Mixed Triple Chow) - closed
16. Ikkitsuukan (Pure Straight) - closed
17. Toi-Toi Hou (All Pungs)
18. San Ankou (Three Concealed Pungs)
19. Chii Toitsu (Seven Pairs)
20. Chanta (Mixed Outside Hand) - closed
21. Honroutou (All Terminals & Honours)
22. San Shoku Doukou (Triple Pung)
23. San Kantsu (Three Kongs)
24. Shou San Gen (Little Three Dragons)
25. Renfuuhai (Yakuhai with double wind)
26. Daburu Riichi (Double Reach)
27. San Renkou* (Three Consecutive Pungs)
28. Honitsu (Half-Flush) - open
29. Junchan (Pure Outside Hand) - open
30. Honitsu (Half-Flush) - closed
31. Junchan (Pure Outside Hand) - closed
32. Ryanpeikou (Twice Pure Double Chow)
33. Chinitsu (Full Flush) - open
34. Chinitsu (Full Flush) - closed
35. Nagashi Mangan (All Terminal & Honour Discards)
36. Renhou* (Human Win)
37. Dai San Gen (Big Three Dragons)
38. Suu Ankou (Four Concealed Pungs)
39. Kokushimusou (Thirteen Orphans)
40. Tsuuiisou (All Honours)
41. Shou Suu Shii (Little Four Winds)
42. Ryuuiisou (All Green)
43. Chinroutou (All Terminals)
44. Tenhou (Heavenly Win)
45. Chiihou (Earthly Win)
46. Chuurenpoutou (Nine Gates)
47. Suu Kantsu (Four Kongs)
48. Shiisan Puutaa* (Thirteen Unrelated Tiles)
49. Paa Renchan* (Eight Consecutive Dealer Wins)
50. Suu Ankou Tanki Machi (Four Concealed Pungs with pair wait)
51. Junsei Kokushimusou (Pure Thirteen Orphans with 13-sided wait)
52. Dai Suu Shii (Big Four Winds)
53. Junsei Chuurenpoutou (Pure Nine Gates with 9-sided wait)
*These are all non-standard optional additions to the common Japanese rules.
Achievements
¯¯¯¯¯¯¯¯¯¯¯¯
The game has a list of forty-five achievements which work just like achievements
in an Xbox game or trophies in a Playstation game - and in fact many of these
were reused for the trophy list in the Simple Series mahjong game on the PS4!
It's possible to earn these achievements in Free Play Mode, M1 League Mode or
Challenge Mode - and probably in Multiplayer Mode too.
01. Get three or more different Yaku (scoring elements) in one winning hand
02. Get five or more different Yaku in one winning hand
03. Get seven or more different Yaku in one winning hand
04. Get five different Yaku in winning hands
05. Get ten or more different Yaku in winning hands
06. Get fifteen or more different Yaku in winning hands
07. Get twenty or more different Yaku in winning hands
08. Win a hand with any Yakuman (top limit hand)
09. Get three or more Dora bonus tiles in one winning hand
10. Get five or more Dora bonus tiles in one winning hand
11. Get seven or more Dora bonus tiles in one winning hand
12. Get three consecutive Renchan (continuances) as east
13. Get five consecutive Renchan as east
14. Come 1st (TOP) in a one-round match without losing any points
15. Come 1st in a two-round match without losing any points
16. Bust one opponent
17. Bust two opponents at the same time
18. Play fifty matches
19. Play one hundred matches
20. Finish 1st in twenty-five matches
21. Finish 1st in fifty matches
22. Steal 1st place in the final hand of a match
23. Steal 1st place from 4th place in the final hand of a match
24. Correctly score ten winning hands in self-scoring mode (see Section 06)
25. Get a final score of 100,000 pts with normal rules
26. Get a final score of 110,000 pts with Wareme (see Section 06)
27. Get a final score of 120,000 pts with Dai Wareme (see Section 06)
28. Get a final score of 120,000 pts with Doukasen (see Section 06)
29. Get a final score of 100,000,000 pts with Aotenjou (see Section 06)
30. Play a multiplayer match with a friend (see Section 10)
31. Exchange friend cards
32. Get 100% correct answers at Beginner level in Quiz Mode (see Section 12)
33. Get 100% correct answers at Intermediate level in Quiz Mode
34. Get 100% correct answers at Advanced level in Quiz Mode
35. Get 100% correct answers at Challenge level in Quiz Mode
36. Complete all levels of Quiz Mode in under three minutes
37. Complete 50% of Challenge Mode stages (see Section 09)
38. Complete 100% of Challenge Mode stages
39. Conquer C ranks in M1 League Mode (see Section 08)
40. Conquer B ranks in M1 League Mode
41. Conquer A ranks in M1 League Mode
42. Conquer M ranks in M1 League Mode
43. ???? (hidden achievement)
44. Win five consecutive matches in M1 League Mode (hidden achievement)
45. ???? (hidden achievement)
The final three achievements in the list are hidden until you've completed them
and I'm still missing two of them, however I would assume that one would be for
completing the secret G rank/s in M1 League Mode (after the M ranks).
Match Logs*
¯¯¯¯¯¯¯¯¯¯
The game will prompt you to save a record of each completed match in Free Play
Mode and M1 League Mode. You can save up to thirty matches and replay them here.
For each record the menu will show the date and time, your player name and the
levels/names of your opponents. The two boxes on the right show if a special
rule was applied (e.g. Wareme or Aotenjou) and which mode you were playing.
Highlight a record and press Circle to access it or Triangle to delete it (left
option to confirm / right option to cancel).
Replays are shown using the standard gameplay view but the game is effectively
paused and you need to press Circle repeatedly to view each successive move.
Pressing the Start button opens the following menu:
1. Display all tiles
2. Skip to start of match
3. Skip to start of current hand
4. Skip to next hand (East 2, East 3, etc)
5. Skip to previous hand
6. Exit replay
7. Close menu
*This mode is labelled Paifu ("tiles list") which is a term used in mahjong to
refer to a full log of a match, usually on paper, showing all the tiles drawn
and discarded during play. This follows the similar term Kifu ("pieces list")
which is used in other Japanese games such as Shogi (Japanese chess) and Go.
Table & Tile Settings
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
You can use this screen to change your tabletop and tile colours but by default
only one option will be available for each and you need to unlock the others.
Although the unlock requirements are not specified I'm pretty sure these unlocks
are all tied to the achievements (see above). That would be consistent with the
later Simple Series 'The Mahjong' game on the PS4 where tabletops and tiles (and
avatars) are all unlocked by earning PSN trophies.
However I don't know if they're linked to specific achievements or to completing
certain numbers of achievements overall. For what it's worth, I unlocked Tile
Type 2 by getting five Yaku in one winning hand, Tile Type 3 for using twenty
different Yaku overall and Table Type 3 for winning fifty matches.
------------.-----------------------------------------------------------------.
| Section 15 | SCORE CALCULATOR (main menu option 9) s15 |
'------------'-----------------------------------------------------------------'
This is an application that can be used while playing a mahjong match with real
tiles (and real people!) to determine the value of a winning hand.
Select the long box at the top of the screen and build the hand one tile at a
time using the "tile keyboard" and adding the winning tile last.
You can use the four grey buttons above the keyboard to enter open Pungs (Pon),
open Chows (Chii), open Kongs (Minkan) or closed Kongs (Ankan). For an open Pung
or a Kong press the appropriate button and then select the type of tile once -
for example press "Pon" and 4p for a Pung of three 4p tiles. For an open Chow
press the "Chii" button followed by all three tiles in sequence, e.g. 1p 2p 3p.
Once the hand is complete you can confirm with the bottom right button on the
keyboard and then enter the data in the six boxes on the left side as follows.
1. Win Type (Tsumo / Ron)
2. Riichi* (with / without)
3. Round-Wind (east / south)
4. Seat-Wind (east / south / west / north)
5. Dora Bonus Tile/s (confirm with bottom right button again)
6. Ura Dora Bonus Tile/s (confirm with bottom right button again)
The game will now present a complete breakdown of the points value of the hand
over two screens which you can select by pressing L or R.
On the L screen it shows how the Fu (minipoints) for the hand were determined.
On the R screen it shows the Yaku (scoring elements) and their Han (doubles),
the Fu and Han totals, the limit applied (if any) and the points payments.
*I didn't see any option to record Ippatsu. :6
------------.-----------------------------------------------------------------.
| Section 16 | SETTINGS MENU (main menu option 10) s16 |
'------------'-----------------------------------------------------------------'
The settings menu has the following seven options:
1. Background Music (BGM) Volume - 0 to 9
2. Sound Effects (SE) Volume - 0 to 9
3. In-Game BGM - Random / Type A / Type B / Type C
4. Game Data Install - on / off
5. Sound Test (background music and sound effects)
6. Production Staff (game credits)
7. Data Initialization - left option to confirm / right option to cancel
Select the eighth row and press Circle to save and exit.
------------.-----------------------------------------------------------------.
| Section 17 | CONTACT s17 |
'------------'-----------------------------------------------------------------'
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"
somewhere in the subject line and tell me which game you're playing.
I prefer contact by email but if you have trouble with your emails (inbox full,
webmail blocked, overzealous spam filter, etc) and/or you don't hear back from
me within a few days then feel free to message me via GameFAQs.
------------.-----------------------------------------------------------------.
| Section 18 | THANKS s18 |
'------------'-----------------------------------------------------------------'
I would like to thank the following:-
o play-japan (eBay ID) for a smooth transaction
o Tangorin.com and Tuttle (as always) for great language resources
o Slow Meadow, London Docks, ASC, Data Rebel and Charlie Lewis for super sounds
I will be happy to give credit and thanks to anyone who makes a contribution.
___________ ___
\______ / ___ / /
/ / __ \_/ / /
/ \___ ________ _________/ \__ ___ ______ / / ________
-------o / __ / \___ // ___/\_ ___// // ___// / / __ /
| ANOTHER / / / /_____/ // / / / / // / / / / \/ /
'---------/ /-/ // __ // /-----/ /---/ // /---/ /--/ _____/---------.
/ / / // / / // / / / / // / / / / / GUIDE |
/ \/ // \/ // / / \_ / // \_ / \ / \________ o-----'
\______/ \______/ \_/ \____/ \_/ \____/ \___/ \___________/
--
Simple 2000 Series Portable Vol. 1 'The Mahjong' Guide
Copyright 2015 James R. Barton
Initial version 1.00 completed 31 December 2015
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
otherwise distributed publically or reproduced either in whole or in part
without the advance written consent of the author. Any violation would
constitute an infringement of copyright and is strictly prohibited.
The only websites with the author's consent to publish this guide are GameFAQs
(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!