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Version: 1.00 | Updated: 06/02/11
Mahjong Taikai (DS) Guide - Ver. 1.00 - 2 June 2011 - by Barticle at hotmail.com _________ _________ _________ _________ _________ _________ _________ /________/|/________/|/________/|/________/|/________/|/________/|/________/| | _ _ || ___ || _ _ || _____ || ___ || _ _ || _____ || | | \ / | || / _ \ || | | | | || (_ _) || / _ \ || | \ | | || | ___) || | | V | || | |_| | || | |_| | || | | || | | | | || | \| | || | | || | | | || | _ | || | _ | || | | || | | | | || | | || | | _ || | | |V| | || | | | | || | | | | || _| | || | |_| | || | |\ | || | |_| | || | |_| |_| || |_| |_| || |_| |_| || (___/ || \___/ || |_| \_| || |_____| || |_________||_________||_________||_________||_________||_________||_________|/ _________ _________ _________ _________ _________ _________ /________/|/________/|/________/|/________/|/________/|/________/| | _______ || ___ || _____ || _ _ || ___ || _____ || |(__ __)|| / _ \ || (_ _) || | | / / || / _ \ || (_ _) || | | | || | |_| | || | | || | |/ / || | |_| | || | | || | | | || | _ | || | | || | ( || | _ | || | | || | | | || | | | | || _| |_ || | |\ \ || | | | | || _| |_ || | |_| || |_| |_| || (_____) || |_| \_\ || |_| |_| || (_____) || |_________||_________||_________||_________||_________||_________|/ 01 INTRODUCTION 05 GAMEPLAY 09 MULTIPLAYER 13 RULE OPTIONS 02 FEATURE LIST 06 LEAGUE MODE 10 TUTORIAL 14 FINAL SCORES 03 BEGINNING PLAY 07 SURVIVAL MODE 11 STATS 15 CONTACT 04 MAIN MENU 08 FREE PLAY 12 OPTIONS 16 THANKS ------< INTRODUCTION >-------------------------------------------- [Section 01] This is a guide to the 2004 Japanese video-game Mahjong Taikai for the Nintendo DS, part of the Mahjong Taikai series that dates back to the NES original in 1989. The word Taikai in the title means "convention" or "tournament". A couple of years back, Sega's wonderful Yakuza (Ryuu ga Gotoku) series got me into both mahjong and guide-writing but the first dedicated Japanese mahjong game I imported was Mahjong Taikai IV for the PS3. I've written guides for over a dozen mahjong games since then, so it's kinda neat to have come full-circle and to be playing and translating another Mahjong Taikai game now. If you're looking specifically for help with Mahjong Taikai IV then you should be reading my guide for that game which is also available on this site. On the same page you'll also find a link to a translation chart (in .gif format) which will help you follow much of the Japanese text used in the PS3 and DS games. http://www.gamefaqs.com/ps3/930074-mahjong-taikai-iv/faqs If you're running the 2007 Wii version of Mahjong Taikai (on a Japanese console) then be sure to check out Sean's guide here (with a few contributions from me). http://seansworld.scot/mahjong-taikai-wii-guide/ 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 League Mode and Survival Mode o Free Play mode with seven different rule-sets or custom rule settings o Download Play and Wireless Play for 2 to 4 players o no online play o save slots for two users o modern Japanese mahjong rules including Riichi and Dora o staggering range of 41 rule options (see Section 13) but no Red Fives o score screen gives complete breakdown of Fu (minipoints) o extensive stats log (see Section 11) but no Yaku (scoring element) counts o optional tile checker (see Section 12) shows which tiles are potentially safe o pop-up commands are colour-coded o rules and Yaku names can be displayed in either kanji or katakana o no Furiten or Dora alerts o 24-page full colour manual o Japanese language only The most interesting feature of the game is easily the massive choice of exotic rule options available; the different rule-sets add variety to League Mode too. ------< BEGINNING PLAY >------------------------------------------ [Section 03] Although it looks like there's room for three, the game supports save profiles for two separate users - use the d-pad up/down to pick one. The middle of the three buttons at the top of the screen should be selected to create a new user. Press the A button to proceed. Now you need to enter your user-name - this can be up to six standard characters in length. You can use the hiragana buttons on the left to browse an extensive list of kanji characters. The five buttons on the penultimate row can be used to switch between hiragana, katakana, English letters, numbers and symbols and the two buttons below those can be used to add a space or delete a character. Use the d-pad to select characters, A to enter and B to exit. If the kanji list spans several pages you can cycle through them with L and R. On the hiragana, katakana and English menus you can press L/R to switch to half-width characters which allows you to enter up to twelve instead of six. When you're finished press Start or tap the bottom-right on-screen button, then you'll be whisked to the main menu (see next section). The next time you launch the game you'll need to load your profile before you begin. Make sure the first of the three buttons at the top is highlighted - this is the option to load. The third button there is used to delete a profile, so be careful not to use it by accident. When you do want to remove a user you'll need to highlight that one and then when given two options pick the top one (yes) to confirm. For each profile the game shows the user name and the total time played in hours and minutes. Below that are details of the user's progress in League Mode (see Section 06) - the number of their current season, the number of games completed in the current stage and the name of that stage. ------< MAIN MENU >----------------------------------------------- [Section 04] The main menu has the following seven options: .------------------------. | League Match | - see Section 06 '------------------------' .------------------------. | Survival Match | - see Section 07 '------------------------' .------------------------. | Free Play | - see Section 08 '------------------------' .------------------------. | Multiplayer | - see Section 09 '------------------------' .------------------------. | Tutorial | - see Section 10 '------------------------' .------------------------. | Statistics | - see Section 11 '------------------------' .------------------------. | Options | - see Section 12 '------------------------' Use either the touchscreen or d-pad up/down with the A button to select. You can also press B or tap the bottom on-screen button to return to the profile loader. ------< GAMEPLAY >------------------------------------------------ [Section 05] This section describes the process of playing mahjong in any of the game modes. You're always shown the rule options before a match. In some cases you can make changes to some or all of these, then tap the bottom-right button to continue. = Game Screens = During play the top screen displays the main portion of the virtual tabletop. Your opponents' hands and melded sets are shown around the left, top and right sides of the screen. The full fourteen tiles of the Dead Wall are shown in the centre of the screen. This is depicted the "wrong" way around, so the flipped indicator for the Omote Dora is the third tile from the *right* and supplement tiles after declarations of Kongs are taken from the right end. The blue and gold square is the Round-Wind marker, showing east or south. It's placed in front of the first player to be dealer and stays there. (In a Ton-Ton (east east) game this will still show south in the second round.) The two dice are positioned to indicate the current dealer. They also show the dice roll that was used to break the Wall which is significant when the Wareme rule option is in use (see rule 2.09 in Section 13). The box at the bottom of the screen shows the hand count, for example "east 1" in the first hand and "south 4" in the final hand of a two-round Hanchan. Below that is a count of how many tiles remain for drawing from the Live Wall. At the bottom are the Honba count (the number of consecutive preceding hands that ended in either a draw or dealer win) and the number of Riichi stakes on the table. The players' Seat-Winds are not displayed explicitly during play but there are three ways to determine them: o The dice indicate the dealer (east) so the player to their right is south, the player opposite is west and the one to their left is north. o The dealer can also be determined using the position of the Round-Wind marker and the hand count. In east 1 or south 1 the player with the marker is east, in east 2 or south 2 the player to their right is east, etc. o Pressing Y opens the Settings menu (see below) and displays the scores on the top screen. Amongst other things, the Seat-Winds are also shown in this view. On the bottom screen you see your own hand of tiles, your discarded tiles, your melded sets (if any) and on-screen buttons for the X and Y functions. Although there is sufficient space for the traditional rows of six, all discard tiles are presented in rows of eight. :6 = Controls = Use the d-pad left/right to select a tile to discard and press either A or L to confirm. You use the same controls on pop-up menus but there you can also press B to cancel. Press Start to pause/unpause the game during play. This still works even if you are playing with a time-limit (see Section 12) because the game hides your hand so you can't give yourself extra time to look at your tiles. On your turn you can press Y to open the colour-coded Settings menu bar: Options Suspend Results Rules Tile Check Cancel (blue) (purple) (red) (orange) (yellow) (cyan) 1. Options is used to access the gameplay options (see Section 12). 2. Suspend is used to pause the game. (This saves you having to use the Start button if you prefer touchscreen input.) 3. Results is available in League matches only. It shows the player standings in the current stage and season (same as 1.1.1 and 1.1.2 in Section 11). 4. Rules shows over three pages the currently applied rules settings (refer to Section 13 for details). Use L/R to cycle quickly through the three pages, press Select or tap the bottom-left on-screen button to toggle between kanji and katakana script and use the bottom-right button to exit. 5. Tile Check opens a helpful display which indicates which of your tiles are potentially dangerous discards - see option 4 in Section 12 or more info. This option will be greyed-out if you have the checker option disabled. 6. Cancel closes the Settings menu and returns to the game. In addition to opening the Settings menu bar, pressing Y also displays useful information on the top screen, with four boxes showing the name, Seat-Wind and score of each player. In the bottom left corner of each box is a counter which shows how many Tip chips each player has gained/lost and the bottom-right corner displays markers for Yakitori (orange), Sashiuma side-bet (green) and Wareme (red) - see Section 13 for more information on all these optional rules. When you have the opportunity to call Chii, Pon or Kan or to declare a Tsumo or Ron win a pop-up menu will appear automatically. When you call a tile you must then specify which tiles from your hand to use for the meld. The on-screen button for the X function is usually greyed-out but keep an eye on it because it will be illuminated when you can declare Riichi, declare a Kong or accept a Kyuu Shu Kyuu Hai (9+ Terminals and Honours) abortive draw. 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. ----- __|__ _____ CHII [green] | - call Chow (steal a discard tile to complete a Chow set) / __|__o \ | / PON [yellow] / | \ / - call Pung (steal a discard tile to complete a Pung set) .' / _|__ \ | | / KAN [orange] | | / - call Kong (steal a discard tile to make a Kong set) / / / - declare a Kong using a self-drawn tile | | ----- | | ____ __|__ RIICHI [red] / | - declare Riichi (make a ready bet) / / .-----. \ | | / RON [purple] | | / declare Ron (announce a win on an opponent's discarded tile) |_____| / \\ / ------- / | TSUMO [purple] / --+-- declare Tsumo (announce a win on a self-drawn tile) / |__ \/ \ | | | /\/ _|__ / --+--. | | KYANSERU [blue] /\ | _) / | | | / - literally "cancel" (dismiss the pop-up) \ | / '-- \| |/ These are all colour-coded which might make them easier to recognise if you're not yet familiar with reading basic mahjong commands in Japanese. = Score Screen = After a win is declared the game shows a breakdown of the scores on the top screen with the following layout: Honba count ------------. .--------- number of Riichi stakes .-------------|--------|-----------. hand count --> ### === x 1 === x 1 ####### <-- hand winner's name | | Yaku and Dora --> | #### 1# ## 3# | with Han values | | | | 20 Fu for winning --> | ## 20# ## 10# ## 2# | <-- other Fu bonuses | | Fu for pair/sets --> | 0# 0# 0# 4# 4# | |      | <-- winning hand |___________ ## ## | total Fu and Han --> | 40# 4# \______________##__##__| <-- limit applied payment/s due --> | 8000# ## 8000# | <-- total value '----------------------------------' The top row shows the hand count (e.g. east 1), the number of Honba counters and Riichi sticks on the table and the name of the player that declared the win. Below that is a list of all Yaku (scoring elements) and Dora bonus tiles along with their Han (doubles) values. Each is shown in a golden yellow box. (Press Select if you want the Yaku names to be displayed in katakana instead of kanji. If you still have trouble reading them then check my PDF (see Section 01) for the Japanese spellings of Yaku names, limits, etc.) Next down, in green boxes, we have Fu (minipoints) awarded. The game will always show the 20 Fu you receive for winning plus any additions, in this example 10 Fu for winning with a concealed hand by Ron and 2 Fu for completing a Kanchan wait (e.g. 4_6 waiting on a 5). Below that is the winning hand with the winning tile outlined in red so the wait can be determined. Above each set (and the pair) will be the minipoints value, in the example the pair scores 0, the first two sets are Chows which score 0 and the other two sets are concealed Pungs of Simples worth 4 Fu each. The two numbers on the left under the tiles are the rounded Fu total and the Han total for the hand. If the hand value is capped at one of the limits this will be shown as two large kanji on the right. On the bottom row are the payment/s to be made and in the bottom-right corner is the total value for the hand, not including any Honba points, Riichi stakes or Wareme effects. If you're playing with any of the Tips rules (see 2.11 to 3.01 in Section 13) the game will check for each type in a window on the left side of the bottom screen and then show the total number of Tip chips won. ------< LEAGUE MODE >--------------------------------------------- [Section 06] The primary campaign mode in the game is League Mode, launched from the top option on the main menu. Here you play in a league against eleven opponents. You play through a series of seasons, each season consists of five stages and each stage is composed of five matches. Each of the five named stages is played with a different rule-set. These are five of the eight rule-sets available in Free Play mode so they are explained in Section 08 below, however there is one difference here: in League Mode all rules are fixed in all rule-sets. The manual says that the fourth stage is played with the custom rule-set but I wasn't given the opportunity to change the settings and the default options of the standard rule-set were applied again. Stage 1 - Frontier - Hyoujin (standard) rule-set Stage 2 - Palm - Ton-Puu (east wind) rule-set Stage 3 - "Ruurii" (?) - Hokkaido (north island) rule-set Stage 4 - Poseidon - Jiyuu Settei (custom) rule-set Stage 5 - "Purantiiku" (?) - Infure (inflation) rule-set At the start of each game you're given the option to make a Sashiuma (side-bet) with one of your three opponents. When prompted with four blue blocks simply select left, up or right to pick the player in that seat and press A to confirm (or pick the bottom option if you don't want to bet). The player you picked will be indicated with a square green marker under their score (marked with katakana characters spelling Sa-Shi-U-Ma). At the end of the final score reckoning (see Section 14) the player with the higher score receives 10,000 pts from the other. After each match the game will ask if you want to save. Pick the top option to accept and bottom one to reject (you can reset the game and try again). Since the league has twelve members, whenever you play a game there will be two other matches played by the other eight people. You're shown the results from all three matches on a colour-coded grid. These will be given in the abbreviated "final scores" format (see Section 14 for an explanation and some examples). You're also given five options on the touchscreen:- .------------------------. | Match Results | '------------------------' .------------------------. | Season Results | '------------------------' .------------------------. | Stage Results | '------------------------' .------------------------. | Continue Play | '------------------------' .------------------------. | Main Menu | '------------------------' The first three are used to switch between viewing the scores from the previous matches, the overall league standings and placings within the current stage. Use the fourth option to begin the next game or the fifth to exit League Mode. At the end of a stage (after five games) you only get the first three options on this menu and a little button at the bottom to continue. Prizes are awarded at the end of a stage, picked from a list of sixteen. Your collection can be viewed in the Stats pages (see Section 11). Since the prizes are selected randomly you'll often receive duplicates and you'd need to complete several seasons of League Mode play to collect all sixteen. After the five normal stages you progress onto the Century Stage in the VIP Room where you enter the Saishuu Kessen ("final decisive battle"). This consists of a series of four matches played against three new characters. The scores for these matches are displayed in a new grid with the individual match scores on the first row and cumulative totals on the second. After successful completion of the Century Stage the game credits roll - you've beaten the game! The three new people will be added to the roster for Free Play and when you play League Mode you'll enter your second season... ------< SURVIVAL MODE >------------------------------------------- [Section 07] In Survival Mode you play a series of matches and your objective is to, well, to survive obviously! At the end of each game the player in 4th place is eliminated and a new opponent is added for the next match. You work your way through the roster of 16 characters so you need to survive 14 matches to win. Survival Mode has the same option for Sashiuma side-bets as League Mode so at the start of each match you can use the blue buttons to place a bet against one opponent or pick the bottom option to reject. This mode uses the fixed Ton-Puu rule-set (see next section) so games are played over a single round with Yakitori markers and a significant (and irrelevant) Uma but the inflated Honba payments of 1,500 pts are not used. A sensible basic strategy to use is to try to get a win, even if it's a cheap quick hand, just to give a little security and to save you from having to pay a Yakitori penalty, then play quite conservatively and avoid risks. The game doesn't track your cumulative scores - you simply need to avoid coming 4th each time to stay in the contest. When you do come 4th the game asks if you want to save (top option is yes) but this doesn't save your position in the contest, just your stats I think. ------< FREE PLAY >----------------------------------------------- [Section 08] Free Play is the third option off the main menu and the final play mode. Here you can play a one-off game with your own choice of rules and opponents. First you're required to select one of the following eight rule-sets. Several are composed entirely of pre-defined options, others give you the freedom to set some of the rules and the final one gives you total control of rule settings. 1. Hyoujun (standard) 2. Ton-Puu (east wind) 3. Hokkaido (northern island of Japan) 4. Bunya (reporter) 5. Ba Shibari (round restriction) 6. Kyougi (contest) 7. Infure (inflation) 8. Jiyuu Settei (custom setting) The game lists the following key features of each rule-set (refer to Section 13 for more information on the various rule options). 1. Hyoujin (standard) This uses the default settings for all rules (as indicated by the asterisks in Section 13). All rule settings are fixed. 2. Ton-Puu (east wind) Games under this rule-set are played over a single (east) wind-round, hence the name. Renchan (continuances) are only granted on a dealer win, the buy-in is 30,000 pts and the starting scores are 25,000 pts (so the Oka bonus will be 20k) and Shaanyuu (extension to west round) is obviously not applied. The Uma spread is set at 10-20, the Yakitori rule is used with a penalty of 10, Toriuchi ("bird shooting") is permitted and every Honba counter is worth an extra 1,500 points instead of the usual 300. All other rules can be adjusted manually. 3. Hokkaido (north island) Evidently up north they favour Ton-Ton (a game of two east rounds), low 20k buy-in and 16k starts (therefore 16k Oka), no Shaanyuu rule and a penalty of 30k for Dobon (bankruptcy) which is more likely with that low starting score. All other rules can be adjusted manually. 4. Bunya (reporter) Most significantly, each game is played in an unusual format: the same single hand (east 1) is played and replayed until a player declares a winning hand at which point the match ends! The buy-in is 30k and the starting score 24k (so the Oka bonus will be 24k). Ryan Han Shibari (two-Han minimum), Shaanyuu and Yakitori are not used but a 10-30 Uma is applied so the match winner will pick up 54,000 pts in bonuses. All other rules can be adjusted manually. 5. Ba Shibari (round restriction) The most distinctive feature here is that games are played with an extended form of the Ryan Han Shibari (Two-Han Minimum) rule option. With five or more counters on the table the usual two-Han minimum is applied, but additionally with ten or more counters there's a three-Han minimum and at fifteen or more the requirement is increased to four Han. Of course usually it's uncommon to see a high Honba count but a further rule modification here means that the number of counters is *not* reset to zero after a non-dealer win. Games are played over two rounds (east and south). All other rules can be adjusted manually. 6. Kyougi (contest) Ura Dora and Kan Dora bonus tiles, Ippatsu ("one-shot" win after Riichi), Dobon (bankruptcy) and Renhou ("human win" Yaku) are all disallowed. The starting score is 30,000 points so no Oka is paid. Shiisanpuutaa (junk hand) and Daburu Yakuman (double limit-hands) are also disallowed. All rule settings are fixed. 7. Infure (inflation) As the name suggests, there's the potential to win (or lose) big points here. The buy-in is 30k and the starting score 24k (so the Oka is 24k), the Dobon penalty is 30, the Uma is 20-30, the Yakitori penalty is 20 (and the Phoenix variant is used), Wareme is applied and all five Tips rules are in use. Additionally Ippatsu, Ura Dora, Kan Dora and Kan Ura Dora are all fixed Ari. All other rules can be adjusted manually. 8. Jiyuu Settei (custom setting) All rules can be adjusted manually. After picking your rule-set the game will display all the rule options. Use L/R to cycle through the three pages, tap the bottom-left on-screen button (or press Select) to switch between kanji/katakana script and use the bottom-right button to confirm and continue. If you want to adjust any rules either tap the rule's name on the screen or use d-pad up/down to select it (keep pressing down to reach the second column) and then d-pad left/right to change the value. With the rules defined, you now need to pick three opponents from the roster of up to sixteen available. After selecting three different people the display will change - use the top button to confirm your choice or the bottom one to return to the character selection screen. Finally you're required to pick the tile colour from the range offered. After that you eventually get to play some mahjong. :) At the end of each game a simple menu will appear: .------------------------. | Play Again* | '------------------------' .------------------------. | Rule Selection | '------------------------' .------------------------. | Character Selection | '------------------------' .------------------------. | Main Menu | '------------------------' *When you pick the top option you'll enter a new game with the same rules and against the same characters. ------< MULTIPLAYER >--------------------------------------------- [Section 09] The game supports the DS's Wireless Play and Download Play modes. With Wireless Play each player will require a DS and a Mahjong Taikai 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 fourth option on the main menu which gives this choice: .--------------------------. | Wireless Play | '--------------------------' .--------------------------. | Download Play | '--------------------------' Then you have to select a two, three or four-player game and wait for the other player/s to connect. It's probably quite straightforward after that. ------< TUTORIAL >------------------------------------------------ [Section 10] Option five on the main menu gives information about the game and about the rules and terminology of Japanese mahjong. It has a three-part menu as follows: .------------------------. | Game Explanation | '------------------------' .------------------------. | Yaku Summary | '------------------------' .------------------------. | Mahjong Dictionary | '------------------------' Game Explanation gives five screens of information about League Mode, Survival Mode, using the touchscreen, in-game controls and other controls. Yaku Summary lists all valid Yaku (scoring elements) and Yakuman (limit hands) that are recognised in the game, including the many optional ones to be found among the custom rules (see Section 13). You can browse the list in either name order or value order. Sadly there are no illustrations. Mahjong Dictionary defines 216 Japanese mahjong terms. You can browse them by either name or category. Again there are no pics. (On both the Yaku and terminology indexes you can skip between pages using the L and R shoulder buttons.) ------< STATS >--------------------------------------------------- [Section 11] The sixth option off the main menu is labelled Jouhou which means "information" - you use this to access the statistical logs that record your performance. There's a nested menu structure here so I'll represent it with a tree diagram and numbering for each available option. .----------------------------. _| 1.1.1 - Season Performance | .-----------------. | '----------------------------' _| 1.1 Overall |_| .----------------------------. | | Performance | |_| 1.1.2 - Stage Performance | | '-----------------' '----------------------------' | .-------------------------. | | 1.2.1 - Win-Related | | | 1.2.2 - Payment-Related | .------------------. | .-----------------. | 1.2.3 - Riichi-Related | | 1 League Matches |_|_| 1.2 Individual |___| 1.2.4 - Calling-Related | '------------------' | | Performance | | 1.2.5 - Draw-Related | | '-----------------' | 1.2.6 - Game-Related | | | 1.2.7 - Chip-Related | | '-------------------------' | .----------------------. | | 1.3.1 First season | | .-----------------. _| Second season | |_| 1.3 Principal |_| | Third season | | Performance | | | (most recent five) | '-----------------' | '----------------------' | .----------------------. |_| 1.3.2 Records | '----------------------' .-------------------. .------------------. _| 2.1 Survival Mode | | 2 Survival and |_| '-------------------' | Multiplayer | | .-------------------. '------------------' |_| 2.2 Multiplayer | '-------------------' .-------------------. .------------------. _| 3.1 League Prizes | | 3 Extras |_| '-------------------' '------------------' | .-------------------. |_| 3.2 Mahjong Tiles | '-------------------' The layout of each individual stats screen is described below: 1.1.1 Season Performance This shows the situation in the current league season, with the twelve players ranked 1-12 along with their individual cumulative scores (these are shown as profits in the "final scores" format (see Section 14)). 1.1.2 Stage Performance Similarly this shows the rankings within the current stage. You'll recall that each season in League Mode is comprised of five stages. During the first stage of a season, 1.1.1 and 1.1.2 will be identical. 1.2.1 Win-Related Stats a) Win Rate This is the proportion of hands you've won, given to three decimal places. So if you won one in five it would be shown as 0.200 here. b) Average Points Won This is the average value of hands you've won. c) Total Points Won This seems to be expressed as a multiple of 100. d) Ron Win Rate This the proportion of your winning hands that were won by Ron off an opponent's discard. 1.2.2 Payment-Related Stats a) Payment Rate This is the proportion of hands in which an opponent scored a Ron win off one of your discards (and you therefore paid the full value). b) Average Points Paid This is the average payment made when you got "ronned". c) Total Points Paid Given in hundreds again I think. 1.2.3 Riichi-Related Stats a) Riichi Rate This is the proportion of hands in which you declared Riichi. b) Riichi Win Rate This is the proportion of times you won after "reaching". c) Ippatsu Count This is the number of times you won immediately after Riichi. d) First Riichi Rate I think this is the proportion of hands in which you were the first player to declare Riichi. 1.2.4 Calling-Related Stats a) Calling Rate This is the proportion of hands in which you called Chii, Pon or Kan to steal discarded tile/s from your opponents. b) Calling Win Rate This is the proportion of times you won after calling. c) Calling Payment Rate This is the proportion of times you got ronned after calling. d) First Calling Rate I think this is the proportion of times you were the first player in a hand to call. 1.2.5 Draw-Related Stats a) Draw Rate This is the proportion of hands that ended in an exhaustive draw. b) Draw Tenpai Rate This is the proportion of times you had a Tenpai (ready) hand in the event of a draw. 1.2.6 Game-Related Stats a) Mangan Count This is the number of times you won with a hand capped at the Mangan limit or higher. b) Yakuman This is the number of times you successfully completed and declared a win with anything recognised as a Yakuman (limit-hand) in the rule-set. c) Average Placing This is your average position in league matches, so if you'd played only four games and came 1st, 2nd, 3rd and 4th then your average would be 2.500 (because 1 + 2 + 3 + 4 = 10 and 10 / 4 games = 2.5). d) Consecutive Positives Count This is the length of your longest streak of positive "final scores" (see reckoning process in Section 14) in League Mode play. e) Consecutive Negatives Count Conversely this is your longest streak of negative final scores. f) Consecutive Win Count This is the length of your longest streak of consecutive hand wins. g) Consecutive Non-Payment Count This is the length of your longest streak of consecutive hands without getting ronned by an opponent. h) Positive Game Count This is the number of matches in which you finished with a positive score according to the "final score" reckoning (see Section 14). i) Average Final Score This is your average profit given in the "final score" format so the number shown represents thousands of points (e.g. 42 means 42,000 pts). j) Highest Final Score This is the biggest profit you've achieved. k) Lowest Final Score This is the biggest loss you've incurred. 1.2.7 Chip-Related Stats a) Highest Chip Count This shows the most chips you've earned in a single match (see custom rules 2.11 to 3.01 in Section 13 for info on the Tips rules). b) Lowest Chip Count This will probably be a negative number showing the most chips you've lost in a game. 1.3.1 Season Stats The menu will have separate on-screen buttons that can be used to select your most recent five seasons. Your stats for each will be displayed on the upper screen in the following format: a) Win Rate b) Total Points Won c) Payment Rate d) Average Points Paid e) Total Points Paid f) Riichi Win Rate g) Calling Payment Rate h) Count of Hands at Mangan or Higher This is the number of hands you've won that were capped at any of the five tiered limits: Mangan, Haneman, Baiman, Sanbaiman and Yakuman. i) Positive Game Count j) Position This is your league standing in the current season. 1.3.2 Records This section lists the following nine categories. For each it gives the best example from league play and the name of the player that achieved it. Hopefully some records will be held by you but the others will belong to one or more of the computer-controlled opponents (with Japanese names). a) Win Rate b) Total Points Won c) Payment Rate d) Average Points Paid e) Total Points Paid f) Riichi Rate g) Calling Payment Rate h) Count of Hands at Mangan or Higher i) Positive Game Count This section doesn't populate until you've completed your first stage (a series of five matches) in League Mode. 2.1 Survival Mode This screen lists some basic figures for the Survival Mode (see Section 07). The first row shows your best performance (number of games survived). The next two breakdown the percentage of 1st, 2nd and 3rd places. The bottom row gives the total number of games played. 2.2 Multiplayer This gives some quick stats for multiplayer games (see Section 09). The first two rows give a breakdown of your 1st, 2nd, 3rd and 4th places. The bottom row gives the total number of games played. 3.1 League Prizes This shows the prizes you've won/unlocked from League Mode. They're shown in a 4x4 grid in the following arrangement: ______________ ______________ ______________ ______________ | | | | | | Solid Gold | Pocket | Antique | Gramophone | | Eagle Statue | Watch | Camera | | |______________|______________|______________|______________| | | | | | | Music | Champagne | Violin | Glass | | Box | Set | | Handicraft | |______________|______________|______________|______________| | | | | | | Wristwatch | Classic | Acoustic | Grand | | | Car | Guitar | Piano | |______________|______________|______________|______________| | | | | | | Pearl | Mystery | Luxury | Martian | | Necklace | Nile Tour | World Cruise | Expedition! | |______________|______________|______________|______________| If you haven't yet won any of this fantastic array of virtual prizes this menu option will be greyed-out and unavailable. 3.2 Mahjong Tiles This shows the tile colours available in the game: a) Butterscotch (bamboo) b) Red c) Blue Your preferred tile colour can be chosen before a Free Play game. ------< OPTIONS >------------------------------------------------- [Section 12] There are seven gameplay options which can be configured under the bottom choice off the main menu. You can also view or adjust them during play by pressing the Y button to open the menu bar and then picking the first (blue) option. You can change an option by either tapping the text label or by selecting with d-pad up/down and adjusting with d-pad left/right. Then tap the bottom button or press either A or B to save and exit. The On/Off options for the first six are given in English so they're very easy to follow and the seventh is clear from the numerical values offered. 1. Name: Background Music Options: On* / Off Info: This allows you to disable the in-game background music (BGM). 2. Name: Sound Effects Options: On* / Off Info: Similarly this one controls whether sound effects are used. 3. Name: In-Game Messages Options: On* / Off Info: This lets you turn off the text-boxes that appear during play when your opponents make comments during a match. You still get a quick speech bubble however each time they call Chii, Pon or Kan, or when they declare Riichi, Ron or Tsumo. 4. Name: Check for Dangerous Tiles Options: On* / Off Info: This function lets you check whether a tile in your hand is Kikenhai - a "dangerous" tile which could aid one of your opponents. During play you can press Y on your turn to open the Settings menu and pick the fifth (yellow) option to open the tile checker. Use d-pad left/right to cycle through the four options at the bottom to choose whether you view information specifically for one opponent or for all three. Kamicha Toimen Shimocha Zenin (player to left) (player opposite) (player to right) (everyone) For each choice the main grid will display the tiles in your hand in the following six rows. Each tile will appear once only. 1. Kikenhai - potentially dangerous discards All of your hand tiles are listed here by default if they're not shown under any of the other five categories. 2. Suji - potentially safe discard/s The application of Suji is the core of discard-reading theory. It assumes that a player has given themselves an efficient two-sided Ryanmen wait, i.e. two consecutive suit tiles which could form a Chow set with the addition of one of two different Suji tiles, for example _45_ waiting on either 3 or 6 in the same suit. If a player had a _45_ wait and had already discarded the 6 of the same suit then they would be Furiten on the 3 and therefore that would be a safe discard against them. (However there are several other waits on the 3 that the player could potentially have.) 3. Wan Chansu - potentially safe discard/s The term Wan Chansu (literally "one chance") is used when three copies of one specific tile are visible within your hand and/or on the table (i.e. as discards, Dora indicators or in open sets). This is a slightly less safe version of a Kabe scenario where all four copies of one tile can be seen and certain Suji tiles could potentially be safer discards (see list below). For example if you can see three 2p (in the Pinzu/Dots suit) then there is only one other available and there is only "one chance" that a player has a _23_ wait and therefore 1s appears safer. 4. Kabe - potentially safe discard/s A Kabe (wall) occurs when all four copies of one specific tile are visible within your hand and/or on the table - this situation is also known as Noo Chansu (lit. "no chance"). A wall makes specific discards safer because certain two-sided waits will be impossible. For example if you can see four 3m (in the Manzu/Craks suit) then there is "no chance" that anyone has either a _23_ wait or a _34_ wait and so 1m and 2m might be safer. However someone could still have a _56_ wait (waiting on 4m) or a _67_ wait (waiting on 5m). Kabe | 2 | 3 | 4 | 5 | 6 | 7 | 8 -------+-------+-------+-------+-------+-------+-------+------- Safer | 1 | 1 & 2 | 2 & 3 | 3 & 7 | 7 & 8 | 8 & 9 | 9 5. Last Honour Tile/s - potentially safe discard/s This row shows any honour tile (wind or dragon) in your hand where all the other copies of that tile are visible on the table. If the other matching tiles are dead then you can safely discard the rest without risk of them being taken by Ron to complete a Pung or a pair. However there is still a remote chance that one could be used to complete a Kokushimusou (Thirteen Orphans) hand! If the selected player has already discarded the tile themselves it will be shown on row 6 instead because it is a totally safe discard against that player (with no risk of Kokushi from them). 6. Genbutsu - safe discards The bottom row shows any tiles that are completely safe to discard against the selected player because they have already discarded those tiles themselves and therefore they cannot declare a Ron win on them because of the Furiten rule. For example if you were viewing information for the opponent to your left, you were holding a 6s (Souzu/Bams suit) but the player had already discarded one of these then the 6s would be shown. This row does not show any tiles on which a player is permanently Furiten due to the fact that one was discarded by another player after the first player declared Riichi. Remember that discard-reading usually deals in probabilities and speculation rather than absolutes - any tiles displayed on rows 2, 3, 4 and 5 can only ever be described as *potentially* safe discard/s because of other players and/or other waits on those tiles. Even if a tile is shown on row 6 for one player it will only ever be a 100% safe discard if listed as a Genbutsu in the "everyone" view. Since honour tiles (winds and dragons) cannot form Chow sets, only numbered suit tiles will ever be shown on rows 2, 3 and 4. 5. Name: Check for Winning Tile Options: On* / Off Info: This is something about checking your winning tiles after reaching. 6. Name: Auto Discard after Riichi Options: On* / Off Info: This function automatically discards any non-winning tiles you draw after declaring Riichi. When you set the option Off you must discard each tile manually as usual. 7. Name: Time Limit Options: Off* [nashi] / 5 seconds / 10 seconds / 15 seconds Info: With this option you can impose a time limit [seigenjikan] on each turn you take. When you are getting low on time a small red countdown timer will appear in the bottom-left corner of the touchscreen. If you fail to make your move before the timer reaches zero the game will automatically discard your currently selected tile. *This is the default setting for the game option. ------< RULE OPTIONS >-------------------------------------------- [Section 13] There's a remarkable range of 41 rule options in the game. In League Mode you play with a different rule-set in each stage, in Survival Mode you play with the Ton-Puu rule-set and in Free Play you have a choice of eight rule-sets including one which is completely customisable (the specifics of each set are outlined in Section 08 above). You're always shown the current rule options at the start of a game. You might be able to adjust some or all of them. Whether you're changing or just viewing the rules, you need to use the bottom-right on-screen button to confirm. The rule options are always listed over three pages in the following pattern: Page 1 1.01 1.08 Page 2 2.01 2.08 Page 3 3.01 3.08 1.02 1.09 2.02 2.09 3.02 3.09 1.03 1.10 2.03 2.10 3.03 3.10 1.04 1.11 2.04 2.11 3.04 3.11 1.05 1.12 2.05 2.12 3.05 3.12 1.06 1.13 2.06 2.13 3.06 3.13 1.07 1.14 2.07 2.14 3.07 Each of these is listed and described below. There's no number 3.14 but instead you can use the final option there to restore the default rule settings. You'll notice that several rules have the same two options available, these are Ari (with) and Nashi (without). If you play Japanese mahjong then you should recognise these terms; if not, their usage is simple - for example Nakitan Ari means the Nakitan rule is applied (On), Nakitan Nashi means it ain't (Off)! _/___ | _ /___ |/ \ ARI /|___| | | denotes "existence" and describes a rule that's applied (on) | | _/ /_______ | _|_|_|_|_ | NASHI |_|_|_| | means "without" and describes a rule that's not applied (off) / \ \ \ |___/ Okay, here are the rules. Hope you're sitting comfortably 'cos it's a long list! 1.01 Name: Nakitan (open Tanyao) Options: On* [ari] / Off [nashi] Info: When Nakitan is Ari the game allows the scoring element Tanyao (All Simples) on an open hand - a hand with one or more exposed sets. Although Koei have always favoured the Nakitan name in their Mahjong Taikai games, this rule is more commonly known as Kuitan. 1.02 Name: Naki Pinfu (open Pinfu) Options: 20 Fu / 30 Fu* Info: The scoring element Pinfu is defined as a "no points" hand, with no extra Fu (minipoints) other than the basic 20 or 30 Fu for declaring the win. You get those extra 10 Fu when you declare a Ron win (with a stolen discard) on a closed hand, however exceptionally you also get a bonus of 2 Fu when you win by Ron on an open hand which (aside from being exposed) has a Pinfu structure and so - since your minipoints total is always rounded up to the next 10 - you score 30 Fu again. You can disable this quirky rule by chosing the "20 Fu" option. Since one of the four requirements of Pinfu is that the hand must be closed, you cannot claim Pinfu on a so-called "open Pinfu" hand! 1.03 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. A Tsumo win is normally worth an extra 2 Fu but with this rule you waive the 2 Fu and take the extra Han (double) for meeting the "no points" requirement of Pinfu instead. If this rule is applied you'd score 20 Fu and 2 Han (for Menzen Tsumo and Pinfu), if not you'd score 30 Fu (that's 22 Fu rounded up again) and 1 Han (for Menzen Tsumo only). Any additional scoring elements or Dora bonus tiles will add to those Han totals of course. 1.04 Name: No-Ten Bappu (draw payments) Options: On* [ari] / 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 3,000 points, which are paid by the players that are No-Ten (not Tenpai). With No-Ten Bappu set to Nashi, no points are exchanged on a draw. 1.05 Name: Renchan (continuances) Options: Tenpai* / Nanba / Houra Info: This sets the conditions in which the dealer gets to play a Renchan (an extra hand or continuance without the Seat-Winds moving). o Tenpai - dealer "stays on" if they win a hand or if a hand ends in a draw where they have a Tenpai (ready) hand o Nanba - the Tenpai rule applies in the Tonba (east round) but if a Nanba (south round) is played then the dealer stays on if they win or in any draw, regardless of whether they're Tenpai (ready) or No-Ten (unready) o Houra - dealer only stays on when they win a hand 1.06 Name: Ura Dora (underside bonus tiles) Options: On* [ari] / Off [nashi] Info: The Ura Dora is indicated by the tile under the standard Omote Dora indicator and applied when someone wins after declaring Riichi. 1.07 Name: Kan Dora (Kong bonus tiles) Options: On* [ari] / Off [nashi] Info: A Kan Dora indicator is flipped on the top row of the Dead Wall each time someone declares a Kong (quad) set. Specifically the indicator tile for the Kan Dora is not shown until the player discards safely after making the Kong. 1.08 Name: Kan Ura Dora (Kong underside bonus tiles) Options: On* [ari] / Off [nashi] Info: When the two previous rules are both Ari it's also possible to play with Kan Ura Dora which are indicated by the tile/s under any active Kan Dora indicators when someone wins after reaching. (Setting Kan Dora (rule option 1.07) to Nashi will automatically fix Kan Ura Dora to Nashi too. However setting Ura Dora (1.06) to Nashi doesn't do this, giving the impression that it's possible to have Kan Dora and Kan Ura Dora but no standard Ura Dora. This is not the case however - Kan Dora and Ura Dora must both be Ari in order for Kan Ura Dora to be applied.) 1.09 Name: Ippatsu ("one-shot" win after Riichi) Options: On* [ari] / Off [nashi] Info: This simply turns on/off the Ippatsu scoring element. 1.10 Name: Dobon (bankruptcy) Options: Off [nashi] / 0* / 10 / 20 / 30 Info: Also known as Buttobi or Tobi, the Dobon rule causes a game to end early if the score of one or more players drops below zero. Unusually the game gives you a range of options for Dobon. With the 0 setting the rule is applied as normal but with the other numerical options a penalty of 10k, 20k or 30k points is applied, paid by the bankrupt player to the opponent that busted them. 1.11 Name: Haikyuugenten (starting scores) Options: 16k / 24k / 25k* / 26k / 27k / 28k / 29k / 30k Info: This sets the number of points that each player holds at the start of each game. (This affects the Oka bonus - see next rule) 1.12 Name: Kaeshiten (buy-in) Options: 20k / 30k* Info: This is the number of points the players effectively pay to buy into each game. This figure is significant because the excess points - the difference between the buy-in and the starting score - forms a jackpot called the Oka that is paid to the player that wins the match. For example with the standard 30,000 points buy-in and 25,000 points starting scores, each of the four players pays their excess 5,000 pts to give an Oka bonus of 20k pts. NB: the permitted values for both rule 1.11 and 1.12 are wrong in the manual. The options given in the actual game are listed here. 1.13 Name: Bakaze (Round-Winds) Options: Ton-Nan* (east south) / Ton-Puu (east wind) / Ton-Ton (east east) Info: This sets the number (and type) of rounds played in a match. o Ton-Nan - this is the standard Japanese Hanchan of two wind-rounds, an east round followed by a south round o Ton-Puu - this is a single round or so-called quarter-game, played with an east round only o Ton-Ton - this is a more unusual option whereby you play two rounds but the Round-Wind is east in both In an "east east" game the hand counter and Round-Wind marker on the top screen will both show south to indicate the second round but east is the Round-Wind, not south. 1.14 Name: Shaanyuu (west extension) Options: Off* [nashi] / 30,000 / 30,100 / 33,100 / 35,100 Info: Under the Shaanyuu rule a third (west) round will be played if no one achieves the target score by the end of a two-round match. If the target is still not reached by the end of that round then a north round will be played (giving what would be a full game of all four Round-Winds in Chinese classical rules). Potentially the game can then extend into a second east round and so on... The target value of 30,000 pts represents a player breaking even from their 30k buy-in and 30,100 pts would be the minimum possible profit. The Shaanyuu rule is unavailable when a one-round game is selected in custom rule 1.13 above. I remember experimenting with this rule in Mahjong Taikai IV on the PS3 - it's an interesting challenge to try to control a game such that neither your opponents nor yourself beat the target score. On my first attempt I stretched a game into an epic five rounds duration. 2.01 Name: Uma (score spread) Options: Off* / 0-5 / 0-10 / 0-20 / 0-30 / 5-10 / 10-20 / 10-30 / 20-30 Info: The Uma is an adjustment to the final scores at the end of the game based on the players' placings. The two digits represents thousands of points and the player in 3rd pays the smaller amount to 2nd and the player in 4th pays the larger amount to the match winner. For example with the 10-20 Uma, 3rd pays 10,000 points to 2nd and 4th pays 20,000 points to 1st. See Section 14 for some worked examples. 2.02 Name: Agari Yame (quit while you're ahead!) Options: On [ari] / Off* [nashi] Info: Although the game calls this Houra Shuuryou (literally "winning termination") I'm going with the more popular name Agari Yame. When this rule is used, if the dealer (east) wins the final hand of a match and is leading on points then they are given the option to end the game (and collect the Uma and Oka) rather than risk losing in the Renchan (extra hand) that would usually be played after a dealer win. When this happens to you the game will ask if you want to stop. Pick the left option to end the game or right to continue. You might find that the graphics glitch here... :\ Use d-pad right to highlight the *left* option if you want to terminate. 2.03 Name: Tochuu Ryuukyoku (abortive draws) Options: Renchan* / Off [nashi] / Ronchan Info: The rules of Japanese mahjong recognise five different situations that can optionally force a hand to end in an abortive draw. o Suu Kai Kan (four revealed Kongs) A total of four Kongs are declared by two or more players. o Kyuu Shu Kyuu Hai (nine varieties, nine tiles) A player has nine or more different Terminal and Honour tiles after their first drawn tile (and no player has previously melded a discard) and they choose to accept the abortive draw. The bots seem to take this option quite often instead of going for Kokushi (Thirteen Orphans) so that's one less thing to worry about! o Suu Fon Rendaa (four winds barrage) All four players discard the same wind tile on their first turn (and no player has previously called a discard tile). o Suu Cha Riichi (four persons Riichi) All four players declare Riichi in the same hand. o San Cha Hou (three persons win) Three players declare a Ron win on the same discard tile. This rule gives you three options which are applied to these draws: o Renchan - abortive draws are enforced and the next hand is played with the same Seat-Winds o Nashi - abortive draws are not recognised o Ronchan - abortive draws are enforced and the next hand is played with the Seat-Winds rotated one place 2.04 Name: Ryan Han Shibari (two-Han minimum) Options: On* [ari] / Off [nashi] Info: Usually modern Japanese mahjong is played with an Ii Han Shibari or one-Han minimum which means that a hand must be worth at least one Han (double) in order to be able to declare a valid win. Furthermore any Han from Dora bonus tiles cannot be counted towards this, so it's effectively a one-Yaku minimum. Each time a hand ends in either a dealer win or a draw a "counter" is placed on the table - this is usually one of the dealer's 100-point scoring sticks (as shown at the bottom of the top screen in Mahjong Taikai DS). This is called the Honba count and a number of points equal to 300 multiplied by the current Honba is added to the value of any winning hand. When a non-dealer wins a hand, the Honba count is reset to zero (except under the Ba Shibari rule-set in Free Play). Under the Ryan Han Shibari rule, when there are five or more counters on the table a hand must have Yaku (scoring elements) worth two or more Han in order to win. Again, Dora cannot be counted for this. 2.05 Name: Kokushi Chankan (Robbing the Kong for Thirteen Orphans) Options: On [ari] / Off* [nashi] Info: Kokushimusou is the Japanese name for the Thirteen Orphans limit-hand composed of one each of all thirteen Terminals and Honours plus one duplicate. Chankan is the "Robbing the Kong" Yaku that allows you to declare a Ron win off the tile used to complete an open Kong set. Usually you cannot "rob" a concealed Kong, but when this rule is in use you can, but only when completing a Kokushi hand. 2.06 Name: Riichi Ankan (concealed Kong after Riichi) Options: On* [ari] / Off [nashi] Info: When this rule is Ari you are permitted to declare a concealed Kong after you have declared Riichi as long as this does not alter the structure of your hand or the nature of the wait/s. If you are playing with additional Dora (see rule options 1.06, 1.07 and 1.08) this will give both a Kan Dora and a Kan Ura Dora if you complete the hand. 2.07 Name: Riichibou Modoshi (Riichi-stick return) Options: On [ari] / Off* [nashi] Info: Usually if a match ends in a draw with one or Riichi stakes still on the table these will be given to the player in 1st place. When this rule is applied the 1000-point Riichi sticks will instead be returned to the players who declared them. This rule would be significant if you were in first place in the final hand of a match with a lead of less than 1,000 points. If you were to reach at this stage your thousand points would go into the Kyoutaku ("reach bank") on the table, your score would drop by 1,000 points, you'd lose first place and if the hand ended in a draw you would have missed the chance to win the game. With this rule you'd get your Riichi stick back and your score/position would be restored. 2.08 Name: Yakitori (penalty for not winning a hand) Options: Off* [nashi] / 10 / 15 / 20 / Ura 10 / Ura 20 / Ura 30 Info: Under the Yakitori rule each player starts the game with a Yakitori token which is displayed on the top screen as a square orange marker under their score (the score screen is shown when you press Y). On each marker are four katakana characters spelling Ya-Ki-To-Ri. When a player wins a hand their token is removed. At the end of the match any player whose Yakitori marker is still present (i.e. those players who failed to win at least one hand) must pay the selected penalty to each of the players who did win a hand. In the final score reckoning (see Section 14) the numbers indicate thousands of points, so for example with Yakitori set to 15, if only one player failed to win they must pay 15,000 points to each of the other three players (for 45k total - ouch). When you pick one of the "Ura" options (where each of the numbers is preceded by a single kanji character) the so-called "Phoenix" variant of Yakitori is invoked and if all four players win a hand then the Yakitori tokens are restored and the process starts again. 2.09 Name: Wareme (doubling effect at Wall break) Options: On [ari] / Off* [nashi] 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 red marker (inscribed Wa-Re-Me) under their score on the top 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. (In addition to using the marker, you can also determine the Wareme player by studying the dice. The position of the dice indicates the dealer's seat and the number rolled would've been used to decide the side of the Wall to be broken, counting counter-clockwise from east (counting 1 on the dealer). For example if the dice show 9 then you would count around the table twice and back to the dealer.) 2.10 Name: Paarenchan (eight continuances) Options: On [ari] / Off* [nashi] Info: Paarenchan is an optional Yakuman (limit-hand) awarded when the dealer wins eight consecutive hands. 2.11 Name: Ippatsu Shou (Ippatsu award) Options: On [ari] / Off* [nashi] Info: This is the first of five rule options relating to "Tips". Tips are awarded for lucky occurrences during play, recorded using yellow poker-style chips (shown on the score view under each player's Seat- Wind) and these are translated into points (5,000 pts per chip) in the final score reckoning at the end of a match (see Section 14). When this rule is applied a player declaring an Ippatsu win by Ron will receive two chips from the player who discarded the winning tile but if they get an extra-lucky Tsumo Ippatsu win then instead they get two chips each from the three other players (six total). Obviously this rule can only take effect when the Ippatsu rule is in use (as specified by rule option 1.09 above). 2.12 Name: Ura Dora Shou (underside Dora award) Options: On [ari] / Off* [nashi] Info: With this rule a player earns Tips when they pick up Ura Dora on a Riichi win. On a Ron win the discarder pays one chip for each Ura Dora in the winning hand but on a Tsumo win all three opponents pay one chip per Ura Dora present. For example if a player declared Riichi on a hand with a pair of 3m, they won the hand by Tsumo and the Ura Dora indicator was revealed to be 2m, the winner would collect six chips in total (two per player) which would be worth an extra 30,000 pts in the final reckoning. The Ura Dora rule 1.06 must be Ari for this option to be applied. 2.13 Name: Yakuman Shou (limit-hand award) Options: On [ari] / Off* [nashi] Info: With this rule a player that's lucky enough to make a Yakuman (limit- hand) gets a large additional bonus of Tips. If they win by Ron they take 15 chips from the player that discarded their winning tile or if they win by Tsumo they take 5 chips each from all three opponents. Those fifteen chips are worth a further 75,000 points! This rule does not apply to Kazoe Yakuman (Counted Yakuman for a hand with elements worth 13+ Han) or Shiisanpuutaa (see rule 3.07 below). 2.14 Name: Toriuchi (shooting birds) Options: On [ari] / Off* [nashi] Info: Toriuchi is easily the most quirky of the five Tip rules! The "Tori" in the name means "bird" in Japanese and as you might've guessed this refers to the 1 Souzu/Bams tile. For every bird tile in a hand won by Ron the player receives one Tip chip from the player who discarded the winning tile. It's not as simple as that though, because the 7 Pinzu/Dots tile is the "pistol" and if the discarder has at least one 7p tile then the gun shoots the bird/s and the payment is not made. There's one more aspect to Toriuchi however. The 8 Souzu/Bams is the "birdcage" which protects the bird/s from gunfire! Any 8s cage tiles in the winner's hand will nullify the effect of any pistols. (The number of pistol or cage tiles is not important - one pistol can shoot any number of birds and one cage can block any number of guns.) 3.01 Name: Arisu (Wall flips after Riichi win) Options: On [ari] / Off* [nashi] Info: After a player wins with Riichi under the Arisu rule, a tile will be flipped on the Wall and if the winner has any matching tiles in their hand (it must be an exact match, not like the Dora indicators) they will gain a Tip chip for each one and another tile will be flipped. An Arisu rule option also appears in the DS game based on the mahjong manga Mukoubuchi but there, instead of awarding Tips, each matching tile adds one Han (double) to the value of the winning hand. 3.02 Name: Kinchiidokuritsu (pair wait in fully exposed hand) Options: On [ari] / Off* [nashi] Info: Kinchiidokuritsu is an optional Yaku awarded for a hand won on a Hadakatanki wait, i.e. a pair wait in a hand where all four sets are exposed (completed by stealing discarded tiles by Chii, Pon or Kan). Concealed Kongs don't count - every set must be open. In some versions of this rule the winning tile in the pair wait must be the 1 Souzu/Bams tile (the bird) and the Yaku is paid a Mangan, but in Mahjong Taikai DS it seems you can complete the hand with any tile and the Yaku is worth only one Han (double). 3.03 Name: Uupin Kaihou, Iipin Raoyue & Ryansou Chankan (Chinese Yaku) Options: On [ari] / Off* [nashi] Although only one is listed in the title, this rule permits three scoring elements from the original Chinese classical mahjong rules. All three are special cases of normal Japanese scoring elements won on a specific tile and worth two Han instead of the usual one. o Uupin Kaihou - This is Rinshan Kaihou (drawing your winning tile as the supplement tile taken after declaring a Kong) won on the 5 Pinzu/Dots tile. In the English translation of the Chinese classical rules it's called "Gathering the Plum Blossom from the Roof". The markings on the tile represent the plum blossom and the supplement tiles are placed on the top (roof) of the Dead Wall in classical rules. o Iipin Raoyue - This is Haitei Raoyue (winning by Tsumo on the final tile in the Live Wall) won with 1 Pinzu/Dots. In English it's "Plucking the Moon from the Bottom of the Sea". The big dot of the 1p tile is the moon and the Live Wall is the sea. o Ryansou Chankan - This is the scoring element Chankan ("robbing" the tile used to promote an open Pung into an open Kong) won on the 2 Souzu/Bams tile. The tile's markings represent the pole in the English name "Scratching a Carrying Pole". 3.04 Name: San Renkou & Suu Renkou (Three/Four Consecutive Pungs) Options: On [ari] / Off* [nashi] Info: San Renkou is an optional two-Han scoring element awarded for having three Pungs in your hand in the same suit with consecutive numbers, for example 555 666 777. Suu Renkou is an optional Yakuman (limit-hand) composed of four Pungs in the same suit with consecutive numbers, e.g. 555 666 777 888. 3.05 Name: Iisou Sanshun (Pure Triple Chow) Options: On [ari] / Off* [nashi] Info: Iisou Sanshun (Pure Triple Chow) is an optional Yaku worth two Han. It's like an extended version of Iipeikou (Pure Double Chow) but with three identical Chows in the same suit instead of two. Unlike Iipeikou it can be claimed on an open hand but in this case the property of Kuisagari applies and the value drops to one Han. You cannot claim both Iisou Sanshun and San Renkou on the same tiles because you cannot interpret them as both Chows and Pungs. 3.06 Name: Nagashi Mangan (all Terminal and Honour discards) Options: On* [ari] / Off [nashi] Info: You can claim Nagashi Mangan if a hand ends in a normal exhaustive draw (not an abortive draw), all your discards were Terminals and Honours, and none were called by your opponents. In such a situation you receive a Mangan payment. The game uses the less common Yaochuu Furikiri name for this rule. 3.07 Name: Shiisanpuutaa (junk hand) Options: Off [nashi] / Mangan* / Baiman / Yakuman Info: I use the term "set element" to describe any two tiles that together could form a set with the addition of one more tile, e.g. _67_, 3_5, _89 or a pair. You can claim Shiisanpuutaa if, after drawing your first tile, you have thirteen tiles completely lacking set elements plus a fourteenth tile that's a duplicate of one of the thirteen, making a pair (kinda like in Kokushimusou (Thirteen Orphans)). I got this once in Mahjong Taikai IV with the following starting hand which will serve as an example: 1m 4m 9m 2p 8p 7s east south south west north white green 4s (draw) Basically all your numbered suit tiles must be two or more away from their neighbours and you must have exactly one pair. With the three options you can choose whether this is rewarded at the Mangan, Baiman or Yakuman limit. 3.08 Name: Renhou ("Human Win") Options: On* [ari] / Off [nashi] Info: Related to Tenhou and Chiihou, Renhou is also recognised as a Yakuman in Mahjong Taikai DS. It's awarded when a non-dealer completes their hand with a Ron win before taking their first draw. Additionally no calls must have been made prior to the win. 3.09 Name: Dai Sharin ("Big Wheels") Options: On [ari] / Off* [nashi] Info: Dai Sharin is an optional Yakuman for a hand composed specifically of 22334455667788 in the Pinzu/Dots suit. 3.10 Name: Hyakuman Goku, Beni Kujaku and Ao no Doumon (obscure Yakuman) Options: On [ari] / Off* [nashi] Info: This rule permits three unusual optional Yakuman (limit-hands). o Hyakuman Goku - This is a Manzu/Craks flush in which the numbers on the tiles add to 100 or more, for example a hand of 555 678 789 999 88 (total 103). The name means "one million stones". The red kanji on every Manzu tile represents 10,000 so that's where the million comes from: 100 x 10,000. o Beni Kujaku - This is the counterpart of Ryuuiisou, the "All Green" Yakuman. Instead of using the green dragon (Hatsu) and the pure green Souzu/Bams tiles, it can contain only the red dragon (Chun) and the Souzu tiles with red markings - the 1, 5, 7 and 9. Since this allows even fewer tiles than All Green and you can't make Chows this would be very rare. The name means "crimson peacock". o Ao no Doumon - Vaguely similar, this hand must contain only wind tiles and 2, 4 and 8 Pinzu/Dots. Much like Honroutou (All Terminals & Honours), since Chows are not possible this will always have either an "all Pungs" or "all pairs" structure. The name means "tunnel of blue". 3.11 Name: Daburu (double Yakuman) Options: On* [ari] / Off [nashi] Info: This rule permits the combination of two Yakuman (limit-hands), for example you might "stack" Tsuuiisou (All Honours) with either Dai San Gen (Big Three Dragons) or Shou Suu Shii (Little Four Winds). 3.12 Name: Ryan Cha Hou (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). 3.13 Name: San Cha Hou (Triple Ron) Options: On [ari] / Off* [nashi] Info: Similarly this rule permits three players to declare a Ron win on the same discard of the unfortunate fourth. If a Triple Ron is not permitted then the situation can be recognised as an abortive draw (see rule option 2.03 above). If rule 3.12 is set to Nashi then this option is fixed Nashi too. 3.14 (The final option on the third page can be used to reset all the rule options to their default settings if you're using a customisable rule-set) Before moving on, here are a few quick notes about other rule options... Despite having an extensive range of often obscure or archaic rule settings, the game doesn't give you the option of playing with Red Fives (the same is true of Mahjong Taikai IV on the PS3). This is quite strange since Red Fives are a very common option in Japanese mahjong and would be easy to implement in the game. They were finally added in the 2007 Wii version of Mahjong Taikai however. Kuikae is fixed Ari - if you have a complete Chow or Pung concealed in your hand you are permitted to call a tile by Chii or Pon using two of those tiles and then discard immediately the third tile from the original set. Mangan Kiriage is fixed Nashi - a hand worth either 4 Han and 30 Fu or 3 Han and 60 Fu is not rounded-up to the Mangan level. Sashiuma is Ari in League Mode and Survival Mode. You have the option to place a side-bet against one of your opponents and whoever has the lower score at the end of the match must pay 10,000 points to the other. During play the player who you bet against will be indicated with a green marker under their score (next to the Yakitori and Wareme markers if you're using those rules). *This is the default setting for the rule option. ------< FINAL SCORES >-------------------------------------------- [Section 14] The players' scores at the end of a match are calculated and adjusted according to the following scheme. (See Section 13 for more information about all the rule options mentioned here: buy-in points, starting scores, Uma, Dobon, Yakitori, Tips and Sashiuma.) 1. The Oka bonus is awarded to the player in 1st place. Although both values can differ under custom rules, usually each player buys into a match with 30,000 pts (Kaeshiten) but starts the game with 25,000 pts (Haikyuugenten). The excess points form the Oka bonus for the winner. With the standard 30k buy-in and 25k starting scores (and four players) the Oka will be 20,000 points (4 x 5,000). If however you were playing with 25,000 pts buy-in and 24,000 pts starting scores it would be only 4,000 pts (4 x 1,000). If the buy-in and starting score are the same then no Oka is available. After applying the Oka bonus, the four players' scores will sum to the total of their buy-ins (e.g. 120,000 pts with 30k buy-in). 2. The scores are adjusted to give a zero sum and abbreviated. This is accomplished by subtracting the buy-in from each player's score, dividing by 1,000 and then rounding to an integer value. The scores for 2nd, 3rd and 4th will be processed first as it is sometimes necessary to tweak the winner's score to achieve the zero sum after rounding. Each player's score now denotes their profit or loss (against the buy-in) in thousands, e.g. +13 means a 13,000 pts profit, -20 is a -20,000 pts loss. 3. The Uma spread is applied (if that optional rule is in use). The two numbers for the Uma indicate the adjustments made to the scores in this stage, with the player in 3rd paying the smaller amount to 2nd and the player in 4th paying the larger amount to 1st. For example with a small 5-10 Uma the player in 3rd pays 5 (5,000 points) to 2nd and 4th pays 10 (10,000 pts) to 1st. Since points are transferred between players, the zero sum is preserved. 4. Any Dobon penalty is applied (if that optional rule is in use). With a Dobon setting of 10, 20 or 30 the busted player must pay that penalty to the player that busted them. The Dobon penalty can cause the placings to change. Since points are transferred between players, the zero sum is preserved. 5. Any Yakitori penalties are applied (if that optional rule is in use). Under the optional Yakitori rule any player who failed to win at least one hand in the match must pay a penalty to every player that did win a hand. Yakitori payments can cause the placings to change. Since points are transferred between players, the zero sum is preserved. 6. Any Tip bonuses are applied (if those optional rules are in use). There are five separate rule options which cause bonuses to be awarded for lucky occurrences in play : winning by Ippatsu ("one-shot" win after Riichi), gaining Ura Dora on a Riichi win, completing a Yakuman (limit-hand), having bird tiles in your hand for the zany Toriuchi (bird shooting) rule and for matching flipped Wall tiles for the Arisu rule. These are recorded via the transfer of chips during the game and translate into 5 per chip in this penultimate stage of score reckoning. Tip payments can cause the placings to change. Since points are transferred between players, the zero sum is preserved. 7. The Sashiuma side-bet payment is made (if that option is in use). After all other payments have been made in this process, the scores of the two opponents who placed the bet are compared and the one with the lower score pays 10 to the other. Sashiuma payments can cause the placings to change. Since points are transferred between players, the zero sum is preserved. Confused? You will be. Here's some examples... Example A o 30k buy-in and 25k starting scores (so 20k Oka is paid in Step 1). o 5-10 Uma is applied (in Step 3). o Dobon applied but no players busted/penalized (so no change in Step 4). o No Yakitori, no Tips and no Sashiuma (so no change in Steps 5, 6 and 7). | End Scores | Step 1 | St.2 | St.3 | St.4 | St.5 | St.6 | St.7 ---------+----------------+---------+------+------+------+------+------+------ Player A | +38,100 points | +58,100 | +28 | +38 | +38 | +38 | +38 | +38 ---------+----------------+---------+------+------+------+------+------+------ Player B | +26,200 points | +26,200 | -4 | +1 | +1 | +1 | +1 | +1 ---------+----------------+---------+------+------+------+------+------+------ Player C | +21,600 points | +21,600 | -8 | -13 | -13 | -13 | -13 | -13 ---------+----------------+---------+------+------+------+------+------+------ Player D | +14,100 points | +14,100 | -16 | -26 | -26 | -26 | -26 | -26 ---------+----------------+---------+------+------+------+------+------+------ totals: | 100,000 points | 120,000 | 0 | 0 | 0 | 0 | 0 | 0 Example B o 30k buy-in and 27k starting scores (so 12k Oka is paid in Step 1). o 20-30 Uma is applied (in Step 3). o Dobon applied but no players busted/penalized (so no change in Step 4). o Yakitori is used with a penalty of 10. Only Player C failed to win a hand so they pay a penalty of 10 each to every other player (in Step 5). o Ippatsu Tips are used. Player A won two hands by Ippatsu after reaching - one by Ron off Player B and another by Ron off Player D. Two Tip chips were paid by the discarder on each occasion and these translate into a payment of 10 each (in Step 6). o No Sashiuma (so no change in Step 7). | End Scores | Step 1 | St.2 | St.3 | St.4 | St.5 | St.6 | St.7 ---------+----------------+---------+------+------+------+------+------+------ Player A | +45,200 points | +57,200 | +27 | +57 | +57 | +67 | +87 | +87 ---------+----------------+---------+------+------+------+------+------+------ Player B | +28,800 points | +28,800 | -1 | +19 | +19 | +29 | +19 | +19 ---------+----------------+---------+------+------+------+------+------+------ Player C | +24,000 points | +24,000 | -6 | -26 | -26 | -56 | -56 | -56 ---------+----------------+---------+------+------+------+------+------+------ Player D | +10,000 points | +10,000 | -20 | -50 | -50 | -40 | -50 | -50 ---------+----------------+---------+------+------+------+------+------+------ totals: | 108,000 points | 120,000 | 0 | 0 | 0 | 0 | 0 | 0 In this case Player C drops from 3rd to 4th place due to the Yakitori payments. Example C o 30k buy-in and low 16k starting scores (so 56k Oka is paid in Step 1). o 0-30 Uma is applied (in Step 3). o Dobon is applied with a penalty of 30. The game ended early with Player D busting out by Player B so the 30 penalty is paid by D to B (in Step 4). o Yakitori is used with a penalty of 20. Only Player D failed to win a hand so they pay a penalty of 20 each to every other player (in Step 5). o No Tips (so no change in Step 6). o Players A and D were running a Sashiuma side-bet. Player D had the lower score in Step 6 and therefore pays 10 to Player A (in Step 7). | End Scores | Step 1 | St.2 | St.3 | St.4 | St.5 | St.6 | St.7 ---------+----------------+---------+------+------+------+------+------+------ Player A | +28,900 points | +84,900 | +55 | +85 | +85 | +105 | +105 | +115 ---------+----------------+---------+------+------+------+------+------+------ Player B | +19,300 points | +19,300 | -11 | -11 | +19 | +39 | +39 | +39 ---------+----------------+---------+------+------+------+------+------+------ Player C | +16,900 points | +16,900 | -13 | -13 | -13 | +7 | +7 | +7 ---------+----------------+---------+------+------+------+------+------+------ Player D | -1,100 points | -1,100 | -31 | -61 | -91 | -151 | -151 | -161 ---------+----------------+---------+------+------+------+------+------+------ totals: | 64,000 points | 120,000 | 0 | 0 | 0 | 0 | 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. :) My highest final score during my first season of League Mode was +176. :) I got a Baiman for an interesting hand - Riichi, Ippatsu ("one-shot"), Honitsu (Half Flush), Chii-Toitsu (Seven Pairs) and two Ura Dora. The discarder was Wareme so they paid double. It was in the fifth stage so the Infure (inflation) rule-set was applied and I got two chips for Ippatsu and two more for the Ura Dora. The discarder was busted so the game ended and I collected +24 for Oka, +30 from the Uma, +30 for Dobon, +20 for Yakitori, +20 for the Tips and +10 for Sashiuma! ------< CONTACT >------------------------------------------------- [Section 15] 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 16] 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 wowwow1258 for an eBay bargain o Ultimae (again) for beautiful sounds I will be happy to give credit and thanks to anyone who makes a contribution. ___________ ___ \______ / ___ / / / / __ \_/ / / / \___ ________ _________/ \__ ___ ______ / / ________ .-------o / __ / \___ // ___/\_ ___// // ___// / / __ / | ANOTHER / / / /_____/ // / / / / // / / / / \/ / '---------/ /-/ // __ // /-----/ /---/ // /---/ /--/ _____/---------. / / / // / / // / / / / // / / / / / GUIDE | / \/ // \/ // / / \_ / // \_ / \ / \________ o-----' \______/ \______/ \_/ \____/ \_/ \____/ \___/ \___________/ -- Mahjong Taikai (DS) Guide Copyright 2011 James R. Barton Initial version 1.00 completed 2 June 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 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!