What do you need help on? Cancel X
FAQ/Walkthrough by barticle
Version: 1.00 | Updated: 03/13/15
Akagi DS Guide - Version 1.00 - 12 March 2015 - by Barticle at hotmail.com ________________________________________________________________________________ _________ ___ ___ _________ _________ _______ _______ / \ | | / / / \ / \ | | |_ __ \ | ___ || | / / | ___ || ___ ||_ _| | | \ \ | | | || | / / | | | || | |___| | | | | ) ) | |___| || |/ / | |___| || | | | _| |__/ / | || / | || | | | |_______/_____ | ___ || \ | ___ || | _____ | | / _____) | | | || |\ \ | | | || | |_ | | | ( (_____ | | | || | \ \ | | | || |___| | _| |_ \_____ \ | | | || | \ \ | | | || || | ______) ) |___| |___||___| \___\|___| |___| \_________/ |_______| (_______/ ________________________________________________________________________________ C 01 INTRODUCTION 05 FREE PLAY MODE 09 RULES O 02 FEATURE LIST o Normal Mahjong o Custom Rules N 03 MAIN MENU o Washizu Mahjong o Fixed Rules T 04 STORY MODE 06 GALLERY 10 FINAL SCORES E o Act 1 07 SYSTEM 11 WASHIZU MAHJONG N o Act 2 08 GAMEPLAY 12 MANUAL REFERENCE T o Act 3 o Display 13 CONTACT S o Act 4 o Controls 14 THANKS .------------.-----------------------------------------------------------------. | Section 01 | INTRODUCTION s01 | '------------'-----------------------------------------------------------------' This is a guide to the Japanese Nintendo DS game Touhai Densetsu Akagi DS: Yami Ni Maiorita Tensai* (hereafter "Akagi DS") which was released in 2007. This was actually the fourth Akagi game to be released, after titles for the 3DO and PS1 (1996), PS2 (2002) and Game Boy Advance (2006); I think this game is an enhanced version of the GBA one since they were both published by Culture Brain. The game is based on Nobuyuki Fukumoto's hugely popular story of the same name which has been serialised in mahjong manga Kindai Maajan since 1992 and was also made into a 26-part anime which was first broadcast in Japan in 2005. You should easily be able to find both the manga ("scanlated" with English text) and the anime (with English captions) out there on the interwebs. The Story mode of the game closely follows the narrative of the anime so please be aware that this guide contains numerous >SPOILERS< for the Akagi storyline. I would strongly recommend enjoying the original print/video media before playing. 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). To limit the length of this document I've decided to omit full details of the rules and equipment of mahjong on the assumption that anyone buying this game will probably already be familiar with them. If you are new to the game, or you play a version other than the modern Japanese "Riichi" rules that appear in this game, then you might like to read my complete guide to the terminology and rules of Japanese mahjong. It's available as a 78-page, illustrated, hyperlinked PDF and can be accessed from the United States Pro Mahjong League download page. http://www.uspml.com/site/downloads.htm (Barticle's Japanese Mahjong Guide) As with any Japanese mahjong game, you'll need to be able to read the Japanese kanji characters for the numbers 1 to 9 and the four winds (compass directions) plus the katakana words Chii, Pon, Kan, Riichi, Tsumo and Ron. If you want to discuss Japanese mahjong then join the international community of enthusiasts on Reach Mahjong's English forums. Hope to see you there. :) http://www.reachmahjong.com/en/forum To jump to any section of this document use your browser's Find function (with Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter S followed by the two-digit section number, for example "s04" to find Section 04. This guide is designed to be viewed using a monospaced (non-proportional or fixed-width) font, preferably Courier New. Some sections of the document will display incorrectly if you are using a proportional font like Times New Roman. *This is the full title from the anime's opening credits (with "DS" added for the game). Touhai Densetsu means "Mahjong Legend" and Yami Ni Maiorita Tensai is usually translated into English as "The Genius who Descended into the Darkness". (This was also the title of the first episode of the Akagi anime.) .------------.-----------------------------------------------------------------. | Section 02 | FEATURE LIST s02 | '------------'-----------------------------------------------------------------' Since it can be difficult to find any detailed information in English about the content of a foreign game I like to include a quick description of the gameplay features when I write a guide for a Japanese game - so here it is! o Story and Free Play modes o single-player only o extended sequences in Story mode recreate many key scenes from the Akagi anime o authentic anime voice-actors (but incidental characters are unvoiced) o modern Japanese mahjong rules including Riichi, Dora and tiered limits o 22 rule options including Yakitori and Wareme (see Section 09) o Washizu rule variant with transparent tiles and blood/money payments o no option to play with red fives o basic score display and no stats o no Furiten, Dora or wait alerts o no automatic discard after reaching and slow game speed o option to save (and exit) after every hand of play o Japanese language only - and practically no Furigana in manual! :6 .------------.-----------------------------------------------------------------. | Section 03 | MAIN MENU s03 | '------------'-----------------------------------------------------------------' The main menu has four options on the touchscreen which can be selected either by tapping the screen or by using the d-pad to select and A button to confirm. .-----------------. | Story | - play through the campaign (see Section 04) '-----------------' .-----------------. | Free Play | - play custom games (see Section 05) '-----------------' .-----------------. | Gallery | - replay story sequences (see Section 06) '-----------------' .-----------------. | System | - music test and reset functions (see Section 07) '-----------------' The general process of playing mahjong in Akagi DS - in either Story or Free Play mode - is explained in Section 08. .------------.-----------------------------------------------------------------. | Section 04 | STORY MODE s04 | '------------'-----------------------------------------------------------------' The main mode of Akagi DS is obviously the Story mode which can be selected from the top option off the main menu. The story is divided into four acts and each act is further divided into a number of matches and/or objectives. When you start Story mode you get a blue menu where you can select any of the four acts you've unlocked. When you begin only the first one will be available. In each match you can experience one or more key events from the anime but many of these are missable - you have to take the correct action to make them happen. In my walkthrough below I'll list the number of missable events in each match and how to unlock them. I won't include any events that occur automatically on winning a match, clearing an act, etc. Many of my walkthroughs show the sequence of tiles that Akagi should discard in order to trigger events. Unless I specifically state that you should accept them you should reject any calls (Chii/Pon/Kan) or Riichi and win options offered. I've used the following basic notation for tiles: 1m 2m 3m 456m = Manzu (Craks) suit tiles 1p 2p 3p 456p = Pinzu (Dots) suit tiles 1s 2s 3s 456s = Souzu (Bams) suit tiles east south west north = wind tiles red white green = dragon tiles You are not required to unlock all the missable events in order to complete an act but sometimes a scripted event will give you a nice win and clearing the Ichikawa arc would be almost impossible without hitting the fifth event (and that probably requires at least some of the preceding ones too). In each match you will have one main opponent seated opposite you (who I will list here as your "rival") and random NPC's usually fill the other two seats. __ At certain points - usually after completing a major objective or finishing one match in a series - the game will give you the opportunity to make/update what I call your "full save". You'll see a blue screen with a question and two options - pick the top option to save (or the bottom one to continue without saving). Unless you overwrite it or choose to delete it you can reload from your full save file as many times as you like. If a match/act is going badly you can reset your DS and load up your full save. The next time you begin Story mode you'll be offered two options framed in red boxes - pick the top one to continue from your full save (or the bottom one to restart the campaign). If you fail the objective for any match you'll get a Game Over screen and be dumped unceremoniously back onto the main menu. The next time you launch Story mode remember to pick the top option of two to restart from your last full save. After completing an act you'll always be returned to the menu where you can now select the next act (or replay any previous ones). After each hand you'll get a small pop-up menu with two options. Pick the left one to continue with the match or the right one to save and exit. (The option you currently have highlighted will be purple, the other one will be green.) This creates a temporary save which is obviously ideal when you're playing on a handheld format away from home and you only have time for a quick session. ________ | | Selecting Story mode from the main menu when you have a temporary | | save available gives a screen with a blue background and three red |________| boxes like this. Pick the top option to load your mid-game save. ______ |______| - resume match (continue from previous position) ______ |______| - do not resume (delete your temporary save) You can only load from a temporary save once. Having resumed play you will then need to continue playing until the end of the hand when you can save again. If you reset your DS after having already loaded your temporary save then the next time you launch Story mode you can only load from your full save. .--------------------------------------------------------------------------. ( Act 1: Yagi ) '--------------------------------------------------------------------------' Acts 1 and 2 take place in the year Shouwa 33 (1958 on the western calendar). Just like the Akagi manga/anime, the story begins late one night at the Midori mahjong parlour in Tokyo where the desperate gambler Nangou is down on his luck, losing heavily to Ryuuzaki and the other Yakuza (gangsters) of the Kawada group. Then Akagi (aged only 13 here!) makes a dramatic entrance from the thunderstorm outside. Despite having never played the game before, he takes Nangou's seat at the mahjong table and further drama unfolds... ________________________________________________________________________________ Match: #5 (joined late) Nangou has already played four games against the Yakuza so this is the fifth match in the series. Rival: Ryuuzaki Objective: Win the match Events: 1 [South 2] If you're familiar with the story you'll know what to expect here! In the South 2 hand Akagi draws a dream hand containing three different pairs of San Gen Pai (dragon tiles) which sets him up nicely to make the Yakuman (top limit hand) of Dai San Gen (Big Three Dragons). Usually you would call tiles as quickly as possible to complete the the dragon Pungs but Akagi has other ideas. Follow the lead of the anime and reject ALL offers to steal your opponents' discarded tiles. Retain the three dragon pairs, the pair of eights and the west wind. After several turns, the hand is interrupted when a couple of police officers come to the mahjong parlour looking for the young punks who were playing a deadly game of Chicken in cars out on the clifftops - so now we know what Akagi was doing out so late at night! (The plain-clothes cop is Yasuoka. He stays to watch Akagi play and will become a major character.) When the game resumes, Nangou discovers that young Akagi, far from being afraid of arrest, has boldly taken advantage of the distraction and confidently switched tiles from his opponents' discard pools on the table. You'll now have a hand that is Tenpai (ready) not only on Dai San Gen but also on Suu Ankou Tanki Machi (Four Concealed Pungs with a pair wait) - stacked to give a *triple* Yakuman hand! I passed any offers to declare Riichi or make a Kong, waiting for the winning west tile to complete the pair. Once you've declared the win a story scene will follow before the game finally acknowledges your winning hand worth a total of 96,000 points. :D (After passing an objective in Act 1 you'll get a blue screen which gives you the opportunity to save your progress. Pick the top option (yes) to save or the bottom option (no) to continue without saving.) ________________________________________________________________________________ Match: #6 Rival: Ryuuzaki Objective: Win the match and don't make a payment (don't get Ronned) Events: 0 This seems to be where Akagi starts using his ability to read the ("Zawa Zawa") background noise of the game and determine dangerous tiles. If you select a tile and see an orange word appear above it this means that the tile is a dangerous discard and you should retain it - discarding it would give one of your opponents a win. This is extremely useful when trying to avoid dealing into another player's Ron win but it's kinda frustrating when it appears on your drawn tile after you've reached and you're forced to discard it! If you can build up a decent points lead I would suggest you stop using Riichi since dealing into even a small win would end your attempt at this challenge. (There is a scene available for this match but it's unmissable as it plays when you complete the objective.) ________________________________________________________________________________ Match: #7 Rival: Ryuuzaki Objective: Win the match Events: 1 You're free to get Ronned again now, although of course it's always best to avoid that if possible! At the start of the match Yagi Keiji arrives. He's a Daiuchi or "rep player" - an expert mahjong player who the Yakuza call in when they have a troublesome opponent. Rather than joining immediately however, Yagi decides to sit out and watch this match from the sideline. __ [East 1] In the first hand of the match Ryuuzaki calls a Haku (white dragon) to make an open Pung and Akagi senses the threat of Dai San Gen (Big Three Dragons). Although he has a pair of Chun (red dragons) and the potential for a quick win, he knows these tiles will soon become very dangerous. You should discard both drags on your first two turns in order to trigger the scene. You can then play as normal. ________________________________________________________________________________ Match: #8 Rival: Yagi Objective: Win the match Events: 3 Yagi now takes Ryuuzaki's position. He complains that everyone else has something to lose except for Akagi: Ryuuzaki and Nangou can lose money and Yagi would lose reputation if he was beaten by a beginner. He proposes a wager against Akagi of 100,000 Yen per match. Knowing that the boy cannot afford this he offers an alternative - one finger per 100k Yen. Without missing a beat, Akagi agrees and then adds the condition that the same rule should apply to Yagi too! His attempt to unsettle Akagi unsuccessful, Yagi joins the table and play begins... Event 1 ¯¯¯¯¯¯¯ [East 1] The first of three scenes from the anime can be triggered in the very first hand. Yagi reaches early and a couple of turns later you will draw a 7 Souzu (Bams) tile. This will have the little orange "Zawa" over it - Akagi knows that this is Yagi's winning tile - so discard something else instead. Immediately afterwards Yagi will drop a 7s tile himself - he's trying to make Akagi question his intuition by discarding the tile that would complete his hand. If you're playing efficiently you should go Tenpai (ready) soon after and, a couple of turns later, you'll draw your own winning tile. Give Yagi a taste of his own medicine by discarding this, abandoning the win! This seems to work reliably if you build the following Tenpai hand: 66m 234456p 55789s (m = Manzu/Craks, p = Pinzu/Dots, s = Souzu/Bams) You'll draw a third 5s which you can drop to trigger the cutscene. (To maintain flexibility I refused all offers to call tiles or to declare Riichi, then played for a draw. You won't get any decent points here but you might at least pick up a few from your share of the No-Ten Bappu penalty - see rule 3-1 in Section 09.) Event 2 ¯¯¯¯¯¯¯ [South 1] The second event comes in the first hand of the south round. (In the anime this actually occurs in the South 3 hand but I guess they chose to adjust the pacing for the game.) To recreate the events of the anime you need to make a ready hand and declare Riichi with it. My Tenpai hand looked like this: 445566m 67778p 34s (from discarding: east, west, 9s, 1s, red, 2m, 9m, south, white, 8m) Yagi was waiting for you to reach - you're now forced to discard every tile you draw unless it completes your hand. A scene reveals the first phase of his scheme. Yagi drew a starting hand containing 778888s (Bams) and, seeing the potential for cheating, employed a sleight-of-hand technique called the Caterpillar. He took the pair of sevens and discretely slide them into the left end of the top row of his section of the wall. This displaced two random tiles from the right end which he then slid into the bottom row. This in turn pushed two tiles out at the left end and he added these individually back into the top row. Finally he palmed the two tiles from the right end of the wall and added them to his hand to ensure that it had the correct number of tiles. The result of this was that the sevens were planted in the third and fourth places on the top row of the wall which (presumably with a fixed dice roll) became the indicators for the Dora and Kan Dora bonus tiles. __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |##|##| --> |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| tiles added |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| --> |__|__| |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| tiles removed __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| __ __ |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| <-- |__|__| tiles added __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| |__|__| <-- |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| tiles removed __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |__| |__| --> |##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| tile added |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |__| --> |__|##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__| __ tile added |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__||__| __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ |__|__|##|##|__|__|__|__|__|__|__|__|__|__|__|__|__| --> |__| |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| |__| tiles removed After you've reached, Yagi will declare a concealed Kong of 8s and of course the Dora indicator is 7s so he gains four Dora. Then the Kan Dora indicator is flipped (the other 7s) and now he has eight Dora! You may get lucky and be offered a winning tile but to play out the full event you must reject this - sorry! Eventually you'll draw a 3p marked with the "Zawa" text. This is Yagi's winning tile and you should discard it, giving him a 9-Han (Baiman limit) win. :6 (In the anime storyline the other two players were conspiring against Akagi too. They made calls off each other's tiles specifically to skip Akagi's draws and manipulate the game so that he got that 3p.) Event 3 ¯¯¯¯¯¯¯ [South 4] The third scene for this match is available in South 4, the final hand of the game. You'll get a starting hand with a load of Manzu (Craks) tiles. Call your opponents' discards to make a Pung of 222m, a Chow of 678m (calling the 6) and a Pung of 888m. You'll end up with four 4m tiles but don't declare them as a Kong yet - keep discarding and drawing until you get a 4s (Bams) which is the Dora. Once you get that you must declare your Kong immediately - the scene will follow. Akagi now has a Hadaka Tanki hand - literally a "naked" pair wait with four sets revealed on the table leaving just a single concealed tile to match for the win. As he displays his concealed Kong on the table he (ahem) accidentally knocks over that one remaining tile; he manages to catch it with one finger but not before the Manzu marking is revealed. Yagi and the Yakuza now believe that Akagi has a Tenpai (ready) flush hand - any Manzu discard would be dangerous but any other type of tile would be totally safe (at least until Akagi's next turn where he could switch his wait). Akagi restores the fallen tile and Yasuoka sees that it's a 4m but he knows that all four of these tiles should be in the quad set. He then inspects the Kong (please don't do that, Yasuoka... we're trying to cheat discretely here!!) and discovers the truth - one of the two face-down tiles in the Kong is (as we know) the 4s Dora and Akagi obviously exposed that Manzu tile deliberately. Meanwhile Yagi is close to completing his hand but he has a 4s tile he doesn't need. Usually the Dora would be a dangerous discard but he believes that Akagi has a flush hand and decides to take advantage of the opportunity to get rid of it before Akagi's next turn... Gotcha! Take the win off Yagi's discard and (along with the satisfaction of tricking Yagi) you'll pick up 9,600 pts for Tanyao (All Simples) and the Dora pair. (This may not be enough to undo the damage of Yagi's earlier Baiman however. If you do fail the objective of winning the match just retry and this time skip that second scene.) With the eighth match won, Nangou's debt is cleared. However... ________________________________________________________________________________ Match: #9 Rival: Yagi Objective: Win the match Events: 0 ...with Yagi's confidence destroyed, Akagi demands another match, betting Nangou's three million Yen on a "double or nothing" basis. To complete Act 1 you need to win this one last match against Yagi. You can continue to use your Zawa Zawa ability to avoid dealing into your opponents' wins. ________________________________________________________________________________ On defeat, Yagi throws the tiles into the air and collapses onto the table. A relentless Akagi insists on playing yet *another* match with double the stakes but Ryuuzaki protests that it's daylight already. Yasuoka intercedes and says it's in Akagi's best interests to resume in a couple of days' time. He'll find a suitable venue and arrange for a Yakuza boss he knows to attend as a witness (to ensure that Ryuuzaki's gang behaves appropriately); he also requires Ryuuzaki to record the stakes and agreement in writing. Akagi leaves the mahjong parlour and strolls away casually under the pretty blue skies of a new day... .--------------------------------------------------------------------------. ( Act 2: Ichikawa ) '--------------------------------------------------------------------------' Akagi meets with Yasuoka and Nangou at a bar to discuss the next match. The cop declares that he'll take 20% of their profits plus a further 10% to cover costs, Akagi will get 20% for his Daiuchi role and Nangou will get 50% since he's the one fronting the cash (the 6 million Yen won by Akagi). Akagi says that Yasuoka shouldn't receive so much when there is no risk to him and he insists that they will gamble for 8 million Yen with Yasuoka providing the extra 2 million. __ Three days later Akagi has a daytime meet at a coffeeshop with Kurosaki who is the Wakagashira (underboss) of the Kawada group. Even though the place is full of Yakuza, the teenager shows no fear. Kurosaki tries to get Akagi to defect so Akagi demands half the money. Half of the 8 million Yen? No, half of the total assets of the gang! Unable to reach an agreement, Akagi starts to leave but he notices an enigmatic figure sitting alone and recognizes him as the player he will be facing at the mahjong table later that day. This is the blind mahjong master, Ichikawa. __ Later two special rules are specified. Firstly all players must name each tile they discard for the benefit of the sightless Ichikawa. Secondly the game will not end until either Ichikawa or Akagi gets busted and if necessary the match will continue beyond the two rounds of standard Japanese mahjong. The big game is to be held at a restaurant in the Akasaka district. Yasuoka and Nangou meet there and then the Yakuza witness (arranged by Yasuoka) arrives - he is Miyauchi, the Kumichou (boss) of the Takeyoshi group. Akagi is late (watch the anime to find out why!) so this "death match" begins with Nangou playing instead. He gets off to a good start, winning his first two hands and taking his score to 38,200 pts. However poor Nangou is no match for Ichikawa - the blind master starts laying traps for him and by the South 4 hand Nangou is down to only 2,000 pts! In a desperate attempt to recover some points Nangou starts calling tiles to complete his hand quicker - he melds a Pung of Hatsu (green dragon) and two sets of Pinzu (Dots) tiles. This leaves 345p and one Chun (red dragon) in his hand - he is Tenpai (ready) with a decent hand but then Ichikawa and one of the other players both declare Riichi and all of Nangou's possible discards are looking dangerous. Then on his turn he draws Haku (white dragon) which is the Dora bonus tile - an even more dangerous tile! Akagi chooses this crucial moment to arrive at the restaurant and Nangou is more than happy to surrender his seat to him. The cutscene shows that Ichikawa is Tenpai with a Shanpon wait with pairs of Chun and Haku. So what can young Akagi discard against that hand? The answer is... Shaa (west wind)! Using some clever sleight of hand he actually discarded the red dragon but he made it look like he had just discarded the wind tile which Nangou had discarded six turns earlier. Akagi goes on to draw a Haku and wins the hand. With open Honitsu (Half-Flush), Yakuhai (Dragon Pung) and the pair of Dora it's a Mangan hand worth 12,000 pts to the dealer. Adding the two opponents' Riichi sticks the total value is 14k so Team Akagi now has 16,000 pts and he gets to stay on as east in the next hand. After that lengthy introduction you finally take control of the game... ________________________________________________________________________________ Match: #1 Rival: Ichikawa Objective: Bust Ichikawa Events: 7 You only play one match against Ichikawa and you join in the South 4 hand which would usually mark the end of the game but remember that this match won't finish until either Akagi or Ichikawa is bankrupted. It will therefore continue into west and north rounds and then into a second east round and beyond... The contest versus Ichikawa is much less structured than Act 1. There are several missable scenes with scripted events but they are not tied to occur in specific hands, instead they are triggered when you meet certain conditions - and some of these are a little vague. The game does not present the option to overwrite your full save file after you complete an objective during this act. If you get busted out then you need to start again from the beginning. I would strongly recommend that you follow the events outlined below because you really need to trigger the fifth event in order to stand any real chance of defeating Ichikawa. Event 1 ¯¯¯¯¯¯¯ Your first job is simply to further consolidate your position. That previous hand win bumped your score up to 16,000 pts but to trigger the first event you need to achieve a score of 30,000 pts or more. The other two players seated to your left and right should make for easier victims - in the anime it says that they are generally playing it safe, discarding Honours and outside number tiles. Also it'll probably be to your advantage later on if you can avoid taking too many points off Ichikawa at this stage. You start playing as dealer (east) in the South 4 hand so you'll be earning extra points on wins. If you continue to either win hands or to have a Tenpai (ready) hand in draws then you'll stay on as east. If you get hit by a big Ron or lose your dealership then it's easy enough to quit out and reload from your previous save. (I hope you saved after all those intro scenes!) Event 2 ¯¯¯¯¯¯¯ With those additional points providing some degree of security, you will now start to re-enact specific moments from the anime. In the very next hand your starting tiles will include three 3p (Dots) and you must discard all of them consecutively on your first three turns. Discard the following tiles: 3p 3p 3p (The other tiles in your starting hand will differ from those that Akagi had in the anime but you will at least have those three 3p. If you want to recreate the later stages of the same hand then hang onto the 1p and 2p, discard the 2p later and give yourself a Tanki (pair wait) on the 1p, however the game is not scripted to make this work!) The scene occurs immediately after discarding the third tile. Nangou and Yasuoka are initially confused by Akagi's actions but Ichikawa gets the message. Akagi is proposing that they discard all tiles of one suit leaving a reduced and more intense format where they battle for the two remaining suits (this is "Tseeiimen" or "Zetsuichimon"). Ichikawa shows that he accepts by discarding Pinzu tiles himself. After the scene you are free to play the remainder of the hand in any manner you choose - you don't need to keep discarding Pinzu tiles. Event 3 ¯¯¯¯¯¯¯ The conditions to trigger the third event are a little vague, but basically Ichikawa needs to be in a position of superiority, so he should be leading by a large margin. The easiest way to make this happen is to deal into his Ron wins, thus increasing his points and reducing your own. It's easy to discard dangerous tiles because the orange "Zawa" text will indicate any winning tiles for opponents. If you avoid keeping any Pungs or pairs in your hand this will increase the range of tiles you have available for giving Ichikawa wins. You'll know you've met the criteria when you get a starting hand with a high proportion of Manzu (Craks) tiles and you see a short scene with Miyauchi (the bald Yakuza boss). He observes that Ichikawa and Akagi are now playing for hands with two suits excluded, not one. Your starting hand will be: 12248899m 69p 3s south west Naturally your tiles lend themselves to a flush but it's important that you make the correct calls to repeat the story events. Discard the following tiles: 9p 3s 6p 6s 1s south We know from his discards that Ichikawa is also building a Manzu hand and we know from the anime that he is now Tenpai (ready) with a Honitsu (Half-Flush) hand with a Pung of Chun (red dragon) which is the Dora! His waits are 3m, 6m and 9m. The player to your left declares a Kong of east and then reaches by discarding 7m. The new Kan Dora indicator is 6m so 7m is a Dora. Although his discards are different in the game, Akagi now has the same hand as he did in the anime: 112244688999m west. He wants to discard a nine but he knows this is dangerous. Call the 7m tile (to make a 789m Chow) and discard the west wind. Akagi has locked the nine into the melded set and Ichikawa knows now that he is unlikely to win off the 369 wait. He calls a 5m to make an open Chow and discards 9m - do not Pon this. Ichikawa is now waiting on 2m, 5m and 8m. The player to your left drops another 7m. Call the second 7m tile (to make a 678 Chow) and discard 9m. Akagi knows that the 9m tiles are now safe against Ichikawa. The player to your left now discards a 2m. Call the 2m (to make a 222m Pung) and discard the remaining 9m. Akagi now has a pair of 1m and a pair of 4m which would give him a Shanpon wait for the flush, however he draws a 7m. Ichikawa knows the 258 waits are now also unlikely so he has switched to 147. You will see that every tile in your 11447m hand now has the "Zawa" text over it - there are no safe discards. Discard 4m (to give Ichikawa the win). Ichikawa wins with a Haneman hand (ouch!) but it could've been worse. Miyauchi is impressed that Akagi broke his Tenpai instead of dropping the 7m (Dora) which would've given Ichikawa a bigger (Baiman) win. Event 4 ¯¯¯¯¯¯¯ In a short scene at the start of the next hand Nangou observes that Akagi has drawn a poor starting hand. It has a few Terminals and Honours but not enough to attempt Kokushimusou (Thirteen Orphans). You should copy Akagi's discards from the anime. (You should also reject any offers you may get to Pon or Kan your north tiles.) Discard the following tiles: 2s 8p 8p 5s 4p 7s This is a bluff to give the impression that you are going for Kokushi or maybe a single-suit hand, but it's pretty weak so far. It fails to prevent the player to your left from declaring Riichi so perhaps they all require a little more convincing! Discard the following tiles: 5m 4m That's the tile adjacent to the Dora and then the Dora itself - your opponents should be assuming that you're not taking risks like this without good reason (also that's the third suit so a flush is not likely). A cutscene shows the other players doubting themselves. Discard the following tiles: north north If you were genuinely building a Kokushi hand this would be the stage approaching Tenpai where you discard spare duplicates. Finally they take your bluff seriously. Ichikawa makes a Tenpai hand but, although he thinks that Akagi is probably bluffing, he can't accept the risk. He breaks his Tenpai and discards 3m, giving the player that reached a small Ron win and ending the hand. (Fortunately since the hand was won there is no requirement for Akagi to display his tiles!) __ After the Kokushi bluff, the flow of luck swings back in favour of the teen prodigy. You'll receive the following starting hand which mirrors exactly the one Akagi gets in the anime. 4m 1239p east west west green green red red red In the anime Akagi won with a massive Sanbaiman hand - Menzen Tsumo (Concealed Self-Draw), Chanta (Mixed Outside Hand), San Ankou (Three Concealed Pungs), Honitsu (Half-Flush), Yakuhai twice and one Dora - but this is not guaranteed in the game. You should just make whatever you can from the tiles you're given - but don't win off Ichikawa's discard because he needs a large points total for the next event. Event 5 ¯¯¯¯¯¯¯ This next event will occur when you are dealer (east) and both Akagi and Ichikawa have a decent score. In the anime Ichikawa had around 100,000 pts and Akagi had about half that total. The first time I passed this in the game Ichikawa had about 70,000 pts and I'd just won an open flush as east that took me up to around 40,000 pts; the next time Ichikawa had 65k and I had just under 40k. (Since you have the Zawa Zawa ability to detect opponent's winning tiles you can avoid taking direct hits if you don't use Riichi. It's okay to make calls (which reduces the number of free tiles in your hand for defence) because you can always tell which of your tiles are dangerous. Try not to hit Ichikawa with any Ron wins because you need to avoid denting his score too much. I'd recommend that you pass any opportunities to win off his discards - if you haven't used Riichi then you will only be Furiten until your next turn and you might get a chance to win off one of the other two players.) Akagi can see that the match is likely to continue for a very long time. He proposes to Ichikawa that they both reduce their scores by 90% to put them both in range of bankruptcy. Ichikawa rejects Akagi's offer - he doesn't want to reduce his chances of winning the match. The scene then jumps to the end of another hand. Ichikawa discards the fourth west tile - he knows this will be safe because the other three have been discarded already ...but then Akagi declares a Ron win off it - somehow he has a Tanki (pair wait) on west! (When he was forced to reverse a call he'd made he also palmed a west tile from the other player's discard pool. However by cheating so blatantly he has also set a dangerous precedent.) Ichikawa realizes now that he needs to bring the match to a swift conclusion and he accepts Akagi's offer to cut their scores by 90%. Event 6 ¯¯¯¯¯¯¯ The next event will be indicated by a scene about half way through a hand - after Ichikawa has declared Riichi you'll see him draw his next tile from the end of the wall but then use a Surikae cheating technique to switch it discretely for a known tile from the full section of the wall in front of him. This sly move gives our rival a Tsumo Ippatsu win. (In the anime he uses a similar cheat to give himself a Rinshan Kaihou win on the supplement tile drawn after making a Kong set.) Whenever Ichikawa declares Riichi you must take care not to discard a winning tile, make a call (Chii/Pon/Kan) or declare a win until his next turn as any of these would prevent his Tsumo Ippatsu win.* If he fails to win on his next turn then this event won't happen in the current hand and you'll need to keep playing. This is a dangerous moment in Act 2 of the story. The first time the scene happened Ichikawa got a Haneman hand and I had to pay 6,000 pts which (after the 90% points reduction) was enough to bust me straight to the Game Over screen. :6 The next couple of times he got a 7,700 points hand so I only had to pay 2,800 pts or 3,900 pts. (phew) *If you're stuck on Ichikawa and can't get all the scenes to unlock then this phase - right after the scores are cut - is the best time to try to bust him normally. Go for quick wins and accept any call after he reaches to block his Ippatsu event. One time I got him down to 100 pts at this stage - so close...! Event 7 ¯¯¯¯¯¯¯ The final event should occur when Akagi is dealer again and Ichikawa has less than 10,000 pts. If Ichikawa managed to sneak in a couple of other wins prior to the previous scene then you will find it's very difficult to reel him back into the range where you can bust him. Initially you should focus on building a safety buffer by grabbing points wherever you can - you can Ron the two side players without a risk of ending the match. If you avoid using Riichi at this stage you should always be able to avoid taking a direct hit. Try to achieve a Tenpai hand in every draw so that you don't lose points to the No-ten Bappu payments; if necessary you can call tiles to complete sets. Once you have a buffer of 15,000 to 20,000 pts you can start using Riichi with little threat of getting busted and this will add to the value of your wins. If one of the side players drops your winning tile then pass on the win - this will make you Furiten but you can still win by Tsumo and that's one of the best ways to score points off Ichikawa. If the winning tile doesn't come then at least you'll get some No-ten Bappu points in the draw and if he has a No-ten hand then Ichikawa will lose a few points too. It seems like he never deals into your Ron wins but it does happen, even when he hasn't reached. You can't rely on it though. Sometimes one of the other players will score a direct hit on him too. Haha! If Ichikawa's score climbs to 40k+ pts then it is technically still possible to grind him down to the target score but it's a VERY slow process - I'm talking hours here. It's probably more efficient just to quit out and restart Act 2. :\ __ Once you get Ichikawa below 10,000 pts and it's your east turn watch out for the following starting hand - these are the tiles used for the final missable event. (Getting to see Akagi's hand develop here actually spoils a cool moment in the anime but obviously you wouldn't be able to play the game without being able to see your own tiles.) Your starting hand will be: 26m 3489p 479s south west north white x2 Make sure you look out for this initial hand! (In the anime Akagi is playing as west at this moment so he only has thirteen tiles initially - we only see one Haku in his hand.) Your aim here is to make open 234 San Shoku (Mixed Triple Chow), a Pung of Pei (north wind) and a pair of Haku (white dragons), you will get three Haku in total and it's very important to discard one later! Discard the following tiles: 9s 7s south 6m west 8p 1p 9p Call the 2p tile (to make a 234p Chow) and discard the white drag. Call the 4m tile (to make a 234m Chow) and discard the 1m. (You should now have 24s, a Pung of north and a pair of white drags.) Discard your new tile each turn until Ichikawa discards north wind. At this stage Ichikawa has a Tenpai hand with Yakuhai, three Dora and a sweet three-sided wait. He needs to discard a north tile but he is reluctant to do so. It's a live tile so it's possible that Akagi has all three and if he were to declare a Kong and then declare a win off the supplement tile then Ichikawa would have to pay the full amount. However Ichikawa has three of the Dora so he knows that Akagi can only have one at most and combined with the open San Shoku the hand is not big enough to bust him unless Akagi picks up some additional Dora when the Kan Dora indicator is flipped. There is a very low probability of all these things happening and Ichikawa has a back-up plan anyway so he decides to discard the north. Call Kan on the north wind (to make an open Kong). At the start of the hand the dice roll determined the position of the wall break - Ichikawa has only the first three stacks of the Wanpai (dead wall) on his side of the table. This was good news because it meant that he had very limited potential for cheating during play but now he sees a chance to nullify Akagi's threat. Ichikawa knows that the first supplement tile is a 3s and this would potentially complete Akagi's San Shoku. Ichikawa palms a red dragon from his hand with the intention of switching it for the dead wall tile but Akagi stops him! So Ichikawa reverts to Plan B - if he can't switch the supplement tile then he'll swap out the Kan Dora indicator instead. He recalls that Akagi discarded a white dragon previously so obviously he won't have any others (!) and he plants one of his red dragons in the dead wall. As a Dora indicator this would make white dragon the Dora. Declare a win on the 3s. The player to Akagi's left flips the new Kan Dora indicator at the start of his wall section - of course it's the red dragon planted by Ichikawa. Akagi reveals his complete hand, first the 234s Chow and then the pair - boom! He has a Dora pair of white dragons. With open San Shoku, Rinshan Kaihou (winning on the supplement tile) and two Dora the hand is worth at least four Han; if it happens to be the north round then you'll get Yakuhai for that Kong too. :) ________________________________________________________________________________ The gang's underboss Kurosaki places the 8 million Yen in cash on the table but Akagi refuses it. As usual he wants to play another match for double the stakes! Kurosaki says that this is not possible as he has no-one to play against him - Ichikawa is broken, he knows he cannot defeat Akagi. Yasuoka divides their winnings. Nangou observes the teenager and realizes that he will forever lack the phenomenal qualities that Akagi possesses and he vows to never gamble again. The first half of our story ends with a brief contemplative epilogue showing Nangou five years later. He still plays mahjong but never gambles now. Akagi has seemingly disappeared... (but the game has four acts so I'm pretty sure we'll be seeing him again soon!) .--------------------------------------------------------------------------. ( Act 3: Urabe ) '--------------------------------------------------------------------------' Our story resumes six years after the events of Acts 1 and 2 in Shouwa 39 (1964) - the year of the Tokyo Olympics* - at the house of the Kawada group's boss. Yasuoka presents himself to Kawada (the bald guy) and he reports that he has finally been able to find the young player from that infamous night after so many years. Akagi is brought in by a henchman and Kawada asks his underboss Ishikawa to identify him. (Ishikawa is the one with the moustache - his name is similar but he's a different character to our rival Ichikawa from Act 2.) After some impressive tests Ishikawa is convinced of Akagi's mahjong abilities and yet he can't help but feel that Akagi is lacking the qualities he witnessed six years previously. While walking home he sees four armed thugs threatening a lone man - it's Akagi! Showing incredible fighting prowess, Akagi wastes no time in flooring three of the men, leaving the fourth to flee. Ishikawa recognizes the fearless intensity he remembers and speaks to Akagi but he runs off. He begins to suspect that there are two Akagis! Enquiries reveal that Akagi has been attacking thugs and gangsters in the street; Ishikawa also learns that he has recently started working at a factory. Ishikawa takes Nangou to ID Akagi at the factory. Some workers there try to bully Akagi into playing mahjong with them - if only they knew! Akagi leaves with Ishikawa and Nangou, leaving the bullies to swindle their regular naive victim Osamu again. Poor Osamu. Ishikawa brings Akagi back to his boss, but Kawada says he is quite happy with the performance of his Akagi (who we must now refer to as "Fake Akagi") - he has already started working as a Daiuchi for the gang. *The planned 1940 Tokyo Olympics were cancelled due to the war. __ After taking care of the factory bullies not once but twice (see episodes 9 and 10 of the anime) Akagi finds that Osamu is in awe of him. Osamu follows him and so, when Ishikawa collects Akagi to play a match against Fake Akagi, Osamu tags along. Akagi has to wait because Fake Akagi must first finish playing against Urabe (pronounced "ooh-rah-bay") who is a Daiuchi for the Fujisawa group.* Fake Akagi has already won the first three games in the series of four and his attitude is one of (over)confidence. After briefly observing the third match Akagi sees that Urabe has been toying with Fake Akagi, deliberately losing the matches. True to Akagi's prediction, Urabe requests that the stakes be raised in the final match to give him a chance to recover some of his losses. He specifies that they should be doubled (from 500,000 Yen to 1 million) and that if neither he nor Fake Akagi finishes in 1st place then they should play another match with the same conditions. Fake Akagi leads the fourth match until Urabe hits him with a cheap win in the final hand which is just enough to knock Fake Akagi down to 2nd place without pushing Urabe up to 1st. They must now play another match, now for 2 million Yen says Urabe. Two million? Yes, he says, we agreed on the "same conditions" so the stakes must be doubled again! Urabe continues to control the table and engineer the results so that he and Fake Akagi never finish in 1st place. After several matches the stakes continue to double from two million, to four million, to eight million, to 16 million...! Despite his best efforts to outwit Urabe, Fake Akagi fails to win the 16-million Yen match and so the stakes double once more. In the next match Urabe starts to push for a win - after an audacious Open Riichi, he gets a Baiman win. Kawada realizes that while Fake Akagi has his talents, he lacks the true essence and instincts of a gambler. He requests that Ishikawa asks Akagi to take over. *The other two players are named Ota and Yoshikawa. __ Ishikawa finds Akagi out chilling on the Engawa (veranda). Akagi says he really doesn't feel like playing but maybe Osamu could do okay, as long as he is not made aware of the massive stakes. Akagi agrees that he will play, but only after Osamu. These are the only terms that Akagi will accept. Osamu replaces Fake Akagi in the East 4 hand of the 32-million Yen match needing 38,300 pts to take the lead. He's a little anxious because he thought someone said the stakes were 500,000 Yen! Osamu plays assertively and manages to get two Tsumo wins. With the bonus for being dealer he scores enough points to reduce the gap to Urabe down to only 11,200 pts. However Osamu then overhears a couple of the gang's henchmen whispering to each other - they're impressed at how the young Osamu is remaining calm despite the fact that he's playing for 32 million. Oops! He anxiously tries to rush a win in the next hand but he ends up dealing into Urabe's Mangan hand. Clearly Osamu is now in no state to continue the match but fortunately Akagi takes his place. The next hand is South 1 and Urabe's lead is 28,400 pts. ________________________________________________________________________________ Match: #9 (joined late) Rival: Urabe Objective: Win the match Events: 5 You only play a single round against Urabe - just half a match. Not only is the gameplay of Act 3 relatively short but, you'll be pleased to hear, it's also a lot simpler to complete than Act 2. It follows the anime's plot quite closely with scripted events in every hand so you can unlock the events by copying Akagi's discards from the anime. Event 1 ¯¯¯¯¯¯¯ [South 1] Straight into the action, we begin with the same hand as the anime. Your starting hand will be: 33458m 255p 35s east south west All you need to do here is make any Tenpai hand, reject any calls and reach as soon as your hand is ready. Discard the following tiles: west east 2p 9p 3s Declare Riichi and discard the 5s. After a brief cutscene, play resumes and a few turns later, having avoided dealing into your hand, Urabe declares a Tsumo win with a three-Han hand that gives him another 2,600 pts. Event 2 ¯¯¯¯¯¯¯ [South 2] In the second hand the mind-games begin, but first you should build a Tenpai hand, reject any calls and declare Riichi immediately again. Your starting hand will be: 3478m 2249p 126s north green Akagi's discards aren't shown in the anime but if you discard the tiles I've listed here you can build the same Tenpai hand which has a 12s Penchan waiting on 3s. Discard the following tiles: north 9p 8p 6s south 7m Declare Riichi and discard one of the 2p. Urabe is curious - he wants to understand why Akagi is playing like this, going for immediate Riichi with weak hands. You're forced to discard the west wind (Dora) so he knows that tile is safe and you don't have a Pung of Dora because another has already been discarded. From the other discards Urabe determines your wait and, keen to see Akagi's hand, he discards the winning tile but Akagi's doesn't want to reveal his hand. Reject the win off Urabe's 3s discard. Play continues and the hand ends in a draw. Urabe has actually passed an opportunity of a 5s Tsumo win for a chance to see Akagi's hand. Pick the bottom option to declare No-ten. Akagi really doesn't want Urabe to see his tiles. In order to avoid having to show them he declares that his hand was No-ten (unready). Ishikawa is astounded - he knows that Akagi will have to pay a Chombo penalty of 8,000 pts (non-dealer) for No-ten Riichi! Akagi says he sees those 8,000 pts as an investment which will pay off during the final three hands which will decide the match... Event 3 ¯¯¯¯¯¯¯ [South 2] Urabe was east in the previous hand and - since he declared Tenpai - he stays on as dealer in another South 2 hand. He now has a lead of 45,800 pts over non-fake Akagi! Your starting hand will be: 3455m 13379p 1s east east north You then draw an east tile on your first turn to give you a Pung of east. Since you are west in the south round, the east tile would be termed an Otakaze (guest wind) - you cannot use it for Yakuhai. But it's still a Pung and that could be useful, right...? Let's follow Akagi's discards from the anime and maybe something good will happen. Discard the following tiles: 1p 9p (and reject any calls) After only three draws Ishikawa detects a glimmer of hope - there's the potential to make a Yakuman (top limit hand). You now have two concealed Pungs and two pairs which could be used to make a massive Suu Ankou (Four Concealed Pungs) hand. Discard the following tiles: 1s 3s 7p white (and reject any calls) Akagi draws a third 3p - he now has three Ankou! However Urabe has been busy - he's melded a couple of Manzu sets and his discards suggest that he's going for a flush hand. Ishikawa suspects that he has a multi-sided wait on low/middle Manzu tiles. Discard the following tile: north (and keep rejecting those calls!) On his very next turn Akagi draws a 5m making him Tenpai for Suu Ankou Tanki Machi (Four Concealed Pungs with pair wait) - a double Yakuman hand! Although it's risky against Urabe, Ishikawa thinks the best discard would be the 4m leaving a 5s wait. Declare Riichi and discard the 5s. (because Akagi knows best) If you'd checked the 4m you'd see that it has a "Zawa" over it - it's a dangerous tile. However Akagi now has a multi-sided wait - his hand could be completed by 2m, 3m, 5m or 6m as well as the 4m, but only the 4m would give a Yakuman. Pick the bottom option to declare Open Riichi. We know from a previous match that Kawada's house rules permit Open Riichi where the full waiting hand is laid exposed on the table. Poor Ishikawa is totally confused so Kawada explains. Akagi knows that Urabe has a 147m wait so he couldn't discard the 4m and has to keep it. The player to the left has already folded and if the player to the right happened to discard the 4m it would be taken for a win by Urabe under the Atama Hane (head bump) rule. Since he can only win by Tsumo he might as well declare Open Riichi as a threat to Urabe. Urabe asks Kawada to clarify the Open Riichi rule - does he use the variant where any Ron win automatically gives a Yakuman? Kawada says that rule is not applied. Urabe then promptly discards a 2m (remember this is one of Akagi's winning tiles). While it's not a Yakuman win it would at least give a Mangan, or a Baiman if he hit the Ura Dora. Akagi says "I have no intention of winning cheap hands". Hell yeah! He rejects the win off Urabe's 2m and a little later he even goes on to reject a Tsumo win off the same tile. Event 4 ¯¯¯¯¯¯¯ [South 3] Since the wall break is on his side of the table, Ota flips the Dora indicator at the start of the hand - it's Pei (north). Akagi says he broke the wall in the wrong place and therefore flipped the wrong tile. Ota rectifies his mistake, restoring the north tile and then flipping the adjacent tile as the correct Dora indicator. Your starting hand will be: 13m 125p 144467 east south Discard the following tiles: east 1m south 1s 3m 9p 1s east 5p You will probably get several offers of calls but you should reject all of them to keep your hand closed for Riichi. The next draw should be a third 6s giving you 44446667s. Declare a Kong (4s). The Kan Dora indicator is flipped and it's a 3s which means you just picked up four Dora from your Kong. Don't you just love it when that happens? Akagi draw the supplement tile and it's north wind (this is not the one we saw earlier, it's the next tile along). The obvious move is to discard the north leaving a handy three-sided wait on the 6667s - but obvious moves are for noobs, right? Declare Riichi and discard the 7s. (because Akagi still knows best) Ishikawa is astounded that Akagi threw away the three-sided wait for a pair wait on the north, especially since the other two have already been discarded - it's a Jigoku Machi (hell wait). Then he remembers that the fourth north is in the dead wall - it won't come out until two more Kongs are made, and Akagi can't declare a Kong with his 6s tiles because the fourth one is already out of play. Basically we're waiting on the other players to declare two Kongs, but why would they do that after someone has reached? Urabe makes a Tenpai hand but he's intimidated by Akagi's four Dora. He decides to fold his hand and only discard safe tiles. During this process he ends up with 555588889s which greatly limits the number of different tiles available to discard when folding. He discards the 9s but on his final turn he has run out of safe tiles so he decides to make a Kong so that he'll pick up a new tile from the dead wall. Urabe declares a Kong of 5s and gets a 4p but it's a live tile and he doesn't dare risk discarding it so he makes a second Kong with the 8s and of course he gets the north which everyone saw previously. Urabe thinks that since Akagi knew the fourth north was buried deep in the dead wall there's no way he'd have made that his wait. Additionally, since the fourteen tiles of the dead wall are always replenished, the live wall is now empty so Akagi loses his final draw. What could possibly go wrong with this plan?! Declare a win on the north wind. In addition to those four Kan Dora, Akagi picks up a further six Kan Ura Dora thanks to his Riichi and all those Kongs. Technically he also won on the final tile of the wall so he also gets Houtei. With twelve Han he has a rare Sanbaiman hand worth 24,000 pts. Taking the points from Urabe reduces the gap between them to only 20,500 pts. Event 5 ¯¯¯¯¯¯¯ [South 4] It is now the final hand of the match and Akagi is the dealer. Urabe assures his boss that, even if Akagi builds a big enough hand, he won't deal into it and he can end the match with even a small win. Your starting hand will be: 133m 99p 15777 east north north Discard the following tiles: 1s 1m 9p east 1p Declare a Kong (7s) and discard 4p. Once again Akagi displays the peerless good fortune of a mahjong anime protagonist staging his final assault! The Kan Dora indicator is 6s and once again Akagi picks up four Dora. Urabe wonders if he'd used a cheating technique, but this would not be possible since Akagi flipped the indy tile with only the tip of his finger. This Kong of Dora gives Akagi the potential to score a Mangan hand and if he can achieve this with a Ron win off Urabe he'll take 1st place and finally end this long series of matches with double stakes. For the rest of the hand Urabe will be trying to determine what Yaku (scoring combination) Akagi will be aiming to use to give him a win. At this stage he can't decide if it's Tanyao (All Simples) or Yakuhai (Pung of dragons, seat wind or round wind). Currently the white and red dragons are live tiles. Urabe draws a red dragon but can't risk discarding this so he drops 2p instead. Discard the following tile: red (despite any "Zawa" warning) Urabe sees this and now knows that this is safe against Akagi (thanks to the Furiten rule) and discards his own red drag. Call the 2m tile (to make a 234m Chow) and discard 6m. Akagi has discarded the Dora so Ota and Urabe do the same. Urabe now wonders if Akagi is building an open San Shoku Doujun hand. Discard the following tile: 8p Urabe decides that this is one of those cases where you need to lose the battle in order to win the war. He chooses to start folding his hand and discard only Genbutsu (totally safe tiles) to avoid the risk of Mangan Ron. He drops the 4p which Akagi has already discarded. Discard the following tiles: red 5s 3p south 3m white 1m 1p Call the 7p tile (to make a 777p Pung) and discard 9p. This makes Urabe think that perhaps Akagi is trying to make the rare Yaku of San Shoku Doukou (three Pungs with the same numbers) but then he draws the second 7m so he knows that can't be it. Call the north tile (to make a north Pung) and discard 3m. Once again Akagi has a Hadaka Tanki hand - four open sets and one tile waiting to make a pair. His hand seems to be a mess but then Urabe realizes that when Akagi called his north it changed the turn order so that Urabe would draw the final tile from the live wall and Akagi has the potential to declare a Houtei win on his last discard. After drawing the last wall tile Urabe has a full hand of fourteen tiles to choose from but he is wracked with self-doubt and indecision - if the tile he discards matches Akagi's then he's lost the game. Assured of his victory, Akagi puts his Tanki tile face down on the table and calmly walks away, leaving Urabe to his dilemma. Finally he makes his choice and discards a tile. Declare a win on the 2p. It's Ishikawa that picks up and inspects Akagi's tile. Such is his amazement that he drops it and it bounces across the table, landing neatly adjacent to Urabe's fatal discard. ________________________________________________________________________________ Kawada asks Akagi to explain how he could possibly know which tile Urabe would discard and how he even knew that he had that tile in his hand. (In the anime Akagi spends the majority of an entire episode explaining it all so I'd suggest you simply watch episode 13 to get the full breakdown!) As Akagi and Osamu are leaving they hear weeping coming from a darkened room - inside they find Urabe, with 32 million Yen of debt (and broken bloody fingers). He roars that one day he will defeat Akagi, once he has finally cleared that debt. Akagi says he will never beat him, but he's welcome to try right now. He suggests they play a single match - if Urabe wins then Akagi will receive his debt and if Akagi wins then Urabe's hands will be amputated. The Yakuza boss asks why Akagi would make a bet with nothing to gain. Akagi says it is because a meaningless death is the true essence of gambling. Like Akagi's other mahjong rivals before him, Urabe is left a broken man. They leave him sobbing in the shadows. As Akagi is walking home Osamu catches up with him. Osamu asks what he would've done if Urabe had accepted the wager. Akagi says he knew that he never would. The narrator tells us that Akagi craves a match where he can bet nothing less than his own destruction - and he will find such a match just one year later... .--------------------------------------------------------------------------. ( Act 4: Washizu ) '--------------------------------------------------------------------------' The final act of the story takes place in the summer of Shouwa 40 (1965). One rainy night on a lonely country road a forester interrupts two men burying a body in a (very!) shallow grave. The subsequent autopsy shows that the cause of death was extreme blood loss with no physical trauma beyond a single puncture wound. At a press conference the police announce the mysterious details of the death and the newspapers tie it to several recent disappearances of young men. One of Yasuoka's colleagues invites him to inspect the body and he identifies it as Yukio Hirayama, better known to us as Fake Akagi! Yasuoka decides to find out more and invites Ohgi, underboss of the Inada group, to meet with him. Over a drink of sake, Ohgi explains that he had been supplying the old man with young men - all outcasts that won't be missed - to participate in a special game of high-stakes mahjong. However this old man stopped calling four or five months ago which explains the recent disappearances. Yasuoka says he has decided to hunt this monster with a monster of his own - Akagi - and they can split the old man's one billion Yen between the three of them. They need to track down Akagi but luckily Ohgi has a lead - there are rumours of a young man who has been winning consistently at Chou-Han* in a gambling den and he also matches the description that Yasuoka provided. Yasuoka and Ohgi take the train over to Chiba to visit the Kurata group who operate the gambling den. *Chou-Han is a traditional Japanese gambling game played by a group of people who each bet on whether the sum of two dice will be even (Chou) or odd (Han). __ Meanwhile over in Chiba* we find our protagonist in a tense situation at the gambling den, surrounded by gangsters and swords. The gang has recently lost 20 million Yen and they are very keen to avoid any further loses. The dice clearly show 3-5 (even) but the gangsters are insisting the numbers are 4-5 (odd) and they demand that Akagi agrees - they are asking not if the dice are odd or even but if Akagi wants to live or die! Despite a blade at his throat, and then a deep cut to his shoulder, Akagi maintains that the dice are even. Akagi's imminent demise is interrupted by the arrival of Yasuoka and Ohgi. The Kuratas try to get rid of them, saying that they closed early. Then Yasuoka sees blood on one man's leg and he charges down the hall (but not before quickly kicking off his shoes - one must remember proper etiquette). It looks like there will be three bodies tonight until the gangsters recognize Ohgi. The Kurata and Inada gangs are both factions of the Santou clan. Yasuoka scatters the dice and Ohgi backs him up, saying that any aggression against the cop or Akagi will lead to war between their groups. The Kuratas are furious but they realize they are trapped. Akagi then collapses as a result of the wound the gangsters inflicted. Later at the hospital Ohgi reports to Yasuoka that Akagi's condition is stable. The underboss is impressed at how Akagi faced the prospect of death without fear - he's ideal for their current project! Ohgi tells Akagi that he has a truly worthy opponent for him. Yasuoka shows him the newspaper and explains that Ohgi is talking about the figure behind the recent murders and that the latest victim was Fake Akagi - he had been forced into gambling for his life. Yasuoka tells Akagi that he is the only one that can defeat the monster responsible. *Chiba city is located around 25 miles south-east of Tokyo. (Over on the east coast of Chiba prefecture at Isumi you'll find a dedicated mahjong museum which opened to the public in 2002 and displays many historic mahjong sets.) __ Back in Tokyo, Akagi stays with the Inada group and while the arrangements are being made he ponders the opponent he must face. The man is named Washizu. After graduating from university in 1912 he distinguished himself in the police force, ultimately assuming the position of Chief Commissioner in 1940. However he left the police in 1942 in order to profit on the redevelopment of Japan after the war, blackmailing politicians into giving him vital insider information. He went on to amass a great fortune and broad political influence, effectively running the entire country from the shadows, but in old age he has become insane. Now aged 75, the once mighty Washizu was at risk of arrest - there are several links between him and the murder of Fake Akagi. Through a combination of bribery and blackmail he manages to evade prosecution but the bribes have cost him the vast majority of his once massive fortune and now the media are close to finding out the truth. Although he berates and beats his henchman Yoshioka for saying that he must hide, Washizu accepts that he must leave the country to avoid the scandal; however he will enjoy one final game before he departs... __ Following in the footsteps of his doppelganger, Akagi arrives at Washizu's mansion at night with Yasuoka, Ohgi and a contingent of Inada enforcers, their goal being to win the remaining 500 million Yen of the reclusive mastermind's fortune. Washizu meets them at the entrance, flanked by his men. He explains that they will play Washizu Mahjong and he details the equipment and "house rules" they'll be using (see Section 11 for a full description). He says that the additional information available from the transparent tiles is sometimes like being trapped in a minefield, not knowing which path might be safest. Washizu then explains that playing to win money bores him and he now prefers to play for a different commodity. Akagi realizes that this is (his) blood. Washizu observes that the human body typically has four or five litres of blood and the narrator notes that you will probably die after losing around half your total. It is assumed that 2,000 cubic centimetres (2 litres) is the fatal amount, but even losing 1,500cc would leave you weak and unable to concentrate on the game. In tonight's match the challenger will be betting his life against 20 million Yen of Washizu's reserves. They will play for six full matches and if Akagi loses 200,000 pts overall then he loses his 2,000cc of blood (details of how the payments are made are also given in Section 11 below). The blood-pumping device is unveiled - it has an array of tubes which each hold 250cc of blood. Typically Akagi is unphased by all this, and equally typically he wants to raise the stakes! He says that the rate (1,000 points = 100,000 Yen = 10cc blood) is too low. In order for him to have the chance to destroy Washizu he will require a tenfold rate (1,000 points = 1,000,000 Yen = 100cc blood); if he can win 500k points then he will take 500 million Yen from Washizu, however Akagi will need to survive six matches with less than 20,000 pts overall losses and with the 10-30 Uma (see Sections 9 and 10) if Akagi were to finish just one match with slightly fewer points than Washizu then the Uma payment would finish him. Washizu is outraged by Akagi's proposal and disrespectful attitude; he demands that Ohgi explain himself and his choice of opponent. Ohgi says that Akagi is not like the other players he's provided in the past - Akagi is quite capable of surviving the matches and has been delivered into Washizu's home as an assassin! A furious Washizu only eventually agrees to the higher rate on the condition that Ohgi must have something at stake too - if Akagi loses his life then Ohgi loses his arm. After a dramatic pause, Ohgi calmly accepts. The henchman Yoshioka (now bandaged!) pleads with Washizu to reconsider these stakes which have the potential to ruin him. At the very least he should agree on one additional condition which will provide some insurance - after every two games Washizu should have the power to decide whether to end there or continue with the next two matches. This final condition is accepted. Akagi is fitted with a needle in his arm and Washizu's 500 million Yen (already in cash form ready for his escape) is wheeled into the room. Washizu is seated opposite Akagi of course. To Washizu's right is another of his henchman, Suzuki, while seated to the right of Akagi is Yasuoka. ________________________________________________________________________________ Match: #1 Rival: Washizu Objective: Survive the match (i.e. win the match) Events: 3 On the bottom screen the first hand is Akagi's as normal. Below that is Yasuoka's hand - you view this from his perspective because it is assumed that you have perfect (albeit secret) communication with him and, since he is colluding with Akagi, you have complete control of his hand in addition to your own. (I will continue to give directions primarily for Akagi - discards, calls, etc. Unless I specifically list an action for Yasuoka, you should strive to only discard safe tiles from the cop's hands.) The third and fourth hands on the bottom screen are those of Washizu and Suzuki respectively - you view their hands from the rear so you see only the blank backs of any opaque tiles they hold. It seems that in Akagi DS generally Akagi and Washizu get the same starting tiles and draws that they had in the anime but Yasuoka and Suzuki do not. It's therefore not always possible to perfectly follow the action of the anime while playing hands without major events. :6 __ In a brief scene Washizu wonders how Akagi will play with such a precarious position. He thinks to himself that Akagi would need to be some sort of genius with superhuman instincts and senses to have even a one percent chance of surviving the night. __ [East 1] In the first hand Yasuoka should retain a 9m if he gets one. This can potentially be used to recreate the actual East 1 hand of the anime. Washizu makes the same Pinfu hand he had in the anime, with only two opaque tiles but still enough ambiguity for his wait/s not to be certain. He reaches on his seventh discard. (Washizu's next discard after that is a 7p.) Akagi makes a Tenpai hand on his next turn. You can achieve this by copying his discards from the anime. Discard the following tiles: south west 9p 3p east green Akagi needs to discard one of two 4m tiles but Washizu's hand shows a transparent "serial pair" of 2m and 3m which could be waiting on the 4m for a San Shoku win. Akagi decides to play it safe. Discard the following tiles: 6p 5p Akagi is now Tenpai again with a three-sided wait. To recreate the anime don't declare Riichi and then take a basic Ron win for 2k pts off your partner's 9m tile (if he happened to get one). Washizu is disparaging of Akagi's unassertive play. If he'd dropped that 4m and reached he could've got an Ippatsu win off Washizu's next discard (that 7p) for a Mangan or even a Haneman if he hit the Ura Dora. Akagi simply says that it is never that simple in this game. (If Yasuoka has one of your winning tiles and you'd rather grab a few extra points then I guess you could go off-script, reach and get an Ippatsu win off him. Washizu was actually waiting on 1s, 4s and 7s so you should avoid discarding any of those with Yasuoka. If you are unlucky Suzuki will have a winning tile for Washizu and sometimes he will deal into his boss' win for up to 12,000 pts. That won't hurt your score but it will give Washizu a decent early lead which could cause you problems at the end of the match.) A screen at the end of the hand shows any blood or cash payments that were made. When Akagi wins this hand he takes Washizu's Riichi stick from the table. The 1,000 pts translate to a 1 million Yen payment! Event 1 ¯¯¯¯¯¯¯ [East 2] In the second hand Washizu is the dealer. Akagi gets a good starting hand but don't be tempted to go chasing white and green dragons! If Yasuoka has a 5s then he should keep it. Your starting hand will be: 14578p 3478s white green red red Discard the following tiles: 1p green white 4p Yasuoka will now draw a red dragon on his next turn. You should drop this immediately so that Akagi can take it. Call the red dragon tile (to make a Pung) and discard 4s. In the anime Yasuoka then draws a 5s but in my case he already had it in his hand. You should discard this winning tile for Akagi. Declare a win on the 5s. Washizu remains unimpressed. Although it could be argued that Akagi went for a quick win to end Washizu's dealership, with that starting hand he could've gone for a solid Pinfu Riichi Tanyao win instead of settling for another small 2,000-points hand. __ [East 3] The third hand is presented to you entirely in cutscenes. Washizu demonstrates the "proper" way to play Washizu Mahjong, reaching on his sixth turn. In addition to having more value, he has a higher proportion of opaque tiles so it's harder to determine his waits. However it's not necessary for Akagi to do so as Suzuki discards the winning tile on his next turn giving Washizu an Ippatsu win. With one Ura Dora it's worth the Mangan limit. The narrator explains that when your partner has a winning tile (and your hand is closed) you are guaranteed a Riichi Ippatsu win worth a minimum of two Han and often significantly more. It also gives you a very quick win, with no danger of getting Ronned on the tiles you would usually discard automatically after reaching. The third benefit is that it's possible to win on waits that would otherwise not be viable. Partner Ippatsu Ron is the foundation of Washizu Mahjong. __ [East 4] Finally it is Akagi's turn as dealer. What can he do with it? Discard the following tiles: north south east 1p 9p 2p 3m Washizu discards a 3s and Ohgi thinks that he is probably Tenpai now and yet he doesn't declare Riichi - this must be because Suzuki does not yet have a winning tile for him. Washizu is waiting so he can get that guaranteed Ippatsu win off his partner. Washizu has a transparent 6s Dora in his hand but also a few opaque tiles. He might have 6s and 7s (waiting on 5s or 8s), or 5s and 6s (waiting on 4s or 7s) or he might have a Dora pair and be waiting on some of the Pinzu tiles. Akagi draws a 9m and goes into Tenpai, but he needs to discard the 7s tile - this is potentially a winning tile for his rival. Discard the following tile: 7s Ohgi is alarmed that Akagi has discarded such a risky tile but it passes (Washizu does not declare a win) and then Washizu discards a 5s so he doesn't have either the 4/7 or the 5/8 wait. He must have a 6s pair and a wait on either 4p and 7p or 5p and 8p. But then Akagi draws a 5p and must discard this to remain in Tenpai. Discard the following tile: 5p Ohgi is getting worried now (he likes his arms!) but Washizu is now impressed that Akagi has already grasped the concept of the "second pool". Usually you would check an opponent's discard pool to see which tiles are safe to discard against them (the player is Furiten on every tile they've discarded so if they were waiting on any of those tiles then they would not be able to declare a Ron win). In Washizu Mahjong you will often encounter the situation we've seen in this hand - a player (Washizu in this case) has a Tenpai hand but they have not declared Riichi because their partner does not have any potential winning tiles. If you make that assumption you can discard any tile matching a transparent one visible in your rival's partner's hand (the "second pool"). However there is obviously ample potential here for trapping a player that makes such assumptions. Discard the following tiles: 6s green 2m Akagi avoids dealing into Washizu's hand but then his rival declares a win, proving the old adage "you can't defend against Tsumo". Akagi loses 3,900 pts to Washizu's four-Han hand but of course there is a more severe consequence. Just as Akagi receives 1 million Yen for each 1,000 pts taken from his rival, he also immediately loses 100cc of blood for every 1,000 pts he pays to him. 390cc are drawn, filling one of the nine tubes and much of a second one! __ [South 1] Entering the south round, Washizu has a lead of around 14k points and if he retains that lead at the end of the match then the Uma payments will kill Akagi. We only glimpse some of Akagi's discard tiles in the anime but we see his final hand too so it's possible to work from that as well. Discard the following tiles: east white 9p 1s 8s 9m On his next draw Akagi gets a 5p which makes him Tenpai. If he now discards the 5m he'll have a nice four-sided wait. Discard the following tile: 6p Washizu makes Tenpai with a San Shoku hand and Suzuki is ready to deal straight into it for a guaranteed Haneman win which would give Washizu a massive lead. Washizu confidently reaches on a 5m. Declare a win on the 5m. Washizu realizes that Akagi saw him building a 234 San Shoku hand and knew that he would therefore discard the 5m when he hit Tenpai. Akagi clearly played towards this objective because his previous discard was the 6p which would've given him that four-sided wait. Instead he took the otherwise unlikely Tanki (pair wait) on the 5m. Since Akagi scored a "direct hit" (Ron), Washizu pays the full amount of 2,600 pts with a bonus payment of 2.6 million Yen. Event 2 ¯¯¯¯¯¯¯ [South 2] By the start of Washizu's second dealership his lead has been reduced slightly and is now less than 10,000 pts. Your starting hand will be: 1379m 2367p 34s west west red Discard the following tile: 1m Akagi has a pair of west winds and Yasuoka has one west too. Discard Yasuoka's west wind to give Akagi a scoring Pung. Call the west tile (to make a Pung) and discard 3m. Discard the following tile: 9m Akagi draws a third red dragon tile giving him a second Yakuhai set. His first two drags were both transparent so there was no chance of anyone other than Yasuoka discarding one for him to call. Discard the following tiles: 7m 4m 9p 7s Now Akagi gets an opaque 5s completing a Chow and giving him a ready hand. From Washizu's perspective Akagi has Yaku (at least one scoring Pung) and two Dora but it's impossible to tell if he's waiting on either 5p and 8p or 2s and 5s. Discard the following tile: 3p Yasuoka draws an 8p - that's lucky, it's one of Akagi's winning tiles so you should discard it for him immediately. Reject the win off Yasuoka's 8p discard. Akagi isn't content with taking a Ron win off Yasuoka. Meanwhile Washizu makes a Tenpai hand and his partner is ready to deal into it but he needs to discard either 2s or 5s, both of which still appear to be potential winning tiles for Akagi (thanks to that opaque 5s). Reluctantly Washizu breaks his pair of north tiles for safe discards. Discard the following tile: white Akagi draws an 8p on his next turn. Declare a win on the 8p. Akagi's strategy paid off - he gets a Tsumo win on another 8p and as dealer Washizu is required to pay the largest share of the points. Akagi takes the lead and his stack of cash doubles in size. Washizu fumes over the loss of the lead, but he realizes now that Akagi is a more worthy opponent then he first thought. __ [South 3] This hand is presented to you entirely in cutscenes. The anime shows that Washizu tried to pull a similar trick to the one Akagi used in South 1. Washizu can see that Akagi has 1345p and as his hand approaches Tenpai the 1p will become a necessary discard. Washizu gives himself a pair wait on his own 1p but Akagi avoids it so Washizu declares Riichi discarding the 1p. Washizu gets another Ippatsu win, but by Tsumo rather than taking it off Suzuki's discard. Washizu had a five-sided wait so he had a very good chance of drawing a winning tile. The winning hand was a Mangan so Akagi pays 2,000 pts and a further 200cc of blood are drawn. Event 3 ¯¯¯¯¯¯¯ [South 4] Going into the final hand, Washizu has a lead of over 6,000 pts. Even if Akagi comes 2nd in the match Washizu will get the Oka bonus and Uma which will give a points difference big enough to kill Akagi with the post-match blood payment. It's vital that Akagi takes the lead. Your starting hand will be: 1167m 68p 19s east x2 west north red x2 Yasuoka also has one each of the east and red dragon so he's in a position to feed those tiles into Akagi's calls for two Yakuhai sets. That alone would be insufficient to secure 1st place but since Akagi is dealer he would get another chance to win in the next hand. The most important thing is that Washizu must not win the current hand, but he starts with his own dragon pair and soon draws the third. Discard the following tiles: 1s Yasuoka knows he must keep the east and red dragon for Akagi. (He should also keep his 3p and the 1m when he gets it.) Discard the following tiles: north white 9s 8s 8p 6p Having just drawn a second 6m Akagi now has four visible pairs. Ohgi wonders if he's going for Chii Toitsu (Seven Pairs) - with a pair of the 4s Dora that would be worth four Han (doubles). With several opaque tiles it's possible that Akagi is already in Tenpai for this hand but he would need to have both 7m and 4s and Washizu has the opaque 4s himself so he sees through the bluff. Discard the following tiles: 1s 9p 6p Watch out for Washizu's 4m discard - this will be the first tile in his second row of discards. This is a sign that he's picking the most efficient route to Tenpai and that it's time for action! Yasuoka should discard the east wind. Call the east tile (to make a Pung) and discard 1p. Yasuoka should discard the red dragon. Call the red dragon (to make a Pung) and discard south wind. Yasuoka should discard the 1m. Call the 1m tile (to make a Pung) and discard 4s. Akagi now has 667m (transparent) and one opaque tile. We know the fourth tile is a west wind but to Washizu is looks like Akagi could be Tenpai with Honitsu (Half-Flush). Washizu previously broke 4677m in his own hand but now he needs to discard the 6m and it could be Akagi's winning tile. He thinks that, if Akagi is Tenpai, it would probably be with 6679m waiting on 8m, and yet he cannot risk the 6m discard just in case and so he breaks a Chow, discarding 7s. Akagi has effectively blocked his progress again. Discard the following tile: west Akagi drew another opaque tile - it's a 4p. Dropping the west tile shows that he wasn't even in Tenpai for Honitsu. Discard the following tile: 7m Akagi drew a transparent 3p. If his opaque tile was also a 3p then he'd be Tenpai for Toi-Toi (All Pungs) and Yasuoka would be able to deal into the win with his own 3p. Yasuoka should discard the 3p. Akagi doesn't take the tile so perhaps he isn't aiming for Toi-Toi after all. Discard the following tile: 9m Washizu wants to discard his 5p to make Tenpai but he knows this is one of Akagi's possible winning tiles and so he signals for Suzuki to discard his 5p first. Reject the win on the 5p (discarded by Suzuki). Akagi doesn't take the win from Suzuki so he is temporarily Furiten but only until his next turn which occurs immediately anyway. Discard the following tile: 3m Keen to make Tenpai and now believing the 5p to be safe, Washizu now discards his own 5p tile. Declare a win on the 5p (discarded by Washizu). The first time I played this hand Suzuki didn't discard his 5p, even though he definitely had one! If Suzuki does drop it then you should pass on it as it's important to take the win from Washizu instead. Akagi's hand is worth only two Han but with the direct hit on Washizu it's just enough for him to steal 1st place. Presumably the Agari Yame rule is in effect as the match ends - Akagi survived! (If you missed one of the previous events, for example if Washizu won off Suzuki's discard back in East 1, then you could find yourself in 2nd place. This is not a good place for Akagi! Fortunately he is the dealer and so long as no one else wins a hand the match will keep going with Renchan (continuances). You should continue playing in an effort to score sufficient points to take the lead.) __ A two final screens summarize the additional points at the end of the match - Akagi receives 30,000 pts from the 10-30 Uma and 20,000 pts from the Oka while Washizu gets only 10,000 pts from the Uma - and the corresponding payment. With a 41,200 pts lead over Washizu, Akagi takes 41.2 million Yen from the former billionaire's stacks. :D Everyone assumes that Akagi will return 6 million from his winnings in order to buy back the blood he lost in the first match but he refuses! He insists that he will keep every Yen of the money he won. Ohgi and Yasuoka take him to one side to discuss this and Akagi then explains that he wants to leave Washizu with some hope of winning. (Since Act 4 spans several matches you are given the opportunity to create a full save after each match has concluded.) ________________________________________________________________________________ Match: #2 Rival: Washizu Objective: Survive the match (i.e. win the match) Events: 1 Ohgi is staggered by Akagi's decision to keep all the money instead of buying back his blood, however he has total respect for Akagi's instincts and trusts that he is taking the correct action to ensure their victory. He just hopes that Akagi won't fall victim (literally) to the random twists of fate that can overcome even the strongest. __ The east round of the second match is presented to you entirely in cutscenes. While Akagi doesn't suffer bad luck, Washizu certainly has some good fortune - he wins by Tsumo in the first hand and then gets a Ron win off Suzuki and another Tsumo win. Akagi has lost points to both the Tsumo wins and lost an additional 500cc of blood. Entering the south round Washizu now has a lead of around 25k pts and Akagi has lost half the fatal amount of blood. :o __ [South 1] Play resumes at the beginning of the south round with Yasuoka as the dealer. The flow of the game swings back in Akagi's favour and you'll occasionally experience this in the form of superior starting hands, for example one with potential to make Honroutou (All Terminals and Honours), Honitsu (Half-Flush) and Toi-Toi (All Pungs) or maybe even a Yakuman hand sometimes? In the anime Akagi gets a couple of good wins and then deals into Yasuoka's small win in South 3 to prevent Washizu from winning. These events are not scripted in Akagi DS however - in fact there is no script for any of the first three hands of the south round so you have to work with the (mostly) random hands you're given. I think you're required to actually take 1st place here and since Washizu should be leading by just over 18,000 pts you'll want to try to get direct hits on him but if that's not possible then grab some Ippatsu wins off Yasuoka's tiles, preferably combining extra Yaku or Dora to hit Mangan. If Yasuoka happens to get a really good hand then you can reach with that in the hope of a direct hit on Washizu. (If you are able to rack up some serious points here such that you have a significant lead over Washizu that'll translate into a bigger payment from him after the match which will help you in match #4.) Event 1 ¯¯¯¯¯¯¯ [South 4] If you've successfully met the conditions for the event to occur then the final hand will start with a couple of scenes. (If you failed but you saved after the first match then you can just reload from the start of the second match and tap through those east round scenes.) Ohgi was anxious when Akagi was so far behind but now he sees that Akagi is pretty hooked up. He just needs to get a quick win in this final hand to survive the second match and his initial hand could be pretty useful if he's lucky with his draws. Your starting hand will be: 112346m 1458p 9s south west Although he has several opaque tiles, Washizu appears to have quite a bad starting hand. However Akagi spots that he has a west tile which is both Washizu's seat-wind and the Dora, so if Washizu can complete the Pung he'll have Yaku for a potential Mangan win. Perhaps he has a pair already just waiting for the west tile in Akagi's hand. Ohgi wonders if Akagi will dump the tile early, or try to get rid of it later, or maybe build a hand with a pair wait on it. Discard the following tile: 9s Yasuoka should discard 8m and Washizu calls Chii on it. Then seconds later Suzuki discards a green dragon and he calls Pon on that too. Suddenly Washizu has Yaku, two sets and a potentially big win. Discard the following tiles: 1p white 8p 9m Suzuki discards 1p and Washizu calls a third time, making a Pung. He now has three complete sets and discards a 3p tile which suggests that he has a Honitsu hand and is approaching Tenpai. Discard the following tiles: south 8s Then Suzuki draws a transparent west tile. Ohgi speculates as to what tiles are hidden in Washizu's hand. Aside from that deadly west wind he has three opaque tiles. These three tiles must all be different because only one of each type is opaque and therefore it's impossible for him to have a Shanpon wait (two pairs). If he has a pair of west he can call the third to make a Pung, giving him three Dora and a Hadaka Tanki wait. Alternatively he could have a complete Chow of Pinzu tiles and a pair wait on the single west wind. Discard the following tile: north Ohgi thinks that Akagi should've dumped his west tile here. It's been holding him back since the start of the hand and Suzuki didn't just discard the one he drew so maybe Washizu doesn't have the pair. Akagi draws a 4p making him Tenpai, but he needs to discard the west. Discard the following tile: west Akagi now has a ready hand. It only has a poor Kanchan (centre wait) on 13m waiting on 2m, but at least there's a chance of winning. (The anime reveals that Washizu is also currently waiting on 2m but he has far more options available. He does have the west pair and if he calls Pon on Suzuki's he can easily switch up the pair wait that remains. Alternatively if he draws a second 1m he'll have a Shanpon wait and can declare Ron on Suzuki's west, or if Suzuki gets the 1m he can discard the west for his boss (Pon) followed by the 1m (Ron), and in fact if Washizu draws *any* tile that matches one in Suzuki's hand he can discard, Pon the west, discard and then Ron the winner.) Then Akagi gets another 5p, completing a Pung. He could discard a 3m to leave 23456m with a solid three-sided wait or otherwise discard a 1m giving him a Nobetan wait with 3456m needing another 3m or 6m. Ohgi thinks that Akagi should hold off on reaching until Yasuoka has a winning tile available. Declaring Riichi would reduce his lead by 1,000 pts and lock his hand. Declare Riichi and discard the 1m. Yasuoka discards but it is not Akagi's winning tile. Washizu really expected the traditional partner Ippatsu win but it didn't happen. He suspects that Akagi is starting to crack under pressure, just like a convict who makes a desperate attempt at escape from prison even though he knows there is only a one percent chance of success. He then imagines a Shinigami* at the door, waiting for Akagi. Suzuki is ready to deal in. He discards his west tile, Washizu calls Pon on it and discards, then Suzuki drops a 3m and Washizu declares a Ron win. Washizu gloats - very soon Akagi's blood will be drawn and he will die - and yet why does Akagi remain so calm? Declare a win on the 3m. Atame Hane, sucker! Of course Akagi was also waiting on this tile and the rule-set here does not permit Double Ron where two players can both win on the same tile. Instead the Atame Hane (head bump) rule is applied and the player nearest to the discarder's right gets the win. Akagi says that Washizu is a coward. If he hadn't been so desperate to take the first available win he could've waited two or three turns to draw some other tile that matched one in Suzuki's hand. *A Shinigami is a god of death. If you've ever watched the excellent anime Death Note then you'll know all about these guys. :) __ Akagi's hand was only worth one Han (from Riichi) but a win's a win - it's enough to secure his lead and once again he was east in the last hand so the match ends. With the Oka and Uma bonuses Akagi will have a lead of 41k+ pts which is worth at least 41 million Yen. Akagi continues to refuse to buy a blood transfusion. He explains to Ohgi and Yasuoka that this has been vital to his plan - Washizu has been pressured into chasing a quick win. He might've experienced this as impatience, but deep down inside it was actually fear. (The guys then go on to discuss (at some length) how Akagi knew that Washizu had a west pair, how Akagi handled his own west tile and how he used Suzuki's hand to determine the rest of Washizu's hand. If you want the full story then watch episode 22 of the anime!) Washizu's henchmen gather to support their master. Yoshioka says that caution would be advisable - he should quit now to prevent further losses. Washizu says it's not possible to leave Japan after losing. ________________________________________________________________________________ Match: #3 Rival: Washizu Objective: Survive the match (i.e. win the match) Events: 1 Washizu feels that if he can defeat Akagi on this night it will be his greatest achievement in all 75 years of his remarkable life. He even wonders if perhaps it has always been his destiny to kill Akagi. [East 1] There are no scripted events in this hand. Akagi always gets the same starting hand as in the anime (including two 4p Dora) but in Akagi DS the Dora indicator is different and you draw different tiles too so you're not guaranteed the Haneman that Akagi got in the cartoon. :6 (On my first attempt Yasuoka had a potential Dai San Gen hand but I think that was just a fluke and I wasn't able to complete it anyway!) Since you need to take advantage of every unscripted hand to earn as many points (Yen) as possible I'd suggest that you keep replaying the East 1 hand until you get a win - ideally a big direct hit on Washizu or a Tsumo but really just getting any win would be worthwhile. Event 1 ¯¯¯¯¯¯¯ [East 2] Washizu is dealer in the second hand. If he fails to take advantage of that it could easily be the first step to losing the third match. However he gets a good start - his initial tiles are well grouped. In contrast, on the opposite side of the table, Akagi's tiles don't appear to be so advantageous, although he does have a 6p Dora pair. Akagi's starting hand will be: 2489m 166p 388s west white red Yasuoka's starting hand will be: 256m 67p 56s E N white green red x2 For this event every tile in Yasuoka's hand will be important too so I'll give a summary of the necessary discards for both players. Akagi discards: white west 3s green 9s Yasuoka discards: north east green 9m west Suzuki declares a concealed Kong of 3m and draws the Dora indicator tile from the pit in the centre of the table - it's a 1s! Washizu has three transparent 2s tiles so everyone knows he now has three Dora. This could easily give him a dealer Mangan hand or maybe a Haneman. Akagi discards: 1m Yasuoka discards: north At this point Washizu declares Riichi so everyone expects Suzuki to discard his winning tile, even Suzuki himself who starts to grab the 1p in his hand. However Washizu makes a sound to discourage him and Suzuki discards a 2m instead. Yoshioka is confused by this until he notices that Akagi has a lone 1p too. He has a 13p Kanchan but Suzuki has most of the 2p tiles so it's very unlikely that Akagi will fill that slot. Also Washizu just discarded a 3p before he reached and of course Suzuki didn't discard the 1p for Washizu's win. Overall it seems certain that Akagi will be discarding his 1p soon - and Washizu plans to win off it. Akagi discards: 2m Yasuoka discards: 2m Of course Washizu can still win by Tsumo too as the fourth 1p tile is still available. With his trademark rictus grin, he rummages in the pit but he's unsuccessful. Akagi discards: east Yasuoka discards: white Washizu visualizes Akagi's life as a candle. It is flickering, soon to be extinguished. Each new tile that Washizu draws has a chance of being the one that snuffs the flame. Despite his position of strength Washizu finds himself becoming annoyed. He usually enjoys toying with his victims - a flashback shows Fake Akagi struggling and screaming for his very life - but the genuine Akagi here remains calm. Akagi draws another 3p. With a pair of threes there is even more reason now for him to discard the 1p but still he keeps it. Akagi discards: 9p Yasuoka discards: west Suzuki draws the fourth 2p and, after seeking consent from his boss, declares a second Kong - and the new Kan Dora indicator is 1s again! Washizu now has six Dora for a potential dealer Haneman win or more likely a Baiman with the Ura Dora and two Kan Ura Dora. (He could still take a win from Suzuki but he continues to chase the Tsumo win so that he can take blood from Akagi immediately.) Additionally Akagi now has no chance of completing the 123p set and has little practical reason to keep that 1p. Akagi discards: 9m Yasuoka discards: 1m Washizu draws the fourth 2s tile so now he has eight Dora but, since it won't change his hand structure or waits, he is permitted to make a concealed Kong after reaching. He declares the quad and picks the Kan Dora indicator - it's yet another 1s!! Washizu now has a staggering twelve Dora. Combined with the one Han for Riichi that's enough for a counted Yakuman hand which will be worth 48,000 pts as dealer. If he wins by Tsumo that's a 16,000 pts payment for Akagi and another 1,600cc of blood. Washizu feels himself possessed by the mahjong demons and even has to lean forward as he bears their weight. He also laughs a lot. Washizu delves his hand into the central pit and tries to find the 1p that he craves. With inhuman luck due to demonic possession he picks a tile which he is certain is the 1p - but then somehow Akagi dispels the demons and Washizu loses his grip on the tile. Akagi discards: 8m On his turn Yasuoka draws the fourth 1p! Now everyone has one each. It is now time for Akagi's plan to be realized. Yasuoka discards: 8s Akagi calls Pon on the 8s and discards his red dragon. Yasuoka calls Pon on the red dragon and discards 6s. Washizu is appalled - by repeatedly calling tiles off each other they are denying him his next turn. Akagi calls Pon on the 6s and discards 4m. Yasuoka calls Chii on the 4m and discards 3p. Akagi calls Pon on the 3p and discards... 1p. Washizu's winning tile. Completely lacking anything even remotely resembling a poker-face, Washizu is ecstatic and declares Ron - or more specifically he roars his infamous line "RON! RON! RON-RON! RON! RON! ROoOoOoON!!" He's saying "Ron" so loudly and so many times that he fails to hear someone else say the same word. Yasuoka declares a Ron win on the 1p. Akagi asks, "Are you deaf, Washizu Iwao?" Yasuoka has a valid win - his hand consists of the dragon Pung (giving him Yaku) and the open Chow, two closed Chows and his own Tanki wait on the 1p. Once again Washizu has fallen foul of the Atame Hane rule - Yasuoka's claim on the 1p takes priority over Washizu's. Washizu shakes with rage, wails and starts throwing tiles at the cop. His henchmen restrain him and he falls onto his knees in despair, clawing at the carpet. Akagi just chuckles to himself and informs Washizu that his lurking fear had made him less alert. Washizu claims that he has no such fear and instead he got carried way with his compulsion to kill Akagi. He orders his men to pick up the tiles he threw so the match can continue without further delay. In addition to the Yakuhai set, Yasuoka's hand also had one Dora so it costs Akagi 2,000 pts but that's preferable to the alternative which was 48,000 pts and 4,800cc of blood - and his life. __ [East 3] Akagi thinks to himself - Washizu does have that urge to kill but it stems from his deep-seated fears. Washizu fears his own destruction. The reason he amassed that vast fortune was simply to secure his own survival. If you look beyond his money all you see is an evil rat! There are no further scripted hands in the third match. Your goal as you play through the rest of the east round and the whole south round is simply to win money from Washizu. In order to complete the target profit in the fourth match you really need to take 1st place while also knocking Washizu down to 3rd or ideally 4th (see notes below). __ [South 1] Washizu is enraged that Akagi should treat him without the respect he deserves. Washizu has been running the country from behind the scenes for years and all have bowed before him - ministers, crime bosses, corporations, religious leaders, etc. __ [South 3] Washizu has played his unique and deadly version of mahjong many times before but previously he has always played from a position of strength - he stood to lose only a small portion of his vast fortune while the challenger was playing for their life. Now, with his funds depleted from bribes, Akagi demanding the tenfold rate and Washizu losing the previous matches, he is finally facing his destruction. An analogy is made to hunting. We see Washizu in woodland armed with a pump-action shotgun stalking a deer. This is his normal experience of Washizu Mahjong - he does the killing with no threat to himself - but there's a new beast in the forest now. Akagi is like a demon who has no fear of death and who relentlessly attacks Washizu. ________________________________________________________________________________ Your objective to pass match #4 (and thus unlock the final missable scene in the game) is to grind Washizu's cash down to 100 million Yen or below. While quick and convenient, the technique of having Yasuoka deal into Akagi's win is not ideal because it will drain Yasuoka's points and dump him in 4th place where really you should be aiming to relegate Washizu to last place so that the Uma bonus creates the maximum possible points difference at the end of the match. I think Yasuoka should mainly be used as your insurance when Washizu has reached and is likely to win points. If the cop deals into your hand then it prevents Washizu from scoring points which could bump him up the placings; it also then negates the threat of a Tsumo win by Washizu which would cost Akagi blood. It's probably also okay to win off Yasuoka's hand when you've already taken a chunk of points off Washizu and Yasuoka won't drop below him. It goes without saying that Akagi must defend against Washizu's Ron wins, taking great care after his rival reaches. He'll probably have lost more than half his blood by this point and just one direct hit with a Mangan could be fatal. If you die then you can only retry from your previous full save (which hopefully was at the start of the third match) so you need to play through all of East 2 again! The two tables below give a couple of worked examples showing the effect of Oka and Uma on the final payment. For Akagi's survival you need to obtain a higher position than Washizu in each match but really you want to get that Oka bonus too so I've assumed that you come 1st. The tables show the points difference between 1st place and 2nd/3rd/4th place and the corresponding payment you would receive if Washizu comes either 2nd, 3rd or 4th when you've taken 1st. The first table shows that even if the scores are really close the Oka and Uma will still have a massive effect on the outcome. | | | | Final | Points | | Score | Uma | Oka | Score | Difference | Final Payment =====+========+=========+=========+=========+============+================= 1st | 27,000 | +30,000 | +20,000 | 77,000 | -- | -----+--------+---------+---------+---------+------------+----------------- 2nd | 26,000 | +10,000 | N/A | 36,000 | -41,000 | 41 million Yen -----+--------+---------+---------+---------+------------+----------------- 3rd | 24,000 | -10,000 | N/A | 14,000 | -63,000 | 63 million Yen -----+--------+---------+---------+---------+------------+----------------- 4th | 23,000 | -30,000 | N/A | -7,000 | -84,000 | 84 million Yen The second table shows an ideal outcome where you have won with a considerable margin. If you can beat Washizu down to 4th place you'll win a tidy sum. :) | | | | Final | Points | | Score | Uma | Oka | Score | Difference | Final Payment =====+========+=========+=========+=========+============+================= 1st | 57,000 | +30,000 | +20,000 | 107,000 | -- | -----+--------+---------+---------+---------+------------+----------------- 2nd | 26,000 | +10,000 | N/A | 36,000 | -71,000 | 71 million Yen -----+--------+---------+---------+---------+------------+----------------- 3rd | 24,000 | -10,000 | N/A | 14,000 | -93,000 | 93 million Yen -----+--------+---------+---------+---------+------------+----------------- 4th | -7,000 | -30,000 | N/A | -37,000 | -144,000 | 144 million Yen If you're serious about clearing the objective in the final match then review your performance before you save at the end of match #3. If you're on target - i.e. you just won about 140 million Yen and left Washizu with around 240 million or less - then update your save file. Now if you're unsuccessful in match #4 you can retry by loading yourself back to the start of that match. If you didn't do so well and Washizu's stack is larger than desired then it's probably best to keep grinding through match #3 (and all those cutscenes). ________________________________________________________________________________ Match: #4 Rival: Washizu Objective: Reduce Washizu's funds to 100 million Yen or less Events: 1 As with the majority of the previous match, there are no scripted hands in this game. You are playing to win more money from Washizu. Event 1 ¯¯¯¯¯¯¯ The one missable event in this match is unlocked by taking Washizu's cash reserves to 100 million Yen or below. You will miss it if Akagi dies from blood loss or if you manage to deplete Washizu's money all the way to zero! (If you are able to completely bankrupt him then the game will jump straight to the short epilogue described below.) Washizu has lost all four matches so far. Drained of energy, we see him laying immobile on a couch with a small pillow under his head. His henchmen have brought a bowl of cold water and applied a compress to his forehead. Yoshioka understands that Akagi has refused to take any transfusions to make himself a viable target, thus encouraging Washizu to keep playing, but he also knows that if Akagi came closer to death then he would buy his blood back and then Washizu would have no chance of winning the series. Ohgi believes that Washizu will not continue. Yasuoka is content that they won such a large proportion of Washizu's fortune and Ohgi is happy to still have a matching pair of arms! However Akagi wants to keep playing - he wants to see Washizu's true nature and he knows just how to convince Washizu to continue. Akagi, already enjoying a post-match cigarette, grabs an ashtray from the table - after the long night of mahjong it's pretty full. He then goes over to the blood-pumping machine and removes the cylinders that contain his blood. He then casually empties the tubes into the bowl, spits his lit cigarette into the blood and then adds the contents of the ashtray. The blood is now useless. That got Washizu's attention - he asks what will happen to any blood he wins from Tsumo wins when they resume play. Akagi says it will not be kept - he won't take any transfusions. Washizu then suggests that Akagi should drain a further 300cc right now but Akagi refuses - Washizu will have to earn that blood at the mahjong table. Now sitting up and with his deranged grin restored, Washizu agrees to play the fifth and sixth matches. Yoshioka arrives with a surprise - Washizu had a secret stash of a further 100 million Yen. Washizu is playing to win and he intends to end Akagi's life... (Congratulations! You have beaten the game and you never have to hear Washizu's dirge - sorry, "battle theme" - ever again!) ________________________________________________________________________________ Our story concludes with an epilogue showing the city lights of downtown Tokyo in the summer of 1999. Against the backdrop of the illuminated Tokyo Tower* a lone male figure walks along the sidewalk and the scene fades to black. *The Tokyo Tower is 333 metres tall and resembles the Eiffel Tower except it's painted orange and white to stop Mothra from crashing into it. :) It was built in 1958, the same year that Akagi's story begins. .------------.-----------------------------------------------------------------. | Section 05 | FREE PLAY MODE s05 | '------------'-----------------------------------------------------------------' The Free Play mode is accessible from the second option off the main menu. First you'll be prompted to choose whether to play normal mahjong (with standard opaque tiles and your choice of characters and rules) or Washizu Mahjong (with special equipment and fixed characters/rules). .-----------------. | Normal Mahjong | '-----------------' .-----------------. | Washizu Mahjong | '-----------------' See Section 11 for an explanation of the rules and equipment of Washizu Mahjong. .--------------------------------------------------------------------------. ( Normal Mahjong ) '--------------------------------------------------------------------------' After selecting this option you'll be prompted to select your three opponents from the following line-up. The skill level for each character is also shown here with five stars for the highest and one star for the lowest. Nangou [*] Ryuuzaki [**] Yagi [***] Ichikawa [*****] Fake Akagi [****] Urabe [*****] Osamu [*] Yasuoka [**] You can press B or use any of the options at the bottom of the screen to skip back a stage or return to the main menu. After picking three guys, pick the top option to confirm (or bottom to repeat). Next you're given the opportunity to change the custom rules for the game. The currently selected option is highlighted in purple and you can press A to cycle through the permitted settings. Use the d-pad to navigate between options. See Section 09 for explanations of all the configurable rules. Pick the command in the bottom-right of the touchscreen to return to character selection or the longer button next to it to proceed to the game (this option is highlighted by default when this screen first loads). At the end of a match you'll get a blue screen asking if you want to continue. Pick the top option (yes) to play another match with the same settings or the bottom option (no) to return to the main menu. You can play a series of up to four matches against the same opponents and with cumulative scores. .--------------------------------------------------------------------------. ( Washizu Mahjong ) '--------------------------------------------------------------------------' If you chose to play Washizu-style you'll get a new menu with four options. .-------------------. | Commence Play | (with selected rate) '-------------------' | .-------------------. | | Rules Explanation | | '-------------------' | .-------------------. | | Rate Selection | <---------' '-------------------' .-------------------. | Battle Log | '-------------------' The top one obviously starts the first match and the second one reviews some of the features of Washizu Mahjong (text only). The third option lets you choose between two rate options: Normal Rate: 1,000 points = 100,000 Yen = 10cc blood Tenfold Rate: 1,000 points = 1,000,000 Yen = 100cc blood The battle log records a few basic stats from playing Washizu Mahjong. The left column is for normal rate and the right column is for tenfold rate. 1. Number of attempts 2. Seikan count (Seikan means "returning alive" - surviving) 3. Largest amount of money acquired 4. Smallest amount of blood lost Washizu Mahjong is always played with a fixed rule-set, as Akagi (with Yasuoka) versus Washizu (with Suzuki) and over a series of six two-round matches. See Section 11 for an explanation of the rules and equipment of Washizu Mahjong. .------------.-----------------------------------------------------------------. | Section 06 | GALLERY s06 | '------------'-----------------------------------------------------------------' The third option on the main menu opens the Gallery where you can replay scenes from Story mode. It also lists all available events in each act of the story and gives hints on how to trigger them. The first screen in Gallery mode shows four red boxes which correspond to the four acts of the story. Initially only Act 1 will be accessible, once you've completed Act 1 in Story mode you'll gain access to Act 2, etc. After selecting an act you're shown a list of all story scenes available in that act (press X to toggle between pages). The first column shows your rival (where appropriate) and the second column gives a title for each scene. If a solid red box is shown next to a title that means that you've unlocked and viewed that scene in Story mode. You can select a red box and press A to replay the scene at any time. The yellow box for each event can be selected to view a text hint that gives you a clue about what you need to do in order to unlock that scene. .------------.-----------------------------------------------------------------. | Section 07 | SYSTEM s07 | '------------'-----------------------------------------------------------------' You can access the System menu from the bottom option off the main menu. There are only three controls available here. The top option (red) lets you play music from the game. You can scroll left or right to cycle through the tracks available. If you scroll to the right you'll get the following five tracks in the order shown: 1. Urabe Battle Theme 2. Washizu Battle Theme 3. Ryuuzaki Battle Theme 4. Yagi Battle Theme 5. Ichikawa Battle Theme Thanks to zzo38 who pointed out that the last song you played here will become the background music when you play "normal mahjong" in Free Play mode. The two green options below allow you to reset the rule options (left) and to initialize the save data (right). After picking either you'll get a blue screen where you can pick the right option (yes) to confirm or left (no) to cancel. Take care not to erase your story progress by accident! (Press B or pick the bottom blue option to return to the main menu.) .------------.-----------------------------------------------------------------. | Section 08 | GAMEPLAY s08 | '------------'-----------------------------------------------------------------' This section explains the general process of playing the game in any mode. .--------------------------------------------------------------------------. ( Display ) '--------------------------------------------------------------------------' In order to accommodate the unique rules of Washizu Mahjong (see Section 11) the game uses an unconventional display layout whereby all four players' hands are shown on the lower screen. These are listed with you at the top followed by the other three players in turn order, so you move down the touchscreen as each player takes their turn in counter-clockwise order around the table. __________________________________ "System" info --> |____| |____| | <-- menu button button | ____ | || |_ _ _ _ _ _ _ _ _ _ _ _ _ | Akagi (you) --> ||____|_|_|_|_|_|_|_|_|_|_|_|_|_| | e.g. Riichi stick --> | ____ ==== | || |_ _ _ _ _ _ _ _ _ _ | your Shimocha --> ||____|_|_|_|_|_|_|_|_|_|_|| <-- e.g. open set (player to your right)| ____ | | _ _ _ _ _ _ _ _ _ _ _ _ _| || | |_|_|_|_|_|_|_|_|_|_|_|_|_|____|| <-- your Toimen | ____ | (player opposite) | _ _ _ _ _ _ _ _ _ _ _ _ _| || | |_|_|_|_|_|_|_|_|_|_|_|_|_|____|| <-- your Kamicha |__________________________________| (player to your left) (Washizu Mahjong is played with two pairs of neighbouring players working in unison. When playing that mode the top two hands are both yours to control.) A purple square icon under a player's image indicates the current dealer (east) and the orange square is the Chiicha Maaku which shows both the current round wind (usually east or south) and which player was first to be dealer. On the top screen the blue text at the top-left shows the current round (east or south again) and the hand number. The text at the top-right corner indicates the number of tiles remaining to be dealt (drawn) in the current hand. The navy rectangle in the bottom-left corner shows all active Dora (bonus tile) indicators and the sticks displayed at the bottom-right show the Honba count (the number of preceding hands that have ended in a draw or dealer win) and any unclaimed Riichi stakes on the table from previous hands that ended in draws. In Washizu Mahjong the central pit can also be seen in the centre of the table. __________________________________ | ___ ____ | hand count --> | |___| _ _ _ |____| | <-- tiles remaining | _ _ _ _ _ _|_|_|_| _ | | |_|_| |_|_|_|_|_|_|_| |_| | | |_|_| .--.  <------------- dealer's dice Chiicha Maaku --------------> |&%| |_| | (round-wind marker) | |_| '--' |_| | | |_| |_| <-------- discarded tiles | |_| |_|_ | | |_| |_|_| | | |_| _ _ _ _ _ _ _ |_|_| | | _______ |_|_|_|_|_|_|_| ____ | Dora indicator/s --> | |  ||_|_| |____| | <-- Honba count and |__|_______|_______________________| Riichi count The orange square is the Chiicha Maaku again. Throughout the game it stays next to the player who was first to be dealer and indicates the round wind.* The pair of dice denote the current dealer (east). (There is no explicit display to show the other seat winds so it's easiest to use the dice and to count counter-clockwise around the table from there: east, south, west, north. Alternatively you can use the position of the Chiicha Maaku and the hand count to determine the current seat winds.) When a player wins a hand the score breakdown will be shown on the top screen in white text overlaid on the table display. The top row shows the number of Fu (minipoints) and Han (doubles), the second row shows the name of the limit applied to the hand's score (if any) - for example Mangan or Haneman - and the third row shows the total number of points won. The remainder of the text lists the Yaku (scoring elements) and Dora (bonus tiles) present in the winning hand along with their Han values. *When the Shaanyuu rule is invoked (see rule 2-1 in Section 09) the round wind marker - which in real life would be two-sided, marked with east on one side and south on the other - magically displays the new round wind of west! .--------------------------------------------------------------------------. ( Controls ) '--------------------------------------------------------------------------' You can use the touchscreen to discard a tile - simply tap it once to select it and again to confirm and discard. Alternatively you can use d-pad left/right to select (the cursor wraps so you can go to the far right of your hand to warp to the left side) and press A to confirm. (If you highlight a tile to discard in Story mode but see a little Japanese word appear above it (two jiggling orange Hiragana characters) this means that Akagi has used his spooky radar ability to detect a dangerous discard in the ("Zawa Zawa") background noise of the game. An opponent will likely - but not always - declare a Ron win off your discard if you chose to discard the indicated tile.) The option/s to steal an opponent's discarded tile (by Chii, Pon or Kan), to declare Riichi or to take a win will appear at the top of the lower screen using the following commands. You can reject these by picking Kyanseru (cancel) or by pressing the B button. When you're able to either declare a concealed Kong or to "upgrade" an open Pung into an open Kong you won't get a pop-up unless you first click on the Menu button in the top-right corner - you can either tap the touch- screen or press d-pad up. (The Riichi option will appear whenever you have a concealed ready hand. This is a pain if you don't want to reach - you have to keep cancelling the option on each successive turn.) ----- __|__ _____ CHII | call Chow (steal a discard tile to make a Chow set) / __|__o \ | / PON / | \ / call Pung (steal a discard tile to make a Pung set) .' / _|__ \ | | / KAN | | / call Kong (steal a discard tile to make a Kong set) / | / or declare a concealed Kong of four self-drawn tiles _|_ _ _|__ \ | || | | | / CHAKAN | ||_| | | / upgrade an open Pung to an open Kong after / | / | / drawing the required fourth matching tile | | ----- | | ____ __|__ RIICHI / | declare Riichi (make a bet that your ready hand will win) / / ___ ___ __|__ _ / | | | | HOURA /|\ |_| | declare a win by Ron (stolen discard) or Tsumo (self-draw) | -' \/ \ | | | /\/ _|__ / --+--. | | KYANSERU /\ | _) / | | | / literally "cancel" (dismiss the pop-up menu) \ | / '-- \| |/ You can press L or R (or tap the top-left corner of the touchscreen) a couple of times to view information screens showing the four players, their scores and the current rule settings in effect. - In Story mode one screen will also show your rival and objective - In Free Play (normal mahjong) one screen will also show the individual and cumulative scores for each player in a series of up to four matches. These are given in (what I call) the "final scores" format explained in Section 10. - In Free Play (Washizu Mahjong) one screen will also show the amount of blood Akagi has lost, how much he has left from the safe limit (2,000cc), how much money he's won from Washizu and how much money Washizu has remaining. After each hand played you're given a screen with two options. Pick the left button (default) to continue or the right button to save and exit. (The next time you chose to play you can pick the top option to resume your game - or series of games - from the point at which you saved or the bottom option to wipe the save and start fresh.) .------------.-----------------------------------------------------------------. | Section 09 | RULES s09 | '------------'-----------------------------------------------------------------' The section covers the optional rules that can be configured in Free Play (when playing "normal mahjong") plus a few fixed rules. .--------------------------------------------------------------------------. ( Custom Rules ) '--------------------------------------------------------------------------' The game uses a list of 22 rules. You can use these to create your own custom rule-set before starting a game of normal mahjong in Free Play mode. The default setting for each rule is marked with an asterisk. (*) The rule settings can be viewed during any match by pressing L or R. They're always shown in the following layout. ___________________________ ___________________________ 1 |_Game_Length_____(________|| |_Kuitan________________(__|| 2 |_Shaanyuu________(________|| |_Tsumo Pinfu___________(__|| 3 |_No-Ten_Bappu__________(__|| |_Ippatsu_______________(__|| 4 |_Nanba_No-Ten_______(_____|| |_Wareme________________(__|| 5 |_Ryan Han Shibari______(__|| |_Furiten_Riichi________(__|| 6 |_Pao________________(_____||_|_Nagashi_Mangan________(__|| 7 |_San Renkou______(__|_Paa_Renchan_(__|_Renhou________(__|| 8 |_Dobon___________(__|_Yakitori____(__|_Uma______(_______|| 9 |_Ura_Dora________(__|_Kan_Dora____(__|_Kan_Ura_Dora__(__|| 10 |_Starting_Scores_(________|| I'm using a basic numbering system here based on the row numbers, for example Nagashi Mangan is the second rule on row 6 so I'm listing it as rule 6-2. For most of the rules there are only two options - on and off. These are denoted with the usual terms in Japanese mahjong: Ari for a rule that's being used and Nashi for a rule that's unused. Specifically the game uses the initial kanji of each word as shown here: _/___ /___ ARI /|___| denotes "existence" and describes a rule that's applied (on) | | /_______ _|_|_|_|_ NASHI |_|_|_| means "without" and describes a rule that's not applied (off) / \ \ \ Each of the rule options is explained in the following listing. 1-1 Name: Game Length Options: Two-Round Game* / One-Round Game Info: Under the original Chinese classical rules of mahjong a full game is played over four wind-rounds, one for each of the four winds. In Japanese mahjong the standard duration is two wind-rounds (east and south). This is known as a Ton Nan Sen (literally an "east-south match") or a Hanchan (lit. a "half game"). A shorter game can be played over a single wind-round. This is called a Ton Puu Sen (lit. an "east wind match") or sometimes in English a "quarter game". 1-2 Name: Kuitan (open Tanyao) Options: On* [ari] / Off [nashi] Info: When Kuitan is Ari the game allows the scoring element Tanyao (All Simples) on an open hand with one or more exposed sets. 2-1 Name: Shaanyuu (west extension) Options: 30,100+ pts* / 33,100+ pts / 35,100+ pts / Off [nashi] 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 default target value of 30,100 pts represents a player making the smallest possible profit over their 30k buy-in (see below). 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. During Act 2 of Story mode both rule options 1-1 and 2-1 will be set to "Death Match". The match against Ichikawa will continue over as many rounds as necessary until either Akagi or Ichikawa is busted. 2-2 Name: Tsumo Pinfu (self-draw Pinfu) Options: On* [ari] / Off [nashi] Info: When Tsumo Pinfu is Ari you can claim the scoring element Pinfu on a Tsumo (self-draw) win. Pinfu is defined as a "no points" hand, with no Fu (minipoints) other than the basic 20 or 30 for going out. A Tsumo win is normally worth an extra two Fu but with this rule you waive the two Fu and take the extra Han (double) for Pinfu instead. 3-1 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 tile supply is depleted). The players that have Tenpai (ready) hands 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. 3-2 Name: Ippatsu ("one-shot" win after Riichi) Options: On* [ari] / Off [nashi] Info: This simply turns on/off the Ippatsu scoring element. 4-1 Name: Nanba No-Ten (south round continuance conditions) Options: Winds rotate* [ronchan] / Continuance [renchan] Info: Whenever a hand ends either in a dealer win or in a draw where the dealer has a Tenpai (ready) hand, an extra hand known as a Renchan (continuance) will be played. The seat-winds do not rotate so the east player "stays on" as dealer in the continuance. This rule can be used to adjust the Renchan conditions in the Nanba (south round). With the default option, when a hand ends in a draw in which the dealer has a No-Ten (unready) hand the seat-winds will rotate as usual. However with the other option a dealer with a No-Ten hand in a draw will get a continuance - in other words, an extra hand will always be played after a dealer win or *any* draw (and the seat- winds will only rotate after a non-dealer win). 4-2 Name: Wareme (doubling effect at Wall break) Options: Off* [nashi] / On [ari] Info: With Wareme Ari, the player whose section of the wall was broken at the start of each hand 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 is the Wareme player 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. The Wareme player is indicated by a beige arrow that appears briefly on the virtual table at the start of the hand. During play you can also determine the Wareme player by studying the dice on the table. The dice indicate 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.) 5-1 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-right corner of the top screen in Akagi 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. 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. A warning message in a dark blue box is displayed on the top screen at the start of any hand in which this restriction is applied. 5-2 Name: Furiten Riichi Options: On* [ari] / Off [nashi] Info: Under the Furiten rule you are not permitted to declare a Ron win on ANY discarded tile if ANY of the tiles you've discarded yourself would complete your Tenpai (ready) hand. When this rule is set Ari it is legal to declare Riichi on a Furiten hand but, since you can only win by Tsumo (on a self-drawn tile), you would be greatly reducing your chances of getting a winning tile. 6-1 Name: Pao (Yakuman responsibility payment) Options: Ryouhou* [both parties] / Off [nashi] / Yakuman [top limit] Info: The Pao rule is usually applied to the Yakuman (top limit hands) Dai San Gen (Big Three Dragons) and Dai Suu Shii (Big Four Winds). If a player discards the tile that's taken to complete the final required set for the Yakuman (i.e. the third dragon Pung or fourth wind Pung) and all three/four of these sets are open then the discarder will be required to pay, even if the entire hand isn't completed until later. I haven't seen the term "Ryouhou" used in this context before but I assume it relates to the situation in which one player discards the tile to complete the final required set and a second player discards the winning tile that's used to complete the hand; in a Ron win Pao situation like this the two players usually pay half each. That would suggest that the 'Yakuman' option means that the discarder always pays the full amount, even if a second player gets Ronned. (?) (In chapter 179 of the manga it's noted that the Pao rule is not used in Washizu Mahjong due to the game being played by two teams.) 6-2 Name: Nagashi Mangan (all Terminal and Honour discards) Options: Off* [nashi] / On [ari] 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. (This is harder than it sounds so it's rarely worth attempting it.) 7-1 Name: San Renkou (Three Consecutive Pungs) Options: Off* [nashi] / On [ari] Info: San Renkou is an optional scoring element worth two Han (doubles) awarded for having three Pungs in your hand in the same suit with consecutive numbers, for example 555 666 777. (It's possible that this option also permits Suu Renkou - an optional Yakuman (top limit hand) composed of *four* Pungs in the same suit with consecutive numbers, e.g. 555 666 777 888.) 7-2 Name: Paa Renchan (eight continuances) Options: On* [ari] / Off [nashi] Info: Paa Renchan is an optional Yakuman (top limit hand) awarded when the dealer gets eight consecutive wins. 7-3 Name: Renhou ("Human Win") Options: On* [ari] / Off [nashi] Info: Related to Tenhou and Chiihou, Renhou is awarded when a non-dealer completes their hand with a Ron win before drawing their first tile. Additionally no calls must have been made prior to the win. Renhou is often paid as a Yakuman (top limit hand) but sometimes it's only paid as a Mangan. I'm yet to see it occur (in any game, not just Akagi DS!) so I can't confirm the value applied here. 8-1 Name: Dobon (bankruptcy) Options: Off* [nashi] / On [ari] 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 Akagi DS also applies a 10,000 points penalty, paid by the bankrupt player/s to the opponent that busted them. When a game ends due to bankruptcy the word Dobon is displayed in the top-left corner of the upper screen (spelt as "Do-bo-n" using three Katakana characters). 8-2 Name: Yakitori (penalty for not winning a hand) Options: Off* [nashi] / 5 / 10 / 20 / 40 Info: Under the Yakitori rule each player starts the game with a Yakitori token which is displayed next to their face on the information screen shown when you press L or R during play. The marker depicts skewered birds (in Japanese cuisine Yakitori means "grilled bird/s"). 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 (5 = 5,000 pts, etc) to the match winner. See Section 10 for some worked examples. 8-3 Name: Uma (placing bonuses) Options: Off* [nashi] / 5-10 / 10-20 / 10-30 / 20-40 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 while 4th pays 20,000 points to 1st. See Section 10 for some worked examples. 9-1 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 in the Wanpai (dead wall) and is applied when someone wins the hand after declaring Riichi. (In Washizu Mahjong all Dora indicator tiles are drawn blind from the central pit.) 9-2 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. (In Washizu Mahjong all Dora indicator tiles are drawn blind from the central pit.) 9-3 Name: Kan Ura Dora (Kong underside bonus tiles) Options: On* [ari] / Off [nashi] Info: Kan Ura Dora are indicated by the tile/s under any active Kan Dora indicators in the dead wall when someone wins after reaching. (In Washizu Mahjong all Dora indicator tiles are drawn blind from the central pit.) 10-1 Name: Mochiten (starting scores) Options: 25k* / 26k / 27k / 28k / 29k / 30k / 24k Info: This simply sets the number of points that each player holds at the beginning of each game. The choice of starting score determines the size of the Oka bonus paid to the winner (see immediately below and Section 10). (This option appears to not work reliably in Free Play mode...?) *This is the default setting for this rule option when playing normal mahjong in Free Play mode. .--------------------------------------------------------------------------. ( Fixed Rules ) '--------------------------------------------------------------------------' Players always buy into a match with a 30,000 pts buy-in. They usually start the game with a different starting score (see above) - typically 25,000 pts - and the difference is collected to form a bonus for the match winner called the Oka. For example with starting scores of 25k pts, each player has an excess 5k pts each giving an Oka jackpot of 20,000 points (5k x 4). As you'll hopefully see in the first match of Story mode, the game recognises double Yakuman (double top limit hands). The usual four are as follows: - Suu Ankou Tanki Machi (Four Concealed Pungs won on a pair wait) - Kokushi Musou Juu-San Men Machi (Thirteen Orphans won on a 13-sided wait) - Chuurenpoutou Kyuu Men Machi (Nine Gates won on a 9-sided wait) - Dai Suu Shii (Big Four Winds) As you should also see in the first match - and like any good mahjong anime - you are permitted to stack and claim multiple Yakuman on the same hand. Mangan Kiriage (Mangan rounding-up) is not applied, so a winning hand worth 4 Han (doubles) and 30 Fu (minipoints), or one worth 3 Han and 60 Fu, will not be rounded-up to the Mangan limit. The Atama Hane (head bump) rule is Ari so if two players both declare a Ron win on the same discarded tile only the one closest to the discarder's right (going counter-clockwise around the table) gets the win, the other is disallowed. There is no Double Ron. Kuikae is Ari so if you use two tiles from a concealed Chow or Pung to call a tile from an opponent (by Chii or Pon respectively) you are permitted to then immediately discard the third remaining tile from the original set. (Crucially Kuikae is disallowed in episode 6 of the anime.) The game recognises abortive draws, or at least it allows Kyuu Shu Kyuu Hai where a player is given the opportunity of a redeal if their starting hand has nine or more different Terminals (1's and 9's) and Honours (winds and dragons). The offer is given in the command bar at the top of the touchscreen, the button is marked with four characters (the first and third are both the kanji for 9). I've also seen the game apply the abortive draw Suu Fon Renda during Story mode. This occurs when all four players discard the same wind on their first turn. Akagi DS allows the optional Yakuman (top limit hand) called Shii-San Puutaa (Thirteen Unconnected Tiles). This can be claimed when a player's starting hand (after their first draw) contains thirteen tiles that cannot form sets together plus a duplicate of one of the thirteen (making one pair). In episode 11 of the Akagi anime Kawada confirms that Open Riichi is permitted in his house rules, however that option is not available in Akagi DS. .------------.-----------------------------------------------------------------. | Section 10 | FINAL SCORES s10 | '------------'-----------------------------------------------------------------' The players' scores at the end of a match are calculated and adjusted according to the following process... 1. If the optional Dobon rule is Ari and the game ended early due to bankruptcy, the 10,000 pts penalty is applied, paid by the bankrupt player/s to the person that busted them. (See rule 8-1 in Section 09) 2. If the optional Uma rule is used then the scores are adjusted, with the player in 3rd place paying the smaller amount to 2nd and the player in 4th place paying the larger amount to 1st. (See rule 8-3 in Section 09) 3. If the optional Yakitori rule is in use then the necessary payments are made. Any player who failed to win at least one hand during the game must pay the specified penalty to the player in 1st place. If all players (or no players) win a hand then no Yakitori payments are made. (See rule 8-2 in Section 09) 4. The players always effectively buy into a game with 30,000 points each but could start the match with anywhere between 24,000 and 30,000 points each. When starting with anything less than 30k the excess points combine to form a bonus called the Oka which is paid to the game winner. For example with the standard starting score of 25,000 pts, each player pays 5,000 points into the pot and the winner's Oka bonus is 20,000 pts. After this stage the scores will always sum to 120,000 points, i.e. the total of the four 30,000 pts buy-ins. 5. The players' scores are now adjusted so they sum to zero (by subtracting the 30k buy-in from each total), then divided by 1,000 and finally rounded up or down to an integer value. The final scores represent each player's profit/loss in thousands. Confused? You will be. Here's a few examples... Example A ¯¯¯¯¯¯¯¯¯ Starting scores were 25,000 points each so the end scores sum to 100,000 points. Dobon was not applied so no payment is made in Step 1. Uma was set to 5-10 so payments of 5k and 10k are made in Step 2. Yakitori was set to 20 and only Player C failed to win a hand so they pay 20k to the match winner in Step 3. The Oka bonus was 20,000 pts (30k - 25k = 5k and 5k x 4 = 20k) and this is paid to the winner in Step 4. | End Scores | Step 1 | Step 2 | Step 3 | Step 4 | Step 5 ----------+----------------+---------+---------+---------+---------+-------- Player A | +38,100 points | +38,100 | +48,100 | +68,100 | +88,100 | +59 ----------+----------------+---------+---------+---------+---------+-------- Player B | +22,800 points | +22,800 | +27,800 | +27,800 | +27,800 | -3 ----------+----------------+---------+---------+---------+---------+-------- Player C | +20,200 points | +20,200 | +15,200 | -4,800 | -4,800 | -34 ----------+----------------+---------+---------+---------+---------+-------- Player D | +18,900 points | +18,900 | +8,900 | +8,900 | +8,900 | -22 ----------+----------------+---------+---------+---------+---------+-------- totals: | 100,000 points | 100,000 | 100,000 | 100,000 | 120,000 | 0 Example B ¯¯¯¯¯¯¯¯¯ Starting scores were 24,000 points each so the end scores sum to 96,000 points. The Dobon rule was applied and Player C got busted so they pay 10k pts to the player that busted them (Player A) in Step 1. Uma was set at the maximum 20-40 and these payments are made in Step 2. The Yakitori rule was used but all players won at least one hand so no payments are made in Step 3. The Oka bonus of 24,000 pts is paid to the winner in Step 4. | End Scores | Step 1 | Step 2 | Step 3 | Step 4 | Step 5 ----------+----------------+----------+----------+----------+----------+-------- Player A | +56,700 points | +66,700 | +106,700 | +106,700 | +130,700 | +101 ----------+----------------+----------+----------+----------+----------+-------- Player B | +28,800 points | +28,800 | +48,800 | +48,800 | +48,800 | +18 ----------+----------------+----------+----------+----------+----------+-------- Player C | -1,100 points | -11,100 | -51,100 | -51,100 | -51,100 | -81 ----------+----------------+----------+----------+----------+----------+-------- Player D | +11,600 points | +11,600 | -8,400 | -8,400 | -8,400 | -38 ----------+----------------+----------+----------+----------+----------+-------- totals: | 96,000 points | 96,000 | 96,000 | 96,000 | 120,000 | 0 Example C ¯¯¯¯¯¯¯¯¯ Starting scores were 26,000 pts each so the end scores sum to 104k. Dobon was applied but no-one got busted so no payment is made in Step 1. Uma was 10-20 so payments of 10k and 20k are made in Step 2. Yakitori of 5k was applied and Player B failed to win any hands so he pays 5,000 points to the winner (Player C) in Step 3. The starting scores of 26k give the winner an Oka bonus of 16k in Step 4. | End Scores | Step 1 | Step 2 | Step 3 | Step 4 | Step 5 ----------+----------------+---------+---------+---------+---------+-------- Player A | +19,400 points | +19,400 | +9,400 | +9,400 | +9,400 | -21 ----------+----------------+---------+---------+---------+---------+-------- Player B | +20,100 points | +20,100 | +30,100 | +25,100 | +25,100 | -5 ----------+----------------+---------+---------+---------+---------+-------- Player C | +47,900 points | +47,900 | +67,900 | +72,900 | +88,900 | +59 ----------+----------------+---------+---------+---------+---------+-------- Player D | +16,600 points | +16,600 | -3,400 | -3,400 | -3,400 | -33 ----------+----------------+---------+---------+---------+---------+-------- totals: | 104,000 points | 104,000 | 104,000 | 104,000 | 120,000 | 0 .------------.-----------------------------------------------------------------. | Section 11 | WASHIZU MAHJONG s11 | '------------'-----------------------------------------------------------------' Aside from the protagonist's dangerously pointed chin (!) the most famous aspect of the Akagi story is the special version of mahjong devised by Washizu. You can play Washizu Mahjong at any time in Free Play mode (see Section 05) and you'll eventually face Washizu as you work through Story mode (see Section 04). This section gives a summary of the key features of Washizu Mahjong. o In Japanese mahjong 136 tiles are used in play - four copies each of 34 tile designs. Under Washizu's rules three of the four copies of each tile are made of glass instead of opaque plastic/bone and consequently they are transparent and can be read from both front and behind. (In Akagi DS your opponents arrange all the glass tiles in their hand in the standard sequence of suits, winds and dragons. However their opaque tiles can (and will) be positioned out of sequence to confound you.) o Dice are rolled as usual to determine the dealer (east). o Usually the tiles are built into a square wall at the start of each hand of play but with transparent tiles the players would be free to make calls specifically to change the turn order so that they draw certain tiles. To prevent this the tiles are not built into wall and are instead drawn blind through a square aperture from a pit built into the centre of the table. After each hand the tiles are returned to the pit where the mechanical table shuffles them automatically. o To stop players from using Moupai - the technique of "reading" a tile by touch like Braille text - all players must wear a leather glove on the hand they use to draw their tiles from the central pit. o All Dora (bonus tile) indicators and Rinshan (Kong replacement tiles) are also drawn blind from the pit as required. o To make it easier to determine the duration and end point of a hand (since there is no Wanpai (dead wall) on the table), every hand is played until a total of 70 discards have been made, regardless of any Kongs being declared. o Like normal mahjong, Washizu's game is played by four players. The challenger always sits opposite to Washizu. Washizu sits next to one of his henchmen who acts as his partner and similarly the challenger sits beside his team-mate. Although obvious collusion (talking) is disallowed, it's assumed that partners can communicate freely (through gestures, expressions and coded phrases) and therefore know the contents of each other's hand and can give instructions to each other. (In the manga/anime Akagi plays with the cop Yasuoka against Washizu partnered by Suzuki. In Akagi DS you view/play both Akagi's and Yasuoka's hands.) o The challenger is playing to win money from Washizu. (In the showdown against Akagi in the manga/anime/game Washizu is gambling with the bulk of his remaining fortune - 500 million Yen.) Washizu is playing to win blood from the challenger - this is pumped directly from their body! The blood-pumping machine consists of several tubes, each of which holds 250 cubic centimetres (1/4 litre) of blood. It is assumed that the challenger's death occurs after the fatal amount of exactly 2,000cc (i.e. eight tubes or two litres) is taken. When playing Washizu Mahjong in Free Play mode there are two rates available: Normal Rate: 1,000 points = 100,000 Yen = 10cc blood Tenfold Rate: 1,000 points = 1,000,000 Yen = 100cc blood (In the manga/anime/game Akagi demands that the tenfold rate is used.) o Washizu Mahjong is played with a 10-30 Uma so at the end of each match the player in 3rd place pays 10,000 pts to 2nd and the player in 4th pays 30,000 to 1st. The starting scores are 25,000 pts so the match winner also receives an Oka bonus of 20,000 pts. (see Section 09 for rules info) (In Akagi DS the game is also played with Nanba No-Ten Ari (so the dealer stays on if they are No-Ten in a drawn hand during the south round) and Dobon Nashi (so a match does not end early if a player's score drops below zero).) A bulk payment of either money or blood is made at the end of each match based on the final points difference between the challenger and Washizu. Here's a couple of examples (using the normal rate): 1. Akagi takes first place with 95,600 pts and collects a further 30k Uma and 20k Oka giving him 145,600. Washizu comes third with 4,800 and pays out 10k for the Uma leaving him with -5,200. The points difference between them is 150,800 which translates to a payment to Akagi of 15,080,000 Yen. (yay!) 2. Washizu wins with 84,600 pts and adds 30k Uma and 20k Oka for a total of 134,600 pts. Akagi comes second with 28,000 pts and picks up +10k Uma for a total of 38,000. The points difference is 96,600 pts in Washizu's favour and he takes 966cc of Akagi's blood. (ouch!) o Washizu and the challenger can also win "bonus payments" of blood or money (respectively) during play when they score points off the other, either with a "direct hit" Ron win on a discarded tile, a Tsumo win where all three losers pay a share of the points or through the No-Ten Bappu points (see Section 09) paid in a drawn hand. (Bonus payments are not always required from No-Ten Bappu. In chapter 148 of the manga there is a draw where Washizu and Yasuoka are both Tenpai but Akagi pays his 1,500 pts to Yasuoka - he makes no payment to Washizu.) Bonus payments of money/blood are made immediately after every hand, paid at the selected rate. During a game Washizu always takes blood (never takes back money) and the challenger always takes money (cannot reclaim blood). Here are some examples of bonus payments (using the normal rate): 1. The challenger scores a 2,000 pts Ron win off Washizu's discarded tile. In addition to the points, the challenger also receives 200,000 Yen. 2. Washizu scores a 5,800 pts Ron win off the challenger's discarded tile. In addition to the points, Washizu also takes 58cc of blood. 3. Washizu (as east) scores a 24,300 pts win by Tsumo (self-draw). The three other players all pay 8,100 pts each to Washizu and therefore the challenger also loses 81cc of blood. 4. A hand ends in an exhaustive draw in which the challenger has a ready hand but the other three players are unready so they all pay the No-Ten Bappu. The challenger receives 1,000 pts each from all three players and, since he won points from Washizu, he also takes 100,000 Yen from him. o The game is played over a series of six consecutive matches. The challenger wins the series if he survives and is free to leave with the money he won. A couple of useful Japanese kanji characters to learn are _______ _____, "Yen" (for the unit of currency) and "Man" which is used | | | |___ to denote multiples of 10,000 in large numbers. |___|___| | | | | | | You'll see both used together where big amounts of money | _| / _| are involved. For example (if Y = Yen and M = Man) the amount 200,000 Yen is expressed as "20MY". YEN MAN For very large sums you'll see another character, Oku, which indicates an amount of 100 million (100,000,000). To give another example (where # = Oku) the size of Washizu's cash reserve is 500 million Yen which is given as "5#0000MY". After winning 200,000 Yen from him he will then have 499.8 million Yen or "4#9980MY". Your ultimate goal in Story mode is to reduce Washizu's funds to 100 million Yen or less, i.e. the total should say 1#0000MY or any smaller number like 9500MY. Here are some random thoughts about playing Washizu Mahjong: - If Washizu reaches, one of your two characters can deal into the other's win to end the hand early without Washizu winning and possibly taking blood. To take advantage of this you can build a quick/cheap hand for Yasuoka with a guaranteed Yaku (scoring element) - such as Tanyao (All Simples) or Yakuhai (value tiles) - which is waiting on a tile that Akagi has available.* Akagi will still lose points though so if possible have Yasuoka deal into Akagi's winning hand instead. If you have one of Akagi's winning tiles in Yasuoka's hand you can retain and use this to end a hand quickly. - If Akagi has a Tenpai (ready) hand, Yasuoka discards Akagi's winning tile and Akagi passes the win he will be temporarily Furiten until his next turn. - If Akagi declares Riichi, Yasuoka discards his winning tile and Akagi passes the win he will be permanently Furiten until the end of the hand. - Yasuoka can discard tiles that Akagi can take to make Pungs to help build an open hand (for example a flush) which ultimately Washizu might deal into. - As he is seated to his left, Akagi can drop tiles that Yasuoka can take to make either Pungs or Chows. - Your view of the glass tiles in your opponents' hands gives you an insight into both which tiles there are in use (and therefore unlikely to be discarded any time soon) and which tiles are looking less useful there (and are more likely to be dropped). Any opaque tiles can distort your view however. - Yasuoka can declare a Kong, opening his hand if necessary, in order to add the Kan Dora which Akagi can benefit from (plus a Kan Ura Dora if he reaches). As usual it's safest to declare a Kong only when you're very close to winning. *See chapter 117 of the manga for an interesting twist on this! .------------.-----------------------------------------------------------------. | Section 12 | MANUAL REFERENCE s12 | '------------'-----------------------------------------------------------------' Pages 6 and 7 depict the main characters from the story in the following layout: Page 6 Page 7 ¯¯¯¯¯¯ ¯¯¯¯¯¯ Akagi Shigeru Osamu Nangou Washizu Iwao Yagi Ichikawa Yasuoka Ohgi Fake Akagi Urabe Pages 20 to 23 illustrate most of the Yaku (scoring elements) and Yakuman (top limit hands) that are recognised by the game's default rule-set. Page 20 ¯¯¯¯¯¯¯ 1-Han Yaku (blue section) o Menzen Tsumo (Concealed Self-Draw) o Riichi (Reach) o Pinfu (Pinfu!) o Tanyao (All Simples) o Iipeikou (Pure Double Chow) 2-Han Yaku (green section) o Ikkitsuukan (Pure Straight) o San Shoku Doujun (Mixed Triple Chow) Page 21 ¯¯¯¯¯¯¯ 2-Han Yaku (continued) o Toi-Toi Hou (All Pungs) o San Shoku Doukou (Triple Pung) o Chii Toitsu (Seven Pairs) o San Ankou (Three Concealed Pungs) o San Kantsu (Three Kongs) o Chanta (Mixed Outside Hand) o Shou San Gen (Little Three Dragons) o Honroutou (All Terminals & Honours) Page 22 ¯¯¯¯¯¯¯ 3-Han Yaku (another green section) o Junchan (Pure Outside Hand) o Honitsu (Half Flush) o Ryanpeikou (Twice Pure Double Chow) 6-Han Yaku (orange section) o Chinitsu (Full Flush) Yakuman (purple section) o Kokushi Musou (Thirteen Orphans) o Suu Ankou (Four Concealed Pungs) Page 23 ¯¯¯¯¯¯¯ Yakuman (continued) o Dai San Gen (Big Three Dragons) o Shou Suu Shii (Little Four Winds) o Tsuuiisou (All Honours) o Ryuuiisou (All Green) o Chinroutou (All Terminals) o Suu Kantsu (Four Kongs) o Chuurenpoutou (Nine Gates) This is a pretty standard list for modern Japanese mahjong. There are several notable omissions but I think this is just an oversight (in the case of Yakuhai) and a deliberate decision to not include some that cannot be illustrated easily. These pages should also include Yakuhai (value tiles), Ippatsu ("one shot" win), Houtei (Last-Tile Ron), Haitei (Last-Tile Tsumo), Rinshan Kaihou (After a Kong), Chankan (Robbing the Kong) and Daburu Riichi (Double Reach) in the Yaku list and Dai Suu Shii (Big Four Winds), Tenhou (Heavenly Win) and Chiihou (Earthly Win) in the Yakuman list. The game also allows Shiisan Puutaa (Thirteen Unconnected Tiles) which is explained at the end of Section 09. .------------.-----------------------------------------------------------------. | Section 13 | CONTACT s13 | '------------'-----------------------------------------------------------------' I welcome all feedback on this guide and any contributions you'd like to make. I'm also happy to receive questions about this or any other mahjong game, or about the rules and terminology of Japanese mahjong. You can email me at barticle at hotmail.com - obviously changing the "at" to an @ and removing the spaces. It would be helpful if you include the word "mahjong" in the subject line and tell me which game you're playing. .------------.-----------------------------------------------------------------. | Section 14 | THANKS s14 | '------------'-----------------------------------------------------------------' I would like to thank the following:- o Kime for the title fix o zzo38 for the music info o Tuttle and tangorin.com for great Japanese language resources o everyone who helped compile the unofficial translations of the manga and anime o yjjyhgfju (eBay seller) for their excellent worldwide games sales service o Martin Juhls and Christina Vantzou for super sounds I will be happy to give credit and thanks to anyone who makes a contribution. ___________ ___ \______ / ___ / / / / __ \_/ / / / \___ ________ _________/ \__ ___ ______ / / ________ .-------o / __ / \___ // ___/\_ ___// // ___// / / __ / | ANOTHER / / / /_____/ // / / / / // / / / / \/ / '---------/ /-/ // __ // /-----/ /---/ // /---/ /--/ _____/---------. / / / // / / // / / / / // / / / / / GUIDE | / \/ // \/ // / / \_ / // \_ / \ / \________ o-----' \______/ \______/ \_/ \____/ \_/ \____/ \___/ \___________/ -- Akagi DS Guide Copyright 2012-2015 James R. Barton Initial version 0.90 completed 10 March 2012 (Act 1) Current version 1.00 completed 12 March 2015 (Acts 2-4) 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!