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FAQ/Walkthrough by barticle
Version: 1.01 | Updated: 08/22/10
.----< Mukoubuchi DS Guide >-----------------------------------------------. | .----------------------------------------------------------------------. | | | __ __ _ _ _ _ _____ _ _ ____ _ _ ____ _ _ _____ | | | | | \/ || | | || |/ || _ || | | || _ \| | | || __)| |_| ||_ _| | | | | | || | | || / | | | || | | || /| | | || | | _ | | | | | | | | |\/| || |_| || \ | |_| || |_| || _ \| |_| || |__ | | | | _| |_ | | | | |_| |_||_____||_|\_||_____||_____||____/|_____||____)|_| |_||_____| | | | | | | | | Kou Reeto Ura Maajan Retsuden - Mukoubuchi: Goburei Shuuryou Desu Ne | | | '----------------------------------------------------------------------' | '----------------------------------------< by Barticle at hotmail.com >----' 01 INTRODUCTION .---------------------. 14 RULES 02 FEATURE LIST | Mukoubuchi DS Guide | o Custom Rules 03 PLAYER PROFILES | Version 1.01 | o Fixed Rules 04 MAIN MENU | 22 August 2010 | o Disallowed Rules 05 SCENARIO MODE '---------------------' 15 FINAL SCORE EXAMPLES 06 FREE PLAY MODE 11 CONTROLS 16 STATISTICS 07 MULTIPLAYER MODES 12 DISPLAY 17 CRIB NOTES 08 TRAINING MODES o Game Display 18 MUKOUBUCHI MANGA 09 SPECIAL ABILITIES MODE o Score Display 19 CONTACT 10 MAHJONG REFERENCE 13 OPTIONS 20 THANKS ------< INTRODUCTION >-------------------------------------------- [Section 01] This is a guide to the 2007 Nintendo DS video-game Kou Reeto Ura Maajan Retsuden - Mukoubuchi: Goburei Shuuryou Desu Ne. Let's call it "Mukoubuchi DS" for short. The game is based on a long-running Mahjong manga (see Section 18) and was made by Pai Arts.* They also released a Mukoubuchi game for the PS2 in the same year (if you have any information about that other title do please get in touch). Since being introduced to Japanese Mahjong last year by Sega's awesome Yakuza (Ryuu ga Gotoku) series I've written guides for a number of Mahjong games. I'm currently working my way through the more interesting MJ titles of the Nintendo DS back-catalogue and making guides for them. This is my second so far, after my previous guide to SuperLite 2500 Custom Mahjong. I've tried to use both Japanese and the equivalent English Mahjong terminology throughout this guide, in most cases giving the oriental term first and the English version afterwards in brackets. I know that some purists will object to my use of the terms Chow, Pung and Kong when referring to Japanese Mahjong but these are the words I learnt from my first Mahjong game and they've been pretty much standard in English texts on Mahjong for around ninety years so I'm quite comfortable with their use here. Obviously if you can read Japanese you'll be able to read the instruction manual and the menus in the game so this guide is aimed primarily at English speakers. You shouldn't be daunted by the Japanese text as there are only a few short menus and options pages. The layout of these is mirrored in this guide so you should be able to find your way around the game without any difficulty. To limit the length of this document I've decided to omit full details of the rules and equipment of Mahjong on the assumption that anyone buying this game will probably already be familiar with them. If you are new to the game, or you play a version other than the modern Japanese "Riichi" rules that appear in this game, then you might like to read my complete guide to the terminology and rules of Japanese Mahjong. It's available as a 74-page, illustrated, linked PDF and can be accessed from the United States Pro Mahjong League download page. http://www.uspml.com/site/downloads.htm (Barticle's Japanese Mahjong Guide) If you want to discuss Japanese Mahjong then join the international community of enthusiasts on Reach Mahjong's English forums. Hope to see you there. :) http://www.reachmahjong.com/en/forum This guide is designed to be viewed using a monospaced (non-proportional or fixed-width) font, preferably Courier New. Some sections of the document will display incorrectly if you are using a proportional font like Times New Roman. *Incidentally the company logo is a visual pun - it's based around a lower-case Greek letter Pi but their name is spelt "Pai" which is the Japanese word for a Mahjong tile. Their logo also includes a 1000-point Mahjong scoring stick. ------< FEATURE LIST >-------------------------------------------- [Section 02] Since it can be difficult to find any detailed information in English about the content of a foreign game I like to include a quick description of the gameplay features when I write a guide for a Japanese game - so here it is! o single-player story, free play and special powers modes o multiplayer online wi-fi, local wireless and Download Play modes o modern Japanese Mahjong rules including Riichi and red fives o twenty-two adjustable rule options (see Section 14) o option to gamble with high stakes and a persistent money total o twenty-nine unlockable characters o basic statistical log including Yaku (scoring element) counts (see Section 16) o score screens include breakdown of Fu (minipoints) o save slots for three separate player profiles (see Section 03) o multiple training modes (see Section 08) o reference section including dictionary with over 300 terms (see Section 10) o no option to highlight Tsumokiri (a drawn tile discarded immediately) o no Dora or Furiten alerts and no wait indicators o Japanese language only ------< PLAYER PROFILES >----------------------------------------- [Section 03] The title screen prompts you to "press start" - it's a rare example of English text in the game so enjoy it while it lasts! This takes you to the profile loader screen which has three wide boxes, each corresponding to one of the three available save slots. When you first start these will all be marked with four large Japanese kanji characters offering you the opportunity to make a "new registration" - so pick one. As you might expect, you can either select with the d-pad and press the A button to confirm or simply tap the touchscreen to make your choice. Now you'll need to enter the name you want to use. You're limited to only four characters so make the most of them! You can use the L and R shoulder buttons (or their counterparts on the touchscreen) to cycle between the four screens of characters you can use: hiragana, katakana, English letters and finally numbers and symbols (you can mix 'n' match these). Use the d-pad to select a character and A to accept or touch the screen to select one and tap it again to confirm. All four screens have the same three options at the bottom of the right side. The first one enters a blank space, the second one works as a backspace delete and the third is used to accept the name you've entered (then when prompted you can pick the left button to confirm or the right one to return to name input). After entering your new (and possibly abbreviated) name you'll return to the profile loader. You'll see your name displayed in the left half of your save slot. There are also two bits of information on the right side - at the top is your money total (this will be a big fat zero until you beat Chapter 1 in the Scenario Mode (see Section 05)) and beneath that is an indication of how far you have progressed through that mode (at this stage, not very). Before we continue, look out for the two buttons at the bottom of the screen. The one on the right says Modoru which means "return" - a very useful word to learn as you'll see it a lot in Japanese video-games. You can tap this (or B) to go back to the title screen. The other says Sakujo which means "delete" - you can tap this (or X) then pick a save slot to delete it, so be careful! You will be prompted to confirm deletion: the left option is Yes and right is No. Select an active profile to use it and you'll be whisked to the main menu which, conveniently, is described in the very next section of this guide. ------< MAIN MENU >----------------------------------------------- [Section 04] The main menu has seven options which are presented in the following layout: .----------------------------. .----------------------------. | Scenario Mode | | Training Modes | '----------------------------' '----------------------------' .----------------------------. .----------------------------. | Free Play Mode | | Special Abilities Mode | '----------------------------' '----------------------------' .----------------------------. .----------------------------. | Multiplayer Modes | | Mahjong Reference | '----------------------------' '----------------------------' .----------------------------. | Options | '----------------------------' Scenario Mode (see Section 05) Training Modes (see Section 08) Play through the story and a series Practice your hand management, wait of fourteen challenges analysis and scoring Free Play Mode (see Section 06) Special Abilities Mode (see Section 09) Play games with a free choice of Play through a series of ten challenges characters and rule options using special characters Multiplayer Modes (see Section 07) Mahjong Reference (see Section 10) Play against other people through a Check terminology, permitted scoring local wireless or internet connection elements and points tables Options (see Section 13) Configure your gameplay options and pick custom rule settings You can use the d-pad and the A button to pick an option or just tap the touch- screen on the one you want, or you can press B to return to the profile loader. ------< SCENARIO MODE >------------------------------------------- [Section 05] The first button on the main menu is used to access the single-player Scenario Mode which is the "story mode" of the game. The story is comprised of fourteen numbered chapters which unlock in sequence, so successfully completing the challenge of the first chapter will start the second and so on. The first time you play you'll go straight into Chapter 1. Thereafter (after you've made some progress) you're given two choices when you start Scenario Mode - the top one is to continue with your next chapter and the bottom one is to start over from the beginning. After you've completed all fourteen chapters, launching this mode will display an array of fourteen buttons which you can use to access and replay any chapter (these are numbered with kanji characters from 1 to 14, from top to bottom and then from left to right). Each chapter begins with a sequence of artwork stills and text boxes to set the scene for you. You can page through these by tapping the touchscreen or pressing button A, L or R. If you're keen to get to the action though you can hold down L or R to speed up proceedings. In this mode you seem to play as yourself so you'll occasionally see your name amongst the dialogue. (It's kinda like that deal where you send off your kid's name and some other details and they print a personalised adventure for them!) As you might hope, each chapter involves playing a game of Mahjong but, rather than just having to win the game, you're always given a specific objective to achieve. I've given details of these below for each of the fourteen chapters along with the names of your opponents and related information. It's probably about this point at which I should confess my lack of Japanese language skillz. I only know as much as I've taught myself from translating video-games which means that I can read hiragana and katakana (albeit slowly) and recognise most Mahjong terminology plus a few basic kanji words but beyond that it's a rather long process of looking up each individual character and then struggling to come up with something vaguely resembling a coherent sentence. As a consequence I've made no attempt to transcribe the story here, sorry! If you have a) the game and a b) decent working knowledge of Japanese then I'd welcome your input. Even just a brief synopsis of each chapter would be awesome, thanks! When you beat a chapter you get a message with three large red kanji characters saying "wonderful!" and you're asked if you want to continue - the left option is Yes (that's default) and the right is No. Each time you fail a chapter you get two grey kanji that say "too bad!" and you're asked if you want to retry - the left option is End and the right is Continue. If you choose the former then you get the Game Over screen and two more options - the top one repeats the chapter (which means having to click through the story slideshow again) and the bottom one quits back to the main menu. Completing a chapter unlocks one or more characters which you can then select in Free Play Mode. These are listed in the following chapter summaries too. o Chapter 1 - "Championship Disqualification" Opponents: Mizuhara Yuuta, Yasunaga Ban and Ueshima Objective: Score a direct hit on Mizuhara and finish above him (?) Info: The rule options include Open Riichi and Arisu (see Section 14). Unlocks: Ueshima character becomes available in Free Play Mode. Beating this chapter also seems to unlock the Arisu and Binta rule options for Free Play Mode and gives you 10 million Yen of working capital to use when gambling in Panku mode (see Section 06). o Chapter 2 - "Mahjong Parlour Murder" Opponents: Akatsuka, Mito and Katsuta Objective: Finish the game with all three opponents under 25,000 points (?) Info: These three characters appear to represent the "Mito Group". Unlocks: Akatsuka, Mito and Katsuta characters in Free Play Mode o Chapter 3 - "Man of Ice" Opponents: Hikage, Motoi Bunshichi and Hoshimiya Youko Objective: Finish the match in top ("toppu") place Info: The Dobon bankruptcy rule (see custom rule 2.3 in Section 14) is in use so if a player gets busted out when you're in first place then you'll pass the mission (that's how I did it). Unlocks: Hikage character in Free Play Mode o Chapter 4 - "The Deep Sea" Opponents: Kannagi Aiko, Yasunaga Ban and Kai Objective: Finish the game above Aiko (?) Info: The story intro for this chapter includes an interlude at a casino where you're prompted to bet on either the player, banker or a tie. I picked the top choice and won with a "natural eight" but I don't think it really matters which one you pick. On my first attempt at this chapter, the girl (Aiko) drew a Tenpai (ready) hand and was able to declare a Ron win off a discarded tile before her first turn but unfortunately for her Mukoubuchi DS does not recognise Renhou - which often scores as a Yakuman (limit hand) - so the hand only scored a single double for Pinfu. Harsh! You might need to focus your attention on her, perhaps even passing an opportunity to win off another player's discard tile in the hope of scoring a win off her subsequently. I completed this chapter in a game in which Aiko got busted out and Kai took first place (so I finished above her and clearly I wasn't required to win the game). Unlocks: Kannagi Aiko character in Free Play Mode o Chapter 5 - "The Wilderness" Opponents: Ezaki, Rau and Inui Objective: Finish the game with Ezaki under 25,000 points Info: This chapter has another menu choice during the story... so pick one and see what happens!? Ezaki is seated to your right. I did a good job of keeping him under 25k. I ground him down and then slammed him with a massive hand that busted him out with -17,600 pts! :9 Unlocks: Ezaki character in Free Play Mode o Chapter 6 - "The Leech" (?) Opponents: Fukanuma, "shadow 1" and "shadow 2" Objective: Score a direct hit on Fukanuma then get two Tsumo wins Info: Fukanuma sits to your right. The first time I used Riichi he dealt immediately into my hand giving me an Ippatsu win but he isn't always so helpful! First you need to claim a Ron win off one of his discard tiles and then you need to win a further two hands, this time using a self- drawn tile for Tsumo. You must do it in this order - one time I got two Tsumo wins and *then* Ronned him and I failed the mission. When going for the direct hit on Fukanuma you might have to pass up opportunities to win off the other two players. If you draw a winning tile that would complete your hand (for a potential Tsumo win) you'll need to restructure your hand to give a different wait because discarding a winning tile would make you Furiten. Once you've got the Ron win off him you should aim to make cheap hands so you can go Tenpai (ready) quickly thus giving you more turns in which to hopefully draw the winning tile you need. Try to make a two- or three-sided wait if possible. As soon as you meet the completion requirement the game will end so don't worry too much about playing defensively. Your final placing is unimportant so it doesn't matter if you lose a few hands. Unlocks: Fukanuma character in Free Play Mode o Chapter 7 - "The Leech 2" Opponents: Fukanuma, Mitsuhashi Hidetoshi and Kai Objective: Game ends early due to Fukanuma getting busted out Info: Once again your target is seated to your right and you should try to score direct hits off him when you can. It doesn't need to be you that busts him though. I passed the mission after one of the other two players knocked him sub-zero. Unlocks: Mitsuhashi Hidetoshi character in Free Play Mode o Chapter 8 - "Wicked Demon" Opponents: Miyashima Gahou, "shadow 1" and "shadow 2" Objective: Ensure that Miyashima wins the game Info: This is the first chapter with a rule-set permitting the use of Red Fives (see Section 14). Not just the normal three or four either - it has the maximum possible allowance of twelve! (four per suit) On my first attempt I managed to deal into his hand with Riichi Ippatsu, Tanyao and five Red Fives giving him eight Han which was worth 24,000 points for hitting Baiman (third limit). Do whatever you can to help him win. Try to deal into his hand. Hit the other two players with Ron wins to bring down their totals, but be careful not to win too many points yourself! Study his discards and open sets to determine his intentions then try to drop tiles which he needs; he's sitting to your right so he can call Chii off you to make a Chow as well as calling Pon to make a Pung. Kuitan is Ari so the scoring element Tanyao (All Simples) can be claimed off an exposed hand, giving a big win if combined with Red Fives. Unlocks: Yamashiro Kouichi and Linda characters in Free Play Mode o Chapter 9 - "Wicked Demon 2" Opponents: Miyashima Gahou, Yasunaga Ban and Kai Objective: Game ends early due to Miyashima getting busted out Info: Having helped him out last time around, now you have to hit him with all you've got! He's sitting opposite you at the table. Red Fives are in use again but "only" six this time. (two per suit) Unlocks: Miyashima Gahou character in Free Play Mode o Chapter 10 - "Underground Pro" Opponents: Mitsuhashi Hidetoshi, Tagawa Yoshinori and "shadow 1" Objective: Finish the game above Tagawa Info: Tagawa is seated opposite you. Unlocks: Tagawa Yoshinori character in Free Play Mode o Chapter 11 - "Underground Pro 2" Opponents: Mitsuhashi Hidetoshi 2, Yasunaga Ban and Kai Objective: Finish the game above Mitsuhashi Hidetoshi Info: Much like Chapter 10, Mitsuhashi is sitting across the table. You play a "quarter-game" over a single (east) wind-round. Unlocks: Mitsuhashi Hidetoshi 2 character in Free Play Mode o Chapter 12 - "Currents" NB: In this chapter you are required to play two consecutive matches and fulfil the completion requirements of both of them. (match 1) Opponents: Ezaki 2, Inui and "shadow 1" Objective: Finish the game with Inui under 25,000 points Info: Inui sits opposite you. (match 2) Opponents: Ezaki 2, Kai and Rau Objective: Game ends early due to Ezaki getting busted out Info: Ezaki sits to your right. After several attempts at this I finally beat the chapter when Kai made monster Double Riichi Tsumo Baiman wins in two consecutive hands thus busting Ezaki (and Rau too for that matter!). Unlocks: Ezaki 2, Inui and Rau characters in Free Play Mode o Chapter 13 - "Master & Pupil Showdown" Opponents: Mizuhara Yuuta 2, Yasunaga Ban and Tagawa Yoshinori Objective: Finish the match in top place Info: You'll need to build up a substantial lead because Yasunaga has a tendency to conjure up big wins in the last couple of hands. Unlocks: Mizuhara Yuuta 2 and Yasunaga Ban character in Free Play Mode o Chapter 14 - "Ultimate Decisive Battle" Opponents: Kai, "shadow 1" and "shadow 2" Objective: Finish the match in top place Info: It's the final chapter and you're up against the main character of the manga so clearly he's going to put up a good fight... ...I must confess though, when I unlocked this chapter I didn't have enough time to play another match so I quit out and for some reason the game gave me completion on it!* After completing Chapter 14, the game lets you replay any chapter from Scenario Mode. Unlocks: Kai character in Free Play Mode *Whenever scores are tied, the priority goes to players in turn order around the table starting with the one who had a seat-wind of east in the first hand. I wondered if this might've explained my surprise victory but whenever I replay the chapter I start as north and quitting counts as a fail... hmmm! ------< FREE PLAY MODE >------------------------------------------ [Section 06] The second option down on the left side of the main menu accesses the single- player Free Play Mode where you can play a normal one-off game with a free choice of characters and custom rules. You also have the option of gambling. When you start this mode you're shown the first of the six pages of your stats. You can cycle through these by tapping Y. Read more about them in Section 16. Press B to return to the main menu or A to continue. Continuing gives you a couple of buttons offering you two different play modes: 1. Normal Mode 2. Blow-Out Mode In Normal Mode you choose which character you want to be and the game is played "just for fun". In Blow-Out* Mode you play as yourself and gamble your money total against the other players'. Next you have to pick characters from the roster (see below). When you first play only five characters will be available here. Twenty will be unlocked as you make progress through the Scenario Mode (see Section 05) and the remaining four will become available when you beat Special Abilities Mode (see Section 09). In Normal Mode you pick four characters; your first selection ("1 PLAYER") is the one you will use and the next three will be your opponents. In Blow-Out Mode you play as yourself (with your money total) and you pick three people to play against. In either mode, selecting the large red question mark in the centre of the grid will pick one character at random for you. You gain your first 10 million Yen to use in Blow-Out Mode by beating Chapter 1 of Scenario Mode. You can also win prize money by giving correct answers in the Training Modes (see Section 08) and this adds to your gambling total. The characters all start out with 10 million Yen each with the exception of Kai who gets 90 million and Yasunaga Ban who has 20 million. Like you, they all have persistent money totals so any increases or decreases will still be there the next time you turn on the game. If a character loses all their money in a game they turn red on the roster and they cannot be selected in Blow-Out Mode. If you could permanently bust everyone though you'd have no-one left to play so their original money total is restored after some time has passed. This seems to happen after about 24 hours real time. When you've picked the characters for your match you're shown the first page of your current rules settings. You can view or change these before you begin the game (see Section 14) or just press A to start playing under the current set-up. After the game has finished you'll see the resulting adjustments to the money totals (followed by the Binta payments if you're using that rule). Then you get two options - the one on the left is to quit out to the main menu while the one on the right starts another game with the same characters and rule settings. The full line-up of characters in Free Play Mode is illustrated below. .----..----..----..----..----..----..----. | 01 || 02 || 03 || 04 || 05 || 06 || 07 | '----''----''----''----''----''----''----' .----..----..----..----..----..----..----..----. | 08 || 09 || 10 || 11 || 12 || 13 || 14 || 15 | '----''----''----''----''----''----''----''----' .----..----..----..----..----..----..----. | 16 || 17 || 18 || ?? || 19 || 20 || 21 | '----''----''----''----''----''----''----' .----..----..----..----..----..----..----..----. | 22 || 23 || 24 || 25 || 26 || 27 || 28 || 29 | '----''----''----''----''----''----''----''----' 01 Kai [beat Chapter 14 to unlock] 02 Yasunaga Ban [beat Chapter 13 to unlock] 03 Mizuhara Yuuta [available from start] 04 Tagawa Yoshinori [beat Chapter 10 to unlock] 05 Ezaki [beat Chapter 5 to unlock] 06 Hikage [beat Chapter 3 to unlock] 07 Kannagi Aiko [beat Chapter 4 to unlock] 08 Mitsuhashi Hidetoshi [beat Chapter 7 to unlock] 09 Miyashima Gahou [beat Chapter 9 to unlock] 10 Fukanuma [beat Chapter 6 to unlock] 11 Katsuta [beat Chapter 2 to unlock] 12 Akatsuka [beat Chapter 2 to unlock] 13 Mito [beat Chapter 2 to unlock] 14 Ueshima [beat Chapter 1 to unlock] 15 Inui [beat Chapter 12 to unlock] 16 Rau [beat Chapter 12 to unlock] 17 Mizuhara Yuuta 2 [beat Chapter 13 to unlock] 18 Ezaki 2 [beat Chapter 12 to unlock] 19 Mitsuhashi Hidetoshi 2 [beat Chapter 11 to unlock] 20 Yanagino Satoshi [available from start] 21 Mitsukuni [available from start] 22 Yamashiro Kouichi [beat Chapter 8 to unlock] 23 Hoshimiya Youko [available from start] 24 Linda [beat Chapter 8 to unlock] 25 Kimura Junko [beat Special Abilities Mode to unlock] 26 Oikawa Katsuyori [beat Special Abilities Mode to unlock] 27 Kingo [beat Special Abilities Mode to unlock] 28 Motoi Bunshichi [available from start] 29 Fukami [beat Special Abilities Mode to unlock] For reference, these characters are also depicted in the manual as follows: Page | Page | Page 19 | Page 25 16 | 17 | left right | left right ======0======0=============0============= 14 | 06 | 03 15 | 22 26 ------+------+-------------+------------- 11 | 07 | 04 16 | 23 27 ------+------+-------------+------------- 09 | 18 | 12 20 | 24 28 ------+------+-------------+------------- 10 | 02 | 13 21 | 25 29 ------+------+-------------+------------- 08 | 01 | | 17 05 ------+------+-------------+------------- | | | 19 *The second play mode is labelled "Panku" which is the shortened form of the Japanese rendering of the English word "puncture" - hence blow-out. Or it could mean "punk". Or maybe it's something entirely different!? *shrug* ------< MULTIPLAYER MODES >--------------------------------------- [Section 07] The third button on the left side of the main menu gives you the following three options for playing against other people. I haven't actually played any of these modes but I'll give as much information here as I can from studying the menus in the game and the pictures in the manual and from poking buttons. 1. DS Download Play 2. DS Wireless Play 3. Wi-Fi Play 1. Download Play lets you play with two, three or four friends. Each of you will need a DS but only one game cartridge is required. Pretty cool, huh? When you choose this option you're shown a four-part numbered list with your DS account username (not your Mukoubuchi DS profile name) listed as number 1. There's also a signal strength meter in the top-left corner of the screen. With the game cartridge you are the host* for the game. The other player/s should now go to the Download Play option from the main menu of their console where they should be able to find the Mukoubuchi game available. Obviously you'll all need to have wireless comms enabled too, you can do this from the System Settings menu (at least that's where it is on my gigantic DSi XL). 2. Wireless Play is another local multiplayer option but this time I think you all need to have a game cartridge each. Starting this mode takes you to the character selection screen - the same one you get in Free Play Mode (see Section 06 immediately above). You can choose from the same roster you have available in single-player, so if you haven't unlocked any characters in Scenario Mode or Special Abilities Mode then you will have a choice of only five characters here. After picking your character you'll be prompted to select whether you will be the host* for the game (top option) or a client (bottom option). That's as far as I've got. Hopefully it all makes sense after that. 3. The last multiplayer option is for Wi-Fi Play using a wireless internet connection. I've made some progress with this option but haven't actually got as far as being able to play anyone. In Wi-Fi Play mode the top screen shows three figures, from left to right the number of matches you've played, the number of wins and the number of losses. On the bottom screen there's a sub-menu for online play. a. Wi-Fi Play b. Friend Code c. Match History d. Wi-Fi Settings a. Picking the first option prompts you to choose a character; again you're restricted to those that you've unlocked in single-player modes. Use the left on-screen button to confirm your choice. If you've configured an internet connection for the game to use (see point d. below) then you'll be given a three-part sub-menu as follows:- x. With Friends!! y. Call Everyone!! z. Friend List Picking either the first or second option gives a new screen with three horizontal bars each with flashing text that says "searching" so it's fair to assume that the game's looking for other players. I've never got any opponents though so I guess that either the online play doesn't work if you're outside Japan or no-one's playing the game any more (or both). If you know otherwise please let me know. b. Under the Friend Code option you get yet another menu: x. Code Registration - enter your friend code, use "BS" to backspace y. Code Confirmation - check the code you've entered z. Friend List - view your current friends, use x to delete one c. The Match History shows the statistics from your online play. These are given over two pages in the following order: 1.1 Tsumo Wins count 2.1 Riichi Ippatsu Tsumo count 1.2 Ron Wins count 2.2 Riichi Ippatsu Ron count 1.3 Payment count 2.3 Riichi Ippatsu payment count 1.4 Calls Made count and percentage 2.4 Dora general count 1.5 Calls Received count 1.6 Riichi general count The uses of "Furikomi" (payment) here refer to situations where you dealt into an opponent's win - they declared a Ron win off your discarded tile and you were required to pay the full amount of points for their win. You can also press the Y button here to page through your Yaku (scoring element) counts from online play. These are listed in the same order as pages 2-6 of the Free Play Mode stats - see Section 16 for reference. d. The fourth option from the Wi-Fi Play sub-menu is used to configure your internet connection. Press A to select or B to return to the menu. The large blue square is used to view or set-up your connection settings. At first I thought you could use a connection already configured on your console's main menu but it seems like you need to do it here within the game as well. This works a lot like the DSI's connection wizard - there are three boxes marked 1, 2 and 3 which correspond to three different internet sources. Pick one then tap the big blue box across the top to scan for nearby wire- less connections. Pick the one you want and, if it's locked, enter the WEP key using the on-screen keyboard and then tap the bottom-right button on the touchscreen to submit and the bottom-right option again to confirm. After a quick connection test you'll be dumped back on the config screen and you can press B (Modoru again but spelt entirely in hiragana now) to return to the main Wi-Fi Play menu. The narrow orange box on the right-hand side (next to the big blue square on the config screen) gives you a three-part red menu: x. View MAC Address and Wi-Fi Connection ID y. Cancellation of Wi-Fi User Information z. Transfer of Wi-Fi User Information The following fixed rule-set (listed on page 31 of the manual) is applied in Download Play and WiFi Play modes. For rule descriptions check Section 14. Game Length = Two rounds Starting Score = 25,000 pts Open Tanyao = On Pinfu Tsumo = On Riichi Ippatsu = On Dora = Omote, Ura, Kan Omote and Kan Ura (all types) Continuance Conditions = Tenpai/Tenpai Concealed Kong after Riichi = On Double Ron = On Bankruptcy = On Red Tiles = Off Honba Value = 300 points Agari Yame = On Wareme = Off Rate and Uma = Off Two-Han Minimum = On Arisu = Off Binta = Off Open Riichi = On *Japanese games tend to use the word Oya ("parent") to indicate the host - the same word that denotes the current east player (in English, the "dealer") in Mahjong. The other players, either in Download Play or in a game of Mahjong, are called the Ko ("children"). ------< TRAINING MODES >------------------------------------------ [Section 08] Mukoubuchi DS has three training modes which are accessible via the top-right button on the main menu. In each mode you're presented with ten problems and you input your answer. The number of correct answers you gave is shown at the end and for each one you receive 1 million Yen which is added to your virtual total for gambling in the Blow-Out games in the Free Play Mode. (I guess it's a handy back-up in case things go horribly wrong and you lose all your capital somehow.) If you make a perfect score of 10/10 in a training mode then a dragon tile is displayed on the Training Modes sub-menu. Once you have all three dragons (by getting 10 out of 10 in all three modes) a fourth option is added to the menu. I didn't notice any rewards for completing the fourth training mode. I guess the warm glow of satisfaction is reward enough! If you want to cheat (and deny yourself a valuable learning experience!) all the correct answers are listed in Section 17 below. 1. "What Would You Discard?" Problems 2. "What Are Your Waits?" Problems 3. "What Is Your Score?" Problems 4. Expert Problems [unlockable mode] 1. The first training mode is the classic discard-quiz, often known as "WWYD" in English. You're presented with a scenario and you have to decide which is the best tile to discard based on all the information available. In each problem your hand of tiles is shown across the centre of the bottom screen. Above this is the following data: hand number (for example east 3 for the third hand in the first round), your seat-wind, your turn number within the current hand and your score. Sometimes your score is given as text (for example four character spelling Haikyuu Genten which denotes your starting score e.g. 25,000 points) or it will often be relative, e.g. +3900 in profit. The two tiles at the bottom are (on the left) the tile you have just drawn and (on the right) the Dora. You can use d-pad left/right to select any tile from your hand (or the tile you've just drawn) and then press A to select it. Press X to delete your selection or A to pick again. Press Y to submit your answer or B to quit out. Two large grey kanji characters indicate a wrong answer or two red ones show that you made the correct choice. Press A to see the correct answer along with an explanation. Then press A again to proceed to the next problem. 2. The second training mode requires you to analyse a ready hand and identify all the waits - the tiles that would complete it. There could be as few as one or as many as nine (for a Pure Nine Gates wait). For each problem you can use d-pad left/right to scroll through the full list of tiles (usually thirty-four unless there are four identical tiles in the hand presented). Press A to add the selected tile to your answer or X to delete your most recent entry. Press Y to submit your answer or B to exit. On some of the more complicated flush hands you might find it useful to use a real tile-set to help you determine the possible structures and waits. That's what I did anyways. As on the previous mode, grey is bad and red is good, and the game shows you the solution to each problem before you continue onto the next one. 3. In the third and final normal training mode you're shown a winning hand and you have to calculate the payment/s made to the winner. Above the hand of tiles is the current round-wind and player's seat-wind. Below them is the winning tile with notes immediately beneath it to indicate if it was a Tsumo (self-draw) or Ron (stolen discard) win and if the player called Riichi. Next to that is the Dora (and maybe a Kan Dora sometimes). You will need to determine both the Fu (minipoints) and Han (doubles) for the hand and then either calculate the payment values or use a scoring look-up table to find them. Use the on-screen number-pad for entry and either press Y or END to submit your answer. If two different payments are required (i.e. in a non-dealer's Tsumo win where the dealer and other two non-dealers pay different amounts) you will need to submit first one amount (non-dealer payment) and then the other (dealer payment). Use X or DEL to delete one digit from your answer. The solution in the top screen will show the breakdown of Fu, then the Yaku and Dora yielding Han and finally the correct payment amounts. You may need to press d-pad down to scroll through this if it's a long one. 4. The bonus unlockable mode is for the "Top-Grade Person"! B) Basically this is just a combination of the three normal modes, although it uses unique problems you haven't seen before. As usual there are ten problems to complete. The first three are "What Would You Discard?", the next three are "What Are Your Waits?" and the final four are all "What Is Your Score?" types. ------< SPECIAL ABILITIES MODE >---------------------------------- [Section 09] The final playable mode in the game is launched from the middle button on the right-hand side of the main menu. It consists of ten individual challenges but when you start only the first one is available. Beating the first unlocks the second, beating the second unlocks the third and, well, you get the idea! In each challenge you play as a different character, each with their own special ability which will hopefully help you complete the level. In the summary below I've also listed what I've called the "trigger" - the circumstances required for their superpower to be activated. After selecting a challenge you press A to begin or B to return to the menu. If you fail it you're presented with two options - use the left one to quit or the right one to retry. The ten playable characters from Special Abilities Mode (and their powers) are listed in order on pages 16 and 17 of the game manual. Completing all ten challenges of Special Abilities Mode unlocks a further four characters (specifically Kimura Junko, Oikawa Katsuyori, Kingo and Fukami) who can then be used in Free Play Mode. o Challenge 1 Character: Ueshima Ability: You are more likely to collect extra doubles from Arisu Trigger: You declare a win with a concealed hand Objective: Score five or more doubles from Arisu on a single hand Info: The rule-set for this game includes the Arisu rule option - when a player wins with a concealed hand they get to flip a tile on the dead wall and if it matches a tile in their hand they get an extra double in the score calculation and they flip another tile (etc). Ueshima is especially lucky when it comes to this and he'll need to be as you need to get at least five matches to pass the challenge. On my first attempt I got nine matches over the course of the game and I failed - you must get five or more on *one* hand. Your hand must be concealed for Arisu so remember not to open it by calling discarded tiles from your opponents. Go for cheap hands so you win more often. Favour Chow sets as these are easier to complete. I think it might be advantageous to go for a quick win too because then there will be more tiles left in the wall which I assume the game rearranges in your favour. o Challenge 2 Character: Katsuta (alongside Akatsuka and Mito) Ability: You and your collaborators are more likely to win a hand Trigger: Akatsuka or Mito calls a tile Objective: Bust the "shadow" opponent seated opposite you Info: In this challenge the three members of the Mito Group are working together to bankrupt the silhouetted fourth character. Aim to get a "direct hit" on him by declaring a Ron win on one of his discards and try to avoid doing the same to your buddies! The Renchan conditions are Oya Tenpai so you get to stay on as the dealer either by winning the hand or by having a ready hand in the event of an exhaustive draw. o Challenge 3 Character: Miyashima Gahou Ability: You are more likely to get Ippatsu and/or a Tsumo win Trigger: You are waiting for a (red) five to complete your hand (?) Objective: Win a hand with a total of five or more Han from Dora Info: The requirement is to get at least five Dora in a single hand. You can combine the Omote Dora, the Ura Dora, Kan Dora, Kan Ura Dora and the Red Fives (the game is played with two reds in each suit). I got two Red Fives, a Pung of the Omote Dora (standard Dora) and one of my reds turned out to be the Ura Dora too so I got six Han. Try to build your hand around the Dora and the middle-numbered suit tiles so you can make more use of Red Fives. Keep your hand closed and call Riichi so the Ura Dora is applied. Declare Kong sets where possible to benefit from the Kan Dora (and the Kan Ura Dora if the Kong is concealed so you can call Riichi). o Challenge 4 Character: Fukanuma Ability: Successful Sakizumo with thumbreading Trigger: The player to your left calls a tile from another player Objective: In a one-round game score a win using your ability Info: Fukanuma combines Sakizumo (the dodgy practice of taking your next draw from the wall before the player ahead of you has completed their turn by discarding) with Moupai (the ability to "read" a tile using touch alone). Keep playing normally and it should just happen! o Challenge 5 Character: Mitsuhashi Hidetoshi Ability: You can determine which tiles your opponent is waiting on Trigger: One of your opponents declares Riichi Objective: Play a full game without once dealing into an opponent's hand Info: The challenge fails instantly if you discard a tile which is taken by one of the other players for a Ron win. It's not a problem if they make a Tsumo win on a self-drawn tile though. The special ability here is very handy! If one of your opponents "reaches" and you're holding a tile that would complete their hand the little arrow cursor will bounce up and down when you select it so you know not to discard it. Watch out for Damaten ("silent Tenpai") - just because a player hasn't called Riichi it doesn't mean they don't have a ready hand. Unfortunately the lack of Tsumokiri display in the game makes it harder to spot when someone is in this position. Remember that your hand becomes locked when you call Riichi so it leaves you unable to defend. Also calling tiles by Chii, Pon or Kan will lock tiles into melded sets, reducing your defensive options. You might want to risk going for a quick win occasionally. Any hand that ends with you winning is a hand where you haven't been ronned! Perhaps *sometimes* the key to a good defence is a good offence? o Challenge 6 Character: Hikage Ability: You find it easier to win Trigger: (something about efficient selection of discards?) Objective: Win three consecutive hands in a row Info: Once again cheap hands are the way to go here. Don't worry about collecting Yaku (scoring elements) or Dora (bonus tiles), just make sure your hand has the one Yaku it needs for a win and go for it. Yakuhai (a set of dragons, round-wind or seat-wind) is always good for a quick win. The rules give Kuitan Ari so you can call tiles to go out more quickly with a exposed Tanyao (All Simples) hand too. If you have no easy options for Yaku then keep your hand concealed so you can use Riichi to give you the one Yaku you need. The game seems to be quite generous with your starting hands. On two consecutive hands my initial draw of tiles was Tenpai and I was therefore able to call Daburu Riichi (Double Reach) both times. o Challenge 7 Character: Kannagi Aiko Ability: Your initial draw of tiles will make you Tenpai (ready) Trigger: One of your opponents called a tile in the preceding hand Objective: Win three hands by Tsumo (self-draw) in one game Info: You might as well pass up any opportunities for Ron wins as it's only Tsumo wins that count towards your total. They don't need to be Menzen Tsumo though - you can win by self-draw after calling tiles to make open sets, just make sure you have at least one Yaku. Magically receiving a Tenpai hand is a very cool ability and quite useful in this challenge because it will maximise the number of potentially winning picks from the wall you get. If possible, construct a two- or three-sided wait - the more tiles that would complete your hand, the better your chances of Tsumo. Since it's only Tsumo wins that count and there's no need to build your score, if your ready hand is closed then you don't need to use Riichi because drawing the winning tile would give you Menzen Tsumo as the one scoring element you need. If you do want to reach though you may as well use Open Riichi - it doesn't matter if the other players know your waits and defend against them. I wonder if reaching would be beneficial though... If it forces the other players to start defending then they won't go out with quick wins that would give you one less opportunity to win yourself. Hopefully you shouldn't have too much trouble with this challenge. I got it on my first attempt. o Challenge 8 Character: Ezaki 2 Ability: Your chances of winning with Ippatsu are increased Trigger: You call Riichi Objective: Get Ippatsu on three wins in a single game Info: For this one you just need to keep your hand concealed, make ready with a decent wait and call Riichi. Rinse and repeat. Ezaki's special ability greatly improves your chances of getting the winning tile on or before your next turn after reaching, giving you the bonus Yaku of Ippatsu ("one-shot" win) that you need. I got this one on my first try too. o Challenge 9 Character: Yasunaga Ban Ability: Your initial draw of tiles is favourable Trigger: Your score was under 25,000 points at the end of the previous hand Objective: Defend your 25,000 pts in two consecutive one-round games Info: You don't need to win the games - just make sure you finish both of them with at least the 25,000 pts you started with. If your score drops below 25k then it triggers your superpower and you'll draw a hand with a mixture of complete and partial sets to give you a head-start in winning back some of those points. After the first game you get two options - the left one is to quit and the right one is to continue and play the second game. o Challenge 10 Character: Kai Ability: Someone draws a Tenpai (one away) or Iishanten (two away) hand (?) Trigger: (something about overlooking a winning tile after Riichi?) Objective: Achieve a score of 100,000 points Info: I benefitted from a bug again here. When I first unlocked this final challenge I attempted it once, failed, quit out, decided to do Challenge 9 again, beat it... and the game told me that I'd completed the whole Special Abilities Mode!? Good news for me... 100,000 points is a lot! :9 ------< MAHJONG REFERENCE >--------------------------------------- [Section 10] The third button down on the right side of the main menu leads to the reference section which has these four options: 1. Glossary 2. Yaku Summary 3. Minipoints Summary 4. Points List 1. The glossary is a dictionary of over 300 Mahjong-related terms. Unfortunately it's entirely in Japanese and completely lacking in illustrations too. Use the L and R buttons (or just tap the screen) to cycle through the ten hiragana characters at the top of the display. These are listed in the order A, Ka, Sa, Ta, Na, Ha, Ma, Ya, Ra and Wa, each connected to a list of terms starting with related sounds (so for example the Ka section has words that begin with Ka, Ki, Kyo, Kyu, Ku, Ke, and Ko plus Ga, Gya, Gi, Gu, Ge and Go). Use the d-pad to scroll within and between pages. When you select a term it will be shown in the top screen with both the standard and hiragana spellings and a brief definition is given on the bottom screen. You can then press B to return to the index listing. 2. The Yaku summary shows all the scoring elements recognised by the game. Press L or R to switch between the five headings at the top of the touchscreen to view respectively lists of 1-Han Yaku, 2-Han Yaku, 3-Han Yaku, 6-Han Yaku and finally Yakuman (limit hands). You can highlight and select an entry to view a description, then press B to return as usual. For reference, the scoring elements are listed as follows: [ 1-Han Yaku ] ---------------------------------------------------------- Riichi (Reach) Yakuhai (value tiles) Menzen Tsumo (Concealed Self-Draw) Houtei (Last-Tile Ron) Ippatsu ("one shot" win) Haitei (Last-Tile Tsumo) Tanyao (All Simples) Rinshan Kaihou (After a Kong) Pinfu Chankan (Robbing the Kong) Iipeikou (Pure Double Chow) --------------- [ 2-Han Yaku ] ------------------------------------------ Daburu Riichi (Double Reach) San Ankou (Three Concealed Pungs) Chii-Toitsu (Seven Pairs) San Kantsu (Three Kongs) Toi-Toi Hou (All Pungs) Shou San Gen (Little Three Dragons) Ikkitsuukan (Pure Straight) Honroutou (All Terminals & Honours) San Shoku Doujun (Mixed Triple Chow) Chanta (Mixed Outside Hand) San Shoku Doukou (Triple Pung) ------------------------------- [ 3-Han Yaku ] -------------------------- Junchan (Pure Outside Hand) Ryanpeikou (Twice Pure Double Chow) Honitsu (Half Flush) ---------------------------------------------- [ 6-Han Yaku ] ----------- Chinitsu (Full Flush) ------------------------------------------------------------- [ Yakuman ] Dai San Gen (Big Three Dragons) Tsuuiisou (All Honours) Suu Ankou (Four Concealed Pungs) Kokushi Musou (Thirteen Orphans) Suu Kantsu (Four Kongs) Ryuuiisou (All Green) Dai Suu Shii (Big Four Winds) Chuurenpoutou (Nine Gates) Shou Suu Shii (Little Four Winds) Tenhou (Heavenly Win) Chinroutou (All Terminals) Chiihou (Earthly Win) 3. The third section explains the allocation of Fu (minipoints) when determining your winning hand's score. The three sections from left to right show the Fu awarded for types of win (on top of the standard 20), the Fu for various types of wait and the Fu for different sets. You can press d-pad up/down to cycle through the yellow text labels and press A to select and view more information on your selection. 4. The final reference section here gives the score look-up tables which can be used to reckon the payment/s required for any given combination of Fu (down the left side) and Han (across the top). These tables do not include Bazoro (Ban-Ban), the two doubles you automatically receive for a winning hand. By default the score table for the dealer is displayed. You can press Y to switch to the table for non-dealers. You can use the d-pad to scroll about. For each Fu value there are two rows - the upper one is for Ron (stolen discard) wins and the lower one for Tsumo (self-draw) wins. Mukoubuchi DS recognises Kazoe Yakuman (Counted Yakuman) so a hand with a total of thirteen or more Han scores at Yakuman (top limit). The game does not however recognise the Mangan Kiriage rule (Mangan rounding- up) so a winning hand with either 3 Han and 60 Fu or 4 Han and 30 Fu is not scored at the Mangan limit. ------< CONTROLS >------------------------------------------------ [Section 11] On the menus you can use the d-pad to navigate and the A button to confirm your selection or B to go back to the previous screen. Where you have multiple pages of information you can use the shoulder buttons L and R to cycle through them. During the game you can use the following controls... d-pad left/right - select tile to discard (or tiles to meld into) (One annoying thing about the game is that it always asks you which tiles to use when melding, even when there's only one option, like if you call Chii on a 1 to make a 123 Chow, or on any call of Pon or Kan.) A button - confirm choice B button - cancel pop-up menu or reject a call X button - view current rule options (press B to return to game) Y button - view wall, player faces and relative scores (B to return) When you press Y the discard tiles will be temporarily removed from the top screen display and instead the game will show you the full Yama (tile wall) and the faces of the four players (unless they're anonymous "shadows"). It also changes the way the player points totals are shown on the bottom screen. Instead of the normal absolute values the word TOP will appear next to the player in first place and the other scores will be presented relative to this. You cannot continue your game with this display. To resume play you must press B which restores the normal view. L button - view players and mission objectives (B to return) If you press L while playing either Scenario Mode or Special Abilities Mode then the top screen will show your three opponents and confirm your current objective. This function is unavailable (and unnecessary) in Free Play. Start button - display option to quit (then A to quit or B to return) Select button - display options menu (press B to return to game) This is different to the options screen which you access from the main menu. It's represented by five red squares in the centre of the touchscreen. You can use d-pad left/right to pick one and press A to cycle through its settings. 1. opponent play speed (3 settings) 2. in-game music (on/off) 3. player voices (on/off) 4. player faces shown on calls and wins (on/off) 5. tile display order (12 settings) That fifth option allows you to specify the sequence in which the three suits and the Honours tiles will be shown in your hand. You can specify any combination of suit tiles (3! = 6 possibilities) and whether the Honours are displayed at the left or right end (6 x 2 = 12 options in total). When you have the option of making a special action the game will present you with a pop-up box on the right side of the bottom screen showing the action/s available to you in gold script. The commands are illustrated below through the magic of ASCII-art (not perfect but hopefully you get the rough idea). ----- __|__ _____ CHII | call Chow (steal a discard tile to complete a Chow set) / __|__o \ | / PON / | \ / call Pung (steal a discard tile to complete a Pung set) .' / _|___ \ | | / KAN | | / call Kong (steal a discard tile to make a Kong set) / | / or declare a Kong using a self-drawn tile ----- | | / | | _____ SURUU /\ | | / literally "through" / \ / |/ ignore an offer to use Chii, Pon or Kan __ ____ _|___ \ ____/ / | _) / \ /\ /__ YAMERU | | \ / | ' \ quit (cancel call when picking tiles to meld into) | \_.' / o__/ | | ----- | | ____ __|__ RIICHI / | call Riichi (make a ready bet) / / ____|_ -----o \ | | ----- /| _____ / / | | _____ __|__ OUPUN RIICHI / | / / / | call Open Riichi / | / / / / (exposing your hand) .-----. \ | | / RON | | / declare Ron (announce a win on an opponent's discarded tile) |_____| / \\ / ------- / | TSUMO / --+-- declare Tsumo (announce a win on a self-drawn tile) / |__ \/ \ | | | /\/ _|__ / --+--. | | KYANSERU /\ | _) / | | | / literally "cancel" (dismiss the pop-up menu) \ | / '-- \| |/ ------< DISPLAY >------------------------------------------------- [Section 12] This section of the guide explains the layout of the tabletop view during play and the display that shows the determination of points after a won hand. = Game Display = At the start of each hand the top screen shows the faces of the players and the tile wall (while the initial draw occurs). These aren't shown during play but you can press Y if you fancy a quick peek (then B to restore normal view). During play the top screen shows your opponents' hands along their three sides of the table and their discard tiles are placed in front of these. The red square is the Chiicha mark which stays next to the first player to have a seat- wind of east in the game; it also indicates the current round-wind with the kanji for east (in the first round) or south (in the second). If you are using the Wareme rule option (see Section 14) you will also see the similarly sized white marker indicating the player whose section of the wall was broken. There are four pieces of information presented to you in the ornate frame in the centre of the top screen. The three characters at the top-left indicate how far through the game you are - the first shows the kanji for east or south for the first or second wind-round, the second is the number of the current hand (so the opening hand of the game would be "east 1") and the third character is Kyoku which means a hand of play (there are four standard Kyoku per wind-round). Beneath this in the bottom-left corner of the frame is a simple counter which shows the number of tiles remaining to be drawn from the live wall. On the right are two more counters, next to representations of Mahjong scoring sticks. The top one is a 100-point stick used in the Honba count - the number of consecutive hands that have just ended in either a draw or a dealer win. When a player wins a hand they will receive an additional 300 points multiplied by this number, either paid solely by the discarder on a Ron win or equally by three other players on Tsumo. The game has an option to boost the multiplier from 300 pts to a more significant amount (see custom rule 2.8 in Section 14). The bottom one is a 1000-point scoring stick. This counter indicates the number of Riichi stakes that are on the table, from both the current hand of play and any that were unclaimed from previous hands that ended in a draw. Meanwhile, down on the touchscreen, at the top you have a representation of the full fourteen tiles of the Wanpai (dead wall). The flipped tile on the third stack indicates the Omote Dora. Each time a Kong is declared a supplement tile will be taken from the left and a Kan Dora indicator flipped to the right. Your hand of tiles is shown immediately beneath this. The four players, their current seat-winds* and points totals are shown in boxes near the bottom of the touchscreen - you're at the top and your opponents below. This diagram shows how these correspond to table positions. _______________ B | | You | .---. |____|__________|_______________________________ C | | A | | Player A | | Player B | | Player C | '---' |____|__________|____|__________|____|__________| You (The game doesn't use a dealer marker or dice to indicate the current dealer so instead you have to check which player has a seat wind of east. Alternatively you can work it out from the hand count and the position of the Chiicha mark.) There will be four or five command buttons along the bottom edge of the touch- screen; these replicate various button functions. The second one only appears when you're playing either Scenario Mode or Special Abilities mode. ____ ____ ____ ____ ____ |____| |____||____||____||____| | | | | '---- show current rule options (X button) | | | '---------- toggle score/wall display (Y button) | | '---------------- show in-game options (Select button) | '---------------------- display current objective (L button) '------------------------------ show quit game option (Start button) *The kanji after the character for the wind is Cha which means "house" and is used to refer to players, for example Toncha is the "east house" or east player (i.e. the current dealer). = Score Display = The score display is given on the bottom screen at the end of every hand that ends in a win (as opposed to a draw). Along the top is the winning hand with the winning tile shown on the right. Any open sets are displayed to the right of this. Beneath this to the left is the dead wall with all active Dora indicators shown. To the right is a list of everything about the hand that generates Han (doubles) including Yaku (scoring elements), Dora, Ura Dora and Arisu (see custom rule 3.5 in Section 14). Along the bottom of the screen in gold text are the Fu (minipoints) total, the Han (doubles) total*, a single kanji to show if the player was the Oya (dealer) or Ko (a non-dealer) and the points awarded for the hand. If a limit is applied then its two-kanji name will appear between the Han total and the Oya/Ko kanji. There's also a small silver button at the bottom-right which can be used to see a full breakdown of the Fu reckoning for the hand. I haven't seen this feature in a video-game before but it's handy if you're learning to score in real life. This view shows, in order from top to bottom, the Fuutei (default 20 points), extra points for the type of win, points for the type of wait and points for the type of pair. Unless the hand consisted only of Chows, the minipoints for any Pung or Kong sets will be listed below this. At the bottom is the Fu total, shown both before and after rounding-up. Press A or tap the screen anywhere to return to the normal score screen and again to continue the game. *The Han total does not include Bazoro - the two Han you automatically receive for declaring a win. ------< OPTIONS >------------------------------------------------- [Section 13] The middle button at the bottom of the main menu can be used to access the options for the game. There are only six options, listed here in the order they appear in the game. You can use the d-pad up/down to move between them and left/right to adjust the values or you can just touch the screen. Pressing Select restores the default settings and B returns to the main menu (accepting any changes you've made). The default setting for each option is indicated here with an asterisk (*). Select the bottom (seventh) option to access the custom rules setting screens. You can read more about these in the next section. (You can also access five basic gameplay options by pressing the Select button during a game - see Section 11 for more details.) 1. Name: Text Display Speed Options: Fast / Normal* / Slow Info: This controls the speed at which text appears on the screen during the storytelling screens in Scenario Mode. 2. Name: Discard Speed Options: Fast / Normal* / Slow Info: This governs how quickly or slowly your opponents take their turns. 3. Name: In-Game Event Animations Options: On* / Off Info: With this option you can specify whether the game will show a brief animation when a character's special ability is activated. 4. Name: Voices Options: On* / Off Info: This option can be used to turn off spoken declarations during play. 5. Name: In-Game Background Music Options: A* / B / C / D / Off Info: Choose which music plays, if any. 6. Name: "Face Windows" Options: On* / Off Info: With this option set to On the game will show pop-up windows with the faces of the players involved whenever someone calls or wins. 7. (select this option to access the custom rule settings - see below) *This is the default setting for the option. ------< RULES >--------------------------------------------------- [Section 14] This section explains the user-defined rules in the game along with those that are always used and those that are never applied. = Custom Rules = There are twenty-two rule options which you can modify although these only apply in Free Play Mode. (Each chapter of Scenario Mode and each challenge in Special Abilities Mode has its own predefined rule-set.) You can access the rule options by selecting the bottom button from the main menu and then picking the seventh choice from the options screen. Alternatively you'll be taken straight to them when you start Free Play Mode, immediately after character selection. The rules settings are presented over three screens which you can cycle between with L and R. I've listed them here in the order they appear in the game so, for example, number 2.4 is the fourth one down on the second page. I've indicated the default settings with an asterisk. Just like the options menu, you can press Select to restore the default values or B to confirm and exit. You'll notice that several rules have the same two options available, these are Ari (with) and Nashi (without). If you play Japanese Mahjong then you should recognise these terms; if not, their usage is simple - for example Kuitan Ari means the Kuitan rule is applied (On), Kuitan Nashi means it ain't (Off)! During play you can press X to view the rule options currently in force (and then press B to return to the game). 1.1 Name: Game Length Options: Two rounds* / One round Info: The standard length for a game in modern Japanese Mahjong is two wind rounds (east and south), although sometimes you play only one. The game calls the two-round game a Ton Nan Sen ("east south match") although this is also known as a Hanchan - meaning a "half-game" - because the traditional game duration under the original classical Chinese rules is four rounds (east, south, west and north). The one-round option is given as Ton Puu Sen ("east wind match") but is sometimes referred to as a "quarter-game" for the same reason. 1.2 Name: Starting Score Options: 25,000* / 30,000 / 35,000 Info: This option lets you specify the number of points that each player has at the beginning of a game - also called the Haikyuu Genten. It's common for players to buy into a game with 30,000 points (the Genten) and then to pay the difference between this and the starting score into a jackpot for the ultimate winner called the Oka, but this rule is not applied in this game. 1.3 Name: Open Tanyao Options: On* / Off Info: This is the (sometimes controversial!) Kuitan rule. When Kuitan is Ari (On) you are allowed to claim the scoring element of Tanyao (All Simples) on an exposed/open hand. The "Kui" in the rule name refers to eating - when you steal discards from other players by Pon or Chii you are, in a sense, "eating" their tiles and so Kuitan is literally "eating Tanyao". 1.4 Name: Pinfu Tsumo Options: On* / Off Info: When Pinfu Tsumo is on 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. 1.5 Name: Riichi Ippatsu Options: On* / Off Info: This simply turns On/Off the Ippatsu scoring element, the "one-shot" win that gives an extra Han if you win on or before your next turn after calling Riichi. 1.6 Name: Dora Options: Omote, Ura, Kan Omote & Kan Ura* Omote and Kan Omote Omote and Ura Omote only Info: The third, fourth, fifth, sixth and seventh stacks of the Wanpai (the fourteen tiles at the back end of the wall usually known as the dead wall in English) can be used as indicators for Dora bonus tiles. The standard Dora indicator is for the Omote Dora - this is the upper tile on the third stack of the Wanpai. Each time a Kong is declared another indicator is flipped on the top row (starting with the fourth tile) and these indicate the Kan Dora or Kan Omote Dora. When someone wins a hand after calling Riichi they can also apply the indicator tile under the Omote Dora indicator (for the Ura Dora) and under any active Kan Dora indicators (for the Kan Ura Dora). Each Dora in a winning hand gives one additional Han (double) but they cannot be used to fulfil the Ii Han Shibari (one-Han minimum) for a win. This rule option lets you choose what combination of these you want to use in your game. Some video-games give a helpful visual cue or sound effect when you draw a Dora tile from the wall but in Mukoubuchi DS the only such feature is a distinctive sound when you discard one - by which point it's too late, your Dora is gone! 1.7 Name: Continuance Conditions in East Round / South Round Options: Win/Win* Win/Tenpai Win/No-ten Tenpai/Win Tenpai/Tenpai Tenpai/No-ten No-ten/Win No-ten/Tenpai No-ten/No-ten Info: When the current dealer wins a hand, an "extra hand" is played with the same seat winds (so they stay on as dealer); this is known as a Renchan or continuance. Optionally if a hand ends in an exhaustive draw (when the whole supply of tiles has been used, or exhausted) the dealer can stay on if they have a Tenpai (ready) hand or even if they have a No-ten (unready) hand. With this rule you can choose which condition applies and, if you like, you can even have different conditions in each of the wind rounds, for example if you pick the second option (Win/Tenpai) then during the first (east) round the dealer will only stay on if they win the hand but in the second (south) round they will stay on when they win or if the hand ends in a draw and their hand is ready. 2.1 Name: Kong Declaration after Riichi Options: On* / Off Info: When this rule is On you are permitted to declare a concealed Kong after you have "reached" (called Riichi) as long as it doesn't change your wait/s or the overall structure of your hand. This could give the score for your hand a major boost if you have the Kan Omote Dora and Kan Ura Dora options allowed (see custom rule 1.6 above). 2.2 Name: Double Ron Options: On* / Atama Hane Info: This rule permits two players to declare a Ron win on the same tile discarded by one of the other two players. The alternative is to apply the Atama Hane ("head bump") rule in which case only one win is recognised, that of the player nearest to the discarder's right. 2.3 Name: Bankruptcy Options: On* / Off Info: This is the Dobon rule which ends the game early when someone's score drops below zero. 2.4 Name: Red Tiles Options: Off* / Threes / Fives / Sevens Info: With this rule option you can choose if you want to play with Akapai (literally "red tiles") and, if so, what types. These are special versions of numbered suit tiles which have purely red markings. Each one functions like a Dora tile so it adds one Han (double) to your score calculation although, again as with the Dora, it cannot be used to meet the one-Han minimum for going out. The use of Red Fives is a popular option in Japanese Mahjong but unusually Mukoubuchi DS also gives you the alternative of playing with either Red Threes or Red Sevens instead. Typically only three or four red tiles would be used in a game but again here you're given more freedom - you can use the next three rule options to decide how many to include in each suit, up to twelve in total! However many you choose, the red tiles will be substituted for the corresponding normal non-red versions so you will still be playing with the standard total of 136 tiles. When this option is set to Off options 2.5, 2.6 and 2.7 below will be greyed-out and unavailable. 2.5 Name: Red Tiles in Manzu Suit Options: 1* / 2 / 3 / 4 Info: When custom rule 2.4 is On, this governs how many red tiles will be used in the Manzu (Craks) suit. 2.6 Name: Red Tiles in Pinzu Suit Options: 1* / 2 / 3 / 4 Info: When custom rule 2.4 is On, this governs how many red tiles will be used in the Pinzu (Dots) suit. 2.7 Name: Red Tiles in Souzu Suit Options: 1* / 2 / 3 / 4 Info: When custom rule 2.4 is On, this governs how many red tiles will be used in the Souzu (Bams) suit. 2.8 Name: Honba Points Options: 300* / 1500 / 3000 Info: Each time a hand ends in either a dealer win or a draw, one is added to the Honba counter (see Section 12) and when a player wins a hand they receive, on top of the basic hand score, an additional amount equal to 300 multiplied by the Honba count. In a Ron (stolen discard) win this is paid by the player who discarded the winning tile or on a Tsumo (self-draw) win the cost is shared equally by the three losing players. The Honba is reset to zero when a non-dealer wins a hand. Although it's always good to get more points, in practice this is not a hugely significant factor in the game - even with the counter at three you make less than a thousand points - but, in keeping with the the high-rate gambling ethos of the game, this option lets you switch up from the standard 300 to a more hefty 1500 or 3000 points! 3.1 Name: Agari Yame Options: Off* / On Info: Under the Agari Yame rule, if the player who is dealer (east) in the final hand of the game is leading on points and wins a hand they can choose whether they wish to play a continuance as usual (and either win more points or perhaps lose some!) or to end the game early (and thus guarantee their victory). In Mukoubuchi DS however you are not given the choice - if you are east in the final hand (i.e. in a game where you started as north in the first hand) the match will end automatically if you are the points leader after winning a hand. 3.2 Name: Wareme Options: Off* / On Info: With Wareme set to On, the player whose section of the tile wall was broken at the start of each hand is given a square white marker which you can see in the top screen above their discards. The player with this marker pays and receives double points. If they happen to be the dealer too then the score effects are cumulative when they win. The doubling effect of Wareme is applied after the normal score calculation so, for example, if you get ronned on a dealer Mangan when either you or the dealer has the Wareme marker then it would cost you 24,000 points (ouch!) which could easily bankrupt you. The Japanese word Wareme means "split" or "crevice" so it obviously refers to the break in the wall. The white indicator is marked in green with the kanji Katsu which is the first character in the spelling of the word Wareme. 3.3 Name: Rate and Uma Options: Off / 1-1-2* / 1-1-3 / 2-2-4 / 3-3-6 / 5-5-10 Info: Each of the active options for this setting consists of three digits. The first number is the "exchange rate" used when gambling - it shows how many hundreds of Yen are paid for each 1000 points. For example a value of 1 means that each 1000 points costs 100 Yen. The other two figures denote the Uma which is a final exchange of points or money at the end of a game where the player in third place pays a set amount to the player in second place and fourth pays a larger amount to first. The numbers specify thousands of Yen so in the case of the default 1-1-2 option, third pays 1000 Yen and fourth pays 2000 Yen (this being equivalent to the 10,000 pts and 20,000 pts exchanged in what would usually be called a "10-20" Uma). See Section 15 below for some examples of final score calculations under different rates and Uma. The word Uma means "horse". Mukoubuchi DS uses the term "Jun'i Ten" which means "position points". 3.4 Name: Conditional Two-Han Minimum Options: On* / Off Info: Normally the game is played with a one-Han minimum - you need Yaku (scoring elements) worth at least one Han in order to declare a win. With this rule in effect, however, a two-Han minimum is applied when the Honba counter shows five or more (i.e. after five consecutive hands have resulted in dealer wins or draws). Han from Dora bonus tiles and red tiles are not counted when checking if a hand meets the one/two-Han minimum requirements. The formal name for this rule option is Ryan Han Shibari. Ryan is the Japanese pronunciation of the Mandarin Chinese counting-number 2, Han is the Japanese name for doubles and Shibari means "binding". The name is sometimes shortened to Ryanshi. 3.5 Name: Arisu Options: Off* / On Info: Arisu is an uncommon rule option which can apply extra luck-based doubles to the points calculation of a concealed winning hand. When a player declares a win on a concealed hand they get to flip the next tile on the top row in the Wanpai (dead wall) after the active Dora indicator(s). If the revealed tile matches one in his hand then he receives one additional Han in the points calculation (and if it matches two or three tiles then he gets 2 or 3 Han respectively) and he gets to flip another tile, working counter-clockwise along the dead wall and into the live wall if necessary. This process continues until either the latest flipped wall tile has no matches (so if the first tile to be turned has no matches then the player gets no extra doubles) or he reaches the end of the wall. (It should be noted that a tile in the hand must exactly match that on the wall to give the bonus; it is not like the Dora system where the lucky tile is the next tile in sequence after the indicator.) This rule option seems to be unavailable until after you've beaten the first chapter of Scenario Mode (see Section 05). 3.6 Name: Binta Options: Off* / 10-man / 30-man / 50-man / 100-man / 300-man / 500-man / 1000-man / 2000-man Info: Binta is another unusual rule option. It really justifies the "high- rate" tag in the game's title! Binta is a type of Uma in which the four players exchange multiples of a pre-defined amount (either points or money) at the end of a game - but the multiples applied depend on how many people finished the game with a score equal to or greater than the starting score (for example 25,000 points). Considering all six pairings of the four players in turn (e.g. AB, AC, AD, BC, BD and CD), within each pair the player with the lower score pays the other, so 4th always pays 1st, 2nd and 3rd; 3rd pays 1st and 2nd; 2nd pays 1st (and 1st pays no-one). In each pair the payment will be the specified Binta amount if both players have points totals less than their starting score or if they both have totals equal to or greater than the starting score. If, however, only one player's points are less than the starting score they must pay double the Binta to the other player in that pair. There are only three possible outcomes and these are summarised in the table below which shows the overall multiples of the Binta amount (B) paid or received by the four players. | 1st | 2nd | 3rd | 4th -------------------------------+--------+--------+--------+-------- 3 players under starting score | +6 x B | 0 x B | -2 x B | -4 x B -------------------------------+--------+--------+--------+-------- 2 players under starting score | +5 x B | +3 x B | -3 X B | -5 x B -------------------------------+--------+--------+--------+-------- 1 player under starting score | +4 x B | +2 x B | 0 x B | -6 x B Like Arisu above, this rule option is greyed-out until you've beaten the first chapter of Scenario Mode. When it first unlocks only the three smallest settings are available to you. The others seem to be added as you progress through the game or your cash total grows. The options for the Binta amount are all expressed as multiples of the kanji Man which denotes ten thousand so the lowest 10-man option equates to 100,000 Yen (10 x 10,000). Since the largest available Binta value is 2000-man (twenty million) and you can win up to six times this (if you're the only player above the starting score), it's possible to take home a tasty 120 million Yen from a single match! :D (...and that's in addition to your normal winnings too.) 3.7 Name: Open Riichi Options: Off* / On Info: Open Riichi is a special variant of Riichi in which either the whole hand or just the waiting portion is exposed to the other players at the point of "reaching". In Mukoubuchi DS the whole hand is shown. With a concealed Tenpai (ready) hand the player has the choice of either calling normal Riichi (worth one Han) or Open Riichi (worth two), in either case paying 1000 points as usual. When one of your opponents declares Open Riichi the game blocks you from discarding any tile which they could use for a win and it's fair to assume that the computer-controlled players have at least enough common sense not to deal into your Open Riichi hand. Consequently you would usually only use this when you have a multiple-sided wait early in the hand (giving you a good chance of winning by self-draw) or if one or two opponents have reached (and are unable to defend). *This is the default setting for the rule. The three screens of custom rules and their defaults settings are summarised in this handy cut-out-and-keep guide: - - 8< - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 1.1 Game Length 2.1 Conc. Kong after Riichi 3.1 Agari Yame = Two rounds = On = Off 1.2 Starting Score 2.2 Double Ron 3.2 Wareme = 25,000 pts = On = Off 1.3 Open Tanyao 2.3 Bankruptcy 3.3 Rate and Uma = On = On = 1-1-2 1.4 Pinfu Tsumo 2.4 Red Tiles 3.4 Two-Han Minimum = On = Off = On 1.5 Riichi Ippatsu 2.5 Red Manzu 3.5 Arisu = On = 1 [if 2.4 On] = Off 1.6 Dora 2.6 Red Pinzu 3.6 Binta = All types = 1 [if 2.4 On] = Off 1.7 Continuance Conditions 2.7 Red Souzu 3.7 Open Riichi = Win/Win = 1 [if 2.4 On] = Off 2.8 Honba Value = 300 pts - - 8< - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - = Fixed Rules = The game uses fairly standard modern Japanese rules - if there can ever be such a thing as a "standard" rule-set in Mahjong! The manual does however specify on page 32 the following seven rule settings that are always used: o 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 to the Mangan limit. o The scoring element Chii-Toitsu (Seven Pairs) scores 25 Fu and 2 Han. o The total amount of No-ten Bappu points shared when an exhaustive draw occurs is 3,000 pts. Players with Tenpai (ready) hands receive these from those that were No-ten (unready). o The rule of Keishiki Tenpai (loosely "Tenpai form") is applied, so a hand of tiles will be recognised as being Tenpai regardless of whether it has the potential to form Yaku or not. This is significant both in the distribution of No-ten Bappu and in the determination of Renchan (continuances). o A pair of seat-wind tiles is always worth 2 Fu and a pair of round-wind tiles is also always worth 2 Fu but rule-sets differ as to whether a pair in "double wind" (when the seat-wind and round-wind coincide) should be worth 2 or 4 Fu. In Mukoubuchi DS it's 4 Fu. o A player is permitted to declare Riichi when Furiten (the state where calling Ron on any tile is blocked because one of their discards is also one of their waits) and they are also allowed to overlook a win after reaching. In such a situation they can only win by Tsumo - by drawing the winning tile themselves. o If two players have the same number of points, either at the end of a game or during play, priority in determining placings goes to the player who had the the seat-wind of east earliest in the match. For example if a game ends and the players at west and north in the final hand are both tied for first place with the same score then the match win would be taken by west (they were east in the second hand of the first round) and second place would go to north (they were east later, in the third hand). This determination can be applied at any stage of the game so, technically, even at the very start of a match when the four players all hold the same starting score, the east player is 1st and the north player is 4th. = Disallowed Rules = Page 32 of the manual also lists the rules which are *disallowed* in the game, but I'll describe them here for the curious reader. B) o Daburu Yakuman (Double Yakuman) - Some rule-sets recognise the following four hands as double Yakuman worth 64,000 pts to a non-dealer or 96,000 pts to the dealer: Dai Suu Shii (Big Four Winds), Kokushi Musou Juusanmen Machi (Thirteen Orphans won on thirteen-sided wait), Chuuren Poutou Kyuumen Machi (Nine Gates won on nine-sided wait) and Suu Ankou Tanki Machi (Four Concealed Pungs won on pair wait). In Mukoubuchi DS however they are not acknowledged. o Renhou (Human Win) - Awarded either a Yakuman or a Mangan depending on the local rules, this is when a non-dealer draws a Tenpai hand and completes it by Ron before their first proper draw. Like Chiihou (Earthly Win), Renhou is interrupted by any preceding calls for discards. o Nagashi Mangan (Terminal & Honour Discards) - This is a special Yaku worth a Mangan which can be claimed if a hand ends in an exhaustive draw, every tile you discarded was a Terminal or Honour and none were stolen by other players. o Kanburi (Shaken Kong?) - This is an optional one-Han scoring element awarded for calling Ron on a tile that was discarded by a player after they've just declared a Kong and taken their replacement tile. o Shiisanpuutaa (13 Unrelated Tiles) - A Yakuman is awarded to a player who begins a hand with thirteen tiles that cannot form sets together (for example suit pairs of 3-4 or 3-5 would not be allowed) plus a duplicate of one of the thirteen. If you want to see this in action then check out Mahjong Taikai IV on the PS3! o Kyuushu Kyuuhai ("nine types, nine tiles") - One of the five situations in which an abortive draw can occur is when a player holds, after taking making their first draw in the current hand of play, nine or more different types of Terminal and Honour tiles and they choose to declare a draw. o Kuikae ("eat and replace") - This is when you have a complete concealed Chow or Pung in your hand, you call Chii or Pon (respectively) using two of those tiles and then immediately discard the third tile from the original set. It's not unusual for this to be disallowed. o San Cha Hou ("three players win") - Although uncommon, it is conceivable that a player could discard a tile only to have all three opponents declare a Ron win on that same tile. This is another one of the five occurrences that can cause an abortive draw. o Pao - This is a responsibility payment which penalises a player for discarding a tile which is taken by an opponent to complete the final required set for a Yakuman - usually Dai San Gen (Big Three Dragons) or Dai Suu Shii (Big Four Winds) - but only in cases where all the other sets needed are complete and exposed (so the opponent's potential for making the Yakuman is quite evident). If a player has two exposed Pungs of dragon tiles and another player discards the tile that lets them make the third set for Dai San Gen, or if a player has three Pungs of wind tiles exposed and someone discards the tile that lets them complete the fourth for Dai Suu Shii, then the discarding player has to pay. If the hand is won by Tsumo the discarding player pays the full amount or if the hand is won by Ron from a third player then the discarders pay half each. o Kokushi Musou Tenpai-ji no Ankan Ron Agari - The scoring element Chankan is known as "Robbing the Kong" in English because it permits you to declare a win by stealing (or "robbing") the tile used to complete a Kong but only if it is specifically an *exposed* Kong. Some rule-sets allow one exception, namely you can "rob" a *concealed* Kong if you use the tile to complete a Kokushi Musou (Thirteen Orphans) hand. In Mukoubuchi DS this exception is not allowed so the declaration of a Kong of any Terminal or Honour tile will always thwart your attempted Kokushi unless it's an exposed Kong and your hand is already Tenpai. Remember, these rules or combinations are all excluded from Mukoubuchi DS. ------< FINAL SCORE EXAMPLES >------------------------------------ [Section 15] This section gives three worked examples of how the final scores are calculated at the end of a game using different starting scores (see custom rule 1.2 in previous section) and various values of rate and Uma (custom rule 3.3). The basic procedure is as follows: Step A - Any Riichi sticks unclaimed on the table are given to the winner. Step B - The starting score is subtracted from each player's score (so the four individual points totals will now sum to zero). Step C - The scores are rounded to the nearest thousand. The winner's score is rounded last and may be adjusted to preserve the zero sum. Step D - The scores are converted into money based on the selected rate. For example with the 5-5-10 setting, the rate (the first digit) is 5 which means that each 1000 pts is worth 500 Yen, or 2 points gives 1 Yen. Step E - The cash Uma is applied. With the 5-5-10 option, the Uma is 5-10 which means the player in third place pays 5,000 Yen to the player in second place and fourth pays 10,000 Yen to first. o Example 1 - Starting score: 35,000 pts - Rate and Uma: 5-5-10 Placing | End Scores | Step A | Step B | Step C | Step D | Step E ---------+------------+--------+---------+---------+------------+------------- 1st | 49,500 pts | 49,500 | +14,500 | +15,000 | +7,500 Yen | +17,500 Yen ---------+------------+--------+---------+---------+------------+------------- 2nd | 42,300 pts | 42,300 | +7,300 | +7,000 | +3,500 Yen | +8,500 Yen ---------+------------+--------+---------+---------+------------+------------- 3rd | 30,400 pts | 30,400 | -4,600 | -5,000 | -2,500 Yen | -7,500 Yen ---------+------------+--------+---------+---------+------------+------------- 4th | 17,800 pts | 17,800 | -17,200 | -17,000 | -8,500 Yen | -18,500 Yen o Example 2 - Starting score: 30,000 pts - Rate and Uma: 1-1-3 Placing | End Scores | Step A | Step B | Step C | Step D | Step E ---------+------------+--------+---------+---------+------------+------------- 1st | 54,800 pts | 57,800 | +27,800 | +28,000 | +2,800 Yen | +5,800 Yen ---------+------------+--------+---------+---------+------------+------------- 2nd | 29,500 pts | 29,500 | -500 | -1,000 | -100 Yen | +900 Yen ---------+------------+--------+---------+---------+------------+------------- 3rd | 16,700 pts | 16,700 | -13,300 | -13,000 | -1,300 Yen | -2,300 Yen ---------+------------+--------+---------+---------+------------+------------- 4th | 16,000 pts | 16,000 | -14,000 | -14,000 | -1,400 Yen | -4,400 Yen (In this case the four end scores should add to 120,000 pts (4 x 30,000) but instead they come to 117,000 which shows that there were three 1000-pt Riichi stakes left unclaimed. These are paid to the player in first place in Step A.) o Example 3 - Starting score: 25,000 pts - Rate and Uma: 1-1-2 Placing | End Scores | Step A | Step B | Step C | Step D | Step E ---------+------------+--------+---------+---------+------------+------------- 1st | 52,100 pts | 52,100 | +27,100 | +27,000 | +2,700 Yen | +4,700 Yen ---------+------------+--------+---------+---------+------------+------------- 2nd | 20,900 pts | 20,900 | -4,100 | -4,000 | -400 Yen | +600 Yen ---------+------------+--------+---------+---------+------------+------------- 3rd | 16,100 pts | 16,100 | -8,900 | -9,000 | -900 Yen | -1,900 Yen ---------+------------+--------+---------+---------+------------+------------- 4th | 10,900 pts | 10,900 | -14,100 | -14,000 | -1,400 Yen | -3,400 Yen ------< STATISTICS >---------------------------------------------- [Section 16] Your stats from Free Play Mode can be viewed by pressing Y after you first enter that mode. Keep pressing Y to page through the data. The first page shows basic general statistics then the other five pages count the number of times you've made Yaku (scoring element) or Yakuman (limit hand) in a winning hand during play. Page 1 1.1 Total number of games played 1.2 Average placing (e.g. 1.00 = all 1st, 4.00 = all 4th) 1.3 Hand win rate 1.4 Calling rate (stealing opponents' discards to complete sets) 1.5 Current money total Page 2 2.1 Riichi 2.2 Menzen Tsumo (Concealed Self-Draw) 2.3 Ippatsu ("one-shot" win after Riichi) 2.4 Pinfu 2.5 Tanyao (All Simples) 2.6 Iipeikou (Pure Double Chow) 2.7 Yakuhai (Pung of value tiles - seat-wind, round-wind or any dragon) 2.8 Houtei (Last-Tile Ron) Page 3 3.1 Haitei (Last-Tile Tsumo) 3.2 Rinshan Kaihou (After a Kong) 3.3 Chankan (Robbing the Kong) 3.4 Daburu Riichi (Double Riichi) 3.5 San Shoku Doujun (Mixed Triple Chow) 3.6 Ikkitsuukan (Pure Straight) 3.7 Chanta (Mixed Outside Hand) 3.8 Chii-Toitsu (Seven Pairs) Page 4 4.1 Toi-Toi Hou (All Pungs) 4.2 San Ankou (Three Concealed Pungs) 4.3 Shou San Gen (Little Three Dragons) 4.4 Honroutou (All Terminals & Honours) 4.5 San Shoku Doukou (Triple Pung) 4.6 San Kantsu (Three Kongs) 4.7 Honitsu (Half Flush) 4.8 Junchan (Pure Outside Hand) Page 5 5.1 Ryanpeikou (Twice Pure Double Chow) 5.2 Chinitsu (Full Flush) 5.3 Suu Ankou (Four Concealed Pungs) 5.4 Kokushi Musou (Thirteen Orphans) 5.5 Dai San Gen (Big Three Dragons) 5.6 Shou Suu Shii (Little Four Winds) 5.7 Tsuuiisou (All Honours) 5.8 Ryuuiisou (All Green) Page 6 6.1 Chinroutou (All Terminals) 6.2 Chuurenpoutou (Nine Gates) 6.3 Suu Kantsu (Four Kongs) 6.4 Tenhou (Heavenly Win) 6.5 Chiihou (Earthly Win) 6.6 Dai Suu Shii (Big Four Winds) ------< CRIB* NOTES >--------------------------------------------- [Section 17] This section lists the solutions to the problems in the Training Modes (which were previously described in Section 08). There's not really much value in going through the training without actually figuring out the answers for yourself - but, if you want 'em, here they are! I've used the following notation here: E = east wind (Ton) S = south wind (Nan) W = west wind (Shaa) N = north wind (Pei) R = red dragon (Chun) Wh = white dragon (Haku) G = green dragon (Hatsu)  = winning tile or drawn tile _3333_ = open set or any declared Kong I haven't differentiated between the three suits except to group together tiles of the same suit. It should be possible to identify each of the problems from the patterns of numbers replicated here. o What Would You Discard? (training mode 1) 12223 2345666 5 3 in first suit 11223 113445 WhWh 2 in first suit 12344577 135 SS 1 in second suit 12357 34556 456 1 in first suit 12345568 45 456 7 in third suit (drawn tile) 12357 2355 13 WhWh 5 in first suit 1334558 234 245 2 in third suit 13567 12 3467 WW 1 in second suit 23 44 12344789 G 4 in third suit 2334688 3 13456 1 in third suit 233 34556 34577 5 in first suit (drawn tile) 234 33 3499 S NNN 3 in second suit 34899 3457 5789 4 in first suit 4579 5667 34677 6 in third suit 3467 334456677 7 in second suit 3568 2356 45667 3 in first suit 4455789 5 356 GG 3 in third suit 45678 234789 89 8 in third suit 46 56 223356 GGG 4 in first suit 556688 67 34445 4 in third suit 599 1235678 388 9 in first suit 67 23445 556688 5 in third suit 8 23346789 7899 6 in second suit o What Are Your Waits? (training mode 2) 1 RR 55 22 66 33 44 14 - simple Ryanmen (two-sided) wait with tiles mixed 1111222233334 45 1111222234567 347 1112223334445 23456 1112223334567 1234578 1112345678999 123456789 - nine-sided Chuurenpoutou (Nine Gates) wait 11233 234 45556 2 in first suit 1222345 444 RRR 136 in first suit 1223344556678 258 1233334567889 78 1233444567889 7 1234444555678 1369 1234555567789 13467 1234555567899 369 1235677778889 489 2222345678888 5 22234 NN 333 SSS 25 in first suit + N 2233445566 RRR 2356 234 5667788 567 58 in second suit 2344456999 NNN 147 2344556888 GGG 25 3333455556789 4679 3333456777888 25678 3334445666777 34567 45555 23455 RRR 36 in first suit 555678 2345678 258 in second suit - three-sided Tanki pair-wait o What Is Your Score? (training mode 3) 1188 223344 SS N[N] 9600 23 99 999 WWW _EEE_ 3200 all 12334 22999 _SSSS_ 1200, 2300 12345 666 WWW SS 6400 12399 89 _2222_ _WhWhWh_ 3200 all 123999 77788899 1300, 2600 123 89 56777888 1300 123 99 77788899 3000, 6000 22255 222 22 _567_ 2600 all 222 12345 45556 1000, 2000 3345 _NNN_ _SSSS_ _EEEE_ 1000, 2000 3344556 2255 33 1600, 3200 444 2366 234 _6666_ 800, 1600 4445678 _1111_ _NNNN_ 2600 567 11 234 SS _8888_ 2000 678 11 23 _9999_ _WWWW_ 9600 89 999 WW _1111_ _SSSS_ 3900 999 1113 SSS _WhWhWh_ 6400 999 233445 1244 1300 all 999 W[W] _234_ _5555_ _GGG_ 800, 1600 o Expert Problems (training mode 4) What Would You Discard? 233445 235 2345 2 in second suit 235567 45577 67 2 in first suit 2356789 5568 78 9 in first suit 2467 3346 23467 8 in second suit (drawn tile) 45568 234555 23 6 in first suit 466789 355 4577 9 in first suit 5567 2334557 35 5 in second suit What Are Your Waits? 1112224445678 35689 1113334567888 23456789 1114445678999 3456789 1234577889999 36 1234455667899 369 4567788889999 3467 What Is Your Score? 1112299 _789_ _NNNN_ 6800 111 57 SS _EEEE_ _345_ 6800 123 111 4446 _SSSS_ 2300 all 55 78 _9999_ _6666_ _NNNN_ 1500 all 56678 NN _SSSS_ _1111_ 3200 56777 22 _9999_ _NNNN_ 6400 5678999 678 _SSSS_ 1200, 2300 678 2355999 _WWWW_ 2300 all 7 _456_ _SSSS_ _111_ _9999_ 1300, 2600 789 11 11222333 3000, 6000 *I'm using "crib" in one of the many English definitions of the word - "a set of exam answers used for revision or cheating" - and not so much in the sense of "chillin' in ma crib wit' yo homeys". :9 ------< MUKOUBUCHI MANGA >---------------------------------------- [Section 18] I decided to add this section to collect information about the source manga on which the game is based. To be honest I don't know much about it so this will be quite a short section! As ever, I am happy to receive contributions so if you're a fan of the comic please drop me a line. Mukoubuchi is serialised in the fortnightly mahjong manga Kindai Maajan ("Modern Mahjong"). The story's been running for a long time - evidenced by the fact that Volume 27 of the collected works was issued a couple of months ago (June 2010). The main title "Mukoubuchi" is written in the chunky black brush-script hiragana characters* that you see on the front of the box/manual. The full title includes the line of characters above this, these read "Kou Reeto Ura Maajan Retsuden" which means "high-rate underground mahjong biography-series". The main character is Kai - the younger fellow with the pointy chin and the mop of unruly black hair who's depicted on the box front. You play as Kai in the final challenge in the Special Abilities Mode (see Section 09) and you play against him in the last chapter of Scenario Mode (Section 05). He's also the first character listed in the roster for Free Play Mode (Section 06), unlocked by beating the final chapter in the story mode. I have one issue of Kindai Maajan featuring Mukoubuchi, from January 2010. I can only follow some of what's going on but it seems to place an emphasis on the action on the table, following the progress of play in some detail. I don't think there's an anime based on the manga but I have seen five volumes of a live-action version of Mukoubuchi for sale on DVD. *I really like the title logo, so much so that I made it into a wallpaper for my phone. If you'd like this (327x410 jpeg) send me an email and I'll hook you up. ------< CONTACT >------------------------------------------------- [Section 19] I welcome all feedback on this guide and any contributions you'd like to make. I'm also happy to receive questions about this or any other Mahjong game or about the rules and terminology of Japanese Mahjong. You can email me at barticle at hotmail.com - obviously changing the "at" to an @ and removing the spaces. It would be helpful if you include the word "Mahjong" in the subject line and tell me which game you're playing. ------< THANKS >-------------------------------------------------- [Section 20] I would like to thank... o sasuraiger for recommending the game to me on the reachmahjong.com forum o Benjamin for his support and encouragement o Berlitz, Tuttle and (especially) tangorin.com for great language resources o tsurara_mai for the handy Kanji Sonomama DS Rakubiki Jiten guide o sushief_inc (eBay trader) for their excellent worldwide games sales service o Marsen Jules and the good people at Kompakt for their beautiful music I will be happy to give credit and thanks to anyone who makes a contribution. -- Mukoubuchi DS Guide Copyright 2010 James R. Barton Initial version 1.00 completed 10 August 2010 Current version 1.01 completed 22 August 2010 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!