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Version: 1.01 | Updated: 11/03/14

 Gundam Mahjong +Z Guide - Ver. 1.01 - 31 Oct 2014 - by Barticle at hotmail.com
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  /________/|/________/|/________/|/________/|/________/|/________/|/________/|
 |  _   _  ||   ___   ||  _   _  ||  _____  ||   ___   ||  _   _  ||  _____  ||
 | | \ / | ||  / _ \  || | | | | || (_   _) ||  / _ \  || | \ | | || |  ___) ||
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 | |_| |_| || |_| |_| || |_| |_| || (___/   ||  \___/  || |_| \_| || |_____| ||
 |_________||_________||_________||_________||_________||_________||_________|/

          .------------------------.        .-----------------------.
          |  01 INTRODUCTION       |        |  06 GAMEPLAY          |
          |  02 FEATURE LIST       |        |  07 SPECIAL SKILLS    |
          |  03 MAIN MENU          |        |  08 FIGURE EFFECTS    |
          :------------------------:        :-----------------------:
          |  04 SINGLE-PLAYER      |        |  09 MY DATA           |
          |     04a Scenario Play  |        |     09a Player Stats  |
          |     04b Free Play      |        |     09b Titles        |
          :------------------------:        :-----------------------:
          |  05 RULES              |        |  10 MAHJONG GUIDE     |
          |     05a Rule-Sets      |        |  11 OPTIONS           |
          |     05b Rule Options   |        |  12 CONTACT           |
          |     05c Fixed Rules    |        |  13 THANKS            |
          '------------------------'        '-----------------------'

.------------.-----------------------------------------------------------------.
| Section 01 | INTRODUCTION                                                s01 |
'------------'-----------------------------------------------------------------'

This is a guide for the 2007 Japanese video-game "Kidou Gekidan Haro Ichiza:
Gundam Mahjong +Z" for the Nintendo DS where super-deformed Gundam characters do
battle at the mahjong table using special powers and wagering mecha figures.

As usual I've used both Japanese and English mahjong terminology throughout this
guide, generally with the Japanese term first and the common English equivalent
afterwards in brackets. Following ninety years of tradition in English-language
mahjong texts I refer to the three types of set as Chow (a "run" or sequence of
three consecutive tiles in the same suit), Pung (a "triplet" of three identical
tiles) and Kong (a "quad" of four identical tiles).

To limit the length of this document I've decided to omit full details of the
rules and equipment of mahjong on the assumption that anyone buying this game
will probably already be familiar with them. If you are new to the game, or you
play a version other than the modern Japanese "Riichi" rules that appear in this
game, then you might like to read my complete guide to the terminology and rules
of Japanese mahjong. It's available as a 78-page, illustrated, hyperlinked PDF
and can be accessed from the United States Pro Mahjong League download page.

  http://www.uspml.com/site/downloads.htm  (Barticle's Japanese Mahjong Guide)

As with any Japanese mahjong game, you'll need to be able to read the Japanese
kanji characters for the numbers 1 to 9 and the four winds (compass directions)
plus the katakana words Chii, Pon, Kan, Riichi, Tsumo and Ron.

If you want to discuss Japanese mahjong then join the international community of
enthusiasts on Reach Mahjong's English forums. Hope to see you there. :)

                    http://www.reachmahjong.com/en/forum

To jump to any section of this document use your browser's Find function (with
Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter S followed
by the two-digit section number, for example "s04" to find Section 04.

This guide is designed to be viewed using a monospaced (non-proportional or
fixed-width) font, preferably Courier New. Some sections of the document will
display incorrectly if you are using a proportional font like Times New Roman.


.------------.-----------------------------------------------------------------.
| Section 02 | FEATURE LIST                                                s02 |
'------------'-----------------------------------------------------------------'

Since it can be difficult to find any detailed information in English about the
content of a foreign game I like to include a quick description of the gameplay
features when I write a guide for a Japanese game - so here it is!

o single-player story campaign (with 76 stages) and free play mode

o local and online multiplayer modes

o modern Japanese mahjong rules including Riichi, Dora and tiered limits

o 12 basic rule options (see Section 05b) but no red fives or Yakitori

o 19 playable super-deformed Gundam characters (see Section 04a)

o each character has two Special Skills (see Section 07)

o over 200 mecha power-up figures to collect, wager and equip (see Section 08)

o animated Gundam backdrops during play

o no Dora alert or waits indicator

o basic gameplay stats (see Section 09a)

o single save file for one player only (can be reset if you buy second-hand)

o full colour 48-page manual

o Japanese language only


.------------.-----------------------------------------------------------------.
| Section 03 | MAIN MENU                                                   s03 |
'------------'-----------------------------------------------------------------'

After the intro and title screens you'll go to the main menu which offers you
the following six options:

                    1. Single-Player Modes (see Section 04)

                    2. Wireless Multiplayer*

                    3. Wi-Fi Multiplayer*

                    4. My Data (see Section 09)

                    5. Mahjong Guide (see Section 10)

                    6. Options (see Section 11)

*I've not had the opportunity to test the multiplayer modes so these are not
supported by this guide.


.------------.-----------------------------------------------------------------.
| Section 04 | SINGLE-PLAYER                                               s04 |
'------------'-----------------------------------------------------------------'

There are two single-player modes available:

                                1. Scenario Play

                                2. Free Play

In both modes you must always wager a figure (see Section 08) in every match.
The only way to guarantee not losing it is to win the game - the winner retains
their figure and picks two others to keep and then the player in 2nd place takes
the one remaining figure. This adds an element of risk/reward strategy: a higher
rank figure will give a better buff but do you want to risk losing it?

Also you gain rank points in both modes and, as you achieve certain thresholds,
you rank up. You don't rank each character separately - you just have one rank.

(At the time of writing I've recently been promoted to the rank of Chuujou which
is equivalent to Lieutenant General or Vice Admiral. That required 6,000 pts and
my next rank is at 7,777 pts - I'm assuming that's the final one.)

In both modes the character roster is presented in the following arrangement:

   [   Amuro   ]  [   Char    ]  [   Garma   ]  [   Jerid   ]  [  Kamille  ]

   [    Kai    ]  [   Lalah   ]  [ Ramba Ral ]  [   Yazan   ]  [   Emma    ]

   [  Sleggar  ]  [  M'Quve   ]  [   Dozle   ]  [   Haman   ]  [  Quattro  ]

   [  Bright   ]  [  Kycilia  ]  [  Gihren   ]  [ Scirocco  ]

.-------------.----------------------------------------------------------------.
| Section 04a | Scenario Play                                             s04a |
'-------------'----------------------------------------------------------------'

In Scenario Play you play as one of nineteen different characters. After passing
four sequential stages you'll clear that character and usually unlock one or two
others. You cannot select your opponents, difficulty or rule-set in this mode.

The character select menu shows all the characters you currently have unlocked
(initially only four characters are available). As you browse each character in
turn you'll see their four stages listed on the top screen - once you complete
one stage the title of the next one will be revealed and when you beat all four
you'll get an orange Clear star above the list.

When you pick a character the game will automatically start the next available
stage for that person. This will be preceded by a story scene with unvoiced text
dialogue - you can click through this with the A button or skip the whole thing
by pressing Start.

Each match is played with one of the fixed rule-sets (see Section 05b). The game
will show you the rules currently applied and you cannot change them. Press the
A button to continue.

After that you'll enter the Figure Hangar where you are required to pick one
figure for the match - this will give you one or two buffs (see Section 08) but
you'll also be wagering it against the other players. The blue pop-up message
and the green bar at the bottom of the top screen both show the minimum grade of
figure you must select. It's usually grade C for stage 1, grade B for stage 2
and grade A for stages 3 and 4 but with some later characters you need to equip
a grade S figure in stage 4.

The next screen has introductions from each character. The buffs from each
character's figures are shown here too, even if figure effects are disabled in
options (see Section 11). Pick the top option to start the match or the bottom
one to return to the hangar to choose another figure - even if you pick the
same figure sometimes your opponents will make a different choices next time.

(On that basis you might force a "reroll" if you've equipped a gauge buff figure
so you can use your specials but then an opponent has equipped a skill blocker.
You might also do it if you're playing against Dozle and he doesn't pick a gauge
refill buff - you want him to share his Kan Dora ability as often as possible!)
                                       __

After the match finishes the top screen will show the podium positions and the
touchscreen shows how many ranking points you've just received, how many points
you have in total and how many you need to reach the next rank. You'll unlock a
new figure each time you rank-up.

On the next screen the match winner gets to pick two opponents' figures to keep
(in addition to their own) and the player in 2nd place takes the one remaining
figure. You mark the figures with the "KEEP" label and then press A to confirm.
A "New" label will be shown above any figure/s that you do not currently own in
your collection.

Finally a quick trip to the Figure Hangar shows all the figures you've just won
at the end of the match.* It is only at this point at which the game auto-saves
so if you reset the console (tap the power button) at any stage before this you
can exit your current match without losing the figure you wagered.

(This trick works on my Nintendo DSi XL at least - YMMV!)

After a closing scene you'll be given two options - progress directly to the
next stage (default) or return to the single-player menu.

Story scenes can be replayed from the My Data menu (see Secton 09).

*You also receive one or more bonus figures whenever you score at a limit (e.g.
Mangan, Haneman, etc) but those ones are awarded instantly during the game.
                                       __

The list below shows how to unlock all the characters. I've also added links to
character profiles and the katakana spellings of their names [in brackets].

o Amuro [amuro] - available at start

                                       - http://gundam.wikia.com/wiki/Amuro_Ray

o Char [shaa] - available at start

                                    - http://gundam.wikia.com/wiki/Char_Aznable

o Garma [garuma] - clear Char to unlock

                                      - http://gundam.wikia.com/wiki/Garma_Zabi

o Jerid [jerido] - available at start

                                     - http://gundam.wikia.com/wiki/Jerid_Messa

o Kamille [kamiiyu] - available at start

                                   - http://gundam.wikia.com/wiki/Kamille_Bidan

o Kai [kai] - clear Amuro to unlock

                                      - http://gundam.wikia.com/wiki/Kai_Shiden

o Lalah [raraa] - clear Amuro to unlock

                                      - http://gundam.wikia.com/wiki/Lalah_Sune

o Ramba Ral [ranba raru] - clear Garma or M'Quve to unlock

                                       - http://gundam.wikia.com/wiki/Ramba_Ral

o Yazan [yazan] - clear Jerid to unlock

                                     - http://gundam.wikia.com/wiki/Yazan_Gable

o Emma [ema] - clear Kamille to unlock

                                      - http://gundam.wikia.com/wiki/Emma_Sheen

o Sleggar [sureggaa] - clear Kai to unlock

                                     - http://gundam.wikia.com/wiki/Sleggar_Law

o M'Quve [ma kube] - clear Lalah to unlock

                                        - http://gundam.wikia.com/wiki/M%27Quve

o Dozle [dozuru] - clear Garma, Ramba Ral or Kycilia to unlock

                                      - http://gundam.wikia.com/wiki/Dozle_Zabi

o Haman [hamaan] - clear Quattro and Yazan to unlock (?)

                                      - http://gundam.wikia.com/wiki/Haman_Karn

o Quattro [kuwatoro] - clear Emma to unlock

                                 - http://gundam.wikia.com/wiki/Quattro_Bajeena

o Bright [buraito] - clear Kai to unlock

                                      - http://gundam.wikia.com/wiki/Bright_Noa

o Kycilia [kishiria] - clear Lalah to unlock

                                    - http://gundam.wikia.com/wiki/Kycilia_Zabi

o Gihren [giren] - clear all other characters to unlock (?)

                                     - http://gundam.wikia.com/wiki/Gihren_Zabi

o Scirocco [shirokko] - clear Haman to unlock

                               - http://gundam.wikia.com/wiki/Paptimus_Scirocco

.-------------.----------------------------------------------------------------.
| Section 04b | Free Play                                                 s04b |
'-------------'----------------------------------------------------------------'

In Free Play mode you play one-off matches with your choice of characters,
difficulty and rule options.

First you'll be prompted to select four characters from the ones you have
unlocked - the first will be your own character and the next three will be
your opponents. You can also press the Start button to get a random selection.

Next you set the diff from 1 (easy) up to 6 (hard) from the difficulty options
that are currently available.

Finally you choose one of five rule-sets (see Section 05a). Press L/R to cycle
through the available sets. The Custom option is fully customisable - select a
rule and press A (or just tap it on the touchscreen) to toggle between settings.

After that you need to pick a figure to equip and wager (as in Scenario Play);
when you see all four players again pick the top option to start the match.

The post-match screens are the same as Scenario Play mode - podium positions and
ranking points, betting prizes and figure collection update.

Finally you'll be given three options - play again with the same characters
(default), play again with new characters or return to the single-player menu.


.------------.-----------------------------------------------------------------.
| Section 05 | RULES                                                       s05 |
'------------'-----------------------------------------------------------------'

This section covers the rule-sets, rule options and a few miscellaneous rules.

.-------------.----------------------------------------------------------------.
| Section 05a | Rule-Sets                                                 s05a |
'-------------'----------------------------------------------------------------'

In Scenario Play mode each match will be played with one of the following four
pre-set rule-sets which is assigned by the game. In Free Play mode you can pick
one of these sets or use the fifth option to create your own. 

The settings for each rule-set are as follows. (Ari = on and Nashi = off)

                  |   Normal   |  Skilfully |  Carefully |    Wi-Fi   | Custom
 =================+============+============+============+============+========
        Game Type |      A     |      C     |      B     |      C     |    ?
 -----------------+------------+------------+------------+------------+--------
     Renchan Type |      B     |      C     |      A     |      C     |    ?
 -----------------+------------+------------+------------+------------+--------
  Starting Scores | 25,000 pts | 25,000 pts | 30,000 pts | 30,000 pts |    ?
 =================+============+============+============+============+========
   Abortive Draws |     Ari    |     Ari    |    Nashi   |    Nashi   |    ?
 -----------------+------------+------------+------------+------------+--------
      Noten Bappu |     Ari    |     Ari    |    Nashi   |    Nashi   |    ?
 -----------------+------------+------------+------------+------------+--------
  Two-Han Minimum |     Ari    |    Nashi   |     Ari    |    Nashi   |    ?
 =================+============+============+============+============+========
       Bankruptcy |    Nashi   |     Ari    |    Nashi   |    Nashi   |    ?
 -----------------+------------+------------+------------+------------+--------
      Open Tanyao |     Ari    |     Ari    |    Nashi   |     Ari    |    ?
 -----------------+------------+------------+------------+------------+--------
        Rare Yaku |    Nashi   |    Nashi   |     Ari    |    Nashi   |    ?
 =================+============+============+============+============+========
         Ura Dora |     Ari    |     Ari    |    Nashi   |     Ari    |    ?
 -----------------+------------+------------+------------+------------+--------
         Kan Dora |     Ari    |     Ari    |    Nashi   |     Ari    |    ?
 -----------------+------------+------------+------------+------------+--------
     Kan Ura Dora |     Ari    |     Ari    |    Nashi   |     Ari    |    ?

Each of these rule options is defined below.
 
.-------------.----------------------------------------------------------------.
| Section 05b | Rule Options                                              s05b |
'-------------'----------------------------------------------------------------'

The twelve rule options are listed here with the following numbering scheme:

                                [01]  [02]  [03]

                                [04]  [05]  [06]

                                [07]  [08]  [09]

                                [10]  [11]  [12]

          (These are also outlined on pages 32-33 of the game manual.)

01. Game Type

    This sets the length and format of the match.

    o Type A - east and south rounds (Hanchan match)

    o Type B - east and south rounds (Hanchan match with Shaanyuu and Peinyuu)

    o Type C - east round only (Tonpuusen match)

    Under the Shaanyuu rule the game will continue into a third (west) round if
    no-one has a score of over 30,000 pts at the end of the south round and with
    the Peinyuu rule the game can continue into a fourth (north) round.

    The "sudden death" rule is not applied in a Type B game. The match does not
    end immediately in a west or north round as soon as someone achieves the
    target score, instead play continues to the end of the round.

02. Renchan Type

    This sets the condition/s for Renchan (continuances) when the dealer stays
    on as east in the following extra hand.

    o Type A - east round when dealer wins or hand is drawn and dealer is Tenpai
             - south round when dealer wins or when hand is drawn

    o Type B - when dealer wins or hand is drawn and dealer is Tenpai

    o Type C - when dealer wins

03. Starting Scores

    This sets the starting scores held by each player at the start of a match.

    o 25,000 pts (match winner will receive 20,000 pts Oka bonus)

    o 30,000 pts

    The starting scores can also be modified by figure effects (see Section 08).

04. Abortive Draws

    This sets the conditions which can force a hand to end in a draw.

    o Ari (on)

    o Nashi (off)

    The following abortive draws are included in the game:

    - Suu Fon Renda

      (all four players discard the same wind tile on their first turn)

    - Suu Kai Kan

      (a total of four Kongs are declared by two or more players in one hand)

    - Suu Cha Riichi

      (all four players declare Riichi in one hand)

    - Kyuu Shu Kyuu Hai

      (a player declares* 9+ different terminals/honours in their starting hand)

    *When you have the option to declare such a draw you'll get an extra pop-up
    button (with two blue kanji characters) on your first turn. This draw causes
    the deal to pass so if you are already in the final hand (e.g. South 4 in a
    two-round match) it will force the game to end.

05. Noten Bappu

    This sets whether points are exchanged in an exhaustive draw.

    o Ari (on)

    o Nashi (off)

    When this rule is enabled and a hand ends in a draw the players with Tenpai
    (ready) hands receive a share of the 3,000 pts which are paid by the others.

    This rule is usually applied in Japanese mahjong so you'll often end up
    paying 1,000 pts, 1,500 pts or even 3,000 pts when an exhaustive draw occurs
    and your hand is Noten (not Tenpai). When this rule is disabled there's no
    pressure to make and hold a Tenpai hand but equally there's no chance to
    pick up some easy points by calling tiles to go Tenpai or to recoup some
    points when you pay 1,000 pts to reach then don't get a winning tile.

06. Two-Han Minimum

    This sets the Ryan-Han Shibari rule.

    o Nashi (off)

    o Ari (on)

    When this rule is enabled the usual requirement that a winning hand has at
    least one Han (double) is raised to two Han if the Honba counter is at five
    or higher. Han from Dora bonus tiles are not counted towards these targets.

07. Bankruptcy

    This sets the Dobon rule.

    o Nashi (off)

    o Ari (on)

    When this rule is enabled a match will end early if the points total of one
    or more players drops below zero.

    A player cannot declare Riichi if they have fewer than 1,000 pts.

08. Open Tanyao

    This sets the Kuitan rule.

    o Nashi (off)

    o Ari (on)

    When this rule is enabled the scoring element Tanyao (All Simples) can be
    claimed on an open hand (with one or more exposed sets).

09. Rare Yaku

    This sets whether certain non-standard Yaku (scoring elements) are used.

    o Nashi (off)

    o Ari (on)

    When this rule is enabled the following extra Yaku are recognised:

    - Suu Renkou (Three Consecutive Pungs)

      This two-Han Yaku can be claimed when a hand contains three Pungs in the
      same suit with consecutive numbers (e.g. 333 444 555).

    - Nagashi Mangan (All Terminal & Honour Discards)

      Points equivalent to a Mangan limit can be claimed if a hand ends in an
      exhaustive draw, all of the player's discards are terminals (1's and 9's)
      and honours (winds and dragons) and none were stolen by calls.

    - Paa Renchan (Eight Consecutive Wins)

      This Yakuman is awarded for getting eight consecutive wins as dealer
      (east). This only counts Agari Renchan - continuances earned by winning a
      hand; even if the rules permit Tenpai Renchan (see rule option 02) this
      will break the streak (although the player stays on as dealer at least).

      A small yellow bar next to a player indicates their win streak count.

      Consecutive wins obtained prior to becoming dealer are not counted in this
      game, so for example if you win one hand as west, one hand as south and
      three hands as east your streak so far would be three.

    - Shii-San Puutaa (Thirteen Unconnected Tiles)

      This Yakuman is awarded for a starting hand with thirteen tiles that are
      unable to form sets together plus one duplicate tile.

    - Dai Sharin (Big Wheels)

      This Yakuman is awarded for 22334455667788 in the Pinzu (Dots) suit.

    - Suu Renkou (Four Consecutive Pungs)

      This Yakuman can be claimed when a hand contains four Pungs in the same
      suit with consecutive numbers (e.g. 333 444 555 666).

    These are also illustrated on pages 43-44 of the game manual.

10. Ura Dora

    This sets whether the tile below the standard Dora indicator on the dead
    wall will be used as an Ura Dora indicator after a Riichi win.

    o Ari (on)

    o Nashi (off)

11. Kan Dora

    This sets whether the tiles next to the standard Dora indicator on the dead
    wall will be used as Kan Dora indicators after Kong sets are declared.

    o Ari (on)

    o Nashi (off)

12. Kan Ura Dora

    This sets whether the tiles below the Kan Dora indicators on the dead wall
    will be used as Kan Ura Dora indicators after a Riichi win.

    o Ari (on)

    o Nashi (off)

    Disabling either rule 10 or 11 will also disable this rule option.

    Similarly enabling this rule will also enable rules 10 and 11 if necessary.

    The Omote Dora (the standard Dora tile) cannot be disabled.

.-------------.----------------------------------------------------------------.
| Section 05c | Fixed Rules                                               s05c |
'-------------'----------------------------------------------------------------'

These are a few rule options that are not listed and cannot be changed.

01. Mangan Kiriage (Mangan Rounding)

    o Nashi (off)

    A winning hand worth 4 Han (doubles) and 30 Fu (minipoints) or 3 Han and 60
    Fu will NOT be rounded-up to the Mangan limit.

02. Kuikae (Call Switch)

    o Ari (on)

    If you use two tiles from a concealed Chow or Pung to call a tile from an
    opponent (by Chii or Pon respectively) you are permitted to then immediately
    discard the third remaining tile from the original set.

03. Atama Hane (Head Bump)

    o Ari (on)

    I'm yet to see a Double Ron win where two players both earn points from
    declaring Ron wins on the same discarded tile (also the game does not
    recognise the fifth type of abortive draw for a triple win) so I think it's
    safe to assume that the Atama Hane rule is applied instead.

    If two or three players declare a Ron win on the same tile only the person
    closest to the discarder's right (going counter-clockwise around the table)
    gets the win.

04. Agari Yame (Dealer's Choice)

    o Nashi (off)

    If the dealer in the final hand of a match wins a hand and is leading on
    points they are NOT given the option to end the match early. Instead the
    next hand is played (and the dealer risks losing points and position).

05. Oka (Winner's Bonus)

    o Ari (on)

    Players effectively buy into each match with 30,000 pts. If the starting
    scores are set at 25,000 pts then the remaining points are combined to form
    a 20,000 pts bonus for the player who wins the match.

06. Akapai (Red Fives)

    o Nashi (off)

    The optional red tiles worth one Han (double) each are NOT available.

07. Kan after Riichi

    o Ari (on)

    If you draw the fourth matching tile after reaching you can "upgrade" a
    concealed Pung into a concealed Kong as long as doing so does not alter the
    hand's structure or waits (the tile/s that would complete your hand).

    Unless those options are disabled, winning after reaching and declaring a
    Kong will add a Kan Dora and a Kan Ura Dora to your possible bonuses.


.------------.-----------------------------------------------------------------.
| Section 06 | GAMEPLAY                                                    s06 |
'------------'-----------------------------------------------------------------'

This section explains the basics of mahjong gameplay (controls and displays).

Throughout the game you can use the A button to confirm and B button to cancel.

During mahjong play you can select a tile to discard either using the d-pad or
by tapping it once on the touchscreen, you can then confirm the discard with the
A button or by tapping the tile a second time.

You can also use the X button to jump back to your Tsumo (the tile you just
drew) or press the Start button to open the pause menu.

The pause menu has the following six buttons at the bottom:

    1. Suspend - save and exit (you can resume the match later)

    2. Mahjong Guide (see Section 10)

    3. Retire - quit the current match and forfeit the figure you wagered

    4. Options Menu (see Section 11) - toggle music, sound and speed options

    5. Rules - this displays the rule options applied in the current match

    6. Return - continue the match

On the pause menu you can see your opponents' scores and figures (mobile suits);
also you can press Select to toggle on/off calls (Chii/Pon/Kan) and highlight
your chosen figure to see the abilities for all four players' figures.

If you are playing with Special Skills enabled and your gauge has filled ("MAX")
you can press the Y button to pick a skill to use.
                                       __

During play the top screen shows your three opponents, their seat-winds, their
positions (Top/2nd/3rd/Last), their Special Skill gauges and their tiles. Any
tiles taken by calls (Chii/Pon/Kan) will still be displayed among the discards
but they will be shaded grey.

     B           A [][][][]...  Your opponents are listed in counter-clockwise
   .---.                        seating order so the first one is your Shimocha
 C |   | A  -->  B [][][][]...  (who is seated to your right), the second is
   '---'                        your Toimen (seated opposite you) and the third
    you          C [][][][]...  is your Kamicha (seated to your left).

Animated arrows on the left side of the screens indicate Tsumo buffs/debuffs
resulting from one of the characters' Special Skills (see Section 07).
                                       __

At the top-left of the touchscreen is your character and their special gauge.

The large blue box at the top shows the hand count (e.g. East 1 or South 4), the
number of Riichi stakes on the table, the Honba count, the Wanpai (dead wall)
and a counter for the number of tiles remaining to be drawn. The hand count will
be red in the east round, green in the south round and yellow in the final hand.

(The full seven stacks of the dead wall are shown so you can see when a Kong
supplement tile is taken and the dead wall is replenished from the live wall.)

On the left is a kanji representing your current seat-wind (red = east, green =
south, magenta = west, blue = north), next to that are your discards and below
that your hand of tiles with any exposed sets displayed to the left. The box in
the bottom-left corner shows your character's name, position and points total.

Any available pop-up commands (e.g. Chii, Pon, Kan, Riichi, Ron, Tsumo, Cancel)
will appear in the bottom-right corner of the screen. If you don't want to use
them the quickest way to dismiss the pop-ups is to press B.

(One nice feature is that if you reject a Riichi or Kan command on your previous
turn then that option will only appear again if you press the X button to
restore it. Most video-games would continue to spam you with the Riichi or Kan
option on every following turn.)

A pop-up with red text indicates that you are either Furiten (you have already
discarded a tile that would now complete your hand so you cannot win by Ron) or
Yaku Nashi (your hand has no valid scoring elements).
                                       __

When a player wins a hand the score screens are displayed. The winning player is
shown in the top-left corner of the top screen and the discarder (Ron win) or
all three opponents (Tsumo win) are shown in the top-right corner. The blue bar
at the bottom of the top screen shows the winner's name, the numbers of Han
(doubles) and Fu (minipoints) and the payment/s to be made.

The touchscreen shows the complete winning hand and below that the Yaku (scoring
element/s) and any Dora bonus tiles; if a limit (e.g. Mangan) is applied then
this is also shown at the bottom of the screen. You can click on any of the Yaku
to see a definition on the top screen.

The Yaku, Dora and limit are also announced verbally. Winds and dragons Pungs
are declared by name, i.e. Ton (east), Nan (south), Shaa (west), Pei (north),
Chun (red), Haku (white) and Hatsu (green). Riichi, Tanyao (All Simples) and
Pinfu together are announced as "Men-Tan-Pin"*, Riichi with Pinfu is "Men-Pin",
Tanyao with Pinfu is "Tan-Pin" and Riichi with Menzen Tsumo is "Rii-Zumo".

Dora are always given last and usually counted, e.g. Dora Ichi (one), Dora San
(three), Dora Yon (four), etc, but two Dora are spoken as "Dora Dora" instead.

The green screen that follows shows the transfer of points between players for
the winning hand, then any Riichi stakes and Honba points, then any points buff
for hand wins from the player's equipped figure (see Section 08). In the event
of a drawn hand then Noten Bappu payments are shown here instead.

You can press the A button or the blue button at the bottom-right of the touch-
screen to continue. The other blue button can be used to suspend the match.

*In order to use Riichi the hand must always be concealed (MENzen).


.------------.-----------------------------------------------------------------.
| Section 07 | SPECIAL SKILLS                                              s07 |
'------------'-----------------------------------------------------------------'

Each of the nineteen playable characters has two Special Skills either of which
can be used when their skill gauge is full.

Special Skills can be enabled/disabled in the Options menu (see Section 11).

By default each player's gauge will be empty at the start of a match and it will
fill gradually each time that player completes a turn (discards a tile), however
some figures (see Section 08) give buffs that pre-fill the gauge by a certain
amount or cause it to fill more quickly.

Using a Special Skill always empties the player's skill gauge. Some techniques
are more prone to failure than others and even if your attempt to use a skill is
unsuccessful your skill gauge will still be depleted.

(The grey kanji word that appears on the top screen when your skill attempt
fails is Shippai which means "failure".)

Your character will continue to discard automatically after declaring Riichi
except if your skill gauge is full - this gives you the opportunity to use one
of your skills on your turn (prior to discarding manually).

o Amuro

  1. exchange up to six tiles from your hand for new ones

     This can give you a good head-start over your opponents - it's effectively
     like taking six turns at once. Good for supplementing a potential flush.

  2. load up to five tiles from your hand as Ura Dora indicator tiles

     This ability has the potential to increase your score nicely but it will
     only be really useful when you have the right tiles to take full advantage
     of it, for example if you have a closed Pung of Hatsu (green dragon) and
     one Haku (white dragon) you could plant the Haku in the dead wall and you
     would pick up three Ura Dora (if you win after reaching of course).

o Char

  1. empty all players' skill gauges

     This is a very defensive skill - you can prevent your opponents from using
     their own Special Skills.

  2. [after opponent declares Riichi] see opponent's potential winning tiles

     Any such tiles in your hand will be highlighted prominently in red.

     This is helpful in Betaori (folding) as you can avoid dealing into your
     opponent's Riichi win but you can also use it to push for a win yourself
     while avoiding getting Ronned.

o Garma

  1. expose other players' hand tiles for a few turns

     Although it's only a temporary effect you can keep track of your opponents'
     progress with this skill and if anyone has a Tenpai (ready) hand you can
     determine their winning tiles.

  2. [when Tenpai] increase chance of Tsumo win for self

     Like several similar skills this will also reduce the chance of drawing a
     winning tile for the other players.

o Jerid

  1. empty Oldtype characters' skill gauges

     Both of Jerid's skills draw nicely on Gundam lore. Jerid is a Newtype.

                                         - http://gundam.wikia.com/wiki/Newtype

  2. increase chance of Tsumo win for Titans characters

     Jerid is a member of Titans so he will benefit from using this skill.

                                          - http://gundam.wikia.com/wiki/Titans
o Kamille

  1. [after someone calls] prevent other players from calling (Chii/Pon/Kan)

     This prevents opponents from calling other players' discards.

  2. expose other players' hand tiles for a few turns

     (see Garma)

o Kai

  1. [after opponent calls Pon] decrease chance of Tsumo win for that player

     This skill has limited use as players don't call Pon too often.

  2. Tsumikomi (loading) of terminal tiles for next starting hand

     As it gives you the potential to complete a Yakuman (top limit hand) this
     skill has a low success rate.

     In practice though you may only receive as few as four 1's and 9's. :6

o Lalah

  1. Tsumikomi (loading) of honour tiles for next starting hand

     As it gives you the potential to complete a Yakuman (top limit hand) this
     skill has a low success rate.

     In practice you're unlikely to achieve Tsuuiisou (All Honours) but you
     should at least be able to combine some Yakuhai sets (Pungs of dragons /
     seat-wind / round-wind) with Honitsu (Half-Flush) for a decent hand.

  2. [not after reaching] swap the final tile of the live wall with a hand tile

     If the turn order is such that you'll be drawing the final hand then you
     can plant a winning tile and collect it for a Haitei (Last-Tile Tsumo) win;
     if your hand is also closed then you'll get Menzen Tsumo too.

     If an opponent takes the final tile then there's a chance that they will
     discard it so you can pick up Houtei (Last-Tile Ron) on a Ron win.

o Ramba Ral

  1. Tsumikomi (loading) of Dora bonus tiles for next starting hand

     This loads the wall so that your new hand will include up to four Dora.

     If you get the maximum four Dora and the current rules allow Kan Dora and
     Ura Dora (see Section 05b) then you can declare a concealed Kong to add a
     Kan Dora and if you keep your hand closed and win after reaching you will
     also get the potential benefit of an Ura Dora and a Kan Ura Dora.

     If you get at least three Dora and they're your seat-wind, the round-wind
     or a dragon then that set will give you the Yaku (scoring element) required
     for a win and you can start calling tiles to complete your hand quicker.

     Watch out for Ramba using this skill when you play against him. He will
     often run a figure with a large gauge refill buff and keep (ab)using this
     skill pretty much every hand!

  2. [when in 1st place] reduce chance of Tsumo win for other players

     If you are already leading this helps to suppress your opponents a little.

o Yazan

  1. Tsumikomi (loading) of Wanzu (Craks) tiles for next starting hand

     As it gives you the potential to complete Chinitsu (Full Flush) this skill
     has a fairly low success rate.

  2. [after opponent declares Riichi] see opponent's potential winning tiles

     (see Char)

o Emma

  1. empty male characters' skill gauges

     Since most characters are male this will affect the majority of opponents.

  2. increase chance of Tsumo win (and decrease for others) for three turns

     With the short-term effect you should wait until your hand is Tenpai.

o Sleggar

  1. [after anyone has previously reached] exchange one tile from your hand

     This skill could put you one turn closer to winning; it can also be used to
     dispose safely of a dangerous tile if you're pushing for a win.

  2. close all open Kan Dora indicators

     The declaration of a Kong adds a Kan Dora - and potentially also a Kan Ura
     Dora if someone wins after reaching - which can add to the value of a win.
     You can use this skill to negate that effect if it looks like another
     player is going to complete a winning hand (e.g. if they've reached).

     This also makes an effective counter to Dozle's second skill (see below).

o M'Quve

  1. increase chance of Tsumo win for Zeon characters 

     M'Quve is affiliated with Zeon.

                            - http://gundam.wikia.com/wiki/Principality_of_Zeon

     Naturally sometimes you'll help your opponents when you use an ability like
     this one, for example in stage 4 of Dozle's story whenever M'Quve uses this
     skill the buff is applied to Dozle (you) and Lalah in addition to himself.

  2. [after opponent calls] decrease chance of Tsumo win for players who call

     If an opponent has opened their hand to put them closer to completing it
     this will limit their potential to win with a self-drawn tile.

o Dozle

  1. increase chance of Tsumo win (and decrease for others) for five turns

     This works much like the other Tsumo skills.

  2. open all Kan Dora indicators

     This can be a massively powerful skill as there will be five active Dora
     indicators - plus five Ura Dora if a player wins after reaching! You must
     take care not to use this skill when an opponent has a chance of winning.

     You can take advantage of the questionable AI in this game. Dozle will
     routinely use this skill as soon as his gauge fills (or on his first turn
     if the gauge is already full) regardless of the current situation. He'll
     even pop it after one or more of his opponents have already reached so if
     that happens to be you there's a good chance of getting Dora bonuses. :D

     This skill cannot be used if Kan Dora are disabled in the current rules.

o Haman

  1. Tsumikomi (loading) of Pinzu (Dots) tiles for next starting hand

     As it gives you the potential to complete Chinitsu (Full Flush) this skill
     has a fairly low success rate.

  2. empty all players' skill gauges

     (see Char)

o Quattro

  1. decrease chance of Tsumo win for person who calls

     (see M'Quve)

  2. [when a player declares Riichi] block others from calling (Chii/Pon/Kan)

     This can make it harder for opponents to go out quickly with an open hand
     or to call tiles to make a Tenpai (ready) hand in an exhaustive draw.

o Bright

  1. exchange Kan Dora indicator tiles (max 4)

     This lets you load the Kan Dora indicators in the dead wall but you'll need
     to be able to have/declare matching Kongs to take advantage of them. For
     example, if you happened to be holding 67777 in the same suit you could
     load the 6 as the next Kan Dora indicator and then declare the Kong.

     To use this ability you use the Y button to select (flip) up to four tiles
     in your hand and then confirm your selection with the A button.

     You'll rarely have the opportunity to use this skill "properly" but it can
     still be quite helpful - swapping out up to four selected tiles from your
     hand for random replacements is like taking four extra turns simultaneously
     and can put you closer to completing your hand. I like to dump the honours
     (and terminals) from my starting hand.

  2. [after opponent declares Riichi] see opponent's potential winning tiles

     (see Char)

o Kycilia

  1. [after opponent declares Riichi] increase chance of Tsumo win for self

     This works much like the other Tsumo skills.

  2. [after opponent calls] decrease chance of Tsumo win for players who call

     (see M'Quve)

o Gihren

  1. Tsumikomi (loading) of Ryuuiisou (All Green) tiles for next starting hand

     As it gives you the potential to complete a Yakuman (top limit hand) this
     skill has a low success rate.

     Since this technique loads Souzu (Bams) tiles in addition to Hatsu (green
     dragons) it launches with a scene showing a "Souzu Ray" weapon, obviously
     inspired by the character's Solar Ray from the franchise.

     Gihren won't necessarily get enough pure green tiles to make the Ryuuiisou
     hand. One time I dealt into his winning hand and I was relieved to see a 5
     tile in there - he had Yakuhai (Pung of dragons) and closed Honitsu (Half-
     Flush) which was worth a Mangan rather than a Yakuman. Sometimes he won't
     even manage to complete a one-suit hand and he'll only get the dragon Pung.

     The "Souzu Ray" has a long animation but you cannot skip it until the A
     button prompt appears.

  2. [on your first turn] change starting tiles for Daburii (Double Riichi)

     This skill gives you a Tenpai (ready) hand on your first turn so you can
     declare Riichi immediately.

     Although potentially your winning hand will only be worth two Han (for
     Double Riichi), this skill has a low success rate.

o Scirocco

  1. Tsumikomi (loading) of Dora tiles for next starting hand

     (see Ramba Ral)

  2. increase chance of Tsumo win (and decreased for others)

     This works much like the other Tsumo skills.


.------------.-----------------------------------------------------------------.
| Section 08 | FIGURE EFFECTS                                              s08 |
'------------'-----------------------------------------------------------------'

There are 210 different figures, mostly representing mobile suits (mecha) but
also some carriers, cruisers, fighters, bombers, tanks and artillery. These
serve two purposes in the game: you collect and wager them in matches and they
give you various passive buffs when equipped.

Figure effects can be enabled/disabled in the Options menu (see Section 11).

You must always pick a figure from your collection to wager each time you play.
At the end of the match the winner keeps their own figure and gets to pick two
from the other players to add to their own collection, thus leaving the player
in 2nd place to grab the one remaining figure.

Figures are sorted into ten different grades - S, A1, A2, B1, B2, B3, C1, C2, C3
and C4 - and sometimes you're required to select a figure of a certain minimum
grade, for example grade B or higher.

You can earn new figures by various methods:

o wagering in matches
o winning with a hand worth Mangan or higher
o using a figure with an unlock ability
o passing a stage in Scenario Play mode
o winning a match in Free Play mode
o getting promoted to a new rank
o playing/winning certain numbers of matches
o getting match win streaks
o winning certain numbers of hands overall
o playing the game for a certain number of hours
o achieving various other goals and targets

You can view your figure collection in the Figure Hangar (see Section 09).

Below is a complete list of figures and their effect/s.

Figures are listed here with the following numbering scheme:

                    [01]  [02]  [03]  [04]  [05]  [06]  [07]

                    [08]  [09]  [10]  [11]  [12]  [13]  [14]

                    [15]  [16]  [17]  [18]  [19]  [20]  [21]

On a few figures the buff/s are only available when the figure is used by one
specific character (although you can still equip it on any other character).

Increased starting scores are achieved by taking points equally from the other
three players' starting scores (thus maintaining the overall total). For example
if you equip a figure with a +900 pts buff then each of the other players would
begin the match down by 300 pts and if one of your opponents also has their own
+900 pts buff then you'd start with +600 pts instead.

A blocking ability will automatically prevent opponents' Special Skill attempts
in a certain percentage of instances, for example with a 60% blocking figure you
will stop them six times out of ten (on average).

                                Grade S Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. RX-78 NT-1    starting score +1,800 pts and hand wins +2,100 pts
02. RX-78 NT-1FA  starting score +1,500 pts and hand wins +2,400 pts
03. RX-78-4       hand wins +3,000 pts
04. RX-78-5       hand wins +3,300 pts*
05. RX-78-6       hand wins +3,600 pts
06. RX-79BD-1     starting score +4,800 pts
07. RX-79BD-2     starting score +5,100 pts

08. RX-79BD-3     starting score +5,400 pts
09. RX-78GP01	  starting score +5,700 pts
10. RX-78GP01-Fb  starting score +6,000 pts
11. RX-78GP02A    starting score +3,000 pts and hand wins +1,200 pts
12. RX-78GP03S    starting score +3,300 pts and hand wins +900 pts
13. RX-78GP03D    starting score +3,600 pts and hand wins +600 pts
14. AGX-04        wind/dragon tile discards fill gauge +30 extra

15. MS-08TX       Special Skill blocking chance 60%
16. MS-08TX[EXAM] Special Skill blocking chance 70%
17. MS-18E        gauge fills +20 extra per turn
18. AMA-X2        initial gauge 50% full and gauge fills x7.0 faster
19. MSZ-006       hand wins +4,500 pts (Kamille only)
20. AMX-004       Special Skill blocking chance 90% (Haman only)
21. PMX-003       gauge fills x8.0 faster (Scirocco only)

*This figure is very handy when playing through Kycilia's and Gihren's stages in
the campaign because the restrictive "Carefully" rule-set (see Section 05a)
lacking Kan Dora, Ura Dora and Noten Bappu really restricts your scoring.

                                Grade A1 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. RX-78-2       hand wins +2,400 pts (Amuro only)
02. RX-78-3       hand wins +2,700 pts (Amuro only)
03. FA-78-1       hand wins +2,100 pts
04. FA-78-2       hand wins +1,500 pts
05. RX-79[G]Ez-8  hand wins +1,800 pts
06. RGM-79N       starting score +3,600 pts
07. RGM-79Q       starting score +3,900 pts

08. MSM-07E       wind tile discards fill gauge +40 extra
09. MS-06R        gauge fills x3.0 faster
10. MS-06R-1A     gauge fills x3.2 faster
11. MS-06R-2      gauge fills x3.2 faster
12. MS-06R/3S     gauge fills x3.2 faster
13. MS-06R/SM     gauge fills x3.6 faster
14. MS-06R/JR     gauge fills x3.6 faster

15. MS-06Z-3      initial gauge 30% full and gauge fills x2.7 faster
16. MSN-01        initial gauge 20% full and gauge fills x3.7 faster
17. YMS-16M       gauge fills x3.3 faster
18. MS-09R-2      Special Skill blocking chance 30%
19. MRX-009       Ura Dora are loaded in your favour
20. MSN-100       hand wins +3,000 pts* (Quattro only)
21. MSN-100 MBL   hand wins +3,300 pts (Quattro only)

*This figure is very handy when playing through Quattro's stages in the campaign
because the restrictive "Carefully" rule-set restricts your scoring.

                                Grade A2 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. MS-09F/TR     Special Skill blocking chance 35%
02. MS-09G        Special Skill blocking chance 40%
03. MS-09H/DR     Special Skill blocking chance 45%
04. MS-10         Special Skill blocking chance 50%
05. MS-11         gauge fills x4.0 faster
06. MS-12         Special Skill blocking chance 25%
07. MS-13         Special Skill blocking chance 25%

08. MS-17A        gauge fills +12 extra per turn
09. APSARASII     drawn tiles fairly improved
10. APSARASIII    drawn tiles fairly improved
11. MA-08         drawn tiles fairly improved (Dozle only)
12. MAN-08        drawn tiles fairly improved (Lalah only)
13. MSN-02        Ura Dora are loaded in your favour (Char only)
14. WHITE BASE    acquire one grade A figure when match ends (Bright only)

15. ALBION        acquire one grade A figure when you finish 3rd or better
16. ZANZIBARII    acquire one grade A figure when you finish 3rd or better
17. GWAZINE       acquire one grade A figure when match ends (Kycilia only)
18. DOLOS         acquire two grade A figure when match ends (Gihren only)
19. NRX-055       gauge fills x4.0 faster (Jerid only)
20. PMX-000       gauge fills x4.5 faster (Scirocco only)
21. RX-139        gauge fills x5.0 faster (Yazen only)

                                Grade B1 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. G-FIGHTER     starting score +2,400 pts (Sleggar only)
02. CORE-BOOSTER  starting score +2,100 pts (Sleggar only)
03. RX-77-2       starting score +2,700 pts (Kai only)
04. RX-77-3       starting score +2,100 pts
05. RX-77-4       Ura Dora are loaded in your favour
06. RX-79(G)      starting score +600 pts and hand wins +900 pts
07. RGM-79C       hand wins +1,200 pts

08. RGM-79 PWD    hand wins +1,500 pts
09. RGM-79R       Ura Dora are loaded in your favour
10. MSM-03C       dragon tile discards fill gauge +30 extra
11. MSM-07        wind tile discards fill gauge +30 extra
12. MSM-07S/CA    west wind tile discards fill gauge +80 extra (Char only)
13. MSM-10        dragon tile discards fill gauge +40 extra
14. YMS-09        Special Skill blocking chance 10%

15. MS-09         Special Skill blocking chance 20%
16. MS-09R        Special Skill blocking chance 25%
17. YMS-14        gauge fills +3 extra per turn
18. MS-14S/CA     gauge fills +9 extra per turn (Char only)
19. NRX-044       Ura Dora are loaded in your favour
20. AMX-003       Special Skill blocking chance 45%
21. RMS-108       wind/dragon tile discards fill gauge +10 extra

                                Grade B2 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. MS-14S/AG     gauge fills +6 extra per turn
02. MS-14A        gauge fills +5 extra per turn
03. MS-14B        gauge fills +6 extra per turn
04. MS-14B/JR     wind/dragon tile discards fill gauge +20 extra
05. MS-14C        gauge fills +6 extra per turn
06. MS-14F        gauge fills +7 extra per turn
07. MS-14Fs/CG    wind/dragon tile discards fill gauge +20 extra

08. MS-14JG       gauge fills +9 extra per turn
09. MS-14(EXAM)   gauge fills +9 extra per turn
10. YMS-15        gauge fills +3 extra per turn
11. MS-15S/MQ     gauge fills +9 extra per turn (M'Quve only)
12. MS-15A        gauge fills +5 extra per turn
13. MS-15B        gauge fills +6 extra per turn
14. MS-14JG/SM    gauge fills +7 extra per turn

15. MS-15C        gauge fills +6 extra per turn
16. MS-15F        gauge fills +7 extra per turn
17. MS-15KG       gauge fills +9 extra per turn
18. MS-15[EXAM]   gauge fills +9 extra per turn
19. RX-178        starting scores +600 pts and hand wins +300 pts
20. RX-178B       starting scores +900 pts and hand wins +300 pts
21. RX-178        hand wins +1,800 pts (Emma only)

                                Grade B3 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. MA-05         drawn tiles are improved
02. MA-06         drawn tiles are improved
03. MAN-03        drawn tiles are improved
04. SALAMIS       acquire one grade B figure when you finish 2nd or better
05. MAGELLAN      acquire one grade C figure when you finish 3rd or better
06. BIG-TRAY      acquire one grade A figure when you finish 1st
07. COLUMBUS      acquire two grade C figures when you finish 1st

08. PEGASUS F     acquire one grade B figure when you finish 1st
09. PEGASUS S     acquire one grade B figure when you finish 2nd or better
10. PEGASUS L     acquire one grade B figure when you finish 3rd or better
11. BLAN-RIVAL    acquire one grade B figure when you finish 3rd or better
12. G-PHANTOM     acquire one grade B figure when match ends
13. MUSAI         acquire one grade C figure when you finish 3rd or better
14. GALLOP        acquire one grade B figure when match ends (Ramba Ral only)

15. DABDE         acquire one grade A figure when you finish 1st
16. GAW           acquire one grade B figure when match ends (Garma only)
17. ZANZIBAR      acquire one grade B figure when you finish 3rd or better
18. CHIBE         acquire one grade B figure when match ends
19. RX-178        starting score +600 pts and hand wins +300 pts
20. RX-178B       starting score +900 pts and hand wins +300 pts
21. RX-178        starting score +1,200 pts and hand wins +300 pts

                                Grade C1 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. TYPE-61MBT    no buff (but you have an infinite supply of this figure)
02. PUBLIC        starting score +300 pts
03. FLY-MANTA     starting score +300 pts
04. DEER-ROG      starting score +300 pts
05. TORIARES      starting score +300 pts
06. SHAVERFISH    starting score +300 pts
07. RB-79K        starting score +600 pts

08. RB-79         starting score +600 pts
09. GATTLE        starting score +600 pts
10. MAGELLA       starting score +900 pts
11. DOPP          starting score +900 pts
12. RRf-06        starting score +1,200 pts
13. RGM-79        starting score +1,200 pts
14. RGM-79[E]     starting score +1,200 pts

15. RGM-79[G]     starting score +1,200 pts
16. RGM-79L       starting score +1,200 pts
17. RGM-79GRD     starting score +1,200 pts
18. RGM-79SC      starting score +1,200 pts
19. MSA-009       gauge fills x2.0 faster
20. MSA-009/QV    gauge fills x4.0 faster (Quattro only)
21. ORX-005       drawn tiles are slightly improved

                                Grade C2 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. RAG-79        starting score +1,500 pts
02. RAG-79-G1     starting score +1,500 pts
03. RGM-79DST     starting score +1,500 pts
04. RGM-79D       starting score +1,500 pts	
05. RGM-79GS      starting score +1,500 pts	
06. RGM-79G       starting score +1,500 pts	
07. RGM-79GRS     starting score +1,500 pts

08. RGM-79SP      Ura Dora are loaded in your favour
09. RGC-80        starting score +1,500 pts
10. RGC-83        Ura Dora are loaded in your favour
11. RX-75         hand wins +600 pts
12. RX-75 MPT     hand wins +300 pts
13. RMV-1         Ura Dora are loaded in your favour
14. RX-77D        hand wins +600 pts

15. RX-78XX       starting score +300 pts and hand wins +300 pts
16. MSM-03        Wanzu (Craks) tile discards fill gauge +20 extra
17. MSM-04        Pinzu (Dots) tile discards fill gauge +20 extra
18. MSM-04G       Souzu (Bams) tile discards fill gauge +20 extra
19. RMS-106       Wanzu (Craks) tile discards fill gauge +20 extra
20. RMS-106       Pinzu (Dots) tile discards fill gauge +20 extra
21. RMS-106CS     Souzu (Bams) tile discards fill gauge +20 extra

                                Grade C3 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. MS-05B        gauge fills x1.1 faster
02. MS-05B/RR     gauge fills x3.0 faster (Ramba Ral only)
03. MS-06C        gauge fills x1.2 faster
04. MS-06F        gauge fills x1.2 faster
05. MG CANNON     gauge fills x1.3 faster
06. MS-06FZ       gauge fills x1.3 faster
07. MS-06F-2      gauge fills x1.3 faster

08. MS-06J        gauge fills x1.2 faster	
09. MS-06J+DD     gauge fills x1.4 faster
10. MS-06S        gauge fills x1.5 faster
11. MS-06S/CA     gauge fills x3.5 faster (Char only)
12. MS-06FS/GZ    gauge fills x3.0 faster (Garma only)
13. MS-06F/DZ     gauge fills x4.0 faster (Dozle only)
14. MS-06C/3S     gauge fills x2.0 faster

15. MS-06F/SM     gauge fills x2.2 faster
16. MS-06F/JR     gauge fills x2.2 faster
17. MS-06D        gauge fills x1.4 faster
18. MS-06K        gauge fills x1.4 faster
19. RMS-106       Wanzu (Craks) tile discards fill gauge +20 extra
20. RMS-106       Pinzu (Dots) tile discards fill gauge +20 extra
21. RMS-106CS     Souzu (Bams) tile discards fill gauge +20 extra

                                Grade C4 Figures
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
01. S-06V         gauge fills x1.1 faster
02. MS-06M        gauge fills x1.3 faster
03. YMS-07A       initial gauge 30% full
04. MS-07B        initial gauge 40% full
05. MS-07B+D      initial gauge 50% full
06. MS-07B/R      initial gauge 60% full (Ramba Ral only)
07. MS-07B/M      initial gauge 80% full (M'Quve only)

08. MS-07B-3      initial gauge 50% full
09. MS-07B-3/NP   initial gauge 60% full
10. MS-07C-3      initial gauge 60% full
11. MS-07H        initial gauge 40% full
12. MS-07H-S      initial gauge 50% full
13. MS-21C        Special Skill blocking chance 5%
14. MIDIA         acquire one grade C figure when match ends

15. FAT-UNCLE     acquire one grade C figure when match ends
16. PAPUA         acquire two grade A figures when you finish 1st
17. MAX-03        drawn tiles are improved (Kycilia only)
18. MA-04X        drawn tiles are slightly improved
19. RMS-117       drawn tiles are slightly improved
20. FXA-05D       starting score +900 pts
21. RMS-179       Ura Dora are loaded in your favour


.------------.-----------------------------------------------------------------.
| Section 09 | MY DATA                                                     s09 |
'------------'-----------------------------------------------------------------'

The fourth option off the main menu has the following four or five sections:

1. Player Data

   View your gameplay stats (see Section 09a).

2. Figure Hangar

   View your figure collection.

   Any new additions since your last visit will be flagged as "New".

   Tap the on-screen icons or use the L/R buttons to cycle through the figure
   grades: S, A1, A2, B1, B2, B3, C1, C2, C3 and C4.

   Select a figure to view it on the top screen and press A to toggle on/off the
   name, quantity owned and its abilities (see Section 08).

   Press Y to cycle through different backdrops.

3. Title Certification

   A total of forty-eight titles are available (see Section 09b).

   These are awarded for things like winning several games using certain mobile
   suits, winning with specific Yaku (scoring elements) or Yakuman (top limit
   hands) or declaring different types of abortive draw.

4. Scenario Reminiscence

   Replay each character's story scenes from Scenario Play mode.

   There are eight scenes for each character - two from each stage.

5. Sound Test*

   You can use the "Sound" section to play 21 different songs from the game and
   the "Voice" section to hear around 140-170 speech samples for each character.

   The BGM option (see Section 11) must be enabled (yellow) to play music here.

*This option unlocks after completing the final stage in Scenario Play mode - or
at least that's when I first noticed it!

.-------------.----------------------------------------------------------------.
| Section 09a | Player Stats                                              s09a |
'-------------'----------------------------------------------------------------'

You can access your statistics by picking the fourth option off the main menu
then the first option off the My Data sub-menu.

Your stats options are spread across six screens which are selected using the
menu on the touchscreen.

                      1. Game Record      2. Win Record

                      3. Special Skills   4. Figures

                      5. Notes            6. Data Erasure

Below the menu the grey box on the left shows your current rank, insignia and
number of points required to reach the next rank. You will unlock a new figure
each time you're promoted to a new rank.

The other grey box to the right shows your total play-time (hours:mins) and your
overall completion percentage.

1. Game Record

   1. Number of matches played

   2. Number and percentage of matches won

   3. Longest streak of matches won

   4. Highest score

   5. Biggest count of Dora bonus tiles in one hand

   6. Overall total points won/lost

2. Win Record

   1. Number of hands won

   2. Number and percentage of hands won by Ron (stolen discard)

   3. Number and percentage of hands won by Tsumo (self-draw)

   4. Longest streak of hands wins*

   5. Number of Yakuman (top limit hands) won

   *If you're using the "Rare Yaku" rule option (see Section 05b) then you'll be
   awarded a Yakuman for Paa Renchan if you can complete an eight win streak
   when you are the current dealer (east).

3. Special Skills

   1. Special Skills usage

   2. Number and percentage of times activated

   3. Number and percentage of times failed

   4. Number and percentage of times blocked*

   5. Number of times you blocked another player*

   *Some figures will give you a percentage chance of blocking your opponents'
   attempts to use their Special Skills.

4. Figures

   1. Total acquired

   2. Number and percentage of bet acquisitions*

   3. Number and percentage of hand win acquisitions**

   4. Number and percentage of top prizes***

   5. Number and percentage of other

   *The player who wins a match keeps the figure they wagered and picks two of
   the other three to add to their collection, then the player in 2nd place wins
   the one remaining figure.

   **Whenever you win a hand at any limit (Mangan or higher) you will instantly
   receive one or more figures as a reward.

   ***You'll win a figure every time you come top (1st place) in a match.

5. Notes

   This section records the completion of major goals.

   1. Cleared all scenarios

   2. Triggered all Special Skills

   3. Blocked all Special Skills

   4. Collected all figures

   5. Wagered all figures

   6. Achieved all titles

6. Data Erasure

   You can use this function to wipe your save file.

   Pick the left option to confirm or right option to cancel.

.-------------.----------------------------------------------------------------.
| Section 09b | Titles                                                    s09b |
'-------------'----------------------------------------------------------------'

There are a total of 48 titles to earn in the game.

You can access your statistics by picking the fourth option off the main menu
then the third option off the My Data sub-menu.

Titles are listed here with the following numbering scheme:

                                [01]  [02]  [03]

                                [04]  [05]  [06]

                                [07]  [08]  [09]

                                [10]  [11]  [12]

                                     Page 1
                                     ¯¯¯¯¯¯
01. Won many times when using Char character
02. Won many times when using Ramba Ral character
03. Won many times when using Amuro character

04. Lost many times when using Kai character
05. Lost when using Bright character
06. Lost many times when using Gihren character

07. Won many times when using Yazan character
08. Won many times when using Scirocco character
09. Won many times when using Haman character

10. Defeated when using Newtype character
11. Collected a lot of figures related to the Black Tri-Stars
12. Collected a lot of figures related to the Enhanced Human Tale series

                                     Page 2
                                     ¯¯¯¯¯¯
01. Won with overwhelming victory/victories
02. Lost when using female characters
03. Lost when using all Special Skills

04. Won a match in the first hand (East 1)
05. Won many times with Damaten (silent Tenpai = concealed hand without Riichi)
06. Won many times with Ippatsu ("one-shot" win after Riichi)

07. Won many times with Kuitan* (Open Tanyao = All Simples on exposed hand)
08. Won many times with Honitsu (Half-Flush) and Chinitsu (Full Flush)
09. Won many times with many Dora bonus tiles

10. Frequent calling (Chii/Pon/Kan)
11. Won many times with Hadaka Tanki (Naked Pair Wait = four exposed sets) 
12. Avoided getting busted (?)

*Kuitan is disallowed in some rule-sets.

                                     Page 3
                                     ¯¯¯¯¯¯
01. Won a match in the west round (with Shaanyuu rule*)
02. Won a match in the north round (with Peinyuu rule*)
03. Declared a Kyuu Shu Kyuu Hai abortive draw*

04. Experienced a Suu Fon Renda abortive draw*
05. Experienced a Suu Cha Riichi abortive draw*
06. Experienced a Suu Kai Kan abortive draw*

07. Won a hand with Suu Ankou (Four Concealed Pungs) Yakuman
08. Won a hand with Dai San Gen (Big Three Dragons) Yakuman
09. Won a hand with Kokushimusou (Thirteen Orphans) Yakuman

10. Won a hand with Tsuuiisou (All Honours) Yakuman
11. Won a hand with Ryuuiisou (All Green) Yakuman
12. Won a hand with Chuurenpoutou (Nine Gates) Yakuman

*See rule options 01 and 04 in Section 05b.

                                     Page 4
                                     ¯¯¯¯¯¯
01. Won a hand with Chinroutou (All Terminals) Yakuman
02. Won a hand with Suu Shii Hou (Little/Big Four Winds) Yakuman
03. Won a hand with Suu Kantsu (Four Kongs) Yakuman

04. Won a hand with Tenhou (Heavenly Win) Yakuman
05. Won a hand with Chiihou (Earthly Win) Yakuman
06. Won a hand with Paa Renchan* (Eight Consecutive Wins) Yakuman

07. Won a hand with Shii-San Puutaa* (Thirteen Unconnected Tiles) Yakuman
08. Won a hand with Dai Sharin* (Big Wheels) Yakuman
09. Won a hand with Suu Renkou* (Four Consecutive Pungs) Yakuman

10. Won a hand with Kazoe Yakuman (Counted Yakuman = hand worth 13+ Han)
11. Achieved maximum rank
12. Collected all figures

*These are available when using the "Rare Yaku" rule option (see Section 05b).


.------------.-----------------------------------------------------------------.
| Section 10 | MAHJONG GUIDE                                               s10 |
'------------'-----------------------------------------------------------------'

The fifth option off the main menu gives the following tutorial sections:

      1. Mahjong Course                  2. 1-Han Yaku (scoring elements)

      3. 2-Han Yaku (scoring elements)   4. 3-Han Yaku (scoring elements)

      5. 6-Han Yaku (scoring elements)   6. Yakuman (top limit hands)

      7. Rare Yaku (scoring elements)    8. Special Skills Overview

This section of the game is mirrored on the official website here:

                     http://www.haro-ichiza.com/guide.html

On the Yakuman listing the standard Yakuman are shown in orange boxes and the
following four variants that score as Double Yakuman are shown in pink.

o Suu Ankou Tanki (Four Concealed Pungs with Pair Wait)
o Juu-San Men Kokushimusou (Thirteen Orphans with Thirteen-Sided Wait)
o Junsei Chuurenpoutou ("Pure" Nine Gates with Nine-Sided Wait)
o Dai Suu Shii (Big Four Winds)

The valid Yakuman include Kazoe Yakuman (Counted Yakuman) which is awarded to
any winning hand which achieves a "natural limit" with a combination of Yaku and
Dora worth thirteen or more Han (doubles).

The optional "Rare Yaku" are listed in Section 05b.

The Special Skills section details the two abilities available to each character
(see Section 07) but it only shows the characters that are currently unlocked.


.------------.-----------------------------------------------------------------.
| Section 11 | OPTIONS                                                     s11 |
'------------'-----------------------------------------------------------------'

The sixth option off the main menu lets you toggle the following settings:

     1. Background Music (BGM) on/off           2. Special Skills on/off

     3. Sound Effects on/off                    4. Figure Effects on/off

     5. Normal Play / High Mobility Type Play

For the first four settings any active options are shown in yellow and disabled
ones are shown in purple.

The fifth setting can be used to increase the opponent turn speed - normal is
yellow and the faster "High Mobility Type" [koukidougata] option is purple; with
the latter option the contextual character chatter is disabled too.

You can also click the blue button at the bottom of the screen to restore all
five options to their default settings (all yellow).

When the Options menu is accessed via the pause menu the second and fourth
options will both be greyed out because they cannot be adjusted during play.

Even if figure effects are disabled here you are still required to select a
figure to wager in every match.


.------------.-----------------------------------------------------------------.
| Section 12 | CONTACT                                                     s12 |
'------------'-----------------------------------------------------------------'

I welcome all feedback on this guide and any contributions you'd like to make.
I'm also happy to receive questions about this or any other mahjong game, or
about the rules and terminology of Japanese mahjong.

You can email me at barticle at hotmail.com - obviously changing the "at" to an
@ and removing the spaces. It would be helpful if you include the word "mahjong"
in the subject line and tell me which game you're playing.


.------------.-----------------------------------------------------------------.
| Section 13 | THANKS                                                      s13 |
'------------'-----------------------------------------------------------------'

I would like to thank the following:-

o jp-gift (eBay ID) for another smooth transaction

o the game wiki at http://www41.atwiki.jp/haro_z/ and all its contributors

  (this helped me fill a lot of gaps on figures, titles and notes)

o http://gundam.wikia.com/wiki/The_Gundam_Wiki for providing several links

o Tangorin.com and Tuttle (as always) for great language resources

o AWVFTS, Antendex, Tonepoet, Jonas Munk and The Smoke Clears for super sounds

I will be happy to give credit and thanks to anyone who makes a contribution.
        ___________                                          ___        
        \______   /                              ___        /  /        
              /  /                       __      \_/       /  /         
             /   \___ ________ _________/  \__ ___ ______ /  /  ________
.-------o   /  __   / \___   //  ___/\_   ___//  //  ___//  /  /  __   /
| ANOTHER  /  / /  /_____/  //  /     /  /   /  //  /   /  /  /   \/  / 
'---------/  /-/  //  __   //  /-----/  /---/  //  /---/  /--/  _____/---------.
         /  / /  //  / /  //  /     /  /   /  //  /   /  /  /  /         GUIDE |
        /   \/  //   \/  //  /     /   \_ /  //   \_ /   \ /   \________ o-----'
        \______/ \______/ \_/      \____/ \_/ \____/ \___/ \___________/
--
Gundam Mahjong +Z Guide
Copyright 2014 James R. Barton
Initial version 1.00 completed 11 October 2014
Current version 1.01 completed 31 October 2014

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.

I would encourage you to boycott the site cheatcodes.com which uses (steals)
game guides without the author's consent and then ignores removal requests.

The only websites with the author's consent to publish this guide are GameFAQs
(gamefaqs.com) and its affiliates, i.e. Gamespot (gamespot.com).

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!

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