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Version: 1.02 | Updated: 02/21/15

G4U Mahjong Guide - Version 1.02 - 21 February 2015 - by Barticle at hotmail.com
      ____  _  __ __  ____  _     ____     ____  ____  ____  _  ____  ____
     |  __)| ||  |  ||  _ \| |   | ___)   |  __)| ___)|  _ \| || ___)|  __)
     |__  || || |_| ||  __/| |__ | _|_    |__  || _|_ |    /| || _|_ |__  |
     (____||_||_| |_||_|   |____||____)   (____||____)|_|\_\|_||____)(____|
      ____  _ _    _   _    _    _   ___   _     _   _  __ __  ____     __
     |  __)| | |_ | | | |   \ \ / / / _ \ | |   | | | ||  |  || ___)   /_ |
     | |_ ||_   _|| |_| |    \ V / ( (_) )| |__ | |_| || |_| || _|_     | |
     |____|  |_|  '.___.'     \_/   \___/ |____|'.___.'|_| |_||____)    |_|
  |  _____  _   _  _____     _   _   ___   _   _  _____  ___   _   _  _____  |
  | (_   _)| | | ||  ___)   | \ / | / _ \ | | | |(_   _)/ _ \ | \ | ||  ___) |
  |   | |  | |_| || |__     |  V  || |_| || |_| |  | | | | | ||  \| || |     |
  |   | |  |  _  ||  __)    |     ||  _  ||  _  |  | | | | | ||     || |  _  |
  |   | |  | | | || |___    | |V| || | | || | | | _| | | |_| || |\  || |_| | |
  |   |_|  |_| |_||_____)   |_| |_||_| |_||_| |_|(___/  \___/ |_| \_||_____| |

  03 EDITIONS        08 ONLINE PLAY       13 MATCH LOGS       18 TROPHIES
  05 CONTROLS        10 M1 LEAGUE         15 SETTINGS         20 THANKS

| Section 01 | INTRODUCTION                                                s01 |

This is a guide to the 2014 Japanese PS4 video-game "Simple Series G4U Vol. 1
The Mahjong". This is a game of proper four-player mahjong and not the symbol-
matching solitaire game that often goes by the same name.

The Simple Series brand has been active for many years, with the full range
spanning twelve platforms with over 400 games! Although there are exceptions the
first title in a new series will often be a mahjong game. This was previously
the case with the PS1, PS3, Vita, DS and 3DS.


I've previously written guides to Vol. 1 The Mahjong and Vol. 44 The Gal Mahjong
in the Simple DS Series - these are both available on this site.

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

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

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

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

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


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 Free Play, M1 League, Challenge and Support Play single-player modes

o online play with global rankings (see Section 08)

o fixed 3D perspective with large detailed tiles and miniature tile wall

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

o rule options including red fives, Yakitori & Wareme variants (see Section 12)

o waits, Furiten and Dora alerts

o player stats (see Section 14)

o slots to save ten match replays (see Section 13)

o forty PSN trophies* (see Section 18)

o CERO rated "A" (all ages)

o Japanese language only

For a budget title this gives a decent number of single-player modes, with the
M1 League mode giving it some longevity and the different rule options in each
league adding some variety to the grind. There's also free online multiplayer
and a reasonable range of rule options and stats.

However I will still continue to cry myself to sleep each night until Sega makes
a PS4 version of their MJ5 arcade system. C'mon Sega. It's a no-brainer! Please?

*There are only 21 trophies in the DL edition (or 34 with the Upgrade Kit).

| Section 03 | EDITIONS                                                    s03 |

There are three different versions of the game:-

o Simple Series G4U Vol. 1 The Mahjong [disc]

  G4U Mahjong is the first dedicated mahjong game for the PS4 to get a retail
  disc release. ("Tottemo E-Mahjong Plus" by Arc System Works was only available
  as a download and mahjong was only one of many playable minigames in Sega's
  superb samurai adventure "Ryuu ga Gotoku: Ishin!")

o Simple Series G4U Vol. 1 The Mahjong [download]

  This full version of the game is available to download from the Japanese PSN
  store, priced 2,000 Yen (at launch). To download you'll need a Japanese user
  account and some Japanese PSN credit.

o @Simple DL Series G4U Vol. 1 The Mahjong [download]

  This cheaper version with fewer features is available as a download priced 500
  Yen (at launch). It has the same user interface and controls as the full game
  but only the following aspects are unlocked:

  - Free Play mode (with no options to select CPU level or Wareme variants)
  - Online Play mode (Free Play option only and friend invites disabled)
  - Mahjong Rules
  - Settings menu
  - Stats Record (pages 1 and 4 only)
  - Match Logs
  - 21 PSN trophies

  The DL edition can be expanded with the downloadable Upgrade Kit (1500 Yen)
  which unlocks the following features that are otherwise unavailable:

  - M1 League, Challenge and Support Play modes
  - Rank Match and friend invites in Online Play mode
  - Customise functions
  - Dai Wareme and Doukasen rule options
  - CPU settings in single-player Free Play mode
  - Stats Record (pages 2 and 3)
  - character voices
  - 13 PSN trophies

  The upgraded DL edition has identical functionality to the full game except it
  has six fewer trophies (see Section 18) and all of its trophies are bronze.

| Section 04 | MAIN MENU                                                   s04 |

The ten options on the main menu are presented as a sequence of golden circles
through which you can cycle left or right. After scrolling through all ten the
list wraps around back to where you started.

When you first start the game the default menu option is Free Play mode (it's
the one that looks like it says "7'J-"). From there you can then scroll RIGHT
through Online Play mode, Challenge Mode, etc, or scroll LEFT to M1 League mode,
Support Play mode, etc.

01. Free Play - single-player matches (see Section 07)

02. Online Play - multiplayer matches (see Section 08)

03. Challenge Mode* - undertake a series of mundane trials (see Section 09)

04. Customise* - change your avatar, tabletop and tile-set (see Section 17)

05. Mahjong Rules - read about the rules of the game (see Section 16)

06. Settings - adjust your sound and rumble config (see Section 15)

07. Stats Record - see your performance figures (see Section 14)

08. Match Logs - replay your saved matches (see Section 13)

09. Support Play* - play with guidance from the computer (see Section 11)

10. M1 League* - play to earn promotion between leagues (see Section 10)

      If it helps you can visualise the menu as a single loop like this:-

   .-----------.  .-----------.  .-----------.  .-----------.  .-----------.
  _|   Match   |__|   Stats   |__| Settings  |__|  Mahjong  |__| Customise |_
 | |   Logs    |  |  Record   |  |   menu    |  |   Rules   |  |   menu    | |
 | '-----------'  '-----------'  '-----------'  '-----------'  '-----------' |
 | .-----------.  .-----------.  .-----------.  .-----------.  .-----------. |
 |_|  Support  |__|    M1     |__|   Free    |__|  Online   |__| Challenge |_|
   |   Play    |  |  League   |  |   Play    |  |   Play    |  |   Mode    |
   '-----------'  '-----------'  '-----------'  '-----------'  '-----------'

You start on Free Play and all the play modes are immediately adjacent to it.

It should be easy at least to recognize the one that says "M1". Beyond that if
you know the katakana script you should be able to spot another five options and
then work out the positions of the others relative to those.

*These options are unavailable in the cheaper DL edition of the game unless you
also purchase the Upgrade Kit.

| Section 05 | CONTROLS                                                    s05 |

Press X to Jason. (sorry, wrong game!)

G4U Mahjong is fairly unusual in that it assigns commands like Chii, Pon and Kan
to specific buttons instead of having a contextual pop-up command menu. One nice
aspect of this is that you don't have to reject unwanted Riichi or Kan pop-ups
on every consecutive turn.

Since this is a Japanese title you'll be using the Circle button to confirm and
the Cross button to cancel/exit throughout the game.

A full list of controller functions is given below.

 d-pad left/right = cursor movement

                    You can use the d-pad to select your tiles.

                    You can also use either of the thumb-sticks for this but I
                    recommend using the d-pad for a more precise tap-tap-tap,
                    however it is possible to play the game one-handed if you
                    use the right stick.

           Circle = confirm / discard / skip / Chii

                    As usual in a Japanese game the O button is used to confirm
                    things such as which tile you wish to discard but it can
                    also be used to Chii (call Chow).

                    Whenever you call a tile you are required to select the
                    tiles from your hand that you wish to use (even though that
                    is only necessary when you Chii and there is more than one
                    combination of tiles that you could use). Press Circle to
                    confirm your choice - this does at least give you a chance
                    to preview the outcome and perhaps change your mind.

            Cross = cancel / Kyuu Shu Kyuu Hai* (Nine Types, Nine Tiles)

                    You can press the X button to reject an option or back out
                    of a menu. It can also be used to declare a Kyuu Shu Kyuu
                    Hai abortive draw when your starting hand holds nine or more
                    different terminals and honours.

         Triangle = Riichi / Pon

                    This button is used to declare Riichi or to Pon (call Pung).

           Square = Kan

                    During play the only function of this button is to make a
                    Kong (quad) set. There are three ways of doing this:

                    - have three tiles in your hand and call the fourth tile
                    - have three tiles in an open Pung and draw the fourth tile
                    - have four tiles in your hand

                    If you need a mnemonic just remember that a square has four
                    sides and a Kong has four tiles. :)

               R1 = win

                    This button is used to declare a win (Tsumo or Ron).

                    It's technically possible to have the Chii, Pon, Kan and win
                    commands all pop up at the same time although I've only seen
                    it happen once so far in this game.

               R2 = open/close score overlay and play menu

                    Tap R2 to open an overlay showing all players' names, winds
                    and points. For the players in 2nd, 3rd and 4th place it
                    also shows how many points behind 1st ("TOP") they are.

                    If you are playing with the Yakitori option (see Section 12)
                    a red Yakitori marker for each player will be displayed to
                    the left of their name.

                    This pop-up display shows a shortcut list for the following
                    functions which can be used when the play menu is open.

                          R1 = rules confirmation

                          L1 = retire (unavailable in online mode)

                               Pick the left option (Retire) to confirm.

                               The game will automatically record a loss, with
                               Uma penalty if applicable.

                          L2 = suspend (unavailable in online mode)

                               Pick the left option (Yes) to confirm and the
                               match will be suspended. The next time you enter
                               the mode the game will ask if you wish to resume
                               the match - pick the left option to confirm.

                    Triangle = automatic call cancel (toggle on/off)

                               When this option is ON all calls (Chii/Pon/Kan)
                               will be automatically rejected. Also the word ON
                               appears next to the menu option and an indicator
                               is shown in the main game view.

                      Circle = automatic discards (toggle on/off)

                               When this option is ON the game will discard each
                               tile you draw unless it gives a Tsumo win. Also
                               the word ON appears next to the menu option and
                               an indicator is shown in the main game view.

                               The game will stop to give you opportunities to
                               call tiles or to win by either Ron or Tsumo.

                               If you're playing online against other people and
                               need to step away for a moment you could use this
                               function to allow the game to continue at a good
                               pace rather than inconveniencing your opponents
                               by making them wait up to 30 seconds per move!

                               If you want to play Damaten ("silent Tenpai" when
                               the hand is closed and ready but you don't reach)
                               you can use the Triangle and Circle functions
                               together to recreate the usual automatic discard
                               feature you get after declaring Riichi.

                          R2 = close play menu

                       Cross = close play menu

               R3 = toggle tile Search Marker mode

                    This lets you switch between using the touchscreen or the
                    right stick for the Search Marker function - when you move
                    the cursor over any tile in your hand or on the table the
                    game will highlight other visible matching tiles in red.

                    Dora indicators are not included in the search.

      touchscreen = matching tile Search Marker (when toggled)

            Share = capture screenshot / video

                    The game supports the PS4's screenshot function.

                    You can configure the behaviour of the Share button by
                    pressing or holding the Share button to open the Share menu.
                    Press the Options button and pick Share Settings, then Share
                    Button Control Type (I favour "Easy Screenshots").

                    You can also view your screenshots and video clips using the
                    Upload functions on the Share menu. Pick a game, then select
                    an image/video and press Options then pick Preview.

                    Alternatively you can access them from the console's main
                    menu under the following path:

                    Settings \ System Storage Management \ Capture Gallery

                    This menu also gives you the options to delete content or
                    copy it onto a USB drive.

                    I like to keep a gallery of my Yakuman fails. :6

*I know that the game also allows at least two other abortive draws - Suu Cha
Riichi (when all four players reach in the same hand) and Suu Fon Renda (when
all four players discard the same wind tile on their first turn).

| Section 06 | DISPLAYS                                                    s06 |

During play the hand-count (e.g. East 1 or South 3) is always shown in the top-
left corner of the screen. Below that are two counters which indicate the number
of Riichi stakes on the table from previous hands and the Honba count.

The five stacks of the Wanpai (dead wall) that can be used as indicators for
Dora bonus tiles are shown in the centre of the screen. The number below this
shows the number of tiles remaining to be drawn from the wall. The wall itself
is depicted too - in an odd miniature form to save space on the display.

A prompt at the bottom-right reminds you that you can press R2 at any time to
open the score overlay and play menu (see Section 05). Contextual prompts for
other button commands will be shown above your tiles when available.

At the start of each hand the game verbally announces your current seat-wind.*

                 "Anata wa Oya des(u)" = You are the dealer (east)

             "Anata wa Pei-cha des(u)" = You are the north player

            "Anata wa Shaa-cha des(u)" = You are the west player

             "Anata wa Nan-cha des(u)" = You are the south player

Your hand is shown at the bottom of the display with large tiles filling the
full width of the screen but open sets are shown on the table.

Any Dora in your hand are indicated with two red pulsing katakana above each
tile. You also get an alert sound when you draw a Dora or when one is discarded.

Discard tiles are displayed in the standard rows of six in front of each player.
Tsumogiri (tiles drawn and discarded immediately) are shown in grey - this will
effectively highlight the non-Tsumogiri tiles (tiles discarded from the hand)
which can give you clues as to how each player's hand is developing. If someone
has discarded several consecutive Tsumogiri they will often be Tenpai (ready).

When your own hand is Tenpai the pop-up waits indicator will show which tile/s
would complete your hand and how many of each are potentially available; only
waits that give a valid Yaku (scoring element) for your win are shown. A warning
here in large red katakana characters means you are Furiten.

A separate screen gives a breakdown of a winning hand. The complete hand is
shown at the top with the winning tile on the right. Both rows of the dead wall
are displayed on the left so that all active Dora indicators can be seen. All
Yaku (scoring elements) and Dora bonus tiles are itemised in the centre of the
screen. The next row shows the limit (Mangan, Haneman, etc) if applicable, the
Honba points and the Fu (minipoints) and Han (doubles). Finally the full points
value of the hand is given at the bottom of the screen.

On the next screen the transfer of points between players is shown. If you're
playing with the Yakitori rule (see Section 12) then a player will lose their
Yakitori marker when they win their first hand.

If a hand ends in an exhaustive draw then each player in turn will declare if
their hand is "Tenpai" (ready) or "No-ten" (unready). All Tenpai players will
reveal their hands and the game will indicate their waits and any winning tiles
in the displayed Tenpai hands. The Tenpai players then receive the No-ten Bappu
points from the No-ten players.

After a match the game applies any applicable score modifiers in this order:

01. Yakitori - players that won no hands pay 10,000 pts penalties to the others

02. Jun'i Uma - the players in 3rd and 4th make payments to 2nd and 1st

03. Tobi bonus - a busted player pays 10,000 pts to the player that busted them

04. Oka - the player in 1st always receives a 20,000 pts bonus

This process gives the final scores for the match.

(Although the modifiers are applied in this order, the game will actually take
any Tobi bonus into account before allocating the Uma payments - sometimes the
10,000 pts bonus will change the placings. For example say you're in 2nd place
with 28,000 pts and the player in 3rd place wins a hand taking their score up to
23,000 pts but also busting the player in 4th. You appear to still be in 2nd
place but the game knows that the player in 3rd is getting the Tobi bonus - this
bumps their score to 33,000 pts and their placing to 2nd. Suppose you're playing
with the 20-30 Uma options - the other player will take 20,000 pts from you!)

After every match the game will ask a question. Pick the left option to save the
match replay (see Section 13) or the right option (or press Cross) to reject it.

*This function is unavailable in the cheaper DL edition of the game unless you
also purchase the Upgrade Kit.

| Section 07 | FREE PLAY                                                   s07 |

This mode lets you play quick one-off games with your choice of rules.

On the first screen of Free Play mode you can check and modify the custom rule
settings (see Section 12). Use the d-pad, left stick or right stick to select a
rule, press Circle to view the available options for it, select the one you want
then press Circle again to confirm.

When you are happy with your current settings either select the big gold circle
at the bottom of the screen or press Triangle to continue.

On the second screen you can specify the ability level of each of your three
computer-controlled (CPU) opponents.* The following options are available:

01. Practice
02. Beginner A
03. Beginner B
04. Beginner C
05. Elementary A
06. Elementary B
07. Elementary C
08. Intermediate A
09. Intermediate B
10. Intermediate C
11. Advanced A
12. Advanced B
13. Advanced C
14. Random
15. Beginner R
16. Elementary R
17. Intermediate R
18. Advanced R
19. All R

Again you can either select the big gold circle or press Triangle to continue
and begin the match.

*This option is unavailable in the cheaper DL edition of the game unless you
also purchase the Upgrade Kit. (All opponents are set to "All R".)

| Section 08 | ONLINE PLAY                                                 s08 |

Online Play is available worldwide but remember that a Playstation Plus (PS+)
subscription is always required to play online on the PS4.

The following four options are available on the Online Play menu:

                       Free Play                Rank Match*
                       ¯¯¯¯¯¯¯¯¯                ¯¯¯¯¯¯¯¯¯¯
                      Create Table           Opponent Search*

                      Table Search             NMpt Ranking*

The rest of this section covers each of those menu options in turn.

                             Free Play: Create Table
The table creation screen has the following options. The grid on the right shows
the table name, the player/s who have joined your table and the rule settings.

01. Table name

    You can pick two pre-defined phrases from the lists available.

02. Rule settings

    The full range of rule options (see Section 12) is available except it's
    not possible to disable the move timer option. Most players should be pretty
    quick but I'd go with the 10 seconds option just in case!

03. Password settings

    You can use this option to specify a numeric passcode which all players must
    then enter to access your table.

04. Create table

    After picking this option your table will be open to other players.

Once your table is live the screen will show all players and their statuses.

The following commands can be used:-

                           Cross = Exit to table creation

                          Circle = Ready-up (OK)

                          Square = View table settings

                        Triangle = Start play

                              R1 = Friend invite*

You don't need four players to start - bots fill any empty seats.

                            Free Play: Table Search
The game will search for any available matches.

Press Circle to join a game or Triangle to refresh the list.

                           Rank Match: Opponent Search*
In Rank Match mode you play for NMpt just as you play for Mpt in the offline M1
League mode (see Section 10). You start with 1,000 NMpt and matches are played
with a rate of 0.0020 and a fee of 60 NMpt.

At the end of each match you are required to pay the NMpt fee but then you earn
an amount of NMpt equal to your end score multiplied by the rate (rounded down).
For example if you finished a game with a final score of 123,600 pts you would
pay the 60 NMpt fee and win 247 NMpt for an overall gain of 187 NMpt.

You will notice that you need to score at least 30,000 pts in order to break-
even but this is based on your final score after the bonuses have been applied -
if you finish in 2nd place you get +10,000 pts Uma and if you win at least one
hand you'll usually get extra points for Yakitori too. (So basically you should
aim for 1st or otherwise try to hold 2nd at least to avoid losing NMpt.)

Rank Match games are played with the following fixed rule-set. (see Section 12)

01. Special Rules = Nashi (off)
02. Game Length = Tonpuusen (one-round match)
03. Renchan = Tenpai & Dealer Win
04. Jun'i Uma = 10-30
05. Akapai = 1 Manzu (Craks), 1 Pinzu (Dots) and 1 Souzu (Bams)

06. Yakitori = Ari (on)
07. Double Ron = Ari (on)
08. Move Timer = 20 seconds
09. Kuitan = Ari (on)
10. Agari Yame = Ari (on)

As soon as you pick the Opponent Search option the game will start looking for
other players. Press Circle when ready. Any empty seats will be filled by bots.

                            Rank Match: NMpt Ranking*
The table here shows the worldwide leaderboard with players ranked according to
how many NMpt they've earned.

Press Circle to toggle between your position and the top thirty players or press
Triangle to reload the table. It usually takes several minutes for your NMpt
total to update after a match.

*These options are unavailable in the cheaper DL edition of the game unless you
also purchase the Upgrade Kit.

| Section 09 | CHALLENGE MODE*                                             s09 |

As you might expect, this single-player mode presents you with a series of
challenges, twenty in total. I must admit to being a little disappointed with
this mode as the requirements are somewhat unimaginative.

All twenty challenges are available by default, you don't need to unlock them
sequentially. A completed challenge is marked with a round orange laurel stamp.

Press Circle to pick a challenge, then again to accept the fixed rule-set.

If you pass or fail the requirement of a challenge before the final hand the
match will end automatically. Obviously this cannot occur in challenges where
you are required to win the match (unless you bust someone).

01. Finish one match, win or lose

    A trivial one to get you started.

02. Win a hand after declaring Riichi

    Keep your hand concealed and reach when able, preferably with a decent wait.

03. Win a hand with Yakuhai (Pung of dragons, seat-wind or round-wind)

    Retain any dragon, round-wind or seat-wind tiles until you get a pair then
    call the third tile when possible to make the Pung you need. Your hand can
    be open so you might as well start calling tiles to complete open sets for
    the rest of your hand while you're waiting on the value tiles.

04. Win a hand with a Dora bonus tile

    In addition to your Dora of course you will need a Yaku (scoring element) to
    declare a win but you can go for a cheap quick hand with Tanyao (Kuitan is
    Ari), Yakuhai or Riichi.

    Even if your hand has no Dora you should still try to make Tenpai and reach
    because you might pick up an Ura Dora.

    The custom rules for this stage include six red fives so you should be able
    to use them too. (I tried to test whether they gave you a pass but I ended
    up getting an Ura Dora as well so that spoiled my experiment!)

05. Come TOP (1st) against Beginner-grade opponents

    You will play a one-round match against opponents rated Beginner A, B and C
    respectively. Simply win the match to pass this stage.

06. Achieve a Renchan (continuance) as east

    The Renchan conditions are set to Tenpai (see Section 12) so you can get a
    continuance when you are the dealer (east) either by winning a hand or by
    holding a Tenpai (ready) hand in a draw.

    Tap R2 to open the play menu and check your seat-wind - east is the only one
    shown in red next to a player's score.

07. Use 5+ types of Yaku (scoring elements) in winning hands

    You have one round in which to achieve this goal, although if you can get
    some Renchan (continuances) you'll have more than the standard four hands.

    As long as you win one or two hands you should be able to get this without
    making any special effort. The game counts Dora bonus tiles as one Yaku so
    that makes it a lot easier.

    It's quite possible to pass this challenge with a single hand win - I got
    Riichi, Ippatsu ("one-shot" win), Pinfu, Tanyao (All Simples) and one Dora.

08. Come TOP (1st) against Elementary-grade opponents

    You will play a one-round match against opponents rated Elementary A, B and
    C respectively. Simply win the match to pass this stage.

09. Win a hand worth the Mangan limit or higher

    The Mangan limit applies to hands worth five Han (doubles) or four Han with
    40+ Fu (minipoints) or three Han with 70+ Fu, but basically you want to get
    a winning hand worth five or more Han.

    This challenge is played with no red fives so try to make good use of the
    normal Dora instead. In most cases you should keep your hand concealed so
    you can use Riichi with the potential benefits of Ippatsu and Ura Dora.

10. Come TOP (1st) without using Riichi

    The stage will fail instantly if you declare Riichi so you'll need to rely
    on other ways to make points. Remember you can earn up to 3,000 pts from the
    No-ten Bappu if you have a Tenpai (ready) hand in a draw too.

11. Bust one person

    The match lasts for only one round so you don't have much time to drag one
    opponent below zero. If you can get a series of continuances during your
    turn as east that gives you more hands to win (and with the dealer bonus).

    The rule options include six red fives so try to make good use of those to
    bump up your hand values.

12. Come TOP (1st) against Intermediate-grade opponents

    You will play a one-round match against opponents rated Intermediate A, B
    and C respectively. Simply win the match to pass this stage.

13. Use 7+ types of Yaku (scoring elements) in winning hands and come TOP (1st)

    This plays like the seventh challenge but this time you're required to use
    at least seven different Yaku in winning hands in a one-round match.

    (see challenge #17 below for more notes on this)

14. Come TOP (1st) playing with a 20-second move timer

    You will play a one-round match against opponents rated Intermediate A, B
    and C respectively. You must win this match with a timer imposed.

    The basic Wareme rule is Ari (see Section 12).

    (the next few challenges are also played with a 20-second timer)

15. Come TOP (1st) without getting Ronned

    You need to win the match without taking any "direct hits" from the other
    players. Use defensive play as necessary to avoid giving someone a win.

16. Come TOP (1st) and get at least one win with a Doukasen bonus

    The Doukasen rule is Ari (see Section 12) so try to get a Ron win when the
    red marker is next to either you or the discarder.

    Alternatively if you get one Tsumo win that should always count I think.

17. Use 10+ types of Yaku (scoring elements) in winning hands and come TOP (1st)

    This is probably the toughest challenge because you have only one round to
    get enough winning hands to use at least ten different Yaku. This would be
    hard enough in isolation but of course you will be playing against three
    opponents who are pushing for their own wins.

    This is a list of the most common Yaku (based on Tenhou stats) which are
    therefore the easiest to make. You should focus mainly on using these ones
    - perhaps print this list and tick them off in pencil on each attempt!

             | [ ] Riichi (Reach)                                     |
             | [ ] Tanyao (All Simples)                               |
             | [ ] Yakuhai (Pung of dragons / seat-wind / round-wind) |
             | [ ] Pinfu (no points hand)                             |
             | [ ] [Menzen] Tsumo (Concealed Self-Draw)               |
             | [ ] Ippatsu ("one-shot" win)                           |
             | [ ] Honitsu (Half-Flush)                               |
             | [ ] Iipeikou (Pure Double Chow)                        |
             | [ ] Toi-Toi Hou (All Pungs)                            |
             | [ ] San Shoku Doujun (Mixed Triple Chow)               |
             | [ ] Chii Toitsu (Seven Pairs)                          |
             | [ ] Ikkitsuukan (Pure Straight)                        |
             | [ ] Chanta (Mixed Outside Hand)                        |
             |                                                        |
             | [ ] Dora bonus tile                                    |

    That one round could last for as few as four hands so you really need to
    make them count. Winning Renchan (continuances) during your turn as dealer
    will give you additional opportunities to win hands.

    Where possible you should always combine two or more Yaku in each hand, for
    example combining Tanyao with Pinfu and Riichi; Pinfu with Iipeikou, San
    Shoku or a straight or perhaps Yakuhai with Honitsu and Toi-Toi. Keep using
    Riichi until you get Ippatsu. Keep your hand closed for Menzen Tsumo.

    Judging by the in-game stats it's likely that Renfuuhai (when a Pung of wind
    tiles is both your seat-wind and the round-wind) is counted separately from
    Yakuhai. Also I think that any Yaku that is worth one Han less in an open
    hand can be counted once each for the open and closed versions. (?)

18. Come TOP (1st) against Advanced-grade opponents

    You will play a two-round match against opponents rated Advanced A, B and C
    respectively. Simply win the match to pass this stage.

    The Dai Wareme rule is Ari (see Section 12).

19. Come TOP (1st) playing with a 10-second move timer

    You will play a two-round match against opponents rated Advanced A, B and C
    respectively. You must win this match with a timer imposed.

    (the next challenge is also played with a 10-second timer)

20. Come TOP (1st) without losing any points

    This challenge will fail if:

    - an opponent declares a Ron win on your discard
    - an opponent declares a Tsumo win on a self-drawn tile
    - a hand ends in a draw and your hand is No-ten (unready)

    (This plays like trophy #18, in fact if the game lets you earn trophies in
    Challenge Mode you should be able to get it by passing this challenge.)

    Unfortunately the fixed rule settings limit your options. Wareme is Nashi
    and there are no red fives so you can't try to bust someone with inflated
    wins. Also Kuitan is Nashi so you're unable to get quick open Tanyao hands.

    It's particularly harsh that you fail if an opponent gets a Tsumo win since
    you can't defend against a self-draw win. The only option therefore is to
    go for quick wins wherever possible although this is limited by the Kuitan
    Nashi setting. You can use Riichi to give you the Yaku (scoring element) you
    need for a win but then if an opponent reaches too you can't defend.

    You can avoid losing points by playing defensively ("folding" your hand -
    dropping only safe tiles) but that usually involves breaking up your hand
    and then you'll get hit by the No-ten Bappu if the hand ends in a draw. Also
    you need to play offence at least some of the time because you need to earn
    enough points to win the match.

    I think it's best to play aggressively - try to get quick wins to rack up a
    few points and to get you closer to the end of the match. If an opponent
    reaches early then go defensive (and hope they Ron someone else) or if they
    reach late then try to make and hold a Tenpai (ready) hand for the draw.

*This mode is unavailable in the cheaper DL edition of the game unless you also
purchase the Upgrade Kit.

| Section 10 | M1 LEAGUE*                                                  s10 |

In this single-player mode your goal is to progress through a series of leagues,
each with forty players (you and thirty-nine others).

      C3 -> C2 -> C1 -> B3 -> B2 -> B1 -> A3 -> A2 -> A1 -> M3 -> M2 -> M1

          C tier            B tier            A tier            M tier

The members in each league are ranked according to how many Mpt (mahjong points)
they hold. You start with zero and your total cannot drop below zero. After you
"reach" (heh) the top of your current league you will be promoted to the next
one, carrying over your Mpt total, and you can work towards your next promotion.

For example you begin at the bottom (40th) of the C3 league with 0 Mpt and need
to achieve around 400 Mpt to take the top spot. You then enter C2 which starts
around 400 Mpt - if you carry over more than that you'll start a little higher
in the league (e.g. I had 422 Mpt and began at 39th) - and you need to hit about
800 Mpt for promotion. In C1 you start around 800 Mpt and need to get to around
1200 Mpt. Then in the B leagues you need to climb about 600 Mpt per league.

The main screen in M1 League mode shows your current league in the top-right,
e.g. C3, C2, etc. Below that are the current rate and fee which determine how
many Mpt you gain and lose. On the left side all the members of your group are
listed in league order and above that the game shows the current top player in
your league and their Mpt total. Finally the number next to that is the number
of Mpt you need to draw level with the top player.

Press Circle to continue and the game will pick three opponents from your league
to play against. These will be shown with their league positions and Mpt totals.

You can now either press Circle to start the match or press Square to review the
current rule settings first (see Section 12). Each league has a unique rule-set
so keep an eye on those rules to avoid surprises! (For example Wareme is applied
in B3 and Kuitan is Nashi in B2 and B1. A2 is the first league with a timer.)

At the end of each match you are required to pay the Mpt fee but then you earn
an amount of Mpt equal to your end score multiplied by the rate (rounded down).
For example if you finished a game in C3 league with a final score of 72,500 pts
you would pay the 30 Mpt fee and win 72 Mpt for an overall gain of 42 Mpt. If
your final score is negative you will lose further Mpt on top of the fee.

This table summarises the rate and fee for each tier of leagues. The "climb" is
the approximate number of Mpt you need to reach the top of each league.

       League |   C3 to C1   |   B3 to B1   |   A3 to A1   |   M3 to M1
         Rate |    x0.0010   |    x0.0015   |    x0.0020   |    x0.0025
          Fee |     30 Mpt   |     45 Mpt   |     60 Mpt   |     75 Mpt
        Climb |    400 Mpt   |    600 Mpt   |    800 Mpt   |   1000 Mpt

Since the amount of Mpt earned is based on your final points total from the
match, the Uma and Oka bonuses (see Section 12) will have a major effect on your
Mpt gains/losses. For example in the C3 league (10-20 Uma) 1st place gets +40k
points (+40 Mpt), 2nd gets +10k (+10 Mpt), 3rd gets -10k (-10 Mpt) and 4th gets
-20k (-20 MPt). In other words 1st gets a big Mpt bonus on their profit, 2nd
will usually make a small Mpt profit overall and 3rd and 4th will usually make a
loss. Matches in early leagues are played with the Yakitori rule option (see
Section 12) so it is also vital to win at least one hand to avoid a penalty.

Sometimes a random x1.5 Mpt multiplier will be included in a match - this isn't
applied to the fee but it does affect the rate; as long as your final score is
positive this will either increase your Mpt gain or reduce your overall Mpt loss
for the match. Later on you'll also start seeing a x2 multiplier for 1st place
and a x2 multiplier for everyone. Even later you'll encounter the x4 multipliers
which can have a massive effect, especially for the match winner - you can gain
over a thousand Mpt from a single game!

You'll notice in every league that you usually require a final score of at least
30,000 pts in order to break-even (e.g. -30 + 30,000 pts x 0.0010 = 0) but with
the random multipliers you can scrape through a match with a lower final score
and still avoid taking a loss (e.g. -30 + 1.5 x 20,000 pts x 0.0010 = 0).

After each match the final scores are reckoned, you pay the Mpt fee and receive
or pay Mpt based on the current rate. The game then displays your current Mpt
total and the number of Mpt now required to catch the league leader.

*This mode is unavailable in the cheaper DL edition of the game unless you also
purchase the Upgrade Kit.              __

Once you've finally topped the M1 league the credits roll - you've beaten the
game! However there is still one last league to tackle. You enter the G1 league
which has twenty players instead of the usual forty. It also has a 150 Mpt fee
and x0.0050 rate (both double that of the M leagues) and you need to earn about
4,000 Mpt to climb to the top. It has the same "Infure" (inflated) rule-set as
the M1 league (including Dai Wareme, twelve red fives and 20-30 Uma) but now the
move timer is reduced from 30 seconds to 20 seconds.

(In my very first match in G1 I got hit by two massive Tsumo wins multiplied by
Wareme and on the first I was east so I paid extra. These two wins - which of
course I couldn't defend against - were big enough to bust me. I had to pay 10k
for the Tobi bonus on top of 30k for the Uma. There was also a x4 multiplier
applied to the game so I lost around a thousand Mpt. I was not impressed!)

| Section 11 | SUPPORT PLAY*                                               s11 |

This is a training mode for beginners. Throughout the match the computer will
recommend which tile to discard and which actions to use, although you are free
to ignore the suggestions if you want!

Matches are played over one round using fixed rule options with Kuitan Ari, no
Yakitori or Wareme and without a move timer (see Section 12).

*This mode is unavailable in the cheaper DL edition of the game unless you also
purchase the Upgrade Kit.

| Section 12 | RULE SETTINGS                                               s12 |

There are ten rule options which are displayed in two columns of five - I've
numbered these 01 to 05 on the left and 06 to 10 on the right.

01. Special Rules

    Options: Nashi (off) / Wareme / Dai Wareme* / Doukasen*

    This setting lets you pick one of three variants of the Wareme rule which
    might be used by gamblers to apply massive luck-based bonuses.

         Wareme - Although not properly depicted in the game, a pair of dice are
                  rolled at the start of each hand to determine which side of
                  the Yama (wall) is broken. The player seated at this side of
                  the table pays and receives double points on any hand wins.

                  The Wareme player is indicated by a red kanji marker on the
                  table in front and to the left of their seating position.

                  The doubling effect is applied to all hand wins including
                  Tsumo wins by other players in which case only the Wareme
                  player's portion of the total payment is doubled.

                  There will always be some doubling effect in every Tsumo win
                  because either the hand winner or one of the three payers will
                  be the Wareme player. 

    Dai Wareme* - This works like the standard rule but additionally if the dice
                  throw is a double then the Wareme player pays and receives
                  four times the usual amount of points instead of two times!

                  The Dai Wareme player is indicated by two red kanji on the
                  table in front and to the left of their seating position.

                  Due to the way the wall break is determined, only the players
                  seated to the left and right of the dealer can get Dai Wareme.
      Doukasen* - The "fuse" variant lives up to its name because it's based on
                  the length of the tile wall which gradually shortens during
                  play like the slow burning fuse on an old-fashioned bomb.

                  The doubling effect is applied to the player seated next to
                  the end of the wall from which tiles are drawn but then as
                  more tiles are taken the end will move around a corner and the
                  Wareme status is transferred to the next player to the left.

                  The Wareme player is indicated by a red kanji marker on the
                  table in front and to the left of their seating position.

    *These options are unavailable in the cheaper DL edition of the game unless
    you also purchase the Upgrade Kit.

02. Game Length

    Options: Tonpuusen (one-round match) / Hanchan (two-round match)

    A Tonpuusen (literally "east wind match") consists of a single east round
    while a Hanchan (literally "half-game"*) has an east round followed by a
    south round.

    *In Chinese classical rules a full game is played over four rounds.

03. Renchan (continuances)

    Options: Tenpai & Dealer Win / No-ten & Dealer Win

    A Renchan is a continuance - an extra hand played without the seat-winds
    moving so the dealer "stays on". This is counted in addition to the standard
    four hands which make up a round.

    In this game a continuance always occurs if either the dealer wins a hand or
    if the hand ends in an exhaustive draw in which the dealer has a Tenpai
    (ready) hand.

    With the No-ten option selected the dealer will also stay on even if they
    have an unready hand in a draw.

04. Jun'i Uma (position payments)

    Options: Nashi (off) / 10-30 / 10-20 / 20-30

    The Uma is a final automatic transfer of points at the end of a match based
    on each player's position. The player in 4th place pays the larger amount to
    the person in 1st place and 3rd pays the smaller amount to 2nd.

    For example with the 10-30 option 4th pays 30,000 pts to the match winner
    and 3rd pays 10,000 pts to 2nd.

    Players always buy into a match with 30,000 pts but start with 25,000 pts.
    The remaining points (4 x 5,000 = 20,000 pts) form a bonus called the Oka
    which is paid to the match winner in addition to the Uma payments.

    Together the Uma and Oka have a significant effect on the number of Mpt you
    earn in M1 League mode (see Section 10).

05. Akapai (red fives)

    Options: 0 to 4 in Manzu (Craks)
             0 to 4 in Pinzu (Dots)
             0 to 4 in Souzu (Bams)

    One of the most common optional rules in Japanese mahjong, number 5 tiles
    with red markings are each worth one Han (double) just like a Dora bonus.

    The options are sufficiently flexible to replace any number of the standard
    5 tiles in any of the three suits - you can swap all twelve if you want.

06. Yakitori

    Options: Nashi (off) / Ari (on)

    The Yakitori rule punishes any player who fails to win a hand during a game.

    Each player starts with a red Yakitori marker next to their name on the
    scores overlay which can be viewed by pressing R2. After they win a hand the
    marker is removed. At the end of the match every player who still has their
    Yakitori marker pays 10,000 pts to every player without.

    o If three players win hands they receive 10k pts each

    o If two players win hands they receive 20k pts each in total

    o If only one player wins a hand they receive 30k pts in total

    o If all players win or no players win then no Yakitori penalties are paid

    The "Phoenix" rule variant is not applied so the Yakitori markers are not
    reset after all four players have won one hand each.

    Since the Yakitori penalties are paid before the Uma it's possible that they
    may change the final player placings, occasionally changing who benefits
    from those Uma payments (see above).

07. Double Ron

    Options: Ari (on) / Nashi (off)

    When the Double Ron rule is applied it is possible for two players to
    declare a Ron win on the same discarded tile. The discarder is required to
    pay both hand winners.

    If the rule is disallowed then the Atama Hane ("head bump") rule is used
    instead and only the winner nearest to the discarder's right gets the win.

08. Move Timer

    Options: Nashi (off) / 10 seconds / 20 seconds / 30 seconds

    This option adds a timer to single-player modes, giving you a set amount of
    time for discards and calls.

    If you fail to discard a tile before the timer runs out the game will
    discard whichever tile you had selected.

09. Kuitan (open Tanyao)

    Options: Ari (on) / Nashi (off)

    When Kuitan is Ari the scoring element Tanyao (All Simples) can be claimed
    on an open hand.

10. Agari Yame

    Options: Ari (on) / Nashi (off)

    This rule allows the dealer (east) to end the match (instead of taking a
    Renchan) if they win the final hand and they are leading on points. In G4U
    Mahjong this occurs automatically - the dealer is not given the choice.

| Section 13 | MATCH LOGS*                                                 s13 |

The game allows you to save ten matches to replay later in this mode.

After the final scores for a match have been determined the game will ask you a
question. To save the match pick the left option (Yes) and then select one of
the ten slots to use.

To replay a match pick the Match Logs option from the main menu and then select
the match you wish to view. The menu shows the date and time of each in addition
to the play mode, your placing and your final score (after Uma etc).

The following controls are used while viewing:-

          L2 = skip to start of match

          L1 = skip to previous hand

  d-pad left = manually rewind one tile

 d-pad right = manually advance one tile

          R1 = skip to next hand

      Circle = auto-play

               During auto-play you can press Triangle to toggle the playback
               speed (fast/slow) or press Circle again to stop auto-play.

       Cross = exit

At the end of the match replay you'll be returned to the Match Log menu.

You can delete a recorded match by selecting it, pressing Triangle and then
picking the left option (Yes) to confirm.

*This mode is labelled Paifu ("tiles list") which is a term used in mahjong to
refer to a full log of a match, usually on paper, showing all the tiles drawn
and discarded during play. This follows the similar term Kifu ("pieces list")
which is used in other Japanese games such as Shogi (Japanese chess) and Go.

| Section 14 | STATS RECORD                                                s14 |

Your gameplay stats are spread over four pages as shown below.

You can move between the pages using left stick, right stick, d-pad left/right
or L1/R1 - take your pick!

01. Combined Stats (page 1)

    Top-left is your avatar (see Section 17).

    Top-centre are your PSN username and your completion percentage in Challenge
    Mode* (see Section 09).

    Since there are exactly twenty stages in Challenge Mode your completion will
    always be a multiple of five percent. You can earn PSN trophies for 50% and
    100% Challenge Mode completion (see Section 18).

    Top-right are your current league (e.g. C3, C2, etc), league position and
    Mpt total from M1 League mode* (see Section 10).

    The bottom half of the screen shows the number of matches played and the
    number and percentage of times you've come 1st (TOP), 2nd, 3rd and 4th in
    M1 League, Online Play and both combined.*

02. Score Analysis* (page 2)

    The top half of the screen shows your highest scores and average scores from
    hands won with the following rule options (see Section 12).

    a) normal rules
    b) Wareme
    c) Dai Wareme
    d) Doukasen

    The bottom half shows your highest and average final scores from matches
    played with the same four rule options.

03. Trend Analysis* (page 3)

    Top-left is a breakdown of your hand results (counts and percentages).

    a) your Ron wins
    b) your Tsumo wins
    c) opponent Ron wins off your discard
    d) opponent Tsumo wins
    e) draws

    Top-right is a breakdown of your winning hands (counts and percentages).

    a) sub-Mangan
    b) Mangan
    c) Haneman
    d) Baiman
    e) Sanbaiman
    f) Yakuman (and higher!)

    Bottom-left are trends for your Dora use. The total number of wins is the
    sum of your Ron and Tsumo wins shown above.

    a) overall count of hand wins
    b) number and percentage of hands containing Dora 

    Bottom-right are trends for Renchan (continuances).

    a) overall count of Renchan (it says average but I think it must be total)
    b) most consecutive Renchan in one round

04. Yaku Use Summary (page 4)

    This page tracks the number and percentage of times you've claimed Yaku
    (scoring elements) on your winning hands, listed in the following order:

     01. Riichi (Reach)
     02. Daburu Riichi (Double Reach)
     03. Ippatsu ("one-shot" win)
     04. [Menzen] Tsumo (Concealed Self-Draw)
     05. Tanyao (All Simples) 
     06. Pinfu (no points hand)
     07. Iipeikou (Pure Double Chow)
     08. Chinitsu (Full Flush) - closed
     09. Chinitsu (Full Flush) - open

     10. Honitsu (Half-Flush) - closed
     11. Honitsu (Half-Flush) - open
     12. Ryanpeikou (Twice Pure Double Chow)
     13. Junchan (Pure Outside Hand) - closed
     14. Junchan (Pure Outside Hand) - open
     15. Chanta (Mixed Outside Hand) - closed
     16. Chanta (Mixed Outside Hand) - open
     17. San Shoku Doujun (Mixed Triple Chow) - closed
     18. San Shoku Doujun (Mixed Triple Chow) - open

     19. Ikkitsuukan (Pure Straight) - closed
     20. Ikkitsuukan (Pure Straight) - open
     21. Honroutou (All Terminals & Honours)
     22. Toi-Toi Hou (All Pungs)
     23. San Renkou** (Three Consecutive Pungs)
     24. San Ankou (Three Concealed Pungs)
     25. San Kantsu (Three Kongs)
     26. Shou San Gen (Little Three Dragons)
     27. San Shoku Doukou (Triple Pung)

     28. Chii Toitsu (Seven Pairs)
     29. Haitei (Last-Tile Tsumo)
     30. Houtei (Last-Tile Ron)
     31. Rinshan Kaihou (After a Kong)
     32. Chankan (Robbing the Kong)
     33. Yakuhai (Pung of dragons / seat-wind / round-wind)
     34. Renfuuhai (Yakuhai with double wind)
     35. Dora (bonus tiles)
     36. Nagashi Mangan (All Terminal & Honour Discards)

     37. Tenhou (Heavenly Win)
     38. Chiihou (Earthly Win)
     39. Renhou** (Human Win)
     40. Dai San Gen (Big Three Dragons)
     41. Shou Suu Shii (Little Four Winds)
     42. Dai Suu Shii (Big Four Winds)
     43. Tsuuiisou (All Honours)
     44. Chinroutou (All Terminals)
     45. Ryuuiisou (All Green)

     46. Suu Ankou (Four Concealed Pungs)
     47. Suu Ankou Tanki Machi (Four Concealed Pungs with pair wait)
     48. Suu Kantsu (Four Kongs)
     49. Chuurenpoutou (Nine Gates)
     50. Junsei Chuurenpoutou (Pure Nine Gates with 9-sided wait)
     51. Kokushimusou (Thirteen Orphans)
     52. Junsei Kokushimusou (Pure Thirteen Orphans with 13-sided wait)
     53. Dai Sharin** (Big Wheels)
     54. Shiisan Puutaa** (Thirteen Unrelated Tiles)

*These pages and stats are unavailable in the cheaper DL edition of the game
unless you also purchase the Upgrade Kit.

**These are all non-standard optional additions to the common Japanese rules.

| Section 15 | SETTINGS                                                    s15 |

The following eight options are available on the Settings menu.

Fortunately the game lets you adjust the music volume separately from the sound
FX and spoken declarations so if you want to you can mute it and play your own.

01. Sound Effects (SE) Volume

    Options: 1 to 10

02. Background Music (BGM) Volume

    Options: 1 to 10

03. Voice Volume

    Options: 1 to 10

04. Gameplay Background Music (BGM) Setting

    Options: Random / BGM1 / BGM2 / BGM3 / BGM4 / BGM5

    With the Random setting the music changes after each hand.

05. Voice Setting*

    Options: Male / Female

06. Vibration Setting

    Options: Ari (on) / Nashi (off)

07. Data Clear

    To delete your save data select this option then pick the left option (Yes)
    to confirm. If you click this by accident pick the right option (No) - or
    just press Cross - to cancel.

08. Confirm

    Pick this to confirm your settings and return to the main menu.

*This option is unavailable in the cheaper DL edition of the game unless you
also purchase the Upgrade Kit. Without the upgrade all speech within the game
(i.e. declarations during play and scoring) is disabled.

| Section 16 | MAHJONG RULES                                               s16 |

This is a primer on the rules of Japanese mahjong - text with a few diagrams.

The first section covers specific topics like calling, Dora bonus tiles, etc.

The second section covers all the Yaku (scoring elements), Yakuman (limit hands)
and Wareme rule variants (see Section 12).

The third section is a brief glossary of mahjong terminology.

In each topic you can press Circle to page forward and Cross to page back.

| Section 17 | CUSTOMISE*                                                  s17 |

The Customise sub-menu has the following three options for changing your player
avatar, the table surface and the tile backs.

There are a total of twenty-five new options to unlock by achieving trophies.

Any new ones are announced when you return to the main menu and categories with
new unlocks will be flagged "New" on the Customise menu.

01. Modify Visual

    This lets you change your in-game avatar.

    Pick the first option to have no avatar and the second one to use your PSN
    avatar. The third and fourth options are generic male and female avatars.

    A further ten options can be unlocked.

02. Modify Board**

    This lets you change the colour and pattern of the mahjong table.

    By default only a plain green table is available.

    A further ten options can be unlocked.

03. Modify Tiles

    This lets you change the colour of the backs of your tiles.

    By default only a brown grained wood/bamboo style is available.

    A further five options can be unlocked.

*These options are unavailable in the cheaper DL edition of the game unless you
also purchase the Upgrade Kit.

**Technically mahjong is a tabletop game and not a board-game so usually the
playing surface would be referred to as a table but here they've used the word
Ban which refers to a board in games like Shogi and Go.

| Section 18 | TROPHIES                                                    s18 |

The full version of the game has a complete set of forty PSN trophies with 26
bronze trophies, 10 silver trophies, 3 gold trophies and a platinum.

The trophies are listed here in the order in which they appear on your console's
trophy list; I've given English translations of the titles and requirements.

The cheaper "@Simple DL" edition of the game has 21 trophies which I've marked
with [DL] below. Expansion with the Upgrade Kit adds a further 13 trophies which
I've marked [UP]. After expansion the DL game still has six fewer trophies than
the full game and no platinum; in fact all of its trophies are bronze.

Trophies #30 and #31 require you to join one Free Play match and one Rank Match
online but otherwise I think all trophies can be obtained in single-player.

Trophies never pop during play, only after a match has finished. (So if you meet
the requirement of a trophy make sure you play the match until the end!)

Some trophies will unlock new content (avatars, tables and tiles) which can then
be selected in the Customise menu (see Section 17).

01. Acquire all Trophies [Platinum]

    "Acquired all trophies"

    As usual the platinum is earned by completing all the other trophies.

02. Play for the First Time [Bronze]                                       [DL]

    "Thank you very much for purchasing"

    This pops automatically after completing your first match.

03. 50 Matches Achievement [Bronze]                                        [DL]

    "Achieved fifty matches played"

04. 100 Matches Achievement [Silver]

    "Achieved one hundred matches played"

    Just keep playing until these two trophies pop!

    If you play one-round matches this will take half as long. :)

05. 3+ Yaku Win [Bronze]                                                   [DL]

    "Won a hand with three or more scoring elements"

06. 5+ Yaku Win [Bronze]                                                   [DL]

    "Won a hand with five or more scoring elements"

07. 7+ Yaku Win [Silver]*                                                  [DL]

    "Won a hand with seven or more scoring elements"

    In Japanese mahjong you should usually be working towards a Pinfu hand. This
    will frequently be combined with Riichi, Ippatsu ("one-shot" win), Tanyao
    (All Simples) and Menzen Tsumo (Concealed Self-Draw), although you'll need
    some luck to get a Tsumo Ippatsu win.

    Such a hand also has the potential to give you Iipeikou (Pure Double Chow)
    and San Shoku (Mixed Triple Chow) or possibly Ittsuu (Pure Straight) and
    Chanta/Junchan (Outside Hand) although then you'd lose Tanyao.

    With the Kuitan Ari rule setting you'll be able to claim Tanyao on an open
    hand but it's best to keep your hand closed for Riichi (and Ippatsu).

    The game seems to (incorrectly) count any number of Dora as one extra Yaku
    so that makes things easier. If you play with twelve red 5's you're pretty
    much guaranteed to have at least one Yaku so then you "only" need to make a
    winning hand with six Yaku. Still pretty tough but better than seven!

08. 5 Types of Winning Yaku Achievement [Bronze]                           [DL]

    "Achieved wins with five types of scoring elements"

09. 10 Types of Winning Yaku Achievement [Bronze]                          [DL]

    "Achieved wins with ten types of scoring elements"

10. 15 Types of Winning Yaku Achievement [Bronze]                          [DL]

    "Achieved wins with fifteen types of scoring elements"

11. 20 Types of Winning Yaku Achievement [Silver]*                         [DL]

    "Achieved wins with twenty types of scoring elements"

    The requirements for these trophies are based on page 4 of the Stats Record
    (see Section 14) where the game tracks the number of different Yaku you've
    "collected" by using them in winning hands.

    A couple of things make this a lot easier. Firstly the game counts Dora as
    one Yaku and secondly for any Yaku which is worth one Han (double) less in
    an open hand the game will count the open and closed versions separately!

    The following scoring elements can be counted twice (open/closed):

    - Chinitsu (Full Flush)
    - Honitsu (Half-Flush)
    - Junchan (Pure Outside Hand)
    - Chanta (Mixed Outside Hand)
    - San Shoku Doujun (Mixed Triple Chow)
    - Ikkitsuukan (Pure Straight)

    This means you can collect fifteen or even twenty different winning Yaku
    without having to grind for some of the more exotic/rare ones.

    You can track your progress on the stats page. When you're getting close to
    earning one of these trophies you can check the list to see which Yaku you
    should be aiming for and whether you need to make them open, closed or both.

12. One Type of Yakuman Win [Gold]*                                        [DL]

    "Won with one type of top limit hand"

    Although they are all uncommon, the least rare Yakuman are the following:

    o Dai San Gen (Big Three Dragons)

    o Suu Ankou (Four Concealed Pungs)

    o Kokushimusou (Thirteen Orphans)

    Look out for situations where your starting hand has the potential to make
    one of these, i.e. several different dragons, several pairs (and Pungs) or
    at least nine different terminals and honours.

    I completed this trophy in style after 163 hand wins. I made Suu Ankou with
    a Wareme bonus worth 64,000 pts in total! I was playing in M1 League mode
    and got promoted up to the next league with a nice head-start.

13. 3+ Dora Win [Bronze]                                                   [DL]

    "Won a hand with three or more Dora bonus tiles"

14. 5+ Dora Win [Bronze]                                                   [DL]

    "Won a hand with five or more Dora bonus tiles"

15. 7+ Dora Win [Silver]

    "Won a hand with seven or more Dora bonus tiles"

    The first thing you'll obviously want to do for these trophies is hop into
    Free Play mode and set the rule options (see Section 12) to give the maximum
    twelve red fives; if you can build a hand waiting on a five then you might
    be able to get an extra one as your winning tile. You should also set Kuitan
    to Ari so that you can go out quickly with a open Tanyao (All Simples) hand.

    It's only a matter of time before you get a hand with several red fives but
    even with those rule options it can still be hard to get seven in one hand.
    While a quick open hand can secure your win with three or five Dora, to get
    the seven you'll probably need to keep your hand closed, declare Riichi and
    hope you get lucky with the Ura Dora.

    If you or another player declares a Kong that will add a Kan Dora and when
    you win after reaching you'll get the Kan Ura Dora applied too.

    (Of course with a lot of luck it's possible to get plenty of Dora without
    red fives. My very first Yakuman was a Riichi Tanyao hand with two Kongs and
    eleven Dora!)

16. 3 Renchan Achievement [Bronze]                                         [DL]

    "Achieved three continuances"

17. 5 Renchan Achievement [Silver]*                                        [DL]

    "Achieved five continuances"

    You will only be able to do this during your turn as east. It's implied that
    you need to get three and five consecutive continuances rather than getting
    three or five in total over both east turns in a two-round match.

    A continuance always occurs when east wins a hand or when east has a Tenpai
    (ready) hand in a draw. The Renchan rule setting (see Section 12) can be set
    to relax the conditions so that east also gets a continuance in a draw even
    when their hand is No-ten (unready).

    However there is always a risk that one of your opponents will declare a win
    before a draw occurs so I think it's best to push for cheap quick wins with
    Yakuhai and Tanyao. You should set the Kuitan rule option to Ari so that you
    can claim the Yaku on an open hand - calling tiles lets you go out quicker.

    It would also make sense to play against weaker AI in Free Play mode.

18. Top in a Tonpuusen without Loss [Bronze]                               [DL]

    "Won a one-round match without loss"

19. Top in a Hanchansen without Loss [Silver]*                             [DL]

    "Won a two-round match without loss"

    This plays like the final stage of Challenge Mode - every hand must result
    in one of the following:

    - you win the hand
    - one opponent takes a Ron win off another opponent
    - you have a Tenpai (ready) hand in a draw

    However unlike that challenge you have the advantage here of being able to
    adjust the custom rule settings (if you do this in Free Play mode) so you
    can approach this quite differently.

    I would recommend applying one of the Wareme rules and the maximum number of
    red fives. If you can get two or three really big wins you might be able to
    bust an opponent and thus terminate the match early.

    I would also suggest setting the Renchan conditions to Tenpai and Agari Yame
    to Nashi (to reduce the number of hands played) and setting Kuitan to Ari 
    (so you can go out with quick cheap Tanyao (All Simples) hands).

    If you're unable to get a win then make sure that your hand is Tenpai - you
    can call tiles on your last few turns if necessary to make this happen.

    If one of the other players declares Riichi you have to make a judgement
    call - do you push for a win (or Tenpai hand in a draw) or fold your hand
    and hope that they Ron someone else (before you're left No-ten in a draw)?

    It would also make sense to play against weaker AI in Free Play mode.

20. 1 Person Tobi [Bronze]                                                 [DL]

    "Busted one person"

21. 2 People Tobi at the Same Time [Silver]*                               [DL]

    "Busted two people at the same time"

    The game applies the Dobon rule so the game ends early if the score of one
    or more players drops below zero. The player/s that got busted pay a "Tobi
    bonus" of 10,000 pts to the player that busted them.

    It's relatively common for one player to get busted - in fact it happened in
    my very first match and I wasn't even playing with any special rules.

    To bust two players at the same time you'll obviously need to get a Tsumo
    win where all three players share the payments. You'll need to have two
    players with dangerously low scores, perhaps as a result of taking a couple
    of direct hits each. Once one player has a low score you could try targeting
    another to create this situation.

    I think the most important thing for this is to use one of the Wareme rule
    options as these give the potential for massively inflated scores, the Dai
    Wareme variant especially. Then it's really just a matter of playing until
    you get a big Wareme Tsumo win when two players are in the "danger zone".

22. 25 Top Achievement [Bronze]                                            [DL]

    "Achieved twenty-five match wins"

23. 50 Top Achievement [Silver]

    "Achieved fifty match wins"

    Just keep playing until these two trophies pop!

    If you play one-round matches this will take half as long. :)

24. Turnaround Victory in Orasu [Bronze]                                   [DL]

    "Got a turnaround victory in the final hand"

25. Turnaround Victory from Last Place in Orasu [Silver]*                  [DL]

    "Got a turnaround victory from fourth place in the final hand"

    For the first trophy you need to win the match after entering the final hand
    in 2nd, 3rd or 4th place but for the second trophy you must do it from 4th.

    The final hand will be East 4 in a one-round match or South 4 in a two-round
    match and presumably continuances are allowed. If you start a match as north
    you'll be east in the final hand and you could earn a substantial amount of
    points off a series of wins.

    You might prefer to let these epic comebacks happen naturally but if not you
    can do it artificially. You'll get both trophies if you can get a turnaround
    win from 4th place so you should engineer a scenario where you enter the
    final hand in last place but not too far behind! Avoid the urge to grab wins
    through the match and try to "tread water" - use the No-ten Bappu points
    from Tenpai/No-ten hands in draws to gain/lose small amounts of points. Then
    pounce in the final hand of the match!

    If one of your opponents gets a big win you'll probably want to retire from
    the match and try again. This may take a few attempts so it's best to play
    one-round matches to save time. You could also set the Agari Yame rule to
    Nashi (see Section 12) so that if you happen to be east in the last hand the
    match will end automatically when you win a hand and take the lead.

    It would also make sense to play against weaker AI in Free Play mode.

26. Final Score of 100,000 pts Achievement without Special Rules [Bronze]  [UP]

    "Achieved a final score of 100,000 pts without special rules"

27. Final Score of 110,000 pts Achievement with Wareme [Bronze]            [UP]

    "Achieved a final score of 110,000 pts with Wareme rule"

28. Final Score of 120,000 pts Achievement with Dai Wareme [Bronze]        [UP]

    "Achieved a final score of 120,000 pts with Dai Wareme rule"

29. Final Score of 120,000 pts Achievement with Doukasen [Bronze]          [UP]

    "Achieved a final score of 120,000 pts with Doukasen rule"

    Those targets look exceptional but in fact they are all easily obtainable.

    Your final score can be boosted by several bonuses:

    Yakitori - You can get up to 30,000 pts in Yakitori payments. If you can
               dominate a match and bust an opponent the match will end early
               which means the other players had fewer opportunities to win
               hands. If you were the only person to win hands you get the 30k.

    Jun' Uma - You should pick the 10-30 or 20-30 options because then you'll
               get 30,000 pts when you win the match.

        Tobi - The other benefit of busting an opponent is the 10k Tobi bonus.

         Oka - The match winner always receives this 20,000 pts bonus.

    So potentially that's up to 90,000 points added to your score!

    See Section 12 for details of the Wareme, Dai Wareme and Doukasen rules. You
    have the potential to earn massive amounts of points but equally you can get
    some massive losses too so you'll need a little luck on your side.

    If you play with the maximum number of red fives that gives potential for
    inflating your hand values. 

    It would also make sense to play against weaker AI in Free Play mode.

30. Free Play Online Game [Bronze]                                         [UP]

    "Played a Free Play online game"

31. Rank Match Online Game [Bronze]                                        [UP]

    "Played a Rank Match online game"

    The only two online trophies simply require you to join a couple of games in
    Online Play mode (see Section 08).

    Each one will pop as soon as you enter a suitable match.

32. 3 Hours Play [Bronze]

    "Played for three or more hours"

    Just keep playing until the trophy pops!

33. Challenge Mode 50% Mastery [Bronze]                                    [UP]

    "Mastered 50% of Challenge Mode"

34. Challenge Mode 100% Mastery [Gold]*                                    [UP]

    "Mastered 100% of Challenge Mode"

    The Challenge Mode (see Section 09) consists of twenty stages so you need to
    complete ten for the first trophy and all twenty for the second.

35. M1 League Mode C Ranks Mastery [Bronze]                                [UP]

    "Mastered C ranks in M1 League mode"

36. M1 League Mode B Ranks Mastery [Bronze]                                [UP]

    "Mastered B ranks in M1 League mode"

37. M1 League Mode A Ranks Mastery [Bronze]                                [UP]

    "Mastered A ranks in M1 League mode"

38. M1 League Mode M Ranks Mastery [Silver]*                               [UP]

    "Mastered M ranks in M1 League mode"

    In M1 League mode (see Section 10) your goal is to earn sufficient Mpt to be
    promoted up through a series of twelve leagues, from C3 to M1.

    You win these trophies by completing the C, B, A and M leagues respectively,
    for example you need to get promoted from C1 to B3 for the first one. You'll
    need to earn around 8,500 Mpt in total to achieve all four trophies.

    With Uma, Oka, Tobi bonus and Mpt multipliers, one big match win can give
    you more league progression than several solid 2nd place finishes. After
    extended grinding I got promoted out of M3 with 704 Mpt thanks to a 1.5x
    multiplier which started me at 12th place (out of forty) in M2. :)

39. M1 League Mode G Rank Mastery [Gold hidden]*                           [UP]

    "Mastered G rank in M1 League mode"

    After beating M1 (plus watching the credits and getting that silver trophy)
    you'll be promoted up to G1. There is only one G league but you'll need to
    earn an additional 4,000 Mpt (approximately) to take the coveted top spot
    and the Mpt fee and rate are both double the (already high) values in M1!

40. M1 League Mode Five Consecutive Victories [Bronze]

    "Got a streak of five match wins in M1 League mode"

    During your league play campaign you'll need to win five consecutive matches
    to earn this trophy. It's fair to assume that it'll be easier to do this in
    the initial C leagues.

*In the DL edition (and its upgrade expansion) this trophy is bronze.

| Section 19 | CONTACT                                                     s19 |

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

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

| Section 20 | THANKS                                                      s20 |

I would like to thank the following:-

o Play Asia for a reliable worldwide seller service (even with Xmas post!)

o psnprofiles.com for the trophy lists

o bz9999@PS4share (Youtube ID) for preview game footage

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

o Manual, AWVFTS, Savage Sister, Pobedia and Nautilus Project for super sounds

I will be happy to give credit and thanks to anyone who makes a contribution.
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.-------o   /  __   / \___   //  ___/\_   ___//  //  ___//  /  /  __   /
| ANOTHER  /  / /  /_____/  //  /     /  /   /  //  /   /  /  /   \/  / 
'---------/  /-/  //  __   //  /-----/  /---/  //  /---/  /--/  _____/---------.
         /  / /  //  / /  //  /     /  /   /  //  /   /  /  /  /         GUIDE |
        /   \/  //   \/  //  /     /   \_ /  //   \_ /   \ /   \________ o-----'
        \______/ \______/ \_/      \____/ \_/ \____/ \___/ \___________/
Simple Series G4U Vol.1 The Mahjong Guide
Copyright 2014-2015 James R. Barton
Initial version 1.00 completed 22 December 2014
Current version 1.02 completed 21 February 2015

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

This guide may be downloaded and printed for personal, private, non-commercial
use only. This work is subject to copyright. It may not be hosted online or
otherwise distributed publically or reproduced either in whole or in part
without the advance written consent of the author. Any violation would
constitute an infringement of copyright and is strictly prohibited.

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

If you find this file hosted on any other site I would be grateful if you would
inform me at the email address given at the top. Thanks!

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