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Version: 1.00 | Updated: 01/24/16

Mahjong King Guide - Version 1.00 - 24 January 2016 - by Barticle at hotmail.com
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           | |  '---' '---' '---' '---' '---' '---' '---' '---'  | |
           | '---------------------------------------------------' |
|   01 INTRODUCTION      ||   06 FREE PLAY MODE     ||    11 GAME SETTINGS     |
|   02 FEATURE LIST      ||   07 CONTEST MODE       ||    12 RULE OPTIONS      |
|   03 GETTING STARTED   ||   08 MULTIPLAYER MODE   ||    13 FINAL SCORES      |
|   04 MAIN MENU         ||   09 PRO MODE           ||    14 CONTACT           |
|   05 GAMEPLAY          ||   10 GAMEPLAY STATS     ||    15 THANKS            |
| To jump to any section of this document use your web 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 exact section number - for example "s05" to find Section 05. |

| Section 01 | INTRODUCTION                                                s01 |

This is a guide to the 2006 Japanese PSP video-game Mahjong King Portable. The
full Japanese title of the game is "Honkaku Yonin-Uchi Puro Maajan: Maajan-Oh*
Portable" which means "Genuine Four-Player Pro Mahjong: Mahjong King Portable".
It follows previous mahjong games with similar titles on both the Gameboy Color
(1999) and the original Playstation (2000).

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).

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.

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 84-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)

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. :)


If you found this guide useful you can show your support by using the recommend
function. If you have any feedback (especially suggestions for additions or
improvements) then please feel free to contact me via email or GameFAQs message.

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.

*The third of the three big kanji in the main title is pronounced simply as a
long "ohh" sound - in English characters this would usually be represented as
either "ou" or "oh" or as an "o" with a macron (overscore). It means "king" or
"ruler" but can also denote a senior player in a traditional game like Shogi.

| 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 Mode (see Section 06) and Contest Mode (see Section 07)

o local multiplayer for 2 to 4 players (see Section 08)

o fourteen real-life professional players as opponents

o challenge each pro with special rule-sets in Pro Mode (see Section 09)

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

o 20 rule options (see Section 12) including red threes/fives/sevens and Wareme

o gameplay stats including Yaku counts in one mode (see Sections 07 and 10)

o Furiten and Tenpai indicators

o no waits display and no Dora alerts

o 36-page full colour manual

o Japanese language only

The fourteen challenges of Pro Mode (when you find them!) add some variety and
longevity to this game. Otherwise it has good stats and reasonable rule options
although it's lacking Yakitori, more exotic rules and special features. Also the
controls are a little odd, e.g. you can't reject a call by pressing Cross.

| Section 03 | GETTING STARTED                                             s03 |

The title screen will give you the following two options:

                             |    Quick Match    |
                             |   Commence Game   |

Press Select to jump straight into a match using the default player name Janoh
(short for Maajan Oh which means "Mahjong King"!) or press Start to pick your
avatar and enter your own choice of name.

There are only four avatars available but you can press L/R to cycle through
various cosmetic variations for each one. Select your character with d-pad and
press Circle to confirm.

(As with most Japanese Playstation games you'll need to use Circle to confirm
and Cross to cancel/exit throughout the game.)

Your player name can be up to six characters in length and can be composed from
standard English letters and numbers - okay technically that's Latin script and
Arabic numerals! Select characters with the d-pad and the Circle button or press
L to backspace delete and R to space. When you've finished select the kanji in
the bottom-right corner of the on-screen keyboard.

Pick "YES" to confirm your avatar and name choices and the game will prompt you
to save - pick the left option (Yes) to confirm.

Thereafter when you launch the game you can either press Select for a quick
match (now using your chosen name) or press Start (and pick "YES") to go to the
main menu instead.

| Section 04 | MAIN MENU                                                   s04 |

The main menu has the following eight options:

1. Free Play Mode (see Section 06)   5. Basic Stats Reference (see Section 10)

2. Contest Mode (see Section 07)     6. Game Settings (see Section 11)

3. Multiplayer Mode (see Section 08) 7. Standard Rules Settings (see Section 12)

4. Pro Mode (see Section 09)         8. Modify Initial Registration

The first seven options are each described in their own sections later in this
guide. The eighth option just lets you change your avatar and/or name again.

| Section 05 | GAMEPLAY                                                    s05 |

This section describes the controls and displays used when playing mahjong.

Press X to Jason. Sorry, wrong game! :)

The game uses two fixed command menus (see below) so it should be possible to
play without being able to read katakana words (but it would help).

 d-pad left/right = select tiles

    d-pad up/down = select command menu option

                    The command menu on the left uses the following colours:

                         orange = command currently available and selected

                         yellow = command currently available but not selected

                    dull yellow = command currently unavailable

      Circle or L = discard selected tile / confirm command menu action

                    When you have the option to make a call (Chii/Pon/Kan) the
                    default option will always be to reject it so you can pass
                    the call by simply pressing Circle - this always feels a
                    little counter-intuitive to me as you would usually press
                    Circle to accept a call in most games.

                    When you have the option to declare a win (Ron/Tsumo) the
                    default action will be to take the win.

                    Sometimes when calling Chii (to make a Chow) you will have
                    two or more options for which tiles to use (for example if
                    you hold 245 you can call 3 with 234 or 345) - in this case
                    you should remember to pick the tiles to use before you hit
                    the Chii option. Similarly when declaring Riichi you should
                    choose which tile to discard before clicking on "Riichi".

            Cross = skip to bottom option on command menu

                    If you've used d-pad up/down to select an alternative action
                    on the command menu you can press Cross to jump back to the
                    default option (which is either "Next" or "Discard").

                    You can't simply press Cross to reject a call - but that
                    doesn't stop me pressing it every few seconds out of habit!

         Triangle = view rule settings (and challenge details)

                    Pressing Triangle usually displays the current rule-set but
                    if you're playing Pro Mode (see Section 09) it will show
                    the special rule/s and clear requirement first and then
                    pressing Circle shows the twenty rule options as usual.

           Square = toggle "no calls" function

                    By default you can call tiles (Chii/Pon/Kan) but you can use
                    this function to automatically reject all calls, for example
                    if you're going for a Damaten (silent Tenpai) hand.

                    A blue indicator in the bottom-right corner of the screen
                    means that calls are currently not being auto-rejected.

           hold R = show relative scores

                    By default the game will display absolute scores (points
                    totals) but if you hold R it will show the scores relative
                    to 1st place. (It will show 0 for the player in 1st and the
                    number of points required to catch 1st for the others).

            Start = (not used during gameplay)

           Select = (not used during gameplay)

       thumbstick = (not used during gameplay)

                                   Game Screen
In the centre of the screen you can see the five stacks of the dead wall which
are used as indicators for Dora bonus tiles.

The square orange marker on the virtual tabletop displays the current round-wind
(east or south) and indicates the starting dealer.

However most of the action is in the left and right side-bars.

The displays in the top-left corner give the following information:

1. Game mode

2. Game length (Free Play) / Rule-set (Contest Mode) / Opponent name (Pro Mode)

3. Hand count (e.g. East 1 or South 4)

4. Honba count

5. Riichi count (the number of Riichi stakes on the table)

6. Tiles remaining

The command menu in the bottom-left corner shows the following options during
your turn:

1. Tsumo (declare a win on the tile you just drew)

2. Riichi (declare Riichi)

3. Kan (declare a Kong set)

4. System (access the game settings - see Section 11)

5. Suspend match (save YES/NO, then confirm YES/NO)

6. Discard (discard the selected tile)

During your opponents' turns you'll see these options instead:

1. Ron (declare a win on a discard)

2. Kan (call a tile to make a Kong set)

3. Pon (call a tile to make a Pung set)

4. Chii (call a tile to make a Chow set)

5. Next (reject the option/s to call/win)

In the top-right corner of the screen the names, scores and seat-winds for all
four players are displayed in the following order:

1. Toimen (player seated opposite)

2. Shimocha (player seated to your right)

3. Kamicha (player seated to your left)

4. You

You should note that they are not listed in seating order, instead your Toimen
(i.e. your rival in Pro Mode) is given prominence by being placed at the top.

By default the game displays the absolute scores but you can hold the R button
to view the scores relative to 1st place.

Finally the following three indicators are in the bottom-right corner:

1. Calls Ari (blue)

   You can press Square to toggle this setting. When the indicator is off all
   calls (Chii/Pon/Kan) will be automatically rejected.

2. Furiten (four yellow characters) or Yaku Nashi (three yellow characters)

   This will indicate when you are Furiten (temporary or permanent) or when you
   have a Tenpai (ready) hand but no Yaku (scoring element) guaranteed.

3. Tenpai (green)

   This indicates when you have a Tenpai hand.

The pop-up that's shown at the start of each hand gives the Honba count, Hand
count and your seat-wind. It also shows the four players and their names. If the
Wareme rule (see Section 12) is applied then the Wareme player will be indicated
with a red marker.
                                  Score Screen
The score screen is shown for every winning hand.

The first row gives the hand count (e.g. East 1 or South 4), the Honba count,
the hand winner's seat-wind and whether it was a Tsumo or Ron win.

Next it shows the winning hand with the winning tile on the right.

Below the tiles it gives the unrounded total Fu (minipoints) and Han (doubles).

After that it lists all Yaku (scoring elements) that are being claimed plus the
number of Dora bonus tiles in the hand (if any).

In the bottom-left corner of the screen are the five stacks of the dead wall
opened to show all active Dora indicators including Ura Dora and Kan Ura Dora.

The payments for the basic value of the hand are displayed in the bottom-right
corner - this will either be the full amount for a Ron win, the non-dealer and
dealer payments for a non-dealer Tsumo win or the equal non-dealer payments for
a dealer Tsumo win. If a limit is applied (Mangan, Haneman, etc) this will be
shown as a kanji word above the payment/s.

| Section 06 | FREE PLAY MODE (main menu option 1)                         s06 |

This mode lets you play against your choice of three pro opponents (see Section
09) using your standard custom rule-set (see Section 12).

Use d-pad and Circle to select players, press R for a random selection, L to
remove one selection, Circle to confirm or Cross to exit.

The game will then display the current rule options - you cannot edit these at
this stage (use option 7 off the main menu to configure your custom rules).

After each match the game will show the final scores (see Section 13) including
the Uma payments if that rule is applied.

It will then show the players' scores in a grid which is used to track their
cumulative final scores over successive matches. Press Circle to play another
match in the series against the same opponents or press Cross to exit (and pick
"YES" then select the left option (Yes) to confirm save).

| Section 07 | CONTEST MODE (main menu option 2)                           s07 |

In this mode you play a series of five matches against the same three opponents
using one of two fixed rule-sets. Obviously your objective is to finish in 1st
place overall, although there doesn't seem to be any reward for doing so. :6

The Contest Mode menu has the following four options:

                  1. Play Omote Rules       3. Play Ura Rules

                  2. Omote Rules Stats      4. Ura Rules Stats

In Japanese mahjong the word Omote is usually used to refer to the standard Dora
indicator on the top row of the third stack of the dead wall and Ura refers to
any Dora indicators on the bottom row, however here they represent two rule-sets
and you should think of them as meaning something like "overground" (a public
mahjong parlour) and "underground" (a secret gambling den)!

The counters below options 1 and 3 on the menu screen are simply the number of
matches you've played with the Omote and Ura rules respectively.

The two rule-sets have the following settings (see Section 12).

         Rule Options                           | Omote Rules |  Ura Rules
     01. Game Length                            |  2 rounds   |   1 round
     02. Kuitan (open Tanyao)                   |     Ari     |     Ari
     03. Pinfu Tsumo                            |     Ari     |     Ari
     04. Riichi Ippatsu                         |    Nashi    |     Ari
     05. Kong Declaration after Riichi          |    Nashi    |     Ari
     06. Mangan Kiriage (Mangan rounding)       |     Ari     |     Ari
     07. Dobon (bankruptcy)                     |    Nashi    |     Ari
     08. Honba Points                           |   300 pts   |  1,500 pts
     09. Noten Bappu (draw payments)            |  3,000 pts  |  3,000 pts
     10. Dora (bonus tiles)                     | Omote & Kan |     All
     11. Renchan (continuance) Conditions       |   Tenpai    |     Win
     12. Haikyuu Genten (starting scores)       | 25,000 pts  | 25,000 pts
     13. Jun'i Uma (position payments)          |    Nashi    |    Nashi
     14. Toppu Uchikiri (high score ends game)  |    Nashi    | 60,000 pts
     15. Wareme (double payments on wall break) |    Nashi    |    Nashi
     16. Akapai (red tiles) Number              |      5      |      5
     17. Akapai in Manzu (Craks) Suit           |    Nashi    |      1
     18. Akapai in Pinzu (Dots) Suit            |    Nashi    |      2
     19. Akapai in Souzu (Bams) Suit            |    Nashi    |      1
     20. Automatic Agari Yame                   |    Nashi    |     Ari

As you might expect, the "Omote" rule-set is more conservative with no Ippatsu
and no Ura Dora while the "Ura" rules are a little wilder with a larger payment
for Honba points and four red fives (but surprisingly no Wareme).

Neither rule-set applies Uma payments but both have 25k starting scores so the
match winner always receives the 20k Oka bonus.

You can use the bottom two options on the Contest Mode menu to access your stats
specifically for each of the two rule-sets - these are separate from the main
stats which you can access from the main menu (see Section 10).

The two sections both present your statistics over six pages but there are
several differences between the two layouts so I've listed both in full below.

You can cycle through the pages by pressing L/R/Circle or exit with Cross.

                               Omote Rules Stats
    __________                 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 __/ Page 1/6 \________________________________________________________________

 1. Matches Started                     1. Average Placing
 2. Matches Completed                   2. Match Wins after Starting East (%)
 3. 1st Places (%)                      3. Match Wins after Starting South (%)
 4. 2nd Places (%)                      4. Match Wins after Starting West (%)
 5. 3rd Places (%)                      5. Match Wins after Starting North (%)
 6. 4th Places (%)
 7. Longest Match (time)                6. Average Final Score (see Section 13)
 8. Shortest Match (time)               7. Highest Match Score
 9. Most Hands Played in One Match      8. Lowest Match Score
 __/ Page 2/6 \________________________________________________________________

 1. Hands Played                        1. Riichi Declarations
 2. Hands Won                           2. Riichi Success Rate (%)
                                        3. Hand Wins with Dora
 3. Tsumo Wins
 4. Ron Wins                            4. Hand Wins as East
 5. Closed Wins                         5. Hand Wins as South
 6. Open Wins                           6. Hand Wins as West
                                        7. Hand Wins as North
 7. Most Hands Won in One Match
 8. Biggest Winning Hand
 __/ Page 3/6 \________________________________________________________________

 1. Payments Made                       1. Below Mangan Wins
 2. Biggest Payment
                                        2. Mangan Wins
 3. Open Hands                          3. Haneman Wins
 4. Calls (Chii/Pon/Kan)                4. Baiman Wins
                                        5. Sanbaiman Wins
 5. Draws
 6. Most Draws in one Match             6. Yakuman Wins*

 7. Highest Honba Count

 *Kazoe Yakuman (Counted Yakuman from 13+ Han) is not allowed in this game.
 __/ Page 4/6 \________________________________________________________________

 The last three pages count the number of times you've won with each type of
 Yaku (scoring element) and each type of Yakuman (top limit hand).

 1. Menzen Tsumo (Concealed Self-Draw)  1. Haitei (Last-Tile Tsumo)
 2. Riichi (Reach)                      2. Houtei (Last-Tile Ron)
 3. Pinfu (no points hand)              3. Rinshan Kaihou (After a Kong)
 4. Tanyao (All Simples) - closed       4. Chankan (Robbing the Kong)
 5. Tanyao (All Simples) - open
 6. Iipeikou (Pure Double Chow)         5. Chii Toitsu (Seven Pairs)
 7. Yakuhai (dragon Pung)               6. Toi-Toi Hou (All Pungs)
 8. Yakuhai (round-wind Pung)           7. San Ankou (Three Concealed Pungs)
 9. Yakuhai (seat-wing Pung)            8. San Shoku Doukou (Triple Pung)
10. Dora (bonus tiles)                  9. San Kantsu (Three Kongs)

 (Ippatsu is not counted here because Ippatsu is Nashi in the Omote rule-set.)
 __/ Page 5/6 \________________________________________________________________

 1. Ittsuu (Pure Straight) - closed     1. Ryanpeikou (Twice Pure Double Chow)
 2. Ittsuu (Pure Straight) - open       2. Honitsu (Half-Flush) - closed
 3. San Shoku (Mixed Chows) - closed    3. Honitsu (Half-Flush) - open
 4. San Shoku (Mixed Chows) - open      4. Junchan (Pure Outside Hand) - closed
 5. Chanta (Outside Hand) - closed      5. Junchan (Pure Outside Hand) - open
 6. Chanta (Outside Hand) - open
 7. Honroutou (All Terminals & Honours) 6. Chinitsu (Full Flush) - closed
 8. Shou San Gen (Little Three Dragons) 7. Chinitsu (Full Flush) - open
 9. Daburu Riichi (Double Reach)
 __/ Page 6/6 \________________________________________________________________

 1. Kokushimusou (Thirteen Orphans)     1. Tenhou (Heavenly Win)
 2. Chuurenpoutou (Nine Gates)          2. Chiihou (Earthly Win)
 3. Dai San Gen (Big Three Dragons)
 4. Shou Suu Shii (Little Four Winds)
 5. Dai Suu Shii (Big Four Winds)
 6. Tsuuiisou (All Honours)
 7. Suu Ankou (Four Concealed Pungs)
 8. Suu Kantsu (Four Kongs)
 9. Ryuuiisou (All Green)
10. Chinroutou (All Terminals)

                                Ura Rules Stats
    __________                  ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 __/ Page 1/6 \________________________________________________________________

 1. Matches Started                     1. Matches With One Player Winning Hands
 2. Matches Completed                   2. Matches Without Draws
 3. 1st Places (%)                      3. Times Players were Busted
 4. 2nd Places (%)                      4. Times you got Busted
 5. 3rd Places (%)                      5. Matches Ended with Toppu Uchikiri
 6. 4th Places (%)                      6. Matches Won with Toppu Uchikiri
 7. Average Placing
 8. Average Final Score                 7. Longest Match (time)
 9. Highest Match Score                 8. Shortest Match (time)
10. Lowest Match Score                  9. Most Hands Played in One Match
 __/ Page 2/6 \________________________________________________________________

 1. Hands Played                        1. Hand Wins on Suit Tiles
                                        2. Hand Wins on Honour Tiles
 2. Hands Won                           3. Hand Wins with Dora (bonus tiles)
 3. Biggest Winning Hand                4. Hand Wins with Akapai (red tiles)
 4. Tsumo Wins                          5. Riichi Declarations
 5. Ron Wins                            6. Riichi Success Rate (%)
 6. Closed Wins                         7. Riichi Ippatsu Rate (%)
 7. Open Wins                           8. Riichi Tsumo Rate (%)
                                        9. Hand Wins using Dora (bonus tiles)
 8. Most Hands Won in One Match        10. Hand Wins using Akapai (red tile)
 __/ Page 3/6 \________________________________________________________________

 1. Payments Made                       1. Below Mangan Wins
 2. Biggest Payment (points)
                                        2. Mangan Wins
 3. Open Hands                          3. Haneman Wins
 4. Calls (Chii/Pon/Kan)                4. Baiman Wins
                                        5. Sanbaiman Wins
 5. Draws
 6. Most Draws in one Match             6. Yakuman Wins*

 7. Highest Honba Count

 *Kazoe Yakuman (Counted Yakuman from 13+ Han) is not allowed in this game.
 __/ Page 4/6 \________________________________________________________________

 The last three pages count the number of times you've won with each type of
 Yaku (scoring element) and each type of Yakuman (top limit hand).

 1. Menzen Tsumo (Concealed Self-Draw)  1. Haitei (Last-Tile Tsumo)
 2. Riichi (Reach)                      2. Houtei (Last-Tile Ron)
 3. Riichi Ippatsu ("one-shot" win)     3. Rinshan Kaihou (After a Kong)
 4. Pinfu (no points hand)              4. Chankan (Robbing the Kong)
 5. Tanyao (All Simples)
 6. Iipeikou (Pure Double Chow)
 7. Yakuhai (dragon Pung)
 8. Yakuhai (round-wind Pung)
 9. Yakuhai (seat-wing Pung)
10. Dora (bonus tiles)
 __/ Page 5/6 \________________________________________________________________

 1. Chii Toitsu (Seven Pairs)           1. Daburu Riichi (Double Reach)
 2. Toi-Toi Hou (All Pungs)
 3. San Ankou (Three Concealed Pungs)   2. Ryanpeikou (Twice Pure Double Chow)
 4. San Shoku Doukou (Triple Pung)      3. Honitsu (Half-Flush)
 5. San Kantsu (Three Kongs)            4. Junchan (Pure Outside Hand)
 6. Ittsuu (Pure Straight)
 7. San Shoku (Mixed Triple Chow)       5. Chinitsu (Full Flush)
 8. Chanta (Mixed Outside Hand)
 9. Honroutou (All Terminals & Honours)
10. Shou San Gen (Little Three Dragons)
 __/ Page 6/6 \________________________________________________________________

 1. Kokushimusou (Thirteen Orphans)     1. Tenhou (Heavenly Win)
 2. Chuurenpoutou (Nine Gates)          2. Chiihou (Earthly Win)
 3. Dai San Gen (Big Three Dragons)
 4. Shou Suu Shii (Little Four Winds)
 5. Dai Suu Shii (Big Four Winds)
 6. Tsuuiisou (All Honours)
 7. Suu Ankou (Four Concealed Pungs)
 8. Suu Kantsu (Four Kongs)
 9. Ryuuiisou (All Green)
10. Chinroutou (All Terminals)

| Section 08 | MULTIPLAYER MODE (main menu option 3)                       s08 |

Although I haven't had the opportunity to properly test it, the game supports
local "Ad Hoc" wi-fi multiplayer games for two, three or four players.

First you need to set your WLAN switch to the ON position and then to choose
whether you will be the game host (left option) or a client (right option).

That's as far as I've been able to get with only one PSP!

| Section 09 | PRO MODE (main menu option 4)                               s09 |

This option is labelled as "Puro no Ousetsushitsu" which means "Pro Reception"
or "Pro Parlour". At first glance it appears to only give profiles and biogs for
each of the fourteen real-life professional players featured in the game but if
you dig a little deeper you'll find the best playable mode too!

Use d-pad left/right to pick a player - the text in the top half of the screen
shows their professional affiliation, career length (years), blood type*, place
of birth and favourite mahjong tile/s (if any).

*See: https://en.wikipedia.org/wiki/Japan_blood_type_theory_of_personality

Press Circle to select the player and you'll get the following six options:

1. Profile

2. Beginning of Pro Career

3. Private Information

4. Personal Mahjong Activities

5. Personal Mahjong Theory

6. Original Play

The final option accesses a challenge mode where you compete against the chosen
player using a special rule-set and with a specified completion requirement.

In each stage you play against the named pro player (seated opposite you) and
two other pro opponents.

Some of the requirements to pass a challenge are based on your simplified final
scores from the matches (see Section 13).

Each challenge is played with unique tabletop and tile cosmetic options. Beating
the challenge unlocks those options for use in Free Play Mode. Additionally the
sixth option on the pro's menu will be marked "CLEAR!" (in English).

Player names are given below in the traditional Japanese format with the family
name first and the given name second (e.g. Smith John).

For each player I've only given the special rule options listed in the game and
the manual (pages 20-21). You'll still need to check the rules summary shown
before each match to see if any other unusual settings have been applied, for
example Kuitan Nashi, 1.5k Honba, Wareme Ari, etc (see Section 12).

Here are details of all fourteen players and challenges in this mode:

               Name: Niitsu Kiyoshi                                   (Male #1)

   Difficulty Level: ***

     Special Rule/s: everyone always gets the Oya (dealer) bonus

                     For example any Mangan will always be worth 12,000 pts.

           Duration: 3 matches

  Clear Requirement: score at least +85 overall

              Table: D (orange floral)

              Tiles: D (black)

               Name: Ozaki Kouta                                      (Male #2)

   Difficulty Level: **

     Special Rule/s: N/A

           Duration: 3 matches

  Clear Requirement: finish 1st or 2nd in every match

              Table: E (magenta haze)

              Tiles: E (dark blue)

               Name: Aono Shigeru                                     (Male #3)

   Difficulty Level: ***

     Special Rule/s: no Dora bonus tiles
                     no Honba payments
                     no Noten Bappu payments
                     Riichi declarations prohibited

           Duration: 3 matches

  Clear Requirement: score at least +20 overall

              Table: F (dark green floral print)

              Tiles: F (golden)

               Name: Kikuchi Toshiyuki                                (Male #4)

   Difficulty Level: **

     Special Rule/s: no Renchan (continuances)

           Duration: 3 matches

  Clear Requirement: score at least +0 in every match

              Table: G (muted grey artwork)

              Tiles: G (bronze)

               Name: Ide Yousuke                                      (Male #5)

   Difficulty Level: ***

     Special Rule/s: two Dora bonus tiles
                     12,000 pts Kaishakunin* bonus

                     This is the first time I've seen this (gruesome) term used
                     in connection with mahjong. It's used here to refer to a
                     bonus which is paid (after the Uma) by any player who gets
                     busted to the player that busted them.

                     If a player gets busted by their Noten Bappu payment (see
                     Section 12) then the Kaishakunin bonus is split.

                     *See: https://en.wikipedia.org/wiki/Kaishakunin

           Duration: 5 matches

  Clear Requirement: finish top (1st) overall

              Table: H (yellow honeycomb)

              Tiles: H (pale green)

               Name: Kobayashi Gou                                    (Male #6)

   Difficulty Level: **

     Special Rule/s: no Dora bonus tiles

           Duration: 3 matches

  Clear Requirement: finish top (1st) overall

              Table: I (grey chequer)

              Tiles: I (pale grey)

               Name: Yamamoto Atsushi                                 (Male #7)

   Difficulty Level: **

     Special Rule/s: N/A

           Duration: 3 matches

  Clear Requirement: finish 1st, 2nd or 3rd in every match

              Table: J (autumn leaves)

              Tiles: J (brown)

               Name: Suzuki Satoru                                    (Male #8)

   Difficulty Level: **

     Special Rule/s: 4-12 Uma position payments
                     6,000 pts Noten Bappu (instead of 3,000 pts)

           Duration: 2 matches

  Clear Requirement: score at least +30 overall

              Table: K (blue floral print)

              Tiles: K (cyan)

               Name: Takahashi Junko                                (Female #1)

   Difficulty Level: ****

     Special Rule/s: Toppu Uchikiri Nanba 30,000 pts

                     The game ends immediately if any player achieves a points
                     total of 30k+ in the south round. If a player already has
                     30k+ at the end of the East 4 hand then the match will
                     terminate immediately (before the south round begins).

           Duration: 4 matches

  Clear Requirement: finish top (1st) in every match

              Table: L (muted orange/red peacock print)

              Tiles: L (sky blue)

               Name: Urata Kazuko                                   (Female #2)

   Difficulty Level: ***

     Special Rule/s: Kaishakunin bonus 60,000 pts!

           Duration: 3 matches

  Clear Requirement: score at least +80 overall

              Table: M (pale floral print)

              Tiles: M (deep blue)

               Name: Shiwori                                        (Female #3)

   Difficulty Level: *

     Special Rule/s: 10,000 pts starting scores
                     10,000 pts buy-ins
                     endless format (consecutive east rounds)

                     Both matches continue until someone is busted.

           Duration: 2 matches

  Clear Requirement: never get busted

              Table: N (purple butterflies)

              Tiles: N (turquoise)

               Name: Fukuyama Riko                                  (Female #4)

   Difficulty Level: *

     Special Rule/s: two Dora bonus tiles
                     all calls (Chii/Pon/Kan) prohibited

           Duration: 2 matches

  Clear Requirement: finish top (1st) overall

              Table: O (orange bamboo)

              Tiles: O (lime green)

               Name: Sugimoto Etsuko                                (Female #5)

   Difficulty Level: *

     Special Rule/s: no Renchan (continuances)

           Duration: 3 matches

  Clear Requirement: score at least +30 overall

              Table: P (leopard-skin)

              Tiles: P (pale purple)

               Name: Aizawa Moe                                     (Female #6)

   Difficulty Level: *

     Special Rule/s: 45,000 pts starting scores
                     50,000 pts buy-ins
                     three Dora bonus tiles
                     9,000 pts Noten Bappu (instead of 3,000 pts)
                     3,000 pts Honba (instead of 300 pts)

           Duration: 1 match

  Clear Requirement: finish top (1st)

              Table: Q (pink floral print)

              Tiles: Q (butterscotch)

After completing the series of matches (or failing in one match) the game will
show a summary of your performance.

It will then display one of two different photos of the pro depending on whether
you passed or failed their challenge.

Next you'll be prompted to save so you can select "YES" to save and then pick
the left option (Yes) to confirm as usual.

If you cleared the challenge for the first time then an additional text message
will be shown informing you that the table and tile colours have unlocked.

| Section 10 | GAMEPLAY STATS (main menu option 5)                         s10 |

This section presents your general statistics over three pages. The data here
includes your performance in Contest Mode even though there are two separate
statistical logs built into that mode (see Section 07).

You can cycle through the pages by pressing L/R/Circle or exit with Cross.
 __/ Page 1/3 \________________________________________________________________

 1. Matches Started                     1. Matches Started (Free Play Mode)
 2. Matches Completed                   2. Matches Completed (Free Play Mode)
                                        3. Matches Started (Multiplayer Mode)
 3. Matches Started (Two Rounds)        4. Matches Completed (Multiplayer Mode)
 4. Matches Completed (Two Rounds)
 5. Matches Started (One Round)         5. Matches Started (Contest Mode)
 6. Matches Completed (One Round)       6. Matches Completed (Contest Mode)

 7. Match Win Rate (Total) (%)          7. Matches Started (Pro Mode)
 8. Average Placing (Total)             8. Matches Completed (Pro Mode)
 __/ Page 2/3 \________________________________________________________________

 1. Hands Played                        1. Biggest Winning Hand
 2. Avg. Hands per Match (One Round)    2. Biggest Payment
 3. Avg. Hands per Match (Two Rounds)   3. Payment Rate (%)
                                        4. Calling Rate (%)
 4. Hand Win Rate (%)                   5. Average Calls Count
 5. Tsumo / Ron Win Rates (%)           6. Draw Rate (%)
 6. Closed / Open Win Rates (%)
                                        7. Average Final Score (see Section 13)
 7. Riichi Rate (%)                     8. Highest Match Score
 8. Riichi Success Rate (%)             9. Lowest Match Score
 __/ Page 3/3 \________________________________________________________________

 The third page counts the number of times you've won with each type of Yakuman
 (top limit hand) and won with hands scored at each of the five limits.

 1. Kokushimusou (Thirteen Orphans)     1. Tenhou (Heavenly Win)
 2. Chuurenpoutou (Nine Gates)          2. Chiihou (Earthly Win)
 3. Dai San Gen (Big Three Dragons)
 4. Shou Suu Shii (Little Four Winds)
 5. Dai Suu Shii (Big Four Winds)       3. Below Mangan Wins
 6. Tsuuiisou (All Honours)             4. Mangan Wins
 7. Suu Ankou (Four Concealed Pungs)    5. Haneman Wins
 8. Suu Kantsu (Four Kongs)             6. Baiman Wins
 9. Ryuuiisou (All Green)               7. Sanbaiman Wins
10. Chinroutou (All Terminals)          8. Yakuman Wins*

 *Kazoe Yakuman (Counted Yakuman from 13+ Han) is not allowed in this game.

| Section 11 | GAME SETTINGS (main menu option 6)                          s11 |

The settings menu has the following ten options.

Select an option with d-pad up/down and toggle or cycle values with L/R.

Press Cross to exit without saving or Circle to confirm and exit (select "YES"
then the left option (Yes) to save your change/s).

You can also view and change the game options during play by selecting the third
option from the bottom in the bottom-left corner of the screen.

01. Game Speed - slow / normal / fast / fastest

    The first option is the one that isn't spelt using two kanji characters.

02. Mahjong Table Colour - A / B / C / etc

    This changes the colour and pattern of the tabletop in Free Play Mode.

    A = plain green

    B = yellow leaves

    C = blue pattern

    Options D to Q can be seen and unlocked in Pro Mode (see Section 09).

    Options R and S are used in Contest Mode (see Section 07).

03. Tile Colour - A / B / C / etc

    This changes the colour of the tile backs in Free Play Mode.

    A = purple

    B = red

    C = bamboo

    Options D to Q can be seen and unlocked in Pro Mode (see Section 09).

04. Discard Tiles Discrimination - Ari [with] / Nashi [without]

    The tile drawn by a player on their turn is called their Tsumo and if they
    discard it immediately (instead of a tile from their hand) this is known as
    Tsumogiri. When this option is set to Ari the Tsumogiri discards (from all
    four players) will be displayed with shading.

    This emphasises the non-Tsumogiri discards which can give you more info
    about how a player is developing their hand, for example an 8 discarded from
    a player's hand might mean they had 6_8 but now they have _56_ instead.

05. Menu Background Music (BGM) - on / off

06. Gameplay Background Music (BGM) - on / off

07. Menu Sound Effects - on / off

08. Gameplay Sound Effects - on / off

09. Menu Voices - on / off

10. Gameplay Voices - on / off

For reference page 7 of the manual shows option 4 set to Ari (hiragana text) and
options 5 to 10 all set to On (katakana text).

| Section 12 | RULE OPTIONS                                                s12 |

The game features twenty rule options. These are fairly standard and in fact the
list is quite similar to the one from Pro Ni Naru Mahjong on the Nintendo DS.

You can apply custom settings for the standard rule-set (for Free Play Mode)
under option 7 off the main menu. Use d-pad to select a rule, L/R to toggle or
cycle values, Cross to exit without saving and Circle to exit and save changes.

Contest Mode has a choice of two fixed rule-sets (see Section 07) and Pro Mode
features unique rule settings with some exotic options (see Section 09).

The rule options are presented in the following configuration:

01. Game Length                       12. Haikyuu Genten (starting scores)
02. Kuitan (open Tanyao)              13. Jun'i Uma (position payments)
03. Pinfu Tsumo                       14. Toppu Uchikiri (high score ends game)
04. Riichi Ippatsu                    15. Wareme (double payments on wall break)
05. Kong Declaration after Riichi     16. Akapai (red tiles) Number
06. Mangan Kiriage (Mangan rounding)  17. Akapai in Manzu (Craks) Suit
07. Dobon (bankruptcy)                18. Akapai in Pinzu (Dots) Suit
08. Honba Points                      19. Akapai in Souzu (Bams) Suit
09. Noten Bappu (draw payments)       20. Automatic Agari Yame
10. Dora (bonus tiles)
11. Renchan (continuance) Conditions

You'll notice that several rules have the same two settings available, these are
Ari (with) and Nashi (without). If you play Japanese mahjong then you should
recognise these terms; if not their usage is simple - for example "Kuitan Ari"
means the Kuitan rule is applied and "Kuitan Nashi" means it's disallowed.

      __|___    |  |                       __/__  _   | 
       _|___    |  |       ARI              /    |    |          NASHI
      / |/  \   '  |  (rule is on)         /    _|_   |      (rule is off)
      \_/  _/     /                       /    (_|    |___/

Each of the rule options is defined below...

01. Game Length

    Options: Two rounds / One round

    The standard length for a match in modern Japanese mahjong is two wind
    rounds although you can also play a shorter game with just one.

02. Kuitan (open Tanyao)

    Options: Ari [on] / Nashi [off]

    When Kuitan is applied you are allowed to claim the scoring element Tanyao
    (All Simples) on an exposed hand with open sets.

03. Pinfu Tsumo

    Options: Ari [on] / Nashi [off]

    When Pinfu Tsumo is applied you can claim the scoring element Pinfu on a
    Tsumo (self-draw) win.

    Pinfu is defined as a "no points" hand, with no Fu (minipoints) other than
    the basic 20 or 30 for winning. A Tsumo win is normally worth an extra two
    Fu but with this rule you waive the two Fu and take the additional Han
    (double) for Pinfu instead.

04. Riichi Ippatsu

    Options: Ari [on] / Nashi [off]

    This simply turns on/off the Ippatsu scoring element, the "one-shot" win
    that gives one extra Han if you win on or before your next turn after
    declaring Riichi.

05. Kong Declaration after Riichi

    Options: Ari [on] / Nashi [off]

    When this rule is applied you are permitted to declare a concealed Kong
    after you have "reached" (declared Riichi) as long as this does not change
    your wait/s or the overall structure of your hand.

    This could give the value of your winning hand a major boost if you have the
    Kan Dora and Kan Ura Dora options on (see rule option 10).

06. Mangan Kiriage (Mangan rounding-up)

    Options: Ari [on] / Nashi [off]

    Although in some texts the Mangan limit is listed simply as applying to a
    hand worth five Han (doubles), the correct definition is actually for 2,000
    base points which can also be achieved in a hand with either four Han and
    40+ Fu (minipoints) or three Han and 70+ Fu.

    When this rule is applied your score will be rounded up to the Mangan limit
    in a hand that has either four Han and 30 Fu or three Han and 60 Fu. These
    combinations are indicated with an asterisk in the score tables on page 33
    of the manual where you can see that you gain no more than 400 points from
    this rounding since the calculated scores are already so close to Mangan.

07. Dobon (bankruptcy)

    Options: Ari [on] / Nashi [off]

    When Dobon is applied the match ends early when a player is busted.

08. Honba Points

    Options: 300 pts / 1,500 pts

    Each time a hand ends in either a dealer win or a draw, one is added to the
    Honba counter (see Section 05) and when a player wins a hand they receive,
    on top of the basic hand score, an additional amount equal to 300 multiplied
    by the Honba count. In a Ron (stolen discard) win this is paid by the player
    who discarded the winning tile or on a Tsumo (self-draw) win the cost is
    shared equally by the three losing players. When a non-dealer wins a hand
    the Honba count is reset to zero.

    Although it's always good to get more points, in practice this is not a
    hugely significant factor in the game - even with the counter at three you
    get less than a thousand points - but with this option you can change the
    standard 300 to a more hefty 1,500 points!

09. Noten Bappu (draw payments)

    Options: 3,000 pts / Nashi [off]

    The Noten Bappu is the payment of 3,000 points paid in the event of a hand
    ending in an exhaustive draw (when the live wall is depleted). The players
    with Tenpai (ready) hands each receive a share of the 3,000 points, which is
    paid by the players that are Noten (unready).

    If Noten Bappu is set to Nashi then no points are exchanged on a draw.

10. Dora (bonus tiles)

    Options: All / Omote only / Omote & Ura / Omote & Kan / Omote, Ura & Kan

    The Omote (top) Dora is the standard Dora bonus tile indicated by the top
    tile on the third stack of the Wanpai (dead wall).

    Kan Dora indicators are flipped on the top of the fourth, fifth, sixth and
    seventh stacks each time someone declares a Kong set.

    The Ura Dora is applied when someone wins after declaring Riichi, using the
    indicator tile under the Omote Dora indicator.

    Similarly Kan Ura Dora indicators are applied after a Riichi win, using the
    indicator tiles under the Kan Dora indicator/s (if any).

    This rule option lets you choose what combination of these you want to use.

11. Renchan (continuance) Conditions

    Options: Win/Win

    When the current dealer wins a hand, an "extra hand" is played with the same
    seat winds (so they stay on as dealer); this is known as a Renchan (or as a
    "continuance"). Optionally if a hand ends in an exhaustive draw (when the
    whole supply of tiles has been used, or exhausted) the dealer can stay on if
    they have a Tenpai (ready) hand or even if they have a Noten (unready) hand.

    With this rule you can choose which condition applies and, if you like, you
    can even have different conditions in each of the wind rounds, for example
    if you pick the third option (Win/Tenpai) then during the first (east) round
    the dealer will only stay on if they win the hand but in the second (south)
    round they will stay on when they win or if the hand ends in a draw and
    their hand is ready.

    You'll notice in the six available options the conditions for the second
    round are always either the same as the first round or more generous, i.e.
    there are no options for Tenpai/Win, Noten/Tenpai or Noten/Win.

12. Haikyuu Genten (starting scores)

    Options: 25,000 pts / 27,000 pts / 30,000 pts

    This option lets you specify the number of points that each player has at
    the beginning of a match.

    Players usually 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 (see below).

13. Jun'i Uma (position payments)

    Options: Nashi [off] / 5-10 / 10-20 / 10-30

    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.

14. Toppu Uchikiri (high score ends game)

    Options: Nashi [off] / 50,000 pts / 60,000 pts / 70,000 pts

    If you select one of the numeric options then the match will end early if
    one player's points total exceeds that threshold score.

15. Wareme (double payments on wall break)

    Options: Ari [on] / Nashi [off]

    With Wareme applied the player whose section of the tile wall was broken at 
    the start of each hand is indicated with a square red marker.

    The marked player pays and receives double points for that hand. If they
    happen to be dealer then the score effects are cumulative when they win so a
    Mangan hand would be worth 24,000 pts!

    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.

    The Japanese word Wareme means "split" or "crevice" so it obviously refers
    to the break in the wall. The red indicator is marked with the kanji Katsu
    which is the first character in the spelling of the word Wareme.

16. Akapai (red tiles) Number

    Options: 3 / 5 / 7

    Japanese mahjong is sometimes played with special versions of the number 5
    tiles in the three suits which have purely red markings. Each one functions
    like a Dora tile so it adds one Han (double) to your score although, as with
    Dora, it cannot be used to meet the one-Han minimum for declaring a win.

    This option allows you to specify whether the game will feature red fives or
    the uncommon red threes or red sevens.

    In any case the red tiles will be substituted for the corresponding normal
    non-red tiles with the same number so you will still be playing with the
    usual total of 136 tiles.

17. Akapai in Manzu (Craks) Suit

    Options: Nashi [off] / 1 / 2 / 3 / 4

18. Akapai in Pinzu (Dots) Suit

    Options: Nashi [off] / 1 / 2 / 3 / 4

19. Akapai in Souzu (Bams) Suit

    Options: Nashi [off] / 1 / 2 / 3 / 4

    These three options let you specify the quantity of Akapai (red tiles) that
    will be included in each of the three suits.

20. Automatic Agari Yame

    Options: Ari [on] / Nashi [off]

    Under the Agari Yame rule, if the player who is dealer (east) in the final
    hand of the game is leading on points and wins a hand they can choose
    whether they wish to play a continuance as usual (and either win more points
    or perhaps lose some!) or to end the game early (and guarantee their win).

    When this option is applied you will not be given the choice - the game will
    always end if you win the final hand as dealer when you are in the lead.

| Section 13 | FINAL SCORES                                                s13 |

This game uses a version of a standard process in Japanese mahjong to simplify
the final scores at the end of each match.

1. The Oka bonus is awarded to the player in 1st place.

   Each player buys into a match with 30,000 pts (Kaeshiten) but starts the game
   with either 25,000 pts, 27,000 pts or 30,000 pts (Haikyuu Genten). The excess
   points (when the starts are 25k or 27k) form the Oka bonus for the winner.

   With the standard 30,000 pts buy-in and 25,000 pts starting scores the Oka
   will always be 20,000 points (4 x 5k).

   After applying the Oka bonus, the four players' scores will sum to the total
   of their buy-ins (4 x 30k = 120k).

2. The scores are adjusted to give a zero sum.

   The 30,000 pts buy-in is deducted from each score.
   Each player's score now denotes their profit or loss from the match.

3. The scores are abbreviated.

   Each score is divided by 1,000 and then rounded to an integer value. The
   scores for 2nd, 3rd and 4th places will be processed first as it is sometimes
   necessary to tweak the winner's score to keep the zero sum after rounding.

   Each player's score now denotes their profit or loss in thousands of points,
   for example +13 is a 13,000 pts profit and -20 is a 20,000 pts loss.

4. The Uma payments are applied (if that optional rule is used).

   The two numbers for the Uma (position payments) indicate the adjustments made
   to the scores in this final stage, with the player in 3rd paying the smaller
   amount to 2nd and the player in 4th paying the larger amount to 1st.

   For example with the smallest 5-10 Uma the player in 3rd pays 5 (5,000 pts)
   to 2nd and 4th pays 10 (10,000 pts) to 1st.

   Since points are transferred between players, the zero sum is preserved.

5. The Kaishakunin payment is applied (if that optional rule is used).

   A couple of challenges in Pro Mode (see Section 09) apply a large bankruptcy
   penalty paid by the player that got busted to the player that busted them.

   Since points are transferred between players, the zero sum is preserved.

Here's a quick worked example. The starting scores were 25,000 pts (so the Oka
bonus paid in Stage 1 is 20,000 pts) and the Uma was 5-10 (so the payments in
Stage 4 are 5,000 and 10,000 pts). The Kaishakunin rule was not used.

        | Game Scores |   Stage 1   |   Stage 2   | Stage 3 | Stage 4 | Stage 5
    1st | +47,400 pts | +67,400 pts | +37,400 pts |   +39   |   +49   |   +49
    3rd | +22,400 pts | +22,400 pts |  -7,600 pts |    -8   |   -13   |   -13
    4th |  +6,400 pts |  +6,400 pts | -23,600 pts |   -24   |   -34   |   -34
    2nd | +23,800 pts | +23,800 pts |  -6,200 pts |    -7   |    -2   |    -2
 Totals | 100,000 pts | 120,000 pts |       0 pts |     0   |     0   |     0

| Section 14 | CONTACT                                                     s14 |

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.

I prefer contact by email but if you have trouble with your emails (inbox full,
webmail blocked, overzealous spam filter, etc) and/or you don't hear back from
me within a few days then feel free to message me via GameFAQs.

| Section 15 | THANKS                                                      s15 |

I would like to thank the following:-

o play-japan (eBay ID) for a smooth transaction

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

o Manual, Cousin Silas, Charlie Lewis, ASC and Oud!n13 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-----'
        \______/ \______/ \_/      \____/ \_/ \____/ \___/ \___________/
Mahjong King Guide
Copyright 2016 James R. Barton
Initial version 1.00 completed 24 January 2016

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
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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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