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Version: 1.00 | Updated: 01/28/15

Mahjong Fight Club (PSP) Guide by Barticle at hotmail.com - Ver. 1.00 - 27/01/15
     _____  _____   ______   ___  ___      ___  ________  ___   ___  _______ 
    |     \/     | /      \ |   ||   |    |   ||        ||   \ |   ||       |
    |            ||   ()   ||   ||   |.   |   ||   ||   ||    \|   ||    ___|
    |    |\/|    ||        ||        ||\__|   ||   ||   ||         ||   |   |
    |    |~~|    ||   ||   ||   ||   ||       ||   ||   ||   |\    ||   |   |
    |____|  |____||___||___||___||___||_______||________||___| \___||_______|
     ~~~~    ~~~~  ~~~  ~~~  ~~~  ~~~  ~~~~~~~  ~~~~~~~~  ~~~   ~~~  ~~~~~~~ 
 ______  ___  ______  ___  ___  _________     ______  ___     ___  ___  _______ 
|      ||___||      ||   ||   ||         |   |      ||   |   |   ||   ||       |
|    __| ___ |    __||   ||   ||__     __|   |    __||   |   |   ||   ||   ()  |
|    _| |   ||   |  ||        | ~~|   |~~    |   |__ |   |__ |   ||   ||      < 
|   |~  |   ||   |  ||   ||   |   |   |      |      ||      ||        ||   ()  |
|___|   |___||______||___||___|   |___|      |______||______||________||_______|
 ~~~     ~~~  ~~~~~~  ~~~  ~~~     ~~~        ~~~~~~  ~~~~~~  ~~~~~~~~  ~~~~~~~ 

   01 INTRODUCTION       05 CONTROLS            09 RANKINGS        13 OPTIONS
   02 FEATURE LIST       06 GAMEPLAY            10 ONLINE PLAY     14 RULES
   04 MAIN MENU          08 PLAY MODES          12 GLOSSARY        16 THANKS

| Section 01 | INTRODUCTION                                                s01 |

This is a guide to the 2006 Japanese PSP video-game Mahjong Fight Club* Zenkoku
Taisen Ban (or "MFC" for short). I haven't played the original MFC PSP title
from 2004 (with a red cover) but I suspect there's a lot of commonality so this
guide should also prove useful if you have that older version of the game.

I've previously written guides to the 2006 PS3 and DS editions of MFC and these
can also be found on this site. Naturally a proportion of this guide has been
adapted from my earlier ones, although I've tidied some formatting and trimmed a
lot of the waffle. (believe it or not!)

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

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

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

As with any Japanese mahjong game, you'll need to be able to read the Japanese
kanji characters for the numbers 1 to 9 and the four winds (compass directions)
plus the katakana words Chii, Pon, Kan, Riichi, Tsumo and Ron. Alternatively for
quick reference you can use the translation chart I made for MFC PS3.


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.

*The original Japanese title is Maajan Kakutou Kurabu which, of course, means
Mahjong Fight Club; on the box cover this is also spelt using the katakana
script as Maajan Faito Kurabu. The word Kurabu is interesting - it's a trans-
literation of the English word "club" (Japanese has no L sound so this becomes
an R) but instead of being spelt in katakana in the main title, which would be
usual for a loanword, it's instead spelt out in kanji, using an older system
called Ateji. It's quite clever because not only do the three kanji spell the
Japanese rendering of the English word but they can also be loosely translated
as "together fun place" which could be taken as a definition of the word "club"!

The game's subtitle, given in red kanji beneath the main title on the cover, is
Zenkoku Taisen Ban which means "countrywide competition edition", a reference to
the game's online play option. The text above the main title is Nihon Puro
Maajan Renmei Kounin, or "Japan Pro Mahjong League (JPML) licensed".

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

o thirty-six user-defined rules in Free Rules mode (see Section 14)

o play against characters based on real JPML pros

o online play requires a subscription (see Section 10)

o local multiplayer including game sharing (see Section 07)

o save twenty full matches and watch replays later (see Section 11)

o Dora and Riichi alerts plus sophisticated wait indicator (see Section 06)

o "auto win", "auto Kan" and "no calls" functions

o option to shade Tsumogiri (tiles drawn and discarded immediately)

o jump to your Tsumo (drawn tile) with a single button press

o unlockable music including some from vintage Konami games (see Section 13)

o hugely comprehensive player stats (see Section 11)

o basic glossary of mahjong terms

o 36-page full colour manual

o Japanese language only

Overall the game has the usual excellent presentation, options, functionality
and stats that I've come to expect from the MFC series. The graphics are nicely
detailed but quite small so I think some players would struggle and long for MFC
Vita's magnifier function!

| Section 03 | BEGINNING PLAY                                              s03 |

On the title screen simply press the Start button to proceed. Remember this is a
Japanese video-game so throughout the game you'll be pressing Circle to confirm
and Cross to cancel.

On your first play you'll get a grey screen asking if you want to create a save
file on your memory stick - pick the left option (yes) to accept and then on the
next screen pick the left option again (yes) to confirm.

In future you'll be prompted to load from your save file every time you launch
the game from the title screen. Again you should pick the left option to confirm
or the right option to proceed without using your save data.

The first option on the main menu is for single-player. The first time you pick
this you're required to enter your username and pick a prefecture to represent.

For name entry you'll be given an on-screen keyboard with the Japanese hiragana
characters but you can also click the blue bar to cycle between this, katakana
script and English capital letters. Tap the green button (or press Cross) for
backspace delete or the red one to confirm and continue.

You'll notice that you can only input up to five characters for your name. This
seems a little short by western standards but since each kana represents a
syllable (or technically a mora) in Japanese you have enough for five syllables.
Even if you're unfamiliar with Japanese writing systems you might like to play
around with writing your name in kana. Look up "katakana" on Wikipedia for more
information and a good conversion table.

The second thing you have to do is to choose which part of Japan to represent.
There are two stages to this - first you pick a region and then a prefecture
within that region. The regions are presented to you in the form of a map, in
the following order (from top-right to bottom-left).

               |                                      |  number of
               | region/s                             | prefectures
             1 | Hokkaidou and Touhoku                |      7
             2 | Kantou                               |      7
             3 | Chuubu and Hokuriku                  |     10
             4 | Kinki (also known as Kansai)         |      6
             5 | Chuugoku and Shikoku                 |      9
             6 | Kyuushuu and the Okinawa archipelago |      8

It doesn't really matter what you select here. I don't have any affiliation to
any specific part of Japan so I always choose Chiba-ken as my prefecture since
this is home to the Mahjong Museum. :)

Confirm your choices by picking "YES" (in English).

| Section 04 | MAIN MENU                                                   s04 |

The main menu for the game has the following six options:-

                  .-------------------.  .-------------------.
 (see Section 07) |  Individual Play  |  |     Glossary      | (see Section 12)
                  '-------------------'  '-------------------'
                  .-------------------.  .-------------------.
 (see Section 10) |    Online Play    |  |      Options      | (see Section 13)
                  '-------------------'  '-------------------'
                  .-------------------.  .-------------------.
 (see Section 11) |      Records      |  |    Arcade Data    | (see below)
                  '-------------------'  '-------------------'

According to the Konami website, the service that allowed you to view your data
from the MFC arcade games via your PSP was terminated in October 2009.

You can exit the game by pressing the PS or Home button as usual. Pick the left
option to confirm (exit to XMB) or the right option to cancel (return to game).

The next couple of sections of this guide explain how to play the game. The
following sections then explain the modes and options available.

| Section 05 | CONTROLS                                                    s05 |

This section explains the controls that are available during mahjong play.

Remember to use Circle to confirm and Cross to cancel on all game menus too.

     d-pad left/right - move cursor to select tile

                        (to save time you can also move the cursor through your
                        hand while your opponents are still taking their turns)

        d-pad up/down - select option on pop-up command menu

                        If you're presented with commands during your turn (e.g.
                        Riichi or Kan) you can also press up/down to switch from
                        the menu (to use a command) and your tiles (to discard).

        Circle button - select tile / discard tile
                      - confirm selected menu option

                        You need to press Circle twice in order to discard a
                        tile - once to select it and again to discard.

         Cross button - cancel pop-up menu
                      - toggle between current tile and the one just drawn

                        (the default option on the Chii/Pon/Kan pop-up menu is
                        cancel so you can also dismiss it by pressing Circle)

      Triangle button - extra thinking time

                        This function is only relevant when you have the time-
                        limit option applied (see Section 13). You can press
                        Triangle once per hand to be given an extra ten seconds
                        to make your move.

                        (multiplayer games always have a time-limit on moves)

        Square button - toggle calls

                        This toggles a mode which automatically rejects any
                        offers to take discards to make sets (Chii/Pon/Kan).

                        When the setting is indicated as "ON" on the side-bar
                        you will not be presented with the option to make calls.

                        This function resets to OFF at the end of the hand.

        Select button - review rule settings

                        This shows the rule options applied in the current game,
                        either the Fight Club rules or your own custom rule-set.

                        These are shown over six pages in the same layout used
                        in the rule options screens.

                        Press L/R to page through the rules.

         Start button - suspend match

                        Pick "YES" to suspend the game and save your progress or
                        "NO" to return to the game.

                        After suspending a match the Individual Play menu will
                        have four options instead of the usual five. Select the
                        top option and pick "YES" to resume the saved match or
                        "NO" to delete the save - and accept a loss!

 Circle button (hold) - toggle auto-win

                        When the side-bar indicator shows "AUTO" the game will
                        automatically declare a win for you whenever possible
                        regardless of whether it's by Ron or Tsumo, or if you
                        have the potential to make a more valuable hand using a
                        different winning tile.

                        Of course during your turn the Circle button is used to
                        select/discard tiles so you can only perform this action
                        while the other players are taking their turns or at the
                        start of a hand when players are drawing their tiles.

                        This function resets to Off at the end of the hand.

      d-pad up (hold) - toggle auto-Kan

                        When the side-bar indicator shows "AUTO" the game will
                        automatically declare a Kong for you when possible.

                        This function resets to Off at the end of the hand.

      thumbstick down - hide tiles

                        Your full hand of tiles will be placed face-down on the
                        table but your selected tile will still be visible.

                        I guess this might be useful during local multiplayer?

        thumbstick up - unhide tiles

                        This restores the normal view where your full hand of
                        tiles is visible.

                        When you flip your tiles back up the game will repeat
                        the brief Dora shine effect so it serves as a quick way
                        to check your hand for Dora bonus tiles.

thumbstick left/right - cycle score display options

                        There are three different ways in which the game can
                        display the scores in the centre of the screen.

                        With the default option the absolute scores are shown.
                        The 1st place score is shown in pale blue and the 4th
                        place score is shown in pale red.

                        With the second option your score is replaced by a blue
                        box and the other players' scores are shown relative to
                        your own. If their score is less than yours it's given
                        as a red negative number or if they're ahead of you it's
                        a white positive number.

                        With the third option the player in 1st place is marked
                        with a yellow box and the other players' scores are then
                        shown relative to this as negative values in red.

      R button (hold) - display player information panels

                        This control shows the players' names, ranks and scores.

                        The display layout is explained in Section 06.

      L button (hold) - view additional control prompts

                        The lower half of the side-bar shows prompts for several
                        of the button functions. Hold L to view the other four
                        prompts that are not usually displayed.

In keeping with the overall Chinese theme of the game, the contextual pop-up
menu commands are given as kanji characters. However each one is also labelled
with the common Japanese katakana spellings as follows:

  __|__  _____  CHII
    |           - call Chow (steal a discard tile to complete a Chow set)

  __|__o  \
    |        /  PON
  / | \     /   - call Pung (steal a discard tile to complete a Pung set)
   .'      /

  _|__   \
   |  |     /  KAN
   |  |    /   - call Kong (steal a discard tile to make a Kong set)
  /  /    /    - declare a Kong using a self-drawn tile

  _____  _|__ "  |  |
     ./   |  |   |  |  AGARI
     |    |  |     /   - declare a win (can be either Tsumo or Ron)
    /    /  /     /

  \  /____    /\
    /  /\ '  /  \   TSUGI E
  |   /  \       \  - skip to the next tile (i.e. reject the option to call)
  |  /    \

  |  |        -----
  |  |  ____  __|__  RIICHI
    /           |    - declare Riichi (make a ready bet)
   /           /

  \/         \       |      | |
  /\/  _|__     /  --+--.   | |    KYANSERU
   /\   | _)   /     |      | | /  - literally "cancel" (dismiss the pop-up)
     \  |     /      '--   \| |/

(If you want to see those represented more neatly then check the top row of the
translation chart I made for the PS3 version of Mahjong Fight Club.)

The commands buttons are also colour-coded to some extent - Cancel is red, Agari
(win) is yellow and all other commands are blue.

| Section 06 | GAMEPLAY                                                    s06 |

This section covers the actual process of playing a game. There are also four
sub-sections below which explain the scoring sticks and display features.

|                                 General Play                                 |

At the start of a ranking match (Fight Club and Pro CPU modes) the game counts
out your scoring sticks (see below). By default you get 25,000 points in a two-
round match and 20,000 points in a one-round match.

Next the four players are shown - with a gong sound and a spoken introduction
from each pro character (if any); you can skip the speeches by repeatedly
pressing the Circle button although it doesn't save much time! Then the game
assigns the seating positions - moving the other three players relative to your
fixed position at the bottom of the screen - and selects the initial dealer,
indicating them with a glowing golden circle at the bottom-left of their window.

At the start of each hand a female voice will announce the current hand count,
for example "Ton San Kyoku" for the third hand in the east round. This is also
shown in the centre of the screen as she speaks and in the side-bar on the right
of the screen throughout the hand (see below). The final hand of the final round
is announced as "Oorasu". The Honba count (if any) is also given, counting any
previous consecutive draws or dealer wins, for example "Ni Honba" if the counter
is at two; this information is also shown on the side-bar.

In the centre of the table display is the Wanpai (dead wall). The game shows all
seven stacks of two tiles each which can be used as supplement tiles after a
Kong (first two stacks) and Dora bonus tile indicators (remaining five stacks).

.-------------.----.----. The text block in front of each of the four players
| N a m e     |Rank|Wind| shows their name, rank, current seat-wind and points.
|             S c o r e | Any computer-controlled players (bots) will be shown
'-----------------------' with a pale blue box marked "CPU".

You can cycle through three different relative and absolute options for showing
the scores by tapping the thumbstick left/right (see Section 05).

The square marker indicates the round wind and the starting dealer. It will be
red in the east round and magenta in the south round.

The pair of dice will always be placed in front and to the left of the current
dealer (east). When you are east the announcer says "anata wa oya desu" which
means "you are the Oya" (or "dealer" in common English terminology).

See Section 05 for a full list of the controls available during play. These are
also displayed in-game on the side-bar which is described below.

[][][][][][] [][][][][][] Discards are displayed in rows of six as standard, but
[][][][][][] to fit the screen the first two rows are shown next to each other.

When a discarded tile is stolen by another player (by Chii/Pon/Kan) it is still
shown among the discard tiles but shaded slightly grey. This is useful in deter-
mining if you - or your opponents - are Furiten on a certain tile.

The game applies the order in which calls can be made, working around the table
from the discarding player, and it also enforces the rule of priority on calls
(Agari > Kan/Pon > Chii) so often you will be offered a Pon or Chii and, regard-
less of whether you accept or not, another player will take the tile by Ron.

When you draw a Dora tile (including red fives) this is indicated by a brief
"glimmering" effect when the tile appears in your hand. To repeat the effect you
can tap down then up on the thumbstick to hide and unhide your hand. This is the
quickest way to check how many Dora you hold.

Each time a player discards a Dora this is accompanied by a sort of "whiplash"
sound to draw your attention to it. Sometimes it sounds like your next drawn
tile has made the same noise but it's actually just your Kamicha (the player to
your left) dropping a Dora on their turn immediately before your own.

The game has a very informative waits display when your hand is Tenpai (ready).
When you select a tile which would leave your hand Tenpai you are shown your
waits (winning tiles) with the following information:

o The pale text to the right says Machi Desu which just means "it's your wait/s"

o Blue text to the left means that the hand has guaranteed Yaku - in Japanese
  mahjong a winning hand must qualify for at least one scoring element.

o Red text to the left means that the hand has no Yaku.

o Yellow text beneath a wait tile indicates that the tile would complete a hand
  that has Yaku. (For example if you are waiting on a 1 or 4 on a Tanyao (All
  Simples) hand then only the 4 would give you the Yaku, or if you are waiting
  on a pair of 8's and a pair of Hatsu (green dragon) then winning on the Hatsu
  would give you Yakuhai.)

o If red text appears over a wait tile this means that your current choice of
  discard would leave you Furiten on that tile and unable to win by Ron.

o Finally if a red X appears over a tile this indicates that all four of that
  tile have been played and no more are available; the game doesn't tell you how
  many of each tile are available, only if all are gone.

When you call Riichi, selecting the option from the pop-up menu, the game will
highlight which tiles you can discard to give a Tenpai hand and the waits are
shown as above. You can press X if you decide to cancel the Riichi but you
cannot then change your mind again - if you want to reach you will have to wait
until your next turn!

If a hand ends in an exhaustive draw (i.e the supply of tiles is exhausted) the
announcer will say "Ryuu Kyoku". Each player with a ready hand declares "Tenpai"
and reveals their hand, with a pop-up bubble showing their waits. Players with
unready hands then state "No-ten" and are not required to show their hands.

If a winning hand has scored one of the limits (Mangan, etc) then a column of
fire will descend onto the table. The duration and intensity of the blast will
vary according to the limit - it's fairly small for a Mangan but if you see a
really big explosion then you better hope you haven't just been ronned because
it's a Yakuman! You will come to recognise the different types of limits from
the scale of the visual effect.

The score screen (see below) is then shown for the winning hand, giving a break-
down of the features and score. After this the four players are displayed and
the changes to the points are shown, with gains in yellow and losses in red.
First the points for the hand are distributed, then for any Honba points and
finally for any Riichi stakes on the table.

After the match has finished the game the distributes points for the Uma and Oka
(see Section 14), again with gains in yellow and losses in red. In a ranking
match each player then pays/receives any P-Points and Orbs (see Section 09). Any
pro character/s in the game will then thank you.

In a ranking match you then get a screen which displays your current rank (see
Section 09), your gains or losses of experience points / Orbs / Kyouryuu Orbs
and any changes to your rank resulting from this. The game will then show your
final score as represented by your scoring sticks (see below).

Finally you will be presented with three choices which you can select with a
wide yellow highlight bar.

                1. End play (return to menu)
                2. Continue play (play again with same settings)
                3. Save match log

If saving the match log you'll be prompted to amend the file name. By default it
will be the names and scores of all four players. The keyboard interface is
pretty intuitive and you can press Select to switch between hiragana, katakana,
letters and numbers and press Start when finished. Then you just need to select
one of twenty available save slots on your memory card - the ones marked "NO
DATA" are empty. Matches can be replayed from the Records menu (see Section 11).

|                                Scoring Sticks                                |

One nice feature of MFC is that it shows your scoring sticks before and after
each ranking match. These work just like casino/poker chips and come in four
different denominations with standard Japanese markings as shown below.

    |   |              |   |              |   |              |   |
    | o | black dot    |   |              |   |              |   |
    | . |              |   |              |   |              |. .|
    |. .|              |. .|              |   |              |. .|
    | o | red dots     | o | red dots     | o | red dot      |. .| black dots
    |. .|              |. .|              |   |              |. .|
    | . |              |   |              |   |              |   |
    | o | black dot    |   |              |   |              |   |
    |   |              |   |              |   |              |   |

   10,000 pts         5,000 pts          1,000 pts          100 pts

So for example if you play a Hanchan (two-round match) starting with the default
amount of 25,000 points you'll have two 10k sticks, four 1k sticks and ten 100
sticks, or if you start a one-round game with the default 20,000 pts then you'll
have one 10k, one 5k, four 1k and ten 100 sticks.

|                                   Side-Bar                                   |

The bar displayed down the right side of the screen during play shows several
pieces of useful info and command prompts.

|####| <- green = one-round match / magenta = two-round match
|####| <- hand count (e.g. East 1 or South 3) / cyan text = final hand
|!x01| <- number of Riichi stakes on the table
|!x02| <- Honba count
|##69| <- number of tiles remaining to be drawn from the live wall
|  [L] <- hold L button to toggle the side-bar control prompts below
| ## | <- hold R button to view status windows (see below)
| ## | <- press Triangle for extra thinking time (when using time-limit)
| ## | <- press Square to toggle No Calls
| ## | <- hold Circle (not during your turn) to toggle Auto Win
|_## | <- hold d-pad up to toggle Auto Kan
| ## | <- press Start to quit match (pick "YES" to confirm)

Holding the L button shows the remaining controls on the side-bar as follows.
| ## | <- press Select to show/hide rule settings for current match
| ## | <- tap thumbstick up/down to show/hide tiles
| ## | <- tap thumbstick right/left to cycle score display options
| ## | <- press Cross to switch between current tile and Tsumo (newest tile)
|_   |
| ## | <- press Start to quit match (pick "YES" to confirm)

|                                Status Windows                                |

Holding the R button will display the four player status display screens.

While you (and your opponents) are in the Kyuu ranks the display panels will
have a plain grey border but once you advance into the Dan ranks - and become
affiliated with one of the Four Gods (see Section 09) - each player's panel will
have an ornate border which is coloured to match their god (for example purple
for a Suzaku player) and includes an image of their god in the top-right corner.

Similarly Kouryuu players have a golden frame with the yellow dragon in the
corner (and the secondary colour on the dragon shows which God you/they were
associated with during the Dan ranks). The pro characters have a darker golden
frame with red jewels embedded in it (and no cute animals in the corner!).

Your panel shows more information than those of the computer-controlled players;
presumably when you play against real people online you see the full information
for them too. The layout of the info is shown below.

 .-------------------. The first row gives the information you gave when you
 | Name         Home | started the game - your name and (in red) the prefecture
 |-------------------| that you chose to represent.
 | Rank              |
 |-------------------| The next row gives your current rank - this could be a
 | Winning %         | Kyuu rank, Dan grade (with god name) or Kouryuu level.
 | Yakuman count     |
 | Past five results | The bottom section has four rows. In the first of these
 | XP or Orb count/s | is your winning percent - the percentage of matches in
 '-------------------' which you took 1st place.

(This winning rate is split into three separate figures, for example if your
win percent is 42.7% it will be shown as 4# 2# 7# using three kanji characters.)

The second row shows the number of Yakuman (top limit hands) you've made. This
row will be empty if you haven't made any. :(

The third row shows your placings from your past five matches with the most
recent on the left. A "1" is given in yellow and a "4" is shown in red.

The bottom row shows your current experience point or Orb total. If you're in
the Kyuu ranks it will give your XP total and the overall number you need to get
to the next rank, for example if you completed 10th Kyuu with 100 XP and are
half-way to the next rank it will say 150/200. During the Dan grades it will
show your Orb total and after you progress up to the Kouryuu levels it will show
both your normal Orbs (on the left) and golden Kouryuu Orbs (on the right).

If you have completed fifty or more matches with the current rule-set then you
will also get two quadrilateral graphs on the right of the panel - these are the
same as the ones on page 2 of your Basics stats (see Section 11). They plot your
your Luck, Quickness, Attack and Defence ratings from all your matches (top) and
your past fifty games (bottom).

The panels for the normal computer-controlled players just give their name,
their rank and the word CPU in blue (in place of their home prefecture). I guess
when you play online you can use the latter to identify bots who are filling
empty seats in a game. For pro characters you also get a photo of them, their
rank is prefixed with two katakana which spell Puro (pro) and it says Nihon Puro
Maajan Renmei (Japan Pro Mahjong League) under their name. In Fight Club mode a
pro's panel also shows the number of stars you can win off them.

When viewing the information panels, the glowing gold circle on a bottom-left
corner denotes the current dealer (east). Inside the circle is the kanji Oya.

|                                Score Display                                 |

At the end of every hand that ends in a win, the game shows a screen listing the
Yaku (scoring elements) present, Han (doubles) count and points value. If two or
more players win off the same tile then the display is shown separately for each
hand, one after the other. The layout of the screen is illustrated below.

At the top of the display is the full winning hand. Any melded sets are shown on
the right while the concealed section of the hand is given on the left with the
winning tile separated by a small gap. The type of win - either Tsumo or Ron -
is given in small katakana characters above the winning tile.

The same word appears in larger golden characters at the start of the next row.
This is followed by the name of the player and their rank in small text; for a
Ron win the name of the player who provided the winning tile is also given. To
the right of this is the dead wall showing any Dora indicators in effect.

|       ___ ___ ___ ___ ___ ___ ___ ___ ___ ___  ___            ___ ___        |
|      |   |   |   |   |   |   |   |   |   |   ||   |      ____|   |   |       |
|      |   |   |   |   |   |   |   |   |   |   ||   |     |    |   |   |       |
|      |___|___|___|___|___|___|___|___|___|___||___|     |____|___|___|       |
|   __                                                   __ __ __ __ __ __ __  |
|  |  | \/ -------------------------------------------- |  |  |::|  |  |  |  | |
|  |__| /   winner name / winner rank    (ronned name)  |__|__|__|__|__|__|__| |
| ----------------------------------------------------- |__|__|__|__|__|__|__| |
|                                                       |__|__|__|__|__|__|__| |
|  Yaku #1       Han for Yaku #1                                               |
|  Yaku #2       Han for Yaku #2                                               |
|  Yaku #3       Han for Yaku #3                                               |
|  (etc)                                                                       |
|  number of Dora (if any)                                     L I M I T       |
|                                                           (if applicable)    |
|                                                                              |
|                                     Fu count   Han total     POINTS VALUE    |

Beneath this on the left is a list of all the Yaku present in the hand and the
number of Han awarded for each. Any Dora in the hand are listed under the Yaku.

The Yaku and number of Dora are read out by the female announcer, in Japanese of
course and including (for the five types of Yakuhai) "Chun" for red dragon,
"Haku" for white dragon, "Hatsu" for green dragon, "Bakazehai" for round-wind
and "Jikazehai" for seat-wind. If your hand is worth one Han she will append the
word Nomi which means "only", e.g. "Tanyao Nomi". Dora are counted with normal
Japanese numbers, e.g. Ichi, Ni, San, Yon, Go, Roku, Nana, etc, so for example
"Dora Go" means you got five Dora. (nice!)

If the hand achieves one of the limits, e.g. Mangan, Haneman, Baiman, etc, then
this is shown with two large golden kanji on the right. You can check my MFC PS3
Translation Chart for reference.

At the bottom of the screen are the Fu (minipoints) and Han (doubles) totals for
the hand, both given in Japanese characters which use the same kanji as the
numbered tiles in the Manzu (Craks) suit and + for ten, so for example =+ is
twenty. If you got ronned on the hand then two red kanji (spelling Houjuu)
are shown above this row.

Finally the points awarded for the hand contents are given in large numbers at
the bottom-right of the display. This does not include any points for Riichi
stakes or Honba bonuses - these are added afterwards.

| Section 07 | INDIVIDUAL PLAY                                             s07 |

The first option off the main menu (top-left) is for Individual Play where you
compete against computer-controlled opponents and/or local players via wi-fi.

The first time you access this option you'll be prompted to enter your username
and pick a prefecture to represent (see Section 03).

Thereafter each time you access this section (effectively entering the "club")
you will get a pop-up box showing your prefecture, current rank and username.

           The Individual Play menu has the following five options:

                          | Single-Player           | (1)
                          | Local Multiplayer       | (2)
                          | Records                 | (3)
                          | Save                    | (4)
                          | Options                 | (5)

This range of options saves you from having to return to the main menu so often
- you can check your stats or edit gameplay options from here instead.

If you've used the suspend function during a match then the Individual Play menu
will only have four options - use the top one to resume or delete the save game.

     (1) The Single-Player sub-menu gives you the following eight options:

 .------------------------------------.  .------------------------------------.
 | Fight Club Rules (one-round game)  |  | Free Rules (one-round game)        |
 '------------------------------------'  '------------------------------------'
 .------------------------------------.  .------------------------------------.
 | Fight Club Rules (two-round game)  |  | Free Rules (two-round game)        |
 '------------------------------------'  '------------------------------------'
 .------------------------------------.  .------------------------------------.
 | Pro CPU Match (one-round game)     |  | Free Rules setting                 |
 '------------------------------------'  '------------------------------------'
 | Pro CPU Match (two-round game)     |
 | Fight Club Rules confirmation      |

The three play modes available here are explained in Section 08 below.

You can use the bottom options to review the fixed Fight Club rule-set used in
Fight Club Rules matches and to adjust the custom rule-set for Free Rules games.

Details of all the game's rule options are given in Section 14.

   (2) The Local Multiplayer sub-menu gives you the following seven options:

 .------------------------------------.  .------------------------------------.
 | Fight Club Rules (one-round game)  |  | Free Rules setting                 |
 '------------------------------------'  '------------------------------------'
 .------------------------------------.  .------------------------------------.
 | Fight Club Rules (two-round game)  |  | Game Sharing                       |
 '------------------------------------'  '------------------------------------'
 | Fight Club Rules confirmation      |
 | Free Rules (one-round game)        |
 | Free Rules (two-round game)        |

MFC PSP supports local multiplayer for up to four players. Each one will need a
PSP but it is possible to play with only one disc (game sharing) unless you have
the original edition of the game I think (red cover and no sub-title).

If all players have their own copy of the game then you just need to prepare the
connection settings as follows:

a) Set all systems to use the same wireless channel. This can be done from the
   PSP's main XMB menu under Settings \ Network Settings \ Ad Hoc Mode.

b) Turn on the WLAN switches on all systems. (unavailable on PSP-E1000 model)

Then I think it's simply a matter of selecting the same play mode option from
the menu - either Fight Club Rules or Free Rules. Ranking (e.g. Orbs) can be won
and lost in matches played under the Fight Club rule-set.

After one player has launched a match the other players have thirty seconds to
join before the game commences. Empty seats are filled by computer-controlled
bots. Matches are always played with a time-limit per move (see Section 13).

The game sharing function enables multiple people to play using only one game
disc (just like Download Play on the Nintendo DS). I haven't had the opportunity
to test it but I believe the basic process should be something like this:

a) Set all systems to use the same wireless channel. This can be done from the
   PSP's main XMB menu under Settings \ Network Settings \ Ad Hoc Mode.

b) Turn on the WLAN switches on all systems. (unavailable on PSP-E1000 model)

c) On the host system (the one with the game disc) navigate to the game sharing
   option. From the game's main menu select option 1 (Individual Play), then
   option 2 (Local Multiplayer) and finally option 7 (Game Sharing).

d) On the client system/s (no discs) go to Game \ Game Sharing on the console's
   main XMB menu. This should detect the host's game session.

I'm happy to receive more info on local multiplayer from anyone who's tried it.

       (3) The Records sub-menu gives you the following three options:

                     | Individual Data                    |
                     | Player Log                         |
                     | Match Logs                         |

These are shortcuts into the Records functions - see Section 11 for more info.

      (4) The Save option can be used to manually update your save file.

   (5) The Options option accesses the usual Options menu (see Section 13).

| Section 08 | PLAY MODES                                                  s08 |

This section explains the three offline play modes. In solo play you will always
play against three computer-controlled players (bots) although you will face
different types of characters including JPML pro players.

|                               Fight Club Mode                                |

This mode can be accessed from the first and second options on the Single-Player
menu, giving a one-round or two-round game respectively.

Games are played using the fixed Fight Club rule-set, details of which can be
viewed from the fifth menu option, on page 26 of the manual or by pressing the
Select button during play. The rules are explained in Section 14 of this guide,
with the Fight Club rule settings marked with asterisks.

Fight Club games are played for ranking, so you can win (or lose!) experience
points to rank up through the Kyuu grades, Orbs to progress in the Dan ranks or
golden Orbs to advance through the Kouryuu levels, depending on which stage of
the game you are at. The ranking process is explained in Section 09 below.

Your opponents will usually have the same Kyuu or Dan grade as yourself with the
exceptions being the pro characters who always have the same fixed Dan grades
(as shown in the manual) and the Kouryuu (yellow dragon) players - who seem to
start appearing after you get to the higher Dan ranks - who have no rank given.

Fight Club mode is the only play mode where random bonuses are applied during
games. These are announced before play commences and are also indicated in the
top-left corner of the screen when you press R. The P-points bonus can appear at
any stage but the Orb bonuses are introduced during the Dan grades where you
start playing to earn Orbs.

o "Double P-Points"

  Players win/lose twice the normal amount of P-points.

  This bonus is indicated by "####Px2#" (where each # is one kanji character).

o "Double Orbs" 

  Players win/lose twice the normal number of Orbs, so for example in a one-
  round game the player in 1st would take two Orbs from the player in 4th place
  instead of the usual one.

  This bonus is indicated by "%%%x2#" (where each % is one katakana character).

o "Winner Takes All"

  The player who comes 1st takes Orbs from all three other players - one each in
  a one-round match or two each in a two-round match (six total)!

  This bonus is indicated by "%%%##%#".

There is a fourth "bonus" which applies to all ranking matches played after you
complete the Dan grades and move up to the Kouryuu levels - something about a
"struggle" or "contest"? I assume this just indicates that any golden Orbs won
now will be treated as such instead of being counted as normal coloured ones?

Often one of your three opponents will be one of the JPML pro characters. If you
can "crush" them (come 1st in a match where they come 4th) then you will win
stars from them which will count towards earning a bonus Orb (see Pro Stars in
Section 11). It will also add to your pro "crushes" count for that person.

|                                 Pro CPU Mode                                 |

This mode can be accessed from the third and fourth options on the Single-Player
menu, giving a one-round or two-round game respectively.

Like Fight Club mode above, Pro CPU matches are always played using the fixed
Fight Club rules and played for ranking.

As you might expect from the name, you always play against three of the JPML pro
characters. Again you can "crush" a pro (i.e. take 1st place in a match where
they come 4th) to unlock them in your pro collection but you cannot win stars
from them in this mode (since it would be too easy).

For more information about these characters see Pro Players in Section 11.

|                                Free Rules Mode                               |

This mode can be accessed from the sixth and seventh options on the Single-
Player menu, giving a one-round or two-round game respectively.

Matches in this mode are played using your current custom rules settings which
can be viewed or amended from the eighth option on the Individual Play menu. See
Section 14 for explanations of all the rule settings available.

You do not play for ranking (or P-points) in this mode.

On several screens in the stats display (see Section 11) you can choose to view
data either from your matches played with the Fight Club rules or those played
with custom rule-sets in this mode.

| Section 09 | RANKINGS                                                    s09 |

There are three consecutive sets of rankings* used in the game: the Kyuu ranks,
the Dan grades and the Kouryuu levels. These are all explained below.

Throughout ranking matches you can win/lose what I call "P-points". These don't
contribute to your ranking, they're more about representing your prefecture. The
amount gained/lost depends on your final placing and the match duration.

      Game Length |  1st Place  |  2nd Place  |  3rd Place  |  4th Place
        one round | +2 P-points | +1 P-points | -1 P-points | -2 P-points
       two rounds | +4 P-points | +2 P-points | -2 P-points | -4 P-points

A random bonus can be applied which doubles all these values (wins and losses).

*If you've had any involvement with any of the Japanese martial arts then you'll
probably be familiar with the Kyuu/Dan scheme used here. It's basically the same
as the system used in karate, etc, so when you reach the Dan grades you're then
a "black belt" in mahjong! :D

|                                  Kyuu Ranks                                  |

   /   -----    You start at the bottom of the Kyuu ranks which have ten levels
 \/  /  |  /__  numbered from 10 (the lowest) up to 1 (the highest).
  \ /   |    /  
   /    |   /   These ranks are written with a Japanese numeral followed by the
 -----\ |  /    kanji for Kyuu which is shown to the left.
  /|\  / \/     
 / |  /  /\     The numbers 1 to 9 are the same as those on the tiles of the
   | /  /  \    Manzu (Craks) suit and the symbol for 10 looks like a + sign.

Each time you play a game under Fight Club Rules during the Kyuu ranks you will
either gain or lose experience points according to your performance.

After each match you're shown a screen with one large circle and ten smaller
circles around it - the large circle shows your current Kyuu rank and the outer
ones show your progression through the ten ranks, starting at the top-right with
10th Kyuu. There will be two numbers at the bottom - the left one is the number
of experience points won/lost in the previous game and the right one is the
amount required to advance to the next rank.

When you rank-up you get a screen with a red diamond that says "Congratulations"
or, if you lose enough points to drop a level, you get a blue diamond and a
"Down" message. The numbers of experience points (XP) needed to complete each of
the ten Kyuu ranks are as follows:-

         Kyuu | 10th | 9th | 8th | 7th | 6th | 5th | 4th |  3rd |  2nd |  1st
  XP required |  100 | 100 | 100 | 100 | 150 | 150 | 150 |  200 |  250 |  300
   cumulative |  100 | 200 | 300 | 400 | 550 | 700 | 850 | 1050 | 1300 | 1600

Successful completion of 1st Kyuu promotes you to the first Dan grade.

The game is pretty generous with experience points - you get loads for a big win
and don't lose many even if you come 4th - so it shouldn't take very long to get
through all ten ranks. It's possible to jump several ranks off the results of a
single match if you get a big score.

|                         Dan Grades and the Four Gods                         |
   ___  ___      
  |    |   |     When you graduate out of the Kyuu ranks you move onto the eight
  |___ /   |__.  Dan grades which are numbered from 1 up to 8 (yup, it's the 
  |    _____     opposite order to Kyuu). The first Dan grade is called Shodan,
  |___  \  /     which means "beginning rank" and is written with two kanji. The
  |      \/      higher grades are just named after the Japanese numbers but you
 _|__    /\      must keep in mind that Nidan and Sandan (2nd and 3rd Dan) are
  |     /  \     written using the formal Daiji kanji instead of the usual ones.

(If you've lost track of your progress then check out stats section B where the
number of coloured sides on the octagon indicates your current Dan grade, e.g.
if the first two sides are coloured then your grade is Nidan or 2nd Dan.)

When you first become Shodan, the game assigns you an affiliation to one of the
Four Gods (which are going to need a little explanation) and it also logs the
date and time on the "etc." page of the stats (see Section 11 below).

The Four Gods featured in the game originate from Chinese astrology where each
of them presides over seven constellations. In Japan they are called the Shijin
(literally "Four Gods") and they are often featured in video-games and manga. In
MFC each of them represents a different style or aspect of play.

 Japanese name: Seiryuu
   description: blue dragon (Azure Dragon of the East)
  Chinese name: Meng Zhang
        aspect: Luck (many Dora in winning hands)

 Japanese name: Suzaku
   description: red bird (Vermillion Bird of the South)
  Chinese name: Ling Guang
        aspect: Quickness (completing/winning hands quickly and therefore often)

 Japanese name: Byakko
   description: white tiger (White Tiger of the West)
  Chinese name: Jian Bing
        aspect: Attack (many Han in winning hands)

 Japanese name: Genbu (the literal reading of the kanji is "mysterious warrior")
   description: green tortoise-snake (Black Tortoise of the North)
  Chinese name: Zhi Ming
        aspect: Defence (seldom giving an opponent their winning tile)

What's that you say? You want another one? Well luckily for you there is a fifth
god in the MFC scheme who comes into play later in the game.

 Japanese name: Kouryuu
   description: golden dragon (Yellow Dragon of the Centre)
  Chinese name: Huang-Long

When you advance into the Dan grades, the game will assign you to one of the
Four Gods; this is based on your playing style during the Kyuu ranks. So for
example, in my case, I had a low payment rate (i.e. strong defence) therefore I
became affiliated with Genbu. My initial rank was Genbu Shodan, followed by
Genbu Nidan, etc (see table of Dan below).

You advance through the Dan grades by winning Fight Orbs in Fight Club Rules and
Pro CPU matches (I'll refer to these simply as Orbs to save on a small amount of
typing). For each Dan grade you will be given a set of Orb slots to fill in
order to advance up to the next Dan, but you can also lose Orbs and if your
slots are currently empty you'll be demoted back down to the Dan below. The Orbs
are coloured to match your God, for example with Suzaku they're purple, etc.

You win or lose Orbs according to your position at the end of each match.

      Game Length |  1st Place  |  2nd Place  |  3rd Place  |  4th Place
        one round |   +1 Orb    |  no change  |  no change  |   -1 Orb
       two rounds |   +2 Orbs   |   +1 Orb    |   -1 Orb    |   -2 Orbs

In a one-round game the Orb won by the player in 1st is taken from the player
in 4th, similarly in a two-round game the two Orbs won by 1st are taken from 4th
and the one for 2nd is taken from the player in 3rd (much like the Uma points).
That might sound irrelevant but it has important consequences (see below) when
playing ranking matches after you graduate out of the Dan grades.

(Remember if two or more players have the same final score then priority goes to
whichever was the first to be dealer in the match. For example in one game I had
28,400 pts going into the final hand and the player opposite me had 20,400 pts
but they pulled a Mangan from somewhere giving them the same 28,400 pts as me at
the end of the round. The other player had started as east in the East 1 hand
(so I was dealer in East 3) which meant they got 2nd place while I got stuck
with 3rd - and lost a precious Orb!)

You also get a bonus Orb each time you fill all your Pro Star slots in a Fight
Club match (see Section 11) or you complete a Yakuman (top limit hand).

Your primary goal should be, of course, to win Orbs in every game you play but,
if this looks unlikely, then you should at least strive not to lose any. For
example you might go out with a cheap one-Han hand in the final hand in order
to increase your score just enough to edge up into 3rd place if you're playing a
one-round game and thus narrowly avoid the loss of an Orb that comes with 4th.

Of the two choices available in Fight Club and Pro CPU games I think it's better
to play Hanchan (two-round matches) to win Orbs because it's easier to come 1st
or 2nd than it is to consistently come 1st, although you must avoid both 3rd and
4th. Also in Hanchan there's more time for skill to overcome luck, in theory!

There are also two bonuses which will be applied randomly in ranking matches and
have an effect on the number of Orbs paid. One is the "double Orbs" bonus which
means you win (or lose) twice as many Orbs as normal; obviously in this scenario
it's especially good if you win but also especially bad if you lose so you might
choose to adopt a less risky play style to avoid coming 4th. The other is the
"winner takes all" bonus in which the player in 1st receives Orbs from each of
the other three players (either one Orb each in a one-round match and two Orbs
each for a two-round match); in this case, if you're not too worried about your
general stats, I think it's worth taking a few risks to get the three/six Orbs.

The number of Orb slots you are required to fill in order to complete each Dan
grade are as follows:-

         Shodan (1st Dan) |  5 Orbs       Godan    (5th Dan) |  7 Orbs 
       -------------------+----------   ---------------------+----------
         Nidan  (2nd Dan) |  5 Orbs       Rokudan  (6th Dan) |  8 Orbs
       -------------------+----------   ---------------------+----------
         Sandan (3rd Dan) |  6 Orbs       Nanadan  (7th Dan) |  9 Orbs
       -------------------+----------   ---------------------+----------
         Yondan (4th Dan) |  6 Orbs       Hachidan (8th Dan) | 10 Orbs

When you finally fill the tenth slot at Hachidan you advance to the rank of
Master, so in my case my ranking became Genbu Master; I think this is equivalent
to the 9th Dan grade which is the highest ranking seen in the pro characters. As
a Master you continue to win or lose Orbs as usual but the game also gives you a
special Orb from one of the other four gods each time you take 1st place. There
are three to collect but you lose them all whenever you come 2nd, 3rd or 4th -
so basically you need to win three consecutive matches in order to progress.

Once you have all three special Orbs you're shown a congratulatory screen and
the game credits roll! So in one sense you've completed the game, but in fact
it's only just begun...

|                                 Kouryuu Levels                               |

After the credits finish you're shown a big explanation about how you are now
affiliated to Kouryuu - the golden dragon - the fifth of the "Four Gods" above.
You are assigned the rank of Kouryuu level 1 and you now compete for golden
Kouryuu Orbs as well as the normal kind.

Now when you win Orbs, the type of Orb received will depend on the type of
player you capture them from. You can win golden Orbs (which will count towards
levelling-up) from both pro characters and other Kouryuu players but you just
get the standard coloured Orbs (which won't!) off Master players. Similarly the
type of Orb taken from you when you lose them is dependent upon the type of
player that takes it, e.g. if a Master comes 1st and you come 4th you'll only
lose normal Orbs. (phew!)

In ranking matches you will usually play against one Shijin-affiliated Master
player and either two Kouryuu players or one Kouryuu and one pro, so on average
you might expect to receive one normal Orb for every two golden Orbs you win and
sometimes you can spend 10-15 minutes fighting hard to win a Hanchan only to see
the Master in 4th give you two *normal* Orbs which won't advance your level. :6
Consequently you might prefer to play in Pro CPU mode where all Orbs won will be
golden; also you can avoid the double-edged sword of the random Orb bonuses and
you can improve your chances of adding to your collection of pro "crushes" too
(although you won't receive their Pro Stars in this mode).

You begin at Kouryuu level 1 with ten slots but the game gives you five golden
Kouryuu Orbs so you need to earn another five to level up. After that you have
five Kouryuu Orbs slots to fill per level.

I haven't had the time to progress any further on MFC PSP but if it works like
MFC PS3 then you'll need ten golden Kouryuu Orbs per level for levels 10 to 19
and thereafter *twenty* gold Orbs per level from level 20 onwards! :6

Here's a quick summary of the various rankings:-

 10th Kyuu --> 9th Kyuu --> 8th Kyuu --> 7th Kyuu --> 6th Kyuu --> 5th Kyuu -.
 .- 2nd Dan <-- Shodan <-- 1st Kyuu <-- 2nd Kyuu <-- 3rd Kyuu <-- 4th Kyuu <-'
 '-> 3rd Dan --> 4th Dan --> 5th Dan --> 6th Dan --> 7th Dan --> 8th Dan -.
  ...Kouryuu level 3 <-- Kouryuu level 2 <-- Kouryuu level 1 <-- Master <-'

And so it continues... you can keep playing to advance your level. You might
also like to work on improving your stats, bettering your records (for example
most consecutive game wins), adding to your Yaku (and Yakuman!) collection and
getting more pro "crushes".

NB: At any stage during the Dan grades, Master rank or Kouryuu levels you can
check your current status and Orb total/s in the stats pages. (see Section 11)

| Section 10 | ONLINE PLAY                                                 s10 |

The second option off the main menu (left side) is for Online Play where you
play against other people via a broadband internet connection.

Playing online requires a monthly subscription so I haven't tried it but I have
collated some useful information here if you want to try!

You'll need to have the reissued version of the game with the golden dragonskin
cover. The original MFC PSP with the red cover doesn't support online play.

The monthly subscription fee after tax is 324 Yen (with automatic renewal) or
432 Yen (without automatic renewal). You can pay by credit card or WebMoney but
the latter option doesn't allow automatic renewal of your subs.

Payment can be made here: http://www.konami.jp/gs/game/mfc/psp_2/entry/

You'll also need to sign up for a Konami ID in order to be able to play online.

Register for a Konami ID here: https://id.konami.net/login.do

The button at the top-right corner lets you set your area, country and language.

Check here for help: https://id.konami.net/faq.do

Also here: http://n4g.com/news/136016/konami-id-registration-walkthrough

The game will prompt you to connect to your wireless access point so make sure
that your PSP's WLAN switch is on. You can configure your internet connection on
the console menu under Settings \ Network Settings \ Infrastructure Mode. The
PSP doesn't work with the WPA2 wi-fi protocol so you'll want to set your router
to WPA (or "WPA and WPA2" if you have that option).

Next you'll be presented with 42 pages of terms and conditions. Pick the left
option at the bottom of the screen and press Circle to accept. You'll then need
to enter your Konami ID and other details. 

According to the game manual and Konami website the Online Play menu has the
following nine options:

 .------------------------------------.  .------------------------------------.
 | Ranking Match (one-round game)     |  | Logout                             |
 '------------------------------------'  '------------------------------------'
 .------------------------------------.  .------------------------------------.
 | Ranking Match (two-round game)     |  | Options                            |
 '------------------------------------'  '------------------------------------'
 .------------------------------------.  .------------------------------------.
 | Fight Club Rules confirmation      |  | Connection Information             |
 '------------------------------------'  '------------------------------------'
 .------------------------------------.  .------------------------------------.
 | Records                            |  | Reset                              |
 '------------------------------------'  '------------------------------------'
 | Save                               |

Finally, remember this game is eight years old (at time of writing). For all I
know the servers have been dead for years! :6

| Section 11 | RECORDS                                                     s11 |

Records is the third option on the main menu (left side). Selecting this gives
you the following two options but each will be unavailable until you've played
those modes (so initially both options are greyed-out).

                     | Individual Play                    | (1)
                     | Online Play                        |

I haven't used the online multiplayer mode but I assume that the sub-menu has a
similar layout to the one below.

    (1) The Individual Play sub-menu gives you the following three options:

                     | Individual Data                    |
                     | Player Log                         |
                     | Match Logs                         |

Since it's gonna take several pages to explain the Individual Data (stats) I'll
quickly cover the other two options first!

|                                  Player Log                                  |

As far as I can tell this screen keeps a record of all the players you've met,
presumably in both online and local multiplayer. If you have not used either of
these play modes then the log will be empty.

The following controls are available:

          d-pad up/down - scroll through list

       d-pad left/right - select column heading

          Circle button - sort list by selected heading

            R/L buttons - switch column headings

The first three columns are always shown: name, region and rank

Tapping R cycles through the other three column options in this order:

                 1. Win/loss and win rate

                 2. Match count and Four Gods Index (see below)

                 3. Date (and time?)

|                                  Match Logs                                  |

After each match you get a menu with the following three options:

                1. End play (return to menu)
                2. Continue play (play again with same settings)
                3. Save match log

Selecting the third option lets you save the match into one of twenty slots on
the PSP memory card. By default the game will use the player names and scores as
the save file name but you're free to delete that text and add your own. Saved
matches can be replayed in the Match Logs mode.

(There's a similar function available on MFC DS but since the cartridge has less
memory available you can only save individual hands rather than entire matches.)

The interface lets you choose which match you which to view. For each one the
game lists the date, time, save file size, your final placing, the game mode and
duration (one/two rounds), the number of hands, the players and their scores.

Press Circle to select a save or Cross to cancel back to the previous menu.

The game will run an animated replay of the selected match using the normal in-
game view. The following controls are available:

           Cross button - pause/unpause playback

        Triangle button - skip to start of current hand

          Circle button - skip to start of next hand

          Square button - skip to start of previous hand

       d-pad left/right - decrease/increase playback speed

                          The speed is indicated in the top-left corner.

  thumbstick left/right - cycle score display options

     thumbstick up/down - toggle your hand display

                          You can stand your tiles as normal or lay them flat.

          Select button - review rule settings

           Start button - exit replay

                          Pick "YES" to confirm exit or "NO" to cancel.

        R button (hold) - display player information panels

        L button (hold) - view additional control prompts

If you've enabled the Discard Discrimination option for Tsumogiri tiles to be
shaded red (see Section 13) this feature will be active in the replays too.

Match replays will also use your current tile and table colour settings.

|                               Individual Data                                |

The first option off the Records menu is used to view a vast array of gameplay
stats from your matches.

Nine options are presented to you in the following 3 x 3 grid. I'll give a full
breakdown of each part below.

 [ A. Basics            ]   [ B. Orbs              ]   [ C. Player Trends     ]

 [ D. Yaku Distribution ]   [ E. Pro Players/Stars ]   [ F. etc.              ]

 [ G. Results           ]   [ H. Regions           ]   [ I. Exit              ]

Options B, C and F become unlocked when you achieve Shodan grade.

You can select Option I (or just press Cross) to exit the stats menu (pick "YES"
to confirm or "NO" to cancel).

Where a section has more than one page use L/R to move between them.

o Basics (stats section A) [page 1]

  During the Kyuu ranks this page will show the following info:

  1. Player username

  2. Rank position - your current Kyuu rank
  3. Current cumulative XP total / Cumulative XP required for next promotion

  4. Prefecture - the territory you chose to represent when you first started
  5. P-points total

  During the Dan grades this page will show the following info:

  1. Player username

  2. Attribute - which of the Shijin (Four Gods) you're affiliated with
  3. Rank position - your current Dan grade (or Master)
  4. Orb Total - the number of normal Orbs you currently hold

  5. Prefecture - the territory you chose to represent when you first started
  6. P-points total

  During the Kouryuu levels this page will show the following info:

  1. Player username

  2. Attribute - Kouryuu with an icon representing your previous god
  3. Orb Total and Kouryuu Level - this now shows your golden Orbs

  4. Prefecture - the territory you chose to represent when you first started
  5. P-points total

  (see Section 09 for more info on ranks and gods)

o Basics (stats section A) [page 2]

  This page shows data from matches played with the Fight Club rules.

  The bottom half of the page shows your final placings from the last thirty
  games plotted as a graph. 1st is shown in blue (with a sparkly crown), 2nd is
  green, 3rd is yellow and 4th is red. An animated skull means you got busted.

  The three numbers immediately below the graph show the following stats. (These
  are based on the thirty matches on the graph, not your whole career.)

  1. Average placing   2. Overall profit/loss   3. Average profit/loss per match

  The top half of the page shows your Four Gods Index. This part of your stats
  will be unavailable until you've completed at least fifty matches.

  Each of the Four Gods (see Section 09) represents a different aspect of play
  and your performance against these criteria are displayed here both with five
  rows of numbers and a quadrilateral graph.

  1. Four Gods Index - this is simply the sum of the four rows below

     This is given as a number out of a possible total of 1000. (black row)

  2. Luck - Dora usage rate

     This is Seiryuu's aspect, given as a total out of 250. (dark blue row)

     Luck is based on how many Dora on average you had in your winning hands.

  3. Quickness - average hand win rate

     This is Suzaku's aspect, given as a total out of 250. (burgundy row)

     Quickness is based on what proportion of hands you won.

  4. Attack - average Han per winning-hand rate

     This is Byakko's aspect, given as a total out of 250. (blue-grey row)

     Attack is based on how many Han (doubles) on average your wins are worth.

  5. Defence - payment rate

     And this is Genbu's aspect, given as a total out of 250. (dark green row)

     Defence is based on how many hands saw you give an opponent a Ron win.

  Since you can score a maximum of 250 points on each of these four categories
  the theoretical maximum overall score is 1,000.

      Defence     As you've probably figured out, the right side of the screen
  Attack <> Luck  gives your scores for the four categories in graphical form
     Quickness    with Defence at the top, Luck on the right, etc.*

  The four scores are marked on four axes with a common origin and the points
  are joined to form an irregular quadrilateral. The data for your most recent
  fifty matches is shown in the colour of your god and for your entire history
  in grey. The grid is marked with lines at 50-point intervals.

  I think the graph concept is very interesting and can be used to analyse your
  own style of play - are you a "well-rounded" player or are you biased towards
  certain aspects? Are there aspects of your play you might want to improve?

  By default the data is shown for your most recent fifty matches but you can
  press Triangle or d-pad left/right to toggle to data for all matches.

  Select one of rows 2 to 5 and press Circle to view the stats used to calculate
  that individual rate, e.g. Luck = total Dora in wins / number of hand wins.

  *You'll notice that the aspects of the Four Gods are given in the appropriate
  places on the chart, for example Seiryuu is the Azure Dragon of the East and
  his aspect - Luck - is shown on the right (east) side of the chart.

o Basics (stats section A) [page 3]

  This page shows data from Free Rules matches played with custom rules.

  The format of this page is the same as page 2 above.

  Again you'll need to play fifty matches before the Four Gods Index is shown.

o Orbs (stats section B)

  This page tracks your progress through the Dan ranks and Kouryuu levels.

  During the Dan ranks the big box at the top-left shows four characters - the
  first two are the god you're affiliated to and the last two are your rank.

  The table below lists your basic Orb data:

  1. Current total
  2. Orb gains
  3. Orb losses
  4. Bonus Orbs

  You receive a bonus Orb when you make a Yakuman (top limit hand) or when you
  complete a full set of Pro Stars (see stats section E below).

  Once you enter the Kouryuu levels (see Section 09) this part shows how many
  Kouryuu Orbs (top) and standard Orbs (bottom) you currently hold.

  There are two gold buttons at the bottom-left. If you select the first one you
  are shown a breakdown of the different types of Orbs you've gained/lost:

  1. Seiryuu (blue Orbs from Blue Dragon players)
  2. Suzaku (purple Orbs from Red Bird players)
  3. Byakko (cyan Orbs from White Tiger players)
  4. Genbu (green Orbs from Green Turtle players)
  5. Kouryuu (gold Orbs from Pros or other Yellow Dragon characters)
  6. Rank position (?)

  Press Triangle or d-pad left/right to toggle between a bar chart (showing your
  relative profit or loss for each god) and numbers (gains vs losses).

  If you select the second gold button you're shown the current slots you're
  working to fill with Orbs in order to complete the current Dan rank, Master
  rank or Kouryuu level.

  On the right of the screen is an image of your affiliated god* - either one of
  the Shijin (Four Gods) or later on the golden dragon, Kouryuu. The colour of
  Kouryuu's mane depends on which god you were attached to before.

  *Your god is shown inside an octagon formed from the eight Bagua (trigrams) of
  the I'Ching, the ancient Chinese divination system. Each of those eight sides
  corresponds to one of the eight Dan ranks so you can track your progress. (If
  you're familiar with the I'Ching you'll notice that the trigrams are arranged
  clockwise in the sequence Wind, Water, Mountain, Earth, Thunder, Fire, Lake
  and Heaven which is known as Fu Xi's Arrangement).

o Player Trends (stats section C) [page 1]

  This page shows data from matches played with the Fight Club rules.

  You can press Triangle or d-pad left/right here to cycle through four screens.

  Press Triangle or d-pad right to page through them in the following order:

  The first screen shows your win/payment comparison. The data on the left (navy
  blue) is for hands you won and the data on the right (brown) is for hands
  where you got ronned - an opponent won off your discard and you paid in full.

  On each side the first column shows a win/payment count and the second column
  gives a percentage breakdown. The data is also represented as a bar chart.

  The table of data has eleven rows. The first three show the win type:

   1. Riichi - the player won after declaring Riichi
   2. Dama[ten] - the player won with a closed hand without reaching
   3. Naki - the player called at least one tile and won with an open hand

  (these cover all types of wins so the percentages sum to 100%)

  The other rows show the value of the winning hands:

   4. One Han (double)
   5. Two Han
   6. Three Han
   7. Mangan* (hands worth 5 Han, or 4 Han and 40+ Fu, or 3 Han and 70+ Fu)
   8. Haneman (hands worth 6 or 7 Han)
   9. Baiman (hands worth 8, 9 or 10 Han)
  10. Sanbaiman (hands worth 11 or 12 Han)
  11. Yakuman (top limit hands and "counted Yakuman" hands worth 13+ Han)

  The two numbers below the table give the total number of hands you've won and
  the total number of payments you've made for opponents' Ron wins.

  *All hands worth four Han are also included in the Mangan row.

  The second screen shows your Riichi trends.

  The top table shows your win rates as percentages and bar charts while the
  bottom table gives the numbers used to calculate the percentages, e.g. if you
  had declared Riichi sixteen times in total and won with Ippatsu four times
  then the Ippatsu win rate would be 25% (top table) or 4/16 (bottom table).

  1. all Riichi wins

  2. Hikkake Riichi wins

     Hikkake Riichi is when you declare Riichi when dropping one of the two end
     tiles on a Ryankan wait (one formed from two adjacent Kanchan or centre
     waits), for example if you had the three tiles 4-6-8 in the same suit and
     discarded the 8 when you reached (leaving a 4_6 wait needing a 5 to win).

     This can be used as a tactic to trick your opponents into discarding your
     winning tile. A defensive player might work on the assumption that you've
     made an efficient Ryanmen wait (a two-sided Chow wait on two sequential
     tiles such as _67_) and therefore, using the "147" rule, it might also be
     assumed in the above example that - since you discarded the 8 - you are not
     waiting on the 5 tile whereas, in fact, you are. (mwahaha!)

  3. Riichi Ippatsu wins

  4. Okkake Riichi wins

     Okkake Riichi ("chasing Riichi") is when you boldly declare Riichi after
     another player has already "reached" in the same hand.

  The third screen shows your Dora usage trends from your winning hands.

  The layout is the same as the previous screen with percentages and bar charts
  in the top table and fractions in the bottom table.

  The first four rows give a breakdown of what types of Dora tiles you've used:

  1. Honours tiles - winds and dragons
  2. Terminal tiles - ones and nines
  3. Simples tiles - all other numbered suit tiles except red fives
  4. Red fives

  The fifth row shows how often you win with Dora:

  5. Dora win rate - proportion of winning hands that contain Dora

  The fourth screen has two separate tables on it.

  The top table shows trends in the waits from your winning hands:

  1. Ryanman - two-sided waits (e.g. _45_ waiting on 3 or 6)

  2. Tanki - pair waits (i.e. a single tile waiting to make a pair)

  3. Shanpon - waits with two pairs (e.g. 22 and 77 waiting to make one Pung)

  4. Penchan - edge waits (e.g. 12_ waiting on 3)

  5. Kanchan - centre waits (e.g. 6_8 waiting on 7)

  6. Tamen - multiple waits (e.g. _23456_ waiting on 1, 4 or 7)

  7. Other (i.e. Nagashi Mangan and probably Tenhou (Heavenly Win)?)

  The bottom table shows how quickly you make ready and win.

  1. Average number of turns to make Tenpai (ready hand)

  2. Average number of turns to declare win

  3. Average number of turns to declare Riichi

o Player Trends (stats section C) [page 2]

  This page shows data from Free Rules matches played with custom rules.

  The format of this page is the same as page 1 above.

o Yaku Distribution (stats section D) [page 1]

  This page shows data from matches played with the Fight Club rules.

  You can press Triangle or d-pad left/right here to cycle through four screens.

  Press Triangle or d-pad right to page through them in the following order.

  The four screens give a breakdown of the number and percentage of times you've
  made each Yaku (scoring element) and Yakuman (top limit hand) in hand wins.

  Click on the gold buttons to see variants for certain Yaku, e.g. Yakuhai.

  The first screen lists the following:

   1. Riichi
   2. Menzen Tsumo (Concealed Self-Draw)
   3. Pinfu
   4. Yakuhai
      a. Bakaze (Pung of round-wind)
      b. Jikaze (Pung of seat-wind)
      c. Haku (Pung of white dragon)
      d. Hatsu (Pung of green dragon)
      e. Chun (Pung of red dragon)
   5. Rinshan Kaihou (After a Kong)
   6. Haitei (Last-Tile Tsumo)
   7. Iipeikou (Pure Double Chow)
   8. Junchan (Pure Outside Hand)
      a. Menzen (closed)
      b. Naki (open)
   9. San Shoku Doujun (Mixed Triple Chow)
      a. Menzen (closed)
      b. Naki (open)
  10. Chii Toitsu (Seven Pairs)
  11. San Ankou (Three Concealed Pungs)
  12. Honitsu (Half-Flush)
      a. Menzen (closed)
      b. Naki (open)
  13. Honroutou (All Terminals & Honours)
  14. Yakuman (top limit hands) - all types

  The second screen lists the following:

   1. Daburu Riichi (Double Riichi)
   2. Ippatsu ("one-shot" win)
   3. Tanyao (All Simples)
   4. Ikkitsuukan or Itsuu (Pure Straight)
      a. Menzen (closed)
      b. Naki (open)
   5. Chankan (Robbing the Kong)
   6. Houtei (Last-Tile Ron)
   7. Ryanpeikou (Twice Pure Double Chow)
   8. Chanta (Mixed Outside Hand)
      a. Menzen (closed)
      b. Naki (open)
   9. San Shoku Doukou (Triple Pung)
  10. Toi-Toi Hou (All Pungs)
  11. San Kantsu (Three Kongs)
  12. Chinitsu (Full Flush)
      a. Menzen (closed)
      b. Naki (open)
  13. Shou San Gen (Little Three Dragons)
  14. Nagashi Mangan (All Terminals & Honours Discards)

  The third screen lists the following:

   1. Chinroutou (All Terminals)
   2. Shou Suu Shii (Little Four Winds)
   3. Suu Ankou (Four Concealed Pungs)
      a. Suu Ankou (Four Concealed Pungs with Shanpon wait won by Tsumo)
      b. Suu Ankou Tanki Machi* (Four Concealed Pungs with pair wait)
   4. Ryuuiisou (All Green)
   5. Kokushimusou (Thirteen Orphans)
      a. Kokushimusou (Thirteen Orphans with 1-sided wait)
      b. Kokushimusou Juu-San Men Machi* (Thirteen Orphans with 13-sided wait)
   6. Tenhou (Heavenly Win)
   7. Renhou (Human Win)
   8. Paa Renchan (Eight Consecutive Dealer Wins)

  The fourth screen lists the following:

   1. Dai San Gen (Big Three Dragons)
   2. Dai Suu Shii* (Big Four Winds)
   3. Suu Kantsu (Four Kongs)
   4. Tsuuiisou (All Honours)
   5. Chuurenpoutou (Nine Gates)
      a. Chuurenpoutou (Nine Gates with 1-sided wait)
      b. Chuurenpoutou Kyuu Men Machi* (Nine Gates with 9-sided wait)
   6. Chiihou (Earthly Win)
   7. Dai Sharin (Big Wheels)
   8. Kazoe Yakuman (Counted Yakuman)

  Each Yakuman you make is also logged and dated individually on the "etc." page
  of your stats (see below).

  *The rule options specify whether or not these hands count as Double Yakuman.

o Yaku Distribution (stats section D) [page 2]

  This page shows data from Free Rules matches played with custom rules.

  The format of this page is the same as page 1 above.

o Yaku Distribution (stats section D) [page 3]

  This page shows combined data from all matches.

  The format of this page is the same as page 1 above but without bar charts.

o Pro Players (stats section E) [page 1]

  This section lists the forty-eight professionals from Nihon Puro Maajan Renmei
  (also known as Japan Pro Mahjong League, JPML or simply "Renmei") who appear
  in the game.* For each one it lists their Dan grade and name.

  You can "crush" a pro by coming 1st when they come 4th in a match. Each pro
  that you have previously crushed at least once will be shown highlighted in
  the roster here. You need to crush a total of ten, twenty and thirty different
  pros to unlock three of the background music options (see Section 13).

  Use the d-pad to select a pro and press Circle to view their profile. This
  gives their JPML rank, career length (years), birthplace, favourite Yaku,
  hobbies and major title wins. You can also use d-pad up/down to scroll down
  their biog text or press Circle to make them speak.

  *If you're very lucky you might spot one of the pros from MFC (Jenn Barr) over
  on the reachmahjong.com forums.

o Pro Stars (stats section E) [page 2]

  This page shows five or ten slots for Pro Stars.

  Each of the JPML pro characters is shown on page 1 with between one and five
  silver stars. Sometimes a pro will appear in a Fight Club match as a special
  guest. If you take 1st place in the match and the pro comes 4th then you win
  their stars (you can win Pro Stars from the same person more than once).

  The "CPU" counter for each pro (on the Pro Players page) indicates the number
  of times you've won stars off that person.

  During the Dan grades, for every five Pro Stars collected you receive an extra
  Orb. Once you've been promoted out of the Dan grades as a Kouryuu player you
  will need to collect ten Pro Stars for each bonus Orb.

  The number at the bottom is the total number of Pro Stars you've collected.

o "etc." (stats section F) [page 1]

  The first of the two pages in this miscellaneous section - helpfully actually
  labelled "etc." in English - is a log of major events in your MFC career.

  For example it gives the date and time when you started playing the game, when
  you obtained Shodan grade, each time you made a Yakuman, when you obtained
  Master grade and when you entered the Kouryuu levels.

o "etc." (stats section F) [page 2]

  This page shows some records (personal bests), again with dates and times.

  1. Most Dora in a single winning hand

  2. Most points gained in a single match

  3. Most consecutive match wins

  4. Most Han (doubles) in a single winning hand

     The nominal value of a Yakuman is thirteen Han.

  5. Most consecutive hand wins

  6. Most consecutive hands without getting ronned

  7. Number of Yakuman (top limit hand) wins

     The date and time are for your most recent Yakuman.

o Results (stats section G) [page 1]

  This page shows the following general stats:

   1. Number of matches played

   2. Average position / Number of 1st places / Number of 3rd places
                         Number of 3rd places / Number of 4th places

   3. Total number of points won (blue)

   4. Total number of points lost (red)

   5. Hand win rate - proportion of hands where you won

   6. Average Han (doubles) per win - average number of Han in winning hands

   7. Payment rate - proportion of hands where you got ronned

   8. Dora usage rate (100% = one Dora in every winning hand)

   9. Riichi win rate - proportion of your winning hands won with Riichi

  10. Tsumo win rate - proportion of your winning hands won by Tsumo

  11. Yakuman win rate - proportion of your winning hands worth Yakuman limit

  You can use the eight gold buttons to apply the following filters:

     |  Most recent 30 matches          ||  All matches                     |
     |  Fight Club rules (all matches)  ||  Fight Club rules (one round)    |
     |  Fight Club rules (two rounds)   ||  Free Rules (all matches)        |
     |  Free Rules (one round)          ||  Free Rules (two rounds)         |

  You can press Triangle to toggle with a slightly different screen which gives
  the following stats:

  3. Overall points profit/loss

  4. Average points profit/loss per match

  For rows 5 to 11 it shows the figures used to determine the stats above, for
  example hand win rate = number of hands won / total number of hands played.

o Results (stats section G) [page 2]

  The graph here at the top of the page plots your placings in the past thirty
  matches, just like the previous one except this includes all rule-sets.

  The grid below lists the following details for each of those matches:

  1. Match number (1 = newest and 30 = oldest)

  2. Game length (green = one-round match and purple = two-round match)

  3. Game mode (purple = Fight Club, green = Pro CPU and red = Free Rules)

  4. Game events - this indicates if any bonuses were applied

  Press Triangle or d-pad right/left to show the following columns instead:

  1. Match number (1 = newest and 30 = oldest)

  2. Position - your placing in the match (1st, 2nd, 3rd or 4th)

  3. Points profit/loss (profit = blue and loss = red)

  4. Play date and time 

o Regions (stats section H) [page 1]

  This is where the game justifies its sub-title Zenkoku Taisen Ban which means
  "countrywide competition edition". This page shows the number of P-points won
  and lost with online players from each region of Japan.

  Click the top-left gold button to view the totals for each of the six regions
  (see table in Section 03) and for "CPU" (bots in single player). If you play
  exclusively offline then only the CPU row will be populated.

  Click the other six gold buttons to pick a region and you'll see the stats for
  each of the prefectures within that area.

  The dark blue columns show P-points gained, the brown columns show P-points
  lost and the black columns show your overall profit/loss - a blue number is a
  profit and a red number is a loss (and zero is shown in yellow).

o Regions (stats section H) [page 2]

  This page tracks the numbers of P-points you've accumulated (see Section 09).

  1. Prefecture - the territory you chose to represent when you first started

  2. Current P-point total - your overall profit or loss
  3. P-points earned
  4. P-points lost

| Section 12 | GLOSSARY                                                    s12 |

The fourth option on the main menu opens this basic glossary of mahjong terms.

The first section is a complete list of Yaku (scoring elements), Yakuman (top
limit hands) and Double Yakuman.

The other ten sections sort Yaku names and other terms by spelling - listing
words beginning with vowels, K, S, D/T/Ch, N, H/B/P, M, Y, R and W respectively!

Use the shoulder buttons L/R to jump between sections and the d-pad to move
between tabs and terms. Press Circle to view a definition of the selected term.

| Section 13 | OPTIONS                                                     s13 |

The fifth option off the game's main menu accesses the Options screen. There are
thirteen game settings available, displayed over two pages which you can switch
between using the shoulder buttons L/R. Use the d-pad up/down to pick an option
and left/right to modify it. Amended options are marked with a red tick.

There are three yellow buttons at the bottom of the screen. Click the first one
("OK") to confirm, save and exit; the second one to exit without saving and the
third one to restore the default settings.

The default setting for each option below is marked with an asterisk (*).

1.1 Table Colour

    Options: Normal* / Grey / Red / Blue-Grey / Green / Blue / Special / Random

    This lets you change the colour of the playing surface.

    The tabletop will include text which indicates the current mode (for example
    Individual Play) at the top and Mahjong Fight Club at the bottom.

1.2 Tile Colour

    Options: Normal* / Grey / Green / Red  / Blue / Random

    This lets you change the colour of the tile backs.

    After completing your second Yakuman (top limit hand) you'll unlock three
    additional colours giving you the following choices:

    Normal* / Grey / Green / Red  / Blue / Gold / Silver / Copper / Random

    Those three metallic options come with some delightful clanging noises! :6

1.3 Single-Player Discard Time-Limit

    Options: Nashi* (off) / Ari (on)

    This option applies a time-limit to all your moves - both when it's your
    turn to discard a tile and when you're given pop-up menu options for example
    Chii or Pon. You have about eight seconds to make your move.

    If you fail to discard a tile by the end of the eight seconds then the game
    will automatically discard your selected (raised) tile or, if no tile is
    selected, it will discard your Tsumo (the tile you just drew). When there
    are only five seconds left to make your move a countdown will appear above
    the tile that will be discarded.

    Once per hand you can press the Triangle button to be given extra thinking
    time - you get about ten seconds.

    Pressing the Start button does not pause the game or the timer! :P

1.4 Cursor Movement Speed

    Options: Fastest / Fast / Normal* / Slow / Slowest

    This setting governs the movement speed of the arrow which is used to pick a
    tile to discard.

1.5 Computer Discard Speed

    Options: Fastest / Fast / Normal* / Slow / Slowest

    This option is used to set the speed at which the three computer-controlled
    players take their turns in a game. (I wish more games had this option!)

1.6 Discard Discrimination

    Options: Nashi* (off) / Ari (on)

    Tsumogiri is when you discard your Tsumo - the tile you just drew - instead
    of drawing one tile but then dropping another from your hand.

    When this option is applied all Tsumogiri discards are shaded red which
    gives you information on how your opponents are developing their hands.

    This option is particularly effective when used in conjunction with the red
    table colour (see above) since it makes the (more important) non-Tsumogiri
    tiles stand out. I think this looks best with the grey tiles colour.

2.1 Voice Mode

    Options: Custom / Headphone / Speaker*

    o Speaker locks options 2.2, 2.3 and 2.4 (see below) to 15

    o Headphone locks options 2.2, 2.3 and 2.4 to 15, 14 and 13 respectively

    o Custom sets them all to 15 but also unlocks them so they can be amended

    (Even without headphones you can tell that the game applies basic stereo
    effects to the audio - when the player seated to your left or right makes a
    discard or spoken declaration the sound comes from the appropriate side.)

2.2 Voice Volume

2.3 Sound Effects Volume

2.4 Background Music (BGM) Volume

    Options: 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15

    You can use these three options to adjust the sound balance, e.g. make the
    music quieter, boost the voice volume, etc.

    These options can only be adjusted when option 2.1 is set to Custom.

2.5 Music Playback Mode

    Options: Always On* / In-Game Off / Always Off

    With the middle option the music is played only while you're navigating the
    menus - no music is played during gameplay.

2.6 In-Game Music

    Options: Mahjong Fight Club*

             unlockable options:

             Mahjong Fight Club 1 - one Yakuman (top limit hand) win

             Mahjong Fight Club 2 - four consecutive matches wins

             Mahjong Fight Club 3 - three-match streak without getting ronned

             Mahjong Fight Club 4 - six consecutive matches wins

             Gradius - achieve Shodan grade

             Castlevania - play against five or more people in local multiplayer

             The Legend of the Mystical Ninja - "crush" ten pro characters

             Life Force - achieve Kouryuu level 1

             Salamander 2 - "crush" thirty pro characters

             Nemesis 2 - "crush" twenty pro characters

    When you first play the game only the standard MFC music is available - the
    other ten options can be unlocked by completing the requirements shown above
    during Individual Play. (I think you can pass different requirements in the
    Online Play mode to unlock the same music options.)

    I've listed the music unlocks here in the order in which they appear on the
    options page - this is not the order in which they become unlocked.

    You "crush" or destroy a pro when you come 1st and they come 4th in a match;
    obviously it's easiest to farm these in Pro CPU mode where you always play
    against three pros.

    The last six entries on the list should please Konami otaku! These music
    options are taken from historic Konami games. When you select Gradius or
    Salamander 2 it not only changes the music but it also replaces all of the
    in-game sounds with retro shmup sound-effects. :)

    Follow the links to read more about these vintage video-games:

    o https://en.wikipedia.org/wiki/Gradius

    o https://en.wikipedia.org/wiki/Castlevania

    o https://en.wikipedia.org/wiki/The_Legend_of_the_Mystical_Ninja

    o https://en.wikipedia.org/wiki/Life_Force_(video_game)

    o https://en.wikipedia.org/wiki/Salamander_2

    o https://en.wikipedia.org/wiki/Nemesis_2_(MSX)

2.6 Voice Type

    Options: Male A* / Male B / Female

    This gives a choice of three options for your own character voice, used for
    calls/declarations like Pon, Riichi, Ron, etc.

*This is the default setting for the option.

| Section 14 | RULES                                                       s14 |

The first rule of Mahjong Fight Club is you do not talk about Mahjong Fight Club
and the second rule of Mahj... sorry, it's an obvious joke! :)

There are thirty-six rule options in the game. When you play under Fight Club
Rules a fixed rule-set is applied - you can view this using the Confirm Rules
menu option (see Section 07). Alternatively you can select Free Rules and pick
your own custom rule-set with the Rule Settings option (see Section 07 again).

The rules are displayed over six pages which you can cycle through using the
shoulder buttons L/R. The listing below gives the rules in the sequence they
appear in the game along with a description. To set an option under Free Rules
use the d-pad up/down to pick a rule and left/right to modify it. Click the
yellow OK button to confirm and exit, the second yellow button to exit without
saving changes or the third yellow button to restore the default settings. Any
rule with a non-default value is indicated with a red tick.

The default setting for each option under Free Rules is marked below with an
asterisk (*). The default settings also constitute the fixed Fight Club rules.

You can confirm the current rules applied during a match by pressing the Select
button and paging with L/R. The rule options (Free Rules defaults / Fight Club
fixed) are also summarised in the first table on page 26 of the game manual.

Many of the options here use the following two words to indicate if it's used:

  __|___    | _
   _|___    |/ \   ARI
  / |/  \   |   |  denotes "existence" and describes a rule that's applied (on)
  \_/  _/   ' _/ 

  __/__  _   |
   /    .    |     NASHI
  /    _|_   |     means "without" and describes a rule that's not applied (off)
 /    (_|    |__/

1.1 Kuitan (open Tanyao)

    Options: Nashi (off) / Ari* (on)

    When Kuitan is Ari the game allows the scoring element Tanyao (All Simples)
    in an open hand.

1.2 Kuikae (no melding restriction)

    Options: Nashi* (off) / Ari (on)

    When Kuikae is Ari you can break a complete concealed set (a Chow or a Pung)
    in your hand to make a meld by calling an opponent's discarded tile and then
    immediately discard the third tile from the original set on the same turn.

    If you're playing a game with Kuikae Nashi (for example under the Fight Club
    rules) and you have the option of calling a tile where the Kuikae rule would
    apply you'll get a warning message in pale blue text immediately above your
    hand. If you call that tile you'll get another warning.

1.3 Ryan Han Shibari (conditional two-Han minimum)

    Options: Nashi* (off) / Ari (on)

    Normally the game is played with a one-Han minimum - you need Yaku worth at
    least one Han in order to declare a win. With this rule in effect, a two-Han
    minimum is applied when the Honba counter shows five or more (i.e. after
    five consecutive hands resulting in dealer wins or draws).

    Han from Dora bonus tiles are not counted when checking if a hand meets the
    one/two-Han minimum requirements.

1.4 Agari Yame (the "quit while you're ahead!" rule)

    Options: Nashi (off) / Ari* (on)

    With Agari Yame Ari if the player at east (the dealer) wins the final hand
    and is leading on points then they have the option to end the game (and
    collect the Uma and Oka) rather than risk losing in the Renchan (extra hand)
    that would usually be played after a dealer win.

    Instead of giving you the choice of whether to stop the game, Mahjong Fight
    Club automatically stops if you win a hand as the final dealer.

1.5 Ta Cha Hou (multiple wins)

    Options: Nashi (off) / Ari* (on)

    When this rule is Ari two or three players are permitted to declare Ron wins
    on the same discarded tile (i.e. Double Ron and Triple Ron).

    When this rule is Nashi the Atama Hane ("head bump") rule is applied and
    only the player closest to the discarder's right gets the win.

1.6 San Cha Hou Ryuu Kyoku (draw when three players win)

    Options: Shinai* / Oya Nagare Nashi / Oya Nagare Suru

    This is the first of the five situations which can force an abortive draw
    (the other four are listed as rules 4.4 to 4.7 below).

    This draw occurs when three players declare a win on the same tile.

    The three settings for this rule are as follows:-

    o Ryuu Kyoku Shinai (no draw) i.e. Triple Ron if allowed under rule 1.5

    o Ryuu Kyoku - Oya Nagare Nashi (new hand played with same dealer)

    o Ryuu Kyoku - Oya Nagare Suru (new hand played with new dealer)

1.7 Buttobi (bankruptcy)

    Options: Nashi (off) / Ari* (on)

    When this rule is applied the match ends early if a player gets busted.

                               Points Calculation
2.1 Mochiten (Tonpuusen) (starting score for one-round games)

    Options: 20k* / 21k / 22k / 23k / 24k / 25k / 26k / 27k / 28k / 29k / 30k

2.2 Mochiten (Hanchansen) (starting score for two-round games)

    Options: 20k / 21k / 22k / 23k / 24k / 25k* / 26k / 27k / 28k / 29k / 30k

    These two options are used to set the players' starting scores.

2.3 Oka (winner's bonus)

    Options: Nashi* (off) / Ari (on)

    Technically players always buy into a Japanese mahjong game with 30,000 pts
    - this is called the Genten - but they often start the game with a lower
    amount, known as the Haikyuu Genten, for example 25,000 pts (as specified
    with rule options 2.1 and 2.2 above). In this case the excess points can be
    paid to the overall winner of the game as a bonus called the Oka.

    For example if players start the game with the standard amount of 25,000 pts
    then each of them puts 5k into the pot and the Oka would then be 20,000 pts.

    You'll notice that the default starting score for a one-round match is only
    20,000 pts (see rule option 2.1 above) so, if you have the Oka option on,
    each player would pay 10,000 pts into the pot and the winner would receive a
    very tasty 40,000 pts as the jackpot!

2.4 Uma (1st place) (score adjustments)

    Options: 0 to 30k (default is +5k*)

2.5 Uma (2nd place)

    Options: -10k to +30k (default is zero*)

2.6 Uma (3rd place)

    Options: -30k to +10k (default is zero*)

2.7 Uma (4th place)

    Options: -30k to 0 (default is -5k*)

    These four options can be used to specify the Uma - a final exchange of
    points at the end of the game. Unlike other games, MFC lets you tailor all
    four values to suit; you can specify the amount that each of the four
    players will gain or lose. With the default settings, the player who is in
    4th place pays 5,000 pts to the player in 1st (and there is no change to the
    scores in 2nd and 3rd places).

    I've experimented with the settings in the game and it seems to apply the
    following rules: the Uma for 2nd cannot exceed the Uma for 1st (otherwise it
    might make 2nd the winner), the Uma for 3rd cannot exceed that for 2nd (same
    reason), the minimum value for 4th is -30k and consequently the maximum
    value for 3rd is +10k. Since the Uma involves sharing points between players
    the total of the four settings must always sum to zero. The game lets you
    adjust the values for 1st, 2nd and 3rd which determines the amount for 4th.

                                Dora (bonus tiles)
3.1 Ura Dora (under-Dora)

    Options: Nashi / Tsuujou Dora no Uranomi / Kan Ura Mo Subete Yuukou*

    The Ura Dora indicator is the tile under the standard Omote Dora indicator
    and is applied when someone wins with Riichi. A Kan Ura Dora indicator is a
    tile under any Kan Dora indicators (following a Kong) which again come into
    play when someone wins after reaching.

    The three options translate as follows (from left to right).

    o Off (no Ura Dora and therefore no Kan Ura Dora either)

    o Normal Dora with Ura Dora only (Ura Dora but no Kan Ura Dora used)

    o All Dora with Kan Ura Dora also valid (Ura and Kan Ura Dora used)

3.2 Akago Manzu (red fives in Craks suit)

    Options: 0 / 1* / 2

3.3 Akago Souzu (red fives in Bams suit)

    Options: 0 / 1* / 2

3.4 Akago Pinzu (red fives in Dots suit)

    Options: 0 / 1 / 2*

    These three options let you set the number of red five tiles in each suit.
    Each red five in a winning hand adds an extra Han (double), just like
    normal Dora. As with other Dora, these cannot be used to meet the one (or
    sometimes two) Han minimum for declaring a win.

    Some folks like to play with one in each suit while others like to play
    with just two in the Pinzu (Dots) suit so, to cover both bases (and to fill
    a full row in the box), Japanese tile sets usually come with four red fives
    and often people play with all four, hence the default settings in MFC.

4.1 Renchan no Shurui (types of continuance)

    Options: Agari Renchan* / Tenpai Renchan

    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.

    o Agari Renchan - a Renchan occurs only when the dealer wins a hand

    o Tenpai Renchan - a Renchan occurs on a dealer win or in a hand which ends 
      in an exhaustive draw in which the dealer is Tenpai, i.e. they have a
      "ready" hand, one tile from being complete

    (see also the following two related rules)

4.2 Keishiki Tenpai (Tenpai without Yaku)

    Options: Nashi (off) / Ari* (on)

    When Keishiki Tenpai is Ari a hand can be counted as Tenpai even if it has
    no Yaku (scoring element/s).

4.3 No-Ten Bappu (draw payments)

    Options: Nashi (off) / Ari* (on)

    The No-Ten Bappu is the payment of 3,000 points paid in the event of a hand
    ending in an exhaustive draw (when the wall is depleted). The players with
    Tenpai hands (see above) each receive a share of the 3,000 points, which is
    paid by the players that are No-Ten (unready).

    With No-Ten Bappu set to Nashi, no points are exchanged on a draw.

The following four options (4.4 to 4.7) relate to four of the conditions which,
along with San Cha Hou (see rule option 1.6 above), make up the five different
situations which - optionally - can force an abortive draw in Japanese mahjong.

There are three possible settings for each, in this order:-

o Ryuu Kyoku Shinai [no draw]

o Ryuu Kyoku Oya Nagare Nashi [new hand played with same dealer]

o Ryuu Kyoku Oya Nagare Suru [new hand played with new dealer]

4.4 Suu Cha Riichi Ryuu Kyoku (four-person Riichi draw)

    Options: Shinai* / Oya Nagare Nashi / Oya Nagare Suru (see above)

    This occurs when all four players call Riichi in the same hand.

4.5 Suu Kan Nagare (four Kong re-deal)

    Options: Shinai / Oya Nagare Nashi / Oya Nagare Suru* (see above)

    This occurs when four Kongs are declared in the same hand by two or more
    players (if one lucky player gets four Kongs in a single hand then they can
    get the almost impossibly rare Yakuman of Suu Kantsu).

4.6 Suu Fon Renda Ryuu Kyoku (four Winds discard draw)

    Options: Shinai / Oya Nagare Nashi / Oya Nagare Suru* (see above)

    This occurs when all four players discard the same wind on their first turn.

4.7 Kyuu Shu Kyuu Hai Ryuu Kyoku (9+ Terminals & Honours draw)

    Options: Shinai / Oya Nagare Nashi* / Oya Nagare Suru (see above)

    This one happens when a player begins a hand with nine or more different
    terminals and honours after their first self-draw, although they have to
    choose to accept the draw.

    If you start a hand with nine or more Terminals and Honours then the game
    will give you the option to declare this and accept the re-deal; it does
    this in the form of a black message bar above your tiles which says Kyuu
    Shu Kyuu Hai (four kanji, the first and third are the number nine) and
    buttons marked YES and NO - you choose YES to accept the draw, but of course
    in this situation surely you will want to try for the Kokushimusou (Thirteen
    Orphans) Yakuman instead...!

                               Yaku (scoring elements)
5.1 Pinfu Tsumo (Pinfu on a self-draw win)

    Options: Nashi (off) / Ari* (on)

    When Tsumo Pinfu is Ari you can claim the scoring element Pinfu on a Tsumo
    (self-draw) win. Pinfu is defined as a "no points" hand, with no Fu (mini-
    points) other than the basic 20 or 30 for going out. A Tsumo win is normally
    worth an extra two Fu but with this rule you waive the two Fu and take the
    extra Han (double) for Pinfu instead.

5.2 Riichi Ippatsu ("one-shot" win after reaching)

    Options: Nashi (off) / Ari* (on)

    This simply turns on/off the Ippatsu scoring element.

5.3 Nagashi Mangan (all terminal and honour discards)

    Options: Nashi (off) / Mangan* / Baiman

    When Nagashi Mangan is Ari, if a hand ends in an exhaustive draw, all of
    your discards are terminals and honours and none of these have been taken by
    other players then you can claim Nagashi Mangan.

    By default this scores as a Mangan hand (12,000 points for a dealer or 8,000
    points for a non-dealer) but you also have the option to set it to Baiman
    (24,000 pts for the dealer or 16,000 pts otherwise).

5.4 Dai Sharin Yakuman ("Big Wheels" top limit hand)

    Options: Nashi (off) / Ari* (on)

    When this rule is Ari the game allows the optional Yakuman called Dai Sharin
    (literally Big Wheels) - a hand of 22334455667788 specifically in the Pinzu
    (Dots) suit.

5.5 Chuurenpoutou Manzu Gentei (Nine Gates is Craks limited)

    Options: Nashi* (off) / Ari (on)

    The rare Yakuman of Chuurenpoutou (Nine Gates) - a closed flush hand made
    of 1112345678999 plus one duplicate - is sometimes only allowed in the Manzu
    (Craks) suit.

    This rule lets you choose whether the hand is allowed in one suit or all
    three; I think the default is all three.

                             Yakuman (top limit hands)
(NB: The last two rule options on the previous page relate to Yakuman too.)

6.1 Yakuman Choufuku (Yakuman stacking)

    Options: Nashi (off) / Ari* (on)

    A Yakuman is a rare and precious thing but it is possible to get more than
    one at the same time! For example you might get Tsuuiisou (All Honours) with
    either Dai San Gen (Big Three Dragons) or Shou Suu Shii (Little Four Winds).

    When this rule is Ari you can "stack" multiple Yakuman in one hand - and
    claim the points for all of them!

6.2 Kazoe Yakuman (counted Yakuman)

    Options: Nashi (off) / Ari* (on)

    When this rule is Ari any winning hand worth thirteen or more Han (doubles)
    will be scored as a Yakuman (top limit hand).

    (Unusually my very first ever Yakuman was a counted one. I had a hand with
    two Kongs and with Riichi, Tanyao and a staggering eleven Dora! I wasn't
    even playing with red fives.)

6.3 Dai Suu Shii Hou (Big Four Winds win)

    Options: Yakuman / Double Yakuman*

6.4 Suu Ankou Tanki Machi (Four Concealed Pungs with pair wait)

    Options: Yakuman / Double Yakuman*

6.5 Kokushimusou Juusanmen Machi (Thirteen Orphans with 13-sided wait)

    Options: Yakuman / Double Yakuman*

6.6 Chuurenpoutou Kyuumen Machi (Nine Gates with 9-sided wait)

    Options: Yakuman / Double Yakuman*

    These four rules can be set individually to allow the four possible optional
    Daburu Yakuman (double Yakuman) hands. These score twice the normal Yakuman
    points, e.g. 96,000 pts for a dealer win! :D

    The four possible double Yakuman hands are:

                    Dai Suu Shii - four Pungs of wind tiles

           Suu Ankou Tanki Machi - a hand with four complete self-drawn Pungs
                                   won after waiting on the pair

    Kokushimusou Juusanmen Machi - one of each terminal and honour tile waiting
                                   for a duplicate of any one of those thirteen
                                   tiles to complete it

     Chuurenpoutou Kyuumen Machi - a closed flush hand of 1112345678999 waiting
                                   on a duplicate to complete it

*This is the default setting for the optional Free Rule and the standard setting
in the fixed Fight Club rule-set.

| Section 15 | CONTACT                                                     s15 |

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

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

| Section 16 | THANKS                                                      s16 |

I would like to thank the following:-

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

o www.mfc-krd.com for the Castlevania music unlock requirement infos

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

o inFamous: First Light (PS+) for respite from the arduous Dan grade grind

o Bing & Ruth, Cold Tear, I am planet, Crane's Dreams and ASIP for super sounds

o Chuck Palahniuk

I will be happy to give credit and thanks to anyone who makes a contribution.
        ___________                                          ___        
        \______   /                              ___        /  /        
              /  /                       __      \_/       /  /         
             /   \___ ________ _________/  \__ ___ ______ /  /  ________
.-------o   /  __   / \___   //  ___/\_   ___//  //  ___//  /  /  __   /
| ANOTHER  /  / /  /_____/  //  /     /  /   /  //  /   /  /  /   \/  / 
'---------/  /-/  //  __   //  /-----/  /---/  //  /---/  /--/  _____/---------.
         /  / /  //  / /  //  /     /  /   /  //  /   /  /  /  /         GUIDE |
        /   \/  //   \/  //  /     /   \_ /  //   \_ /   \ /   \________ o-----'
        \______/ \______/ \_/      \____/ \_/ \____/ \___/ \___________/
Mahjong Fight Club (PSP) Guide
Copyright 2015 James R. Barton
Initial version 1.00 completed 27 January 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
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without the advance written consent of the author. Any violation would
constitute an infringement of copyright and is strictly prohibited.

I would encourage you to boycott the site cheatcodes.com which uses (steals)
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The only websites with the author's consent to publish this guide are GameFAQs
(gamefaqs.com) and its affiliates, i.e. Gamespot (gamespot.com).

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

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