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    FAQ by barticle

    Version: 1.01 | Updated: 01/09/11 | Search Guide | Bookmark Guide

      Janline-R Guide - Version 1.01 - 9 January 2011 - by Barticle at hotmail.com
            _   ______   __     _  _        _  __     _   ______    ____________
           | | / ____ \ |  \   | || |      | ||  \   | |.' _____|  |__      __  '.
           | || |    | || . \  | || |      | || . \  | || |           /    /  '.  \
           | || |    | || |\ \ | || |      | || |\ \ | || |_____     /    /    |   |
           | || |____| || | \ \| || |      | || | \ \| ||  _____|   /    /___.'   /
     _     | ||  ____  || |  \ ' || |      | || |  \ ' || |        /         ___.'
    | |____| || |    | || |   \  || |_____ | || |   \  || |_____  /    /\    \
    '.______.'|_|    |_||_|    \_|'.______||_||_|    \_|'.______|/    /  \    \
                                                              __/    /_   \    \__
        01 INTRODUCTION            09 CONTROLS               |_________|   \______|
        02 FEATURE LIST               o Joypad
        03 SET-UP                     o Keyboard            12 STATISTICS
        04 MAIN MENU AND LOBBY        o Pop-Up Commands     13 OTHER GAME MODES
           o Main Menu             10 DISPLAY                  o Duo Mode
           o Lobby                    o Game Display           o Clan Mode
        05 TABLE PREPARATION          o Score Display          o Tournament Mode
        06 ONLINE PLAY             11 RULE-SET              14 TROPHIES
        07 FINAL SCORES               o Rules List          15 CONTACT
        08 PROFILE                    o Yaku List           16 THANKS
    
    ------< INTRODUCTION >-------------------------------------------- [Section 01]
    
    This is a guide to the 2009 Playstation 3 video-game Janline-R, a mahjong game
    intended primarily for online* multiplayer matches. The title of the game is
    given in English on the front cover of the box but on the spine it's presented
    rendered into vertical Japanese katakana characters as "Janrain Aaru".
    
    I've previously written game-guides for Mahjong Taikai IV and Mahjong Fight Club
    (both on the PS3) so my aim now is to complete the collection by doing one for
    Janline-R too. I was a little surprised to see Janline-R released last year as I
    thought that Koei and Konami would've had the home market saturated already with
    their titles but I guess if a game has a USP (in this case support for cameras
    and avatars in online play) it can find a gap in the market - and so I continue
    to live in hope of Sega releasing MJ4 for the PS3. (please!)
    
    When you first load the game it will install the PSN Trophies (see Section 14)
    and if your PS3 is connected to the internet it will also demand an upgrade to
    the most recent version of the software (this information will be shown in your
    native language). I got online in August 2010 and received version 1.08 from six
    packets** totalling 179 megabytes on download and 116 megabytes once installed.
    
    Just as version 1.00 on the disc differs somewhat from the in-game screenshots
    shown in the manual, so too is version 1.08 significantly different from version
    1.00 with additions and rewordings applied to both the main menu and the profile
    menu. This guide is written on the assumption that you're online and you've
    upgraded to the latest version.
    
    I've tried to use both Japanese and the equivalent English Mahjong terminology
    throughout this guide, in most cases giving the oriental term first and the
    English version afterwards in brackets. I know that some purists will object to
    my use of the terms Chow, Pung and Kong when referring to Japanese Mahjong but
    these are the words I learnt from my first Mahjong game and they've been pretty
    much standard in English texts on Mahjong for around ninety years so I'm quite
    comfortable with their use here.
    
    Obviously if you can read Japanese you'll be able to read the instruction manual
    and the menus in the game so this guide is aimed primarily at English speakers.
    You shouldn't be daunted by the Japanese text as there are only a few short
    menus and options pages. The layout of these is mirrored in this guide so you
    should be able to find your way around the game without any difficulty.
    
    Although written specifically to support Janline-R on the PS3, this document
    might be of use or interest if you're playing Recom's Mahjong World game from
    the Japanese PSN or the retail game Janline (without the R) for the Xbox 360.***
    
    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 new complete guide to the terminology and
    rules of Japanese Mahjong. It's available as a 74-page, illustrated, linked, PDF
    and can be accessed from the United States Pro Mahjong League download page.
    
     http://www.uspml.com/site/downloads.htm    (Barticle's Japanese Mahjong Guide)
    
    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.
    
    *I'm assuming the title of the game is a portmanteau of the words maaJAN (the
    Japanese pronunciation of Mahjong) and onLINE.
    
    **It took me six attempts to download the data required to update to the current
    version of the game. Hopefully you'll have better luck than I did! My connection
    was a little choppy when I first got broadband at home. It did very bad things
    to my Janline-R stats too!
    
    ***Remember that a lot of games made for the Xboxen are region-locked so don't
    go buying "Janline" unless you have a Japanese 360 or you know it's region-free.
    
    ------< FEATURE LIST >-------------------------------------------- [Section 02]
    
    Since it can be difficult to find any detailed information in English about the
    content of a foreign game I like to include a quick description of the gameplay
    features when I write a guide for a Japanese game - so here it is!
    
    o primarily built for online play with solo, co-op and clan modes
    
    o no Japanese subscription required - online play is free and works in UK/US
    
    o camera and headset support plus customisable avatars
    
    o basic offline single-player mode
    
    o modern Japanese Mahjong rules including Riichi, Dora and red fives
    
    o basic customisable rule options (see Section 05)
    
    o statistical log for online play (see Section 12) but no Yaku count
    
    o twenty-six PSN Trophies for online play (see Section 14)
    
    o Dora and Furiten alerts and wait indicators
    
    o display reveals briefly if a player's discard is taken from his hand or not
    
    o satisfying corner-slammin' melding animation and sound effect :)
    
    o Japanese language only
    
    ------< SET-UP >-------------------------------------------------- [Section 03]
    
    The first time you load the game you'll be shown a screen that lets you resize
    and reposition the display to fit your monitor. Use the d-pad to move the screen
    or the left stick to shrink it, Select to restore the default values or Start to
    confirm your choices.
    
    (The game was made to be viewed on a widescreen display so if (like me) you have
    an old screen with a 4:3 aspect-ratio then you'll want to squeeze it a little on
    the horizontal axis, but not too much otherwise the tiles will be harder to read
    during play. Don't worry about not getting it quite right first time - you can
    return to this mode from the "Environment" link off the main menu at any time.)
    
    Next you'll be asked to select the gender for your avatar. Remember this is a
    Japanese game so you'll be using the O button to confirm a selection and the X
    button to cancel. However any interfaces generated by the console rather than
    the software (e.g. on-screen keyboard input or web browser) will use the normal
    controls which (on a western PS3) will probably be X to confirm and O to cancel.
    
    Finally you're required to enter the nickname* you'll use for online play; this
    uses the PS3's standard character input interface. The default character set is
    hiragana and kanji (pick kanji from the predictive-text list on the right) but
    you can press Select to cycle between pure hiragana, katakana, English letters
    and numbers. Press Square to backspace, triangle to add a blank space and R2 for
    caps lock (when using English). Once you've input your name (limited to eight
    characters) you can press X to confirm and continue.
    
    There are no separate save slots within Janline-R, instead you'll need to switch
    between user accounts on the console's XMB if you have more than one person
    using the same machine. It should be noted that the save file is copy-protected
    to prevent you from borrowing someone else's profile; unfortunately this also
    blocks you from making a back-up copy of your game save, but I think if you take
    a full back-up of your HDD (under Settings \ System Settings \ Backup Utility)
    this will capture all save files including ones that are copy-protected.
    
    *Both your PSN ID and your nick will be displayed during online play so you can
    add a (concise!) message as your nickname if you like.
    
    ------< MAIN MENU AND LOBBY >------------------------------------- [Section 04]
    
    After upgrading to the current version of the game, the title screen will give
    you two options - use the left one to enter Normal Mode. (The right-hand option
    is for the Tournament Mode - see Section 13)
    
    = Main Menu =
    
    The home screen in Normal Mode has a menu with ten purple buttons down the left
    side of the screen. You can use the d-pad (or left stick) up/down to highlight
    one and then tap O to select it. The ten options available are as follows:
    
     1. East-Wind Match - play an online game over one wind-round
    
     2. East-South Match - play an online game over two wind-rounds
    
     3. Duo East-Wind Match - play an online Duo game over one wind-round
    
     4. Duo East-South Match - play an online Duo game over two wind-rounds
    
     5. Clan East-Wind Match - play an online Clan game over one wind-round
    
     6. Clan East-South Match - play an online Clan game over two wind-rounds
    
     7. Table Preparation - configure settings for an online multiplayer game
    
     8. Single Play* - configure settings for an offline single-player game
    
     9. Profile - view your stats, customise your avatar, etc
    
    10. Environment Settings - change your screen set-up and sound levels
    
    The first four buttons each have a little black window in the bottom-right
    corner with a counter showing how many online players are waiting for a game.
    
    Further information about the online play modes is given in Sections 06 and 13.
    
    Clicking on option 7 or 8 will take you to a menu for configuring a new game.
    The same menu is used for both and this is explained in Section 05. When you
    click on option 1, 2, 3 or 4 the Janline will put you into a game (a "quick
    match") if one is available, otherwise it'll give you that same config menu to
    create your own. I guess the same applies to options 5 and 6 for Clan Mode but
    these are unavailable if you are not a member of a clan.
    
    Option 9 accesses a wide range of functions under the player profile sub-menu;
    refer to Section 08 for a detailed breakdown of these.
    
    Option 10 gives you three brown tags. The left one shows the in-game controls,
    the middle one can be used to access the screen size/shape settings you saw the
    first time you loaded the game and the right one lets you change the relative
    volume levels of the background music (BGM), sound effects (SE) and voices.
    
    If your console is offline then options 1 thru' 7 will be greyed-out.
    
    From the main menu screen you can press Select then pick Yes (the top option) to
    return to the title screen. You also have the option of pressing Start to review
    the information shown the first time you started Normal Mode.
    
    = Lobby =
    
    To the right of the menu bar and filling most of the screen is a 3x2 grid which
    gives details of online tables (games) available or in progress. This display
    constitutes the lobby of the game.
    
    When you highlight option 1, 2, 3 or 4 off the menu you can tap right on either
    the left stick or d-pad to move into the table list and then move between them
    or press L1/R1 to page up/down one row at a time.
    
    The entry for each table shows its name, what stage the game is at, the players
    (and their ranks) and the rule settings applied. When you highlight and select a
    game you can usually either join the match or watch it. I'll explain all this
    later in the guide (in Section 06 to be precise).
    
    At the top-right of the lobby view is a digital clock which shows your own local
    time (not Japanese time) and next to this there might be a little red and white
    envelope icon which will inform you if you've received a PSN message/invite -
    even if it's several hours old by now!
    
    *If your console's not connected to the internet then you'll be playing version
    1.00 of Janline-R straight off the disc and the main menu will have nine options
    instead of ten (Single Play will be absent). To play an offline match against
    computer-controlled opponents use option 7 to configure your settings and then
    move the highlight down to the bottom option and click it to start the game.
    
    However if you're intending to play offline then there are better games to
    choose! Mahjong Fight Club has a superior range of rule options and stats while
    Mahjong Taikai IV has a more realistic table view including the full wall. You
    should only really consider buying Janline-R if you're able to take it online.
    
    ------< TABLE PREPARATION >--------------------------------------- [Section 05]
    
    The same menu is used to set up a table either for online play (option 7 off the
    main menu) or for an offline single-player game (option 8). Also if you select
    one of the online play modes when there are no players waiting then again you
    get this menu so you can set up your own game.
    
    The menu lets you configure a number of different rule and game options. These
    are listed below in the order they appear in the game. For each one the default
    is marked with an asterisk (*).
    
    Here are four Japanese words you'll encounter when setting the options:-
    
      __|___    | _
       _|___    |/ \   ARI
      / |/  \   |   |  denotes "existence" and describes a rule that's applied (On)
      \_/  _/   '  / 
    
      __/__  _   |
       /    |    |     NASHI
      /    _|_   |     means "without" and describes a rule that's not applied (Off)
     /    (_|    |__.
    
      = /---   ------
      =  _|_    .-. |  KYOKA
     .-.  |     |-| |  denotes "permission" or "approval" (Allowed)
     |-|  |        _|
    
      -----   ------
       /|\     .-. |   FUKA (erm, that's "fu-ka")
      / | \    |-| |   describes something that is wrong or improper (Disallowed)
        |         _|
    
    The black lozenge beneath the menu is marked with an image of the circle button
    and two kanji which read Henkou ("change") so you can press O to adjust the
    currently selected setting. If it has three or more possible values then a pop-
    up menu will appear, otherwise it'll just toggle between the two settings on the
    options menu display.
    
    If you move the highlight down to select the lozenge itself then the kanji will
    change to Kettei ("decision") and you can click this to confirm your choices.
    Then your table will be added to the lobby (for an online multiplayer match) or
    your game will begin (if you're playing offline single-player stylee).
    
    1. Table Name  (option unavailable in offline mode) 
    
          Info: If you're playing online you might want to specify an identifying
                name for your table so that your friends can spot it. You can use
                the standard on-screen keyboard interface here to set a name.
    
    2. Game Format
    
       Options: East-Wind Match* / East-South Match / Duo East-Wind Match /
       (online) Duo East-South Match / Clan East-Wind Match / Clan East-South Match
    
       Options: Single-Player East-Wind Match / Single-Player East-South Match
      (offline)
    
          Info: Here you specify the type and duration of match you want to play.
    
                An East-Wind Match (in Japanese "Ton Puu Sen") is one played over a
                single wind-round, while an East-South Match ("Ton Nan Sen") lasts
                for the standard two wind-rounds (east and south respectively).
    
                If you're creating a table for an online match you can also set up a
                Duo Mode game or, if you're affiliated to a clan, a Clan Mode game.
    
    3. Wareme
    
       Options: Off* / On
    
          Info: With Wareme set to On, the player whose section of the tile wall was
                broken at the start of each hand is indicated by a small yellow
                lightning icon at the bottom-right corner of their window, beneath
                their avatar. Any payment made or received by the Wareme player for
                a winning hand will be doubled. If they happen to be the dealer too
                then the score effects are cumulative when they win.
    
                Payments under the Wareme rule can get pretty painful. For example,
                if you get ronned on a dealer Mangan when either you or the dealer
                has the Wareme marker then it would cost you 24,000 points (ouch!)
                which could easily bankrupt you.
    
                The Japanese word Wareme means "split" or "crevice" so it obviously
                refers to the break in the wall.
    
    4. Yakitori
    
       Options: Off* / On
    
          Info: When the Yakitori rule is in use, each player starts the game with a
                special marker - in Janline-R this is represented by a small orange
                square in the bottom-right corner next to where the Wareme marker
                is shown. If a player wins a hand then they can remove or invert
                their Yakitori marker - in the game it disappears.
    
                At the end of the game any players whose Yakitori marker is still
                displayed (i.e. anyone who didn't win at least one hand) must pay a
                penalty of 3,000 pts to each player whose marker is absent (those
                that won a hand). The total number of points involved in any of the
                five possible outcomes are summarised in the table below.
    
                 Number of Winners |    Non-Winners Pay    |    Winners Receive
                -------------------+-----------------------+----------------------
                        One        |   3,000 points each   |   9,000 points
                -------------------+-----------------------+----------------------
                        Two        |   6,000 points each   |   6,000 points each
                -------------------+-----------------------+----------------------
                       Three       |   9,000 points        |   3,000 points each
                -------------------+-----------------------+----------------------
                    Four or None   |       0 points        |       0 points
    
                This penalty is paid at the very end of the score reckoning, after
                the Oka (see Section 07) and Uma (see below) have been applied.
    
                In Japanese cuisine Yakitori is literally a "roast bird", cooked on
                a skewer. The Yakitori markers are usually printed with a cartoon
                image of a skewered bird.
    
    5. Open Tanyao
    
       Options: On* / Off
    
          Info: This is the (sometimes controversial in its absence!) Kuitan rule.
                When Kuitan is Ari (On) you are allowed to claim the scoring element
                Tanyao (All Simples) on an exposed/open hand.
    
                The "Kui" in the rule name denotes eating - when you steal discards
                from other players by Pon or Chii you are, in a sense, "eating"
                their tiles and so Kuitan is literally "eating Tanyao".
    
    6. Red Fives
    
       Options: Off* / 3 / 4 / 6
    
          Info: This rule lets you specify how many of the "5" numbered suit tiles
                will be substituted by special versions with red markings. Each such
                tile in a winning hand adds an extra Han (double) to the calculation
                of the score, just like normal Dora. As with other Dora tiles, red
                fives cannot be used to meet the one-Han minimum for going out.
    
                Contrary to the manual, the default setting is zero. With three, one
                of the 5 tiles in each of the three suits will be replaced by a red
                five. Mahjong sets are usually packed in rows of four and therefore
                they often have four red fives, typically two in the Pinzu (Dots)
                suit and one each in the other two although in Janline-R it's the
                Manzu (Craks) suit that has two - with the next option you play with
                all four of these. The final option lets you play with six red fives
                (two in each suit).
    
                The game calls these tiles Akadora - literally "red Dora".
    
    7. Uma
    
       Options: Off* / 5-10 / 10-20 / 10-30
    
          Info: The Uma is a final exchange of points at the end of the game. The
                player in third place pays the first number (in thousands) to the
                one in second place and the player in fourth pays the second number
                to the winner. For example with the smaller 5-10 setting, the game
                winner gets 10,000 from fourth and second gets 5,000 from third.
    
                The Uma payment, if any, is in addition to the 20,000 pts Oka which
                in Janline-R is always awarded to the winner (see Section 07).
    
                Uma means "horse".
    
    8. Chat  (option unavailable in offline mode)
    
       Options: Disallowed / Emotion Only / Voice Only / Allowed*
    
          Info: This lets you specify the types of communication permitted during an
                online match. "Emotion" here refers to the system of emoticons built
                into the game and accessible via the L1 button (see Section 08).
    
    9. Match Spectators  (option unavailable in offline mode)
    
       Options: Disallowed / Turned Tiles Only / Allowed*
    
          Info: With this setting you can choose whether other people are permitted
                to pick your game from the lobby and observe the match in progress.
    
                With the middle option you allow spectators but they can see only
                the discarded tiles plus any open sets. The players' hands are shown
                as being face-down on the table.
    
    10. Allotted Time
    
       Options: Unlimited / 3 / 5 / 10 / 15* / 20 / 30 / 60 / 120
    
          Info: In order to prevent people (like me!) taking too long to think about
                which tile they want to discard, this option can be used to apply a
                time limit on each player's turn. The default is 15 seconds.
    
                The time available is indicated by the orange bar helpfully marked
                "TIMER" (in English) at the bottom-right of the game display. When
                your bar becomes empty your time is up and whichever tile you happen
                to have selected will be discarded automatically.
    
                To deactivate the move timer pick the first option, represented by
                four kanji that say "without limit". This differs from the listing
                on page 3 of the manual where instead the final option is infinity.
    
                Once per hand you can press the square button to get an additional
                seven seconds of thinking time added to your timer bar.
    
                I quickly got used to playing under a timer and I now favour the 10
                second limit. With 15 secs some players are really slooow and with
                5 secs it's a little too intense when playing defensively. With a
                limit of 10 seconds a one-round game will last around 10-15 minutes.
    
                If you enter a game with a longer limit (like 30 secs) then you'll
                find that some players will take advantage of the extra time to use
                the in-game text chat function (see Section 09).
    
    11. Skill Level (COM1)
    
    12. Skill Level (COM2)
    
    13. Skill Level (COM3)
    
       Options: Lv 1 / Lv 2 / Lv 3 / Lv 4 / Lv 5 / Lv 6 / Lv 7 / Lv 8 / Lv 0
    
          Info: These three options can be used to select the characters for any
                computer-controlled players in the game. Obviously in an offline
                game you'll need all three of them; in an online match they will
                fill any empty seats to give you the four players required.
                
                In the manual they're listed Level 1, Level 2, etc (I've copied that
                here to save space) but in the game they're presented with names**
                each beginning with COM (for computer).
    
                When picking characters you should keep in mind that they're listed
                in order of ability with the least skilled at the top of the list.
                By default the game will pick three at random.*
    
                There's also a ninth option at the bottom of the list which says
                "COM Agaranai" which I think (loosely) denotes a "nobody", so it's
                an unskilled opponent - effectively Level 0. This option is only
                available when setting up a table for a single-player game.
    
                The computer-controlled characters are always shown as being stuck
                at the lowest grade (20th-Kyuu). They never get a promotion!
    
    14. Password  (option unavailable in offline mode)
    
          Info: The final option lets you specify a password which you can share
                with your friends beforehand to ensure that only they can enter your
                online match.
    
                This option is usually greyed-out and unavailable but there are two
                password items available in the Janline shop (see Section 08) which
                (I assume) allow password protection. One item gives seven uses for
                100 Yen, the other thirty uses for 300 Yen.
    
    *This is the default setting for the option.
    
    **The surnames for the computer characters all seem to be based on Mahjong terms
    with the first four named after the winds (ESWN), the next three named after the
    dragons (white, green and red) and the final one using both characters from the
    kanji spelling of Mahjong in their surname and forename. The fifth one has a
    surname spelt "white bird" which means "swan" and the sixth is literally "middle
    way". Perhaps they're all puns?
    
    ------< ONLINE PLAY >--------------------------------------------- [Section 06]
    
    This section gives a broad and general overview of standard online play in
    "Normal Mode" which is accessed from the left option off the title screen. 
    
    The first two purple buttons on the main menu relate to one- and two-round games
    respectively. The black block in the bottom-right corner of each button will
    have a number followed by three Japanese characters. This counter shows the
    number of players currently online and waiting for that type of match.
    
    There are three ways to begin or enter an online multiplayer game:
    
    1. If the counter shows that one or more players are waiting then you can simply
       click on that button to enter a match directly. If more than one game is
       available then the game will choose one for you.
    
    2. If the counter shows that players are waiting then you can press right on the
       joypad (or keyboard if you're so inclined) to browse the active tables in the
       lobby view and then pick one to enter.
    
    3. If the counter shows zero - or if you don't like any of the available tables
       (because of their selected options or opponent ranks!) - then you can create
       you own table by clicking on either the first/second button or the seventh
       button on the main menu. These will all take you to the Table Preparation
       view which you can use to specify your preferred options (see Section 05).
    
    Info about each table in the lobby is represented in the following layout:
                           ______________________
                          |     _____________    |
                          |    |_#$*%________|   | <-- table description or name
                          |      ___________     |
        game progress --> |     |__M=#_-A@__|    |
         for example      |   ________________   |
      south second hand   |  |_%$&*%______+-&_|  | <-- player 1 name and rank
          one honba       |  |_barticle___=+&_|  | <-- player 2 name and rank
                          |  |________________|  | <-- player 3 name and rank
                          |  |________________|  | <-- player 4 name and rank
                          | ___ _____  ___ _____ |
          game format --> ||___|_____||___|_____|| <-- Uma values
        Wareme on/off --> ||___|_____||___|_____|| <-- chat setting
      Yakitori on/off --> ||___|_____||___|_____|| <-- spectator setting
        Kuitan on/off --> ||___|_____||___|_____|| <-- move timer (in seconds)
    red fives setting --> ||___|_____|           | <-- password protection (if any)
                          |______________________|
    
    If the text in the second row consists of six characters in two blocks of three
    then this is indicating the game progress (hand and Honba counts) so the match
    has already started. If instead there are seven characters and the middle one is
    a number then this shows that they are waiting for that number of players to
    join their table.
    
    When you highlight and click on a table in the lobby view the game will display
    a list of the rule and play options in use there. You cannot edit these - they
    have been set by the player who created the table (the host). There'll usually
    be either one or two buttons at the bottom of this - if there's a button on the
    left you can use it to watch the game (as a spectator) and if there's one on the
    right that will allow you to enter the match (as a player).
    
    When you start (host) your own table you're given four options:-
    
      Circle button - start game
    
                      You will need at least one other human player to do this. Once
                      the game begins no other people will be able to join you.
    
      Square button - start match but allow other human players to join
    
                      The current game will be restarted when an extra person joins.
    
                      If you want to practise while you're waiting for some players
                      you can play against three computer-controlled opponents. This
                      will not contribute to your stats or Trophies. A chime will
                      sound to alert you to the arrival of a human player.
    
    Triangle button - send a PSN message to invite someone to the game
    
                      This uses the built-in PS3 system and allows you to invite a
                      friend, someone from your "Players Met" list or anyone else
                      whose PSN ID is known to you.
    
       Cross button - cancel the table and return to the main menu
    
    If you join a game hosted by someone else then you only get two options: press
    Cross to exit or Triangle to send an invite to a friend (unless there are four
    human players already). You get the same two choices before each consecutive
    match against the same player/s.
    
    If you're the host then before each rematch you get the option to start the
    game immediately with Circle or to quit back to the lobby with Cross.
    
         _________ _________ _________ _________
        | 3||     | 4||     | 1||     | 2||     | After a match with at least one
        |    _    |    _    |    _    |    _    | other human you'll be shown a
        |   (_)   |   (_)   |   (_)   |   (_)   | display like this with the four
        |   /|\   |   /|\   |   /|\   |   /|\   | players pictured at the top and
        |    |    |    |    |    |    |    |    | their normalised scores from the
        |   / \   |   / \   |   / \   |   / \   | game given in a row beneath them.
        |=========|=========|=========|=========|
      __|_________|_________|_________|_________| Each time you continue and play
     |1_|___+17___|____-8___|___+10___|___-19___| another game against the same
     |2_|___+11___|___+12___|____-7___|___-16___| opponents another row will be
     |3_|____+2___|___-19___|___+14___|____+3___| filled on the grid showing the new
     |4_|_________|_________|_________|_________| scores from the most recent match.
     |5_|_________|_________|_________|_________|
     |6_|_________|_________|_________|_________| Each player's overall progress
     |7_|_________|_________|_________|_________| is shown as a total in the bottom
     |8_|_________|_________|_________|_________| row. You'll note that the adjusted
     |9_|_________|_________|_________|_________| scores from each match and the
     |T_|___+30___|___-15___|___+17___|___-32___| four totals always sum to zero.
    
    In this view you have four options shown at the bottom of the screen:-
    
      Circle button - play a rematch with the same players (unless the host quits)
    
       Cross button - end series of games with these players and return to main menu
    
    Triangle button - select a player to add to PSN friends list
    
      Square button - select a player to add to PSN block list
    
    (On two occasions so far I've played a chain of nine consecutive matches against
    the same players and was not given the option to play a tenth. The Circle option
    is removed so you have to return to the lobby.)
    
    Your performance and progress through online play is tracked on two consecutive
    scales. You start at the lowest Kyuu grade which is 20th-Kyuu then move up to
    19th-Kyuu, then 18th-Kyuu, etc, until you reach 1st-Kyuu. I often rank-up after
    winning a game but I've also been promoted after coming second with a relatively
    low score so I guess it's based on your match placings somehow. Promotions are
    displayed after a game on an oddly-shaped purple plaque (as depicted on page 10
    of the manual). The announcer voice says Shoukaku which means "status advance".
    
    The various Kyuu grades are written using the same number characters for 1 to 9
    that appear on the Manzu (Craks) tiles, in addition to + which indicates ten, so
    the combination =+ (two-ten) means "twenty" and += (ten-two) means "twelve".
    
    After you've passed all twenty Kyuu grades you're promoted up to the Dan ranks
    which are numbered in the opposite order. You start at 1st-Dan and can progress
    through 2nd-Dan, 3rd-Dan, etc, up to 9th-Dan. These are also indicated with
    number characters with the exception of 1st-Dan which is called Shodan meaning
    "beginning rank".
    
    Once you enter the Dan ranks you start to collect gems. You gain one each time
    you win a match but you lose one whenever you place fourth, so if you're trying
    to grind up through the ranks you should balance your play style between aiming
    for first (offence) and avoiding fourth (defence).
    
    At each Dan rank you collect a different type of gem. When you hit Shodan you're
    given an aquamarine gem and you'll receive another for each win. After promotion
    to 2nd-Dan you switch to receiving sardonyx instead, then at 3rd-Dan you receive
    jade, and so on.
    
    Initially I assumed that up you needed to collect a certain number of each type
    of gem in order to advance up to the next rank but the totals I was getting were
    a little random so now I'm not sure... I actually tried emailing Recom to see if
    they could shed any light on the process involved and to their credit I got a
    very prompt reply but only to say that they don't support English users!
    
          Rank  |  Gem Type         Rank  |  Gem Type         Rank  |  Gem Type
       ---------+------------    ---------+------------    ---------+------------
         Shodan | Aquamarine      4th-Dan |   Pearl         7th-Dan |     ?
       ---------+------------    ---------+------------    ---------+------------
        2nd-Dan |  Sardonyx       5th-Dan |     ?           8th-Dan |     ?
       ---------+------------    ---------+------------    ---------+------------
        3rd-Dan |    Jade         6th-Dan |     ?           9th-Dan |     ?
    
    (I've started having trouble with my PSN connection again which is hindering my
    progression! :6 I'll update this section once it settles down again.)
    
    Changes to your gem total are shown immediately after a match in a window on top
    of the grid that shows the scores from the current series of games. Take care
    not to press the X button to dismiss this window because doing this would end
    the series and dump you back to the lobby. You can also check your current total
    in the stats screen (see Section 12).
    
        /   -----       ___  ___      Grades are colour-coded so for example the
      \/  /  |  /__    |    |   |     first ten Kyuu grades are shown in bronze but
       \ /   |    /    |___ /   |__.  your grade turns silver when you reach 10th.
        /    |   /     |    _____     
      -----\ |  /      |___  \  /     The kanji characters for "Kyuu" and "Dan" look
       /|\  / \/       |      \/      quite similar on my standard-definition screen
      / |  /  /\      _|__    /\      but if you look closely you should be able to
        | /  /  \      |     /  \     make out the prominent vertical stroke and the
                                      associated fan-type structure on the left side
          KYUU             DAN        of the Dan character.
    
    Beyond the Dan ranks you reach the dizzy heights of Mahjong Saint (collecting
    sapphires), followed by Mahjong King (rubies), Mahjong Emperor (emeralds) and
    finally Mahjong God (diamonds).
    
    It's important to note that you have separate rankings for each game mode so you
    will have different grades for East-Wind and East-South matches.
    
    (Also hitting 10th-Kyuu, Shodan and 9th-Dan gets you a Trophy - see Section 14)
    
    You also receive various titles during play (and these are also coloured bronze,
    silver or gold) but the characters are too small to read on my screen so I'm not
    sure what they're based on!
    
    Although their use is pretty rare, you can use a headset and camera with the
    game. I haven't got or used a camera but I know that Sony's own Playstation Eye
    device is supported. I do have a USB headset and this was easily configured by
    connecting it to a USB port and then navigating the console's XMB to Settings \
    Accessory Settings \ Audio Device Settings and then selecting the headset as
    both the "input device" and "output device" and setting the mic level to suit.
    
    Pretty much everyone playing online is Japanese and I assume most of them are
    actually in Japan so this will affect the number of matches and players that are
    available online at any given time on any given day.
    
    The diagram below shows the time differences between Japan Standard Time (JST)
    and the local times in Britain and mainland continental Europe (CET) and on the
    west and east coasts of America. This is based on the current summer situation,
    with UK/Europe and America (but not Japan) using Daylight Saving Time.
    
    Britain 04:00 <------ -8 hrs -----> Japan <----- +8 hrs -----> Pacific 20:00
      Europe 05:00 <----- -7 hrs -----> 12:00 <------ +11 hrs ------> Eastern 23:00
    
    I'm in England and I like to play mornings and afternoons at weekends when it's
    afternoon and evening (and weekend!) in Japan so the server's busier. However I
    have never seen the lobbies completely empty and I can usually find a game on a
    weekday evening (UK time) when I guess the gamers based in Japan are either
    staying up late or getting up early and having a quick game before work/school?
    
    To give a quick example, I'm writing this on a Sunday evening local-time, it's
    past 3am in Japan and there are currently five active tables in the East-Wind
    lobby and a further nine games running in the East-South lobby.
    
    ------< FINAL SCORES >-------------------------------------------- [Section 07]
    
    The players' scores at the end of a match are calculated and adjusted according
    to following scheme:
    
    1. If the optional Yakitori rule (see Section 05) is in use then the necessary
       payments are made. This could adjust the final standings.
    
       Any player who failed to win at least one hand during the game must pay a
       penalty of 3,000 points to each of those that did.
    
    2. If the optional Uma rule (see Section 05 again) is used then the scores are
       adjusted, with the player in 3rd place paying the one in 2nd and the player
       in 4th paying a larger amount to the one in 1st.
    
       At this stage the points still add to 100,000 which represents the sum of the
       four 25,000 starting scores.
    
    3. Each player effectively buys into the game with 30,000 pts but in Janline-R
       you always start a match with 25,000. The difference (5,000 pts per person)
       forms a 20,000-point bonus called the Oka which is paid to the game winner.
    
       The scores now sum to 120,000 which is the total of the four 30k buy-ins.
    
    4. The players' scores are now adjusted such that they sum to zero. This is done
       by subtracting the 30,000 buy-in from each total.
    
       The scores now represent each person's profit/loss from the match.
    
    5. Finally the scores are divided by 1000 and rounded. It seems that Janline-R
       rounds down for the players in 4th, 3rd and 2nd, and then the winner's score
       is tailored in order to preserve the zero sum.
    
    Confused? You will be. Here's an example. The match was played with a 5-10 Uma
    and the Yakitori rule. Player C was the only one not to win a hand and therefore
    pays 3,000 pts to each of the others in Step 1 (dropping to 4th place). Ouch.
    
                |   End Scores   |  Step 1 |  Step 2 |  Step 3 |  Step 4 | Step 5
      ----------+----------------+---------+---------+---------+---------+--------
       Player A | +43,600 points | +46,600 | +56,600 | +76,600 | +46,600 |  +49
      ----------+----------------+---------+---------+---------+---------+--------
       Player B | +36,700 points | +39,700 | +44,700 | +44,700 | +14,700 |  +14
      ----------+----------------+---------+---------+---------+---------+--------
       Player C | +13,900 points |  +4,900 |  -5,100 |  -5,100 | -35,100 |  -36
      ----------+----------------+---------+---------+---------+---------+--------
       Player D |  +5,800 points |  +8,800 |  +3,800 |  +3,800 | -26,200 |  -27
      ----------+----------------+---------+---------+---------+---------+--------
        totals: | 100,000 points | 100,000 | 100,000 | 120,000 |       0 |    0
    
    ------< PROFILE >------------------------------------------------- [Section 08]
    
    After upgrading to version 1.08 of the Janline, the penultimate option off the
    main menu is relabelled "records and detailed settings" but I'm sticking with
    the simpler "profile" which is how it was given in 1.00 (and in the manual).
    
    The contents of the profile menu have changed too. Originally it had thirteen
    options but now there are sixteen as shown below. The options marked with an
    asterisk are greyed-out and unavailable if you're not connected to the internet.
                                   ________________________
                                  | ________               |
             Janline nickname --> ||________|_____________ |
                       PSN ID --> ||______________________||
                                  | _____________          |
                                  ||             |         |
                                  ||             |         |
                                  ||             |         |
                 avatar image --> ||             |         |
                                  ||             | ___     |
                                  ||             ||___|___ |
                                  ||             ||       ||
                                  ||             ||       || <-- clan info
                                  ||_____________||_______||
                                  | __________  __________ |
    1     avatar modification --> ||__________||__________|| <-- shop*             9
    2        emotions palette --> ||__________||__________|| <-- background music 10
    3       PSN friends list* --> ||__________||__________|| <-- send a message*  11
    4            give a gift* --> ||__________||__________|| <-- gifts received*  12
    5        match statistics --> ||__________||__________|| <-- rankings*        13
    6       clan information* --> ||__________||__________|| <-- nickname setting 14
    7           game settings --> ||__________||__________|| <-- online manual    15
    8 return to main menu (X) --> ||__________||__________|| <-- table selection  16
                                  |________________________|
    
    Let's go through each of these in turn...
    
     1 Avatar Modification
    
       The majority of players don't use a camera and instead are represented by an
       avatar. This option lets you customise yours (a little).
    
       Your avatar will be shown at the top-left with your nickname (see option 14)
       immediately beneath it. Under that is a little table where you can use the
       shoulder buttons L1/R1 (or d-pad / left stick) to page between tabs. You can
       press up/down to move between options on a tab.
    
       With a male character you get the following options...
    
         .----------------.----------------.-----------------.-----------------.
         |   Tab 1 Head   |   Tab 2 Body   |   Tab 3 Stage   |   Tab 4 Other   |
         |----------------+----------------+-----------------+-----------------|
         | 1 Hair         | 1 Top half     |  1 Background   | 1 Sticker       |
         | 2 Face         | 2 Bottom half  |                 |                 |
         | 3 Shape        | 3 Shoes        |                 |                 |
         '----------------'----------------'-----------------'-----------------'
    
       When you press O to select one of these categories you'll be given one or
       more choices in the larger window on the right. Scroll to select one and tap
       O again to pick one. The purple tag in the top-left corner shows which one
       you're currently using.
    
       Don't expect to see too many options here! I guess they want you to spend
       money in their avatar shop instead... (see option 9 below)
    
       When you've finished to can press X to jump to the little menu on the left
       before you return to the profile menu. This has four options as follows:-
    
         1. Avatar modification (again)
         2. Camera ON/OFF - turn your webcam on (and avatar off) or vice versa
         3. Restore avatar settings to default...
         4. ...and change them back to your previous settings
    
       Incidentally female avatars get pretty much the same range of options, except
       they have less clothes to choose (ohh noes!) and they have an extra choice
       under the Stage tab that lets you add a frame effect around your avatar.
    
     2 Emotions Palette
    
       Pressing L1 during a match opens up a little pop-up menu where you can choose
       one of eight pre-assigned emoticons/messages to show to your opponents. This
       option lets you choose which eight you want to have available there.
    
       This is all quite simple - just pick one of the eight slots and then select a
       an emoticon from the list below to assign to it.
    
       At time of writing there are four emoticons formed from Japanese text...
    
       The one with four pink characters arranged like :: says "Yoroshiku" which is
       a greeting** and means something like "pleased to meet you, let's get along
       well". Make sure you pick this one so you can use it at the start of each
       game (even if you play a re-match against the same people).
    
       The yellow characters spell out "Yattaa!" which is a well-known expression of
       excitement and satisfaction; it means "I did it!".
    
       The blue text says "Omedetou!" which means "congratulations!".
    
       The orange text arranged in an arch says "Arigatou!" ("thank you"). You might
       want to use this when you declare a Ron win off someone else's discard. ;) I
       am too polite! I only use it when I call a tile off a bot or when someone
       gives me congrats.
    
       I'd recommend packing pink Yoroshiku to use at the start of a match, the bow
       emoticon (last one on the list) which you can use before, during or after a
       game as required plus a good range of emotions - happy (bounce), sad (cry),
       anxious (sweating), angry (flushing) and amused (laughing).
    
       I like to put the bowing emote in the final slot so that you can select it
       quickly. I did have it in one of the first two slots but these tend to get
       covered by your placing (1st, 2nd, etc) at the end of each match - which is
       exactly when you'll want to be using it.
    
     3 Friends List*
    
       This option opens the Friends menu off your console's XMB so you can see
       which of your friends are online or send/receive a message.
    
       Remember to use your default joypad buttons to navigate here (probably X to
       select and O to cancel) instead of the Japanese ones.
    
       Any players that you share an online Mahjong game with will be added to the
       "Players Met" list here too.
    
     4 Give a Gift*
    
       From the normal Avatar Modification view you can select any item you've
       purchased from the Janline store. Select the item with Circle then pick the
       top option to confirm and create a PSN message with the gift attached. You
       can either enter the PSN ID of the recipient or pick one of your friends.
    
       Once the gift has been sent it is removed from your inventory. Consequently
       you cannot send an item that you currently have equipped.
    
     5 Match Statistics
    
       This screen collates the stats from your online matches. I've explained the
       layout of this view in detail in Section 12 of the guide.
    
     6 Clan Information*
    
       This lets you add a clan name to one of three slots.
    
       I think you'd use this to join and/or create a clan, probably.
    
     7 Game Settings
     
       This gives a few simple options which you can adjust. Scroll up, down, left
       and right to pick one and tap O to toggle values.
    
           Left Tab (player)                   Right Tab (game)
    
           1 Avatar - on/off                   1 Avatars - on/off
           2 Text chat - on/off                2 Text chat - on/off
           3 Emotion (emoticons) - on/off      3 Voice chat - on/off
           4 Voices - on/off                   4 Emotion (emoticons) - on/off
           5 Background music - on/off
           6 Sound effects - on/off
           6 Win effect - on/off
           7 Voice type (for all announcements and declarations) - male/female
    
       The "win effect" is a visual effect that occurs when a player wins a hand.
       The scale of the points value of the winning hand will be apparent from the
       intensity of the on-screen effect, so you know when you've been Baiman'ed!
    
     8 Return to Main Menu
    
       Press X if you want to.
    
     9 Shop*
    
       Once again this uses the avatar modification view but you can use it to buy
       interesting features and accessories to add to your avatar, plus background
       music and tabletops, password uses and tournament tickets.
    
       This doesn't work with my primary (European) PSN account but it seems to work
       fine when I switch to my Japanese PSN account before loading the game. You
       can find illustrated guides on creating a Japanese account online and you can
       buy Japanese PSN Network Cards from places like play-asia.com (you can buy
       1000, 3000, 5000 or 10,000 Yen store credit and purchase them as a "digital"
       product which means you can access the code directly from their website,
       rather than waiting/paying for them to ship a card to you).
    
       If you want to add something to your European or American account you'll need
       to create a Japanese account, add credit to it, launch Janline-R, buy the
       item from the store (option 9), give it to your primary account as a gift
       (see option 4), quit out, log in to your primary, launch Janline again and
       then - finally - collect the gift (option 12)!
    
       There's an extensive range of items available to buy in the shop, for example
       there are over a hundred different types of hair/hat. Prices range from 130
       Yen up to 500 Yen (which is currently about US$6.00 or 3.75 UK pounds). Even
       the default items from the avatar modification screen are priced!
    
       Press Circle to preview an item (you can "try on" several different items of
       clothing at once) and press Triangle to add it to your virtual shopping cart.
    
       After that you can press Square to view your cart. There you can press Cross
       to continue shopping, Triangle to delete the selected item or Square to go to
       the Japanese PSN Store to checkout. Once there, highlight the second blue
       option and press X (the PSN stores always use the browser's default controls)
       to confirm your purchase.
    
    10 Background Music (BGM)
    
       I recall that version 1.00 of the game gave you a choice of maybe five songs
       to play during a match but now there's only one! ("default")
    
       Three additional music tracks can be purchased from the Janline store, each
       priced at 300 Yen. These can be found on the third option under the fourth
       tab in the shop view.
    
       I like the standard background music but it does get insanely repetitive
       after a few games so I usually have it muted and play music on my hi-fi and
       so I don't really miss the options I've lost here.
    
    11 Send a Message*
    
       This uses the PS3's in-built PSN messaging interface to send a text message.
    
       When you select the To field you can either pick "Select from Friends" which
       shows a list of your friends followed by the fifty gamers from your "People
       Met" log in alphabetical order or pick "Enter Online ID" to type the PSN ID
       of the person you want to message.
    
    12 Gifts Received*
    
       This is the counterpart of option 4 above. If a generous fellow gamer gifts
       you with an item from the Janline store you will receive a PSN message with
       it attached. You can then pick this option (press Circle), select the message
       (Cross) and confirm (Cross again). This will make the item available to you
       in the appropriate section, for example a new hairstyle would be displayed
       under the Avatar Modification interface (option 1).
    
    13 Rankings*
    
       This option downloads statistical rankings for the entire community of people
       playing on Janline-R (and presumably PSN title Mahjong World too).
    
       You can pick a category from the list on the left and the top 10 worldwide
       (although probably mostly in Japan) players will be shown on the right. If
       you press O to pick one, then press right to highlight the number field you
       can input a number (use X button) to jump to that position in the ranks.
    
       The following thirteen ranking categories are available...
    
                             1 Overall Points Profit/Loss (in 100's)
                             2 tendency of recent discards (?)
                             3 Victory Rate (overall)
                             4 Victory Rate (week)
                             5 Victory Count (overall)
                             6 Victory Count (week)
                             7 Yakuman Count
                             8 Ura Dora Count
                             9 Riichi Ippatsu Count
                            10 Matches Played
                            11 Time Played (hours)
                            12 Clan East-Wind Matches
                            13 Clan East-South Matches
    
       At the time of writing (August 2010) the top players have (individually) made
       a profit of +49 million points, won over 1500 matches and completed thirteen
       Yakuman. :o Oh well, I guess it gives us all something to work towards...!
    
    14 Nickname Setting
    
       This lets you edit the nickname you set the first time you loaded the game.
    
       Again this uses the PS3's on-screen keyboard interface and you can press the
       Select button to cycle between hiragana and kanji, pure hiragana, katakana, 
       English letters and finally Arabic numerals.
    
    15 Online Manual (*)
    
       Selecting this option opens the console's web browser and points it at the
       online version of the game ("instraction") manual on the Recom Corp website.
    
       You can scroll down to find on-screen buttons to page forward/back, just
       remember to press X to select because O will close the browser.
    
       Since the game itself can be updated with new software versions it makes
       sense for them to be able to update the manual accordingly.
    
    16 Table Selection
    
       The final option off the profile menu lets you pick a different tabletop to
       play on, although you'll only have the standard basic green one available.
    
       A further eleven styles can be bought from the shop (fouth option under the
       fourth tab) priced at 300 Yen apiece.
    
       When you play online you use the host's tabletop background so you will see
       some different styles, even if you don't have any available yourself.
    
    *These options are unavailable when offline.
    
    **You might see someone use the number 4649 on an internet forum or in a text
    message. This is a numerical representation of the greeting Yoroshiku based on
    similar pronunciations. Four can be read a Yon, six is Roku, four can also be
    read as Shi and nine is Kyuu. Yo(n) + Ro(ku) + Shi + K(y)u(u) = Yoroshiku!
      
    ------< CONTROLS >------------------------------------------------ [Section 09]
    
    This section explains the controls available during play. Of course you can use
    a PS3 joypad to play but Janline-R also supports the use of a USB keyboard.
    
    Several of the controls/functions are depicted at the bottom of the screen
    during a match; these are individually highlighted when active.
    
    = Joypad =
    
     d-pad left/right - select tile to discard (or tiles to meld into)
    
                        You can also use the left-stick for this but obviously the
                        d-pad gives greater speed and precision.
    
        d-pad up/down - select an option from a menu
    
        circle button - confirm choice
    
         cross button - cancel pop-up menu or reject a call
    
                        If you have a concealed Tenpai (ready) hand, reject the
                        offer to declare Riichi and discard a tile that preserves
                        your Tenpai state then the game will minimise the pop-up
                        menu with the Riichi option rather than hassle you on each
                        consecutive turn. To recover the pop-up just press down on
                        the d-pad. The same applies if you have a recurring option
                        to declare a Kong (i.e. if you're holding four identical
                        tiles or you're holding the fourth tile needed to "upgrade"
                        an exposed Pung to a Kong).
    
      triangle button - toggle Auto Win function On/Off
    
                        When this is set to On the game will automatically and
                        instantly declare a win for you as soon as it's available.
    
                        This function is also enabled when you activate the Daiuchi
                        "autopilot" feature (see below).
    
        square button - "ponder"
    
                        You can use this function once per game to give yourself
                        extra thinking time.
    
                        When your timer reaches zero, whichever tile is currently
                        highlighted will be discarded automatically so if you find
                        yourself deliberating over which of two or more tiles to
                        discard then move the cursor onto one of them, that way you
                        won't lose a more important one by accident. Alternatively
                        be ready to press square to replenish your timer bar or, if
                        really desperate, hit L2 for autopilot (see below).
    
            L1 button - Emotion palette
    
                        During an online match you can press L1 to open a pop-up
                        menu of eight emoticons or predefined Japanese text messages
                        which you can display to the other players. Simply highlight
                        one and press circle to use it.
    
                        You can press L1 again to close the menu. Keep in mind that
                        whenever you re-open the menu it will default to the item
                        you last selected, not the start of the list.
    
                        Your "Emotion palette" can be configured from the Profile
                        menu (see Section 08).
    
            L2 button - toggle Daiuchi function (autopilot) On/Off
    
                        A Daiuchi is a substitute or rep player who plays a game on
                        behalf of someone else. If you've watched the Akagi anime
                        then you'll have seen several examples of Yakuza families
                        calling in substitutes to play Mahjong with their money.
    
                        (LOL! I originally typed "monkey" by mistake. Heh.)
    
                        In the context of the game this is essentially an autopilot
                        which will take over your hand and make your moves for you.
    
                        This could be useful if you have to answer the phone, take a
                        (ahem) comfort break or compose a text message in the game
                        if you're playing on a tight time-limit.
    
                        Enabling the Daiuchi function also sets the Auto Win feature
                        to On. However when you disable the autopilot it leaves Auto
                        Win set On so you'll need to press triangle to turn it Off.
    
            R1 button - commence (text) chat input
    
                        This opens the PS3 on-screen keyboard which you can use to
                        compose a message which will be displayed to your opponents.
    
                        As usual you can press Select to cycle the keyboard between
                        Japanese character sets and English letters.
    
                        Use Cross to pick letters/characters or Circle to clear the
                        text entry and then to cancel the keyboard window.
    
            R2 button - toggle No Calls function On/Off
    
                        If you've decided to keep your hand concealed/closed you can
                        activate this feature and the game will stop giving you the
                        option to call Chii/Pon/Kan on opponent's discarded tiles,
                        so in effect you automatically reject them.
    
                        Pressing X to reject each call offer is no great hardship
                        but the option's there if you want it!
    
                        One factor you might want to consider is that each time the
                        game gives you the option to make a call your opponents will
                        perceive this as a momentary delay in the progress of the
                        game. They might be able to use this to draw conclusions
                        about which tiles you're holding...!
    
         Start button - display menu
    
                        I have a natural tendency to refer to this as the "pause
                        menu" but of course the option to pause is unavailable in an
                        online game such as this. The menu looks like this:-
    
                          1. return to game
                          2. rules confirmation (shows rules settings for table)
                          3. game settings (see below)
                          4. quit game* (then pick top option to confirm)
    
                        The game settings display looks quite daunting with twenty-
                        three different options but it's quite simple really. 
    
                        At the bottom-left you have this list which duplicates your
                        game settings from the Profile menu (see Section 08).
    
                          a. Avatar - on/off
                          b. Text chat - on/off
                          c. Emotion - on/off
                          d. Voice - on/off
                          e. Background music - on/off
                          f. Sound effects - on/off
                          g. Win effect - on/off
                          h. Voice type - male/female
     
                        Meanwhile, in each of the other three corners, you get one
                        of these menus with five options that relate specifically to
                        the opponents pictured in that corner.
    
                          a. Avatar - On/Off
                          b. Chat (text) - On/Off
                          c. Chat (voice) - On/Off
                          d. Emotion - On/Off
                          e. Block list
    
        Select button - display chat log
    
                        This option opens a large window which shows all the text
                        messages that have been displayed in case you missed one.
    
    *If you lose your internet connection the game does not give you the benefit of
    the doubt - it assumes that you disconnected intentionally and automatically
    gives you 4th place in the match and penalizes you 30k points (your buy-in) from
    your overall points profit/loss total (see Section 12). I assume the same would
    apply if you use the menu option to quit - but I've never tried it!
    
    = Keyboard =
    
    Plug a QWERTY keyboard into one of your PS3's USB ports and you can use that to
    control the game too. 
    
    The game's designed to use a Japanese QWERTY keyboard (see page 7 of manual);
    you can use an English one but you'll have one key fewer for tile selection,
    plus it appears that the M(enu) function doesn't work. :\
    
    The control functions described above are mapped to the keyboard as follows:-
    
     cursor key left/right - select tile to discard (or tiles to meld into)
    
                  A/D keys - ditto
    
       cursor keys up/down - select an option from a menu
    
                  W/S keys - ditto
    
                Return key - confirm choice
    
                Escape key - cancel pop-up menu or reject a call
    
     - key (on number pad) - toggle Auto Win function On/Off
    
     + key (on number pad) - "ponder" (extra thinking time)
    
    function keys F1 to F8 - Emotion palette
    
                             Press once to open the menu, again to pick an emoticon
                             (1-8) then once again to use it.
    
                     Z key - toggle Daiuchi function (autopilot) On/Off
    
                 space bar - commence (text) chat input
    
     . key (on number pad) - toggle No Calls function On/Off
    
                     M key - display menu      (doesn't work with my keyboard)
    
       top row of keyboard - tap once to select a tile, then again to discard it
    
    The keys along the top row map to the tiles in your hand as shown below. If you
    have a Japanese keyboard then you'd have a perfect one-to-one correspondence but
    with an English one you'll have a double-width Backspace key and you won't be
    able to use the keyboard to select directly your second tile.
    
    Japanese |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |  - |  ^ | Yen | BS
    ---------+----+----+----+----+----+----+----+----+----+----+----+----+-----+---
       Tiles | 14 | 13 | 12 | 11 | 10 |  9 |  8 |  7 |  6 |  5 |  4 |  3 |  2  |  1
    
     English |  1 |  2 |  3 |  4 |  5 |  6 |  7 |  8 |  9 |  0 |  - |  = |  <----  
    ---------+----+----+----+----+----+----+----+----+----+----+----+----+---------
       Tiles | 14 | 13 | 12 | 11 | 10 |  9 |  8 |  7 |  6 |  5 |  4 |  3 |    1
    
    The tiles are numbered by counting from the *right* end of your hand, so you can
    press Backspace to select the first tile which will be your Tsumo (the tile you
    just drew from the wall). After calling a discard and melding a set you'll note
    that some of your keys will no longer function, for example if you meld a Pung
    or a Chow (i.e. a set of three tiles) then you will have only eleven tiles in
    your hand and the 1, 2 and 3 keys will no longer function for tile selection.
    
    = Pop-Up Commands =
    
    When you have the option of making a special action, the game will present you
    with a pop-up box towards the bottom-right of the screen showing the action/s
    available to you. The possible commands* are illustrated here.
    
           -----
           __|__  _____  CHII
             |           call Chow (steal a discarded tile to complete a Chow set)
            /
    
           __|__o  \
             |        /  PON
           / | \     /   call Pung (steal a discarded tile to complete a Pung set)
            .'      /
    
           _|___   \
            |   |     /  KAN
            |   |    /   call Kong (steal a discarded tile to make a Kong set)
           /    |   /    or declare a Kong using a self-drawn tile
    
     |  |         -----
     |  |  _____  __|__  RIICHI
       /            |    declare Riichi (make a ready bet)
      /            /
    
          .-----.  \  
          |     |     /  RON
          |     |    /   declare Ron (announce a win on a discarded tile)
          |_____|   /
    
         \\  /  -------
            /      |     TSUMO
           /     --+--   declare Tsumo (announce a win on a self-drawn tile)
          /        |__
    
    If you're using the joypad as your controller you can press O to confirm one of
    these actions or X to cancel and dismiss the pop-up menu. If there's more than
    one option available you can press up/down to pick the one you want.
    
    When a player declares a win, the two characters of either "Tsumo" or "Ron" (as
    appropriate) will appear on the screen above their hand so that you can see who
    made the declaration.
    
    *These are all given in the Japanese katakana script so if you want to see the
    characters represented more clearly find a reference for this (there's decent
    coverage of katakana on Wikipedia). Each symbol denotes a mora (syllable), so
    "Tsumo" is written with the katakana characters for Tsu and Mo. The horizontal
    stroke in the kana spellings of Chii and Riichi indicates the long vowel sounds.
    
    ------< DISPLAY >------------------------------------------------- [Section 10]
    
    This section of the guide explains the layout of the tabletop view during play
    and the display that shows the determination of points after a won hand.
    
    = Game Display =
    
    The in-game table view is essentially the same in all game modes.
    
                P l a y e r  C  <----.    The game is designed to be viewed in wide-
      _____     ______________     __|__  screen, with the action in the centre and
     |     | P |              | P |     | the four players depicted at the sides.
     |  D  | l |              | l |  C  |
     |     | a |              | a |     | You'll soon become accustomed to mapping
     |_____| y |              | y |_____| the players' avatars to their positions
     |     | e |              | e |     | at the table as shown in the diagram here.
     | You | r |              | r |  B  |
     |     |   |              |   |     | You're always shown in the bottom-left
     |_____| D |______________| B |_____| corner of the screen and the player seated
        |                                 opposite you is shown top-right, then the
        '---------> Y o u                 other two are on your left and right.
    
    Each player's window shows their avatar (or live image from their camera if they
    are using one), their current seat-wind, their usernames, rank and title. Your
    own window will also show your local clock time and PSN message notification.
    
    The space in the bottom-right corner is used for indicators relating to the
    optional Wareme and Yakitori rules (see Section 05) if used.
                                     _______________
     headset activity indicator --> |          |_|  | <-- large kanji denotes
                your local time --> |     23:46  |__|     player's seat-wind
                                    |       _     _ |
                                    |      (_)   [X]| <-- envelope indicates recent
                                    |      /|\      |     arrival of a message
                                    |       |       |
                                    |______/_\______|
            PSN ID and nickname --> |________||___| | <-- rank in current mode
           for Janline-R online     |________||__|MZ| <-- Wareme marker
                                               |  |
                       player title (if any) --'  '-- Yakitori marker
    
    (If a player disconnects from an online game their name will be shown in red and
    the game's autopilot will take control of their tiles to complete the match.)
    
    The block in the centre of the screen displays various pieces of information.
    
       ___ .----------.--. ___   In the middle are five tiles which represent the 
      |   || 008|Z    |  ||   |  third, fourth, fifth, sixth and seventh stacks of
      |___|'[][]------'--'| O |  of the Wanpai (dead wall) which can be used as 
      .---.  .-.-.-.-.-.  | O |  indicators for Dora bonus tile/s as appropriate.
      |   |  |#| | | | |  | m |
      |   |.-'-'-'-'-'-'-.| o |  Beneath that are four separate counters:
      | N || & = @  %$54 || - |
      | w || / x 0 / x 0 ||   |  Game progress e.g.       Number of playable tiles 
      | O |'-------------'|___|  South round, 2nd hand    remaining in the live wall
      | O |.--.[=====]---. .--.               
      | O ||  |    44900 | |  |  Number of Riichi sticks  Honba count (worth x 300
      '---''--'----------' '--'  currently on the table   points on a winning hand)
    
    (The Honba count shows the number of consecutive preceding hands that resulted
    in either a dealer win or a draw.)
    
    The four players' respective scores are arranged around this block together with
    their current seat-wind (this will glow when it is the player's turn). When a
    player "reaches", their Riichi stick will be shown in the slot immediately above
    their score.
    
    The current dealer is indicated by the pair of dice next to their score (and by
    the East kanji for their seat-wind of course). When you have the seat-wind of
    East the announcer will say "anata wa oya des(u)" at the start of a hand - this
    means "you are the dealer" (so don't forget the first turn is yours!).
    
    If you have difficulty distinguishing discarded 9 tiles, remember that the red
    band is horizontal on the 9-pin (Dots) but vertical on the 9-sou (Bams).
    
    The virtual buttons along the bottom of the screen represent various gameplay
    features and their joypad control mappings.
                                             ___  ___  ___  ___  ___  ___  _______
                                            (___)(___)(___)(___)(___)(___)(_TIMER_)
       open text chat entry* [R1] ------------'    |    |    |    |    |
           open emoticon palette* [L1] ------------'    |    |    |    |
     toggle Daiuchi (autopilot) On/Off [L2] ------------'    |    |    |
      toggle Auto-Win function On/Off [triangle] ------------'    |    |
                 toggle No Calls function On/Off [R2] ------------'    |
                   "Ponder" (extra thinking time) [square] ------------'
    
    Your opponents' hands of tiles are shown around the right, top and left sides of
    the virtual tabletop. When a player takes their turn and draws a new tile from
    the wall it will appear at the right end of their tiles. If you watch closely
    you'll be able to see from the animation whether they discard this (Tsumokiri)
    or a tile from their hand. It's difficult to follow this while at the same time
    focusing on your own game but it does make available useful information to which
    you'd have access in a real-life game (and without being overly generous by
    permanently highlighting the Tsumokiri discard tiles as some video-games do).
    
    Any Dora (including red fives) present in your initial thirteen tiles at the
    start of a hand will be indicated by a brief visual glowing effect. Thereafter
    if you draw a Dora tile on your turn you'll get a little alert sound.
    
    Whenever you select a tile to discard that would leave your hand Tenpai (ready)
    the game will display a black band above your tiles showing your waits - the
    tile or tiles that would complete your hand. If there are two flashing red kanji
    shown at the right this indicates that the selected discard would leave you in a
    Furiten state (waiting on a tile which you've already discarded and consequently
    unable to declare a Ron win off a discard).
    
    *These first two options are unavailable in offline single-player games.
    
    = Score Display =
    
    The score display is given at the end of every hand that ends in a win. It's
    shown on top of the standard in-game view so the four player avatars can still
    be seen down the sides of the screen - and they react accordingly!
    
        winner's seat wind
                |
     image of   |  these are the five tiles available      this section duplicates
    hand winner |  as Omote and Kan Dora indicator tiles   the game progress, Honba
         |      |  on the top row of the dead wall         count and Riichi counter
       _____   ___     |                                   from the centre of the
      |     | |   |    |        $$ -- $$  / x 0  / x 0 <-- in-game table display
      |     | |___|    |        $$ -- $$
      |     |     __ __ __ __ __       __ __ __ __ __      these are the five tiles
      |_____| @@ |  |  |  |  |  |  %% |  |  |  |  |  | <-- available for Ura Dora 
              @@ |__|__|__|__|__|  %% |__|__|__|__|__|     indicators on the bottom
          __ __ __ __ __ __ __ __ __ __ __ __ __  __       row of the dead wall
         |  |  |  |  |  |  |  |  |  |  |  |  |  ||  |      
         |__|__|__|__|__|__|__|__|__|__|__|__|__||__|  <-- the complete winning hand
                                                           is shown here, with the
            ## ##            ## ## ## ## ##                winning tile displayed at
            ## ##            ## ## ## ## ##  <---------.   the right-hand end
                                                       |
                                                       '-- the Yaku and Dora count
                                                           are listed here
      the unrounded Fu (minipoints) -->    24&  2#
      and Han (doubles) totals for      _   _  _  _        the calculated points
      the hand are both given here       /_(_)(_)(_) # <-- value of the hand is
                                                           displayed at the bottom
    
    All Yaku (scoring elements) present in the winning hand are given in Japanese
    text beneath the hand of tiles but the game also announces them aloud which
    might make it easier to follow if you can't recognise the text (although even
    after the update to version 1.08 it seems to have some trouble announcing the
    name of Yakuhai sets sometimes).
    
    A "double wind" set - for example a Pung/Kong of East tiles if you are playing
    as the dealer in the first round - is announced as "Ren Fuu Hai".
    
    A single Dora bonus tile in a winning hand is announced as "Dora", two is "Dora
    Dora" and thereafter it uses numbers, for example "Dora San" for three.
    
    The Han total does not include Bazoro - the two Han you automatically receive
    for declaring a win - although these are factored into the calculation.
    
    The score at the bottom-right of the score display does not include any extra
    points received from Riichi stakes on the table or from the Honba count. These
    are added in subsequently.
    
    If the hand is capped at a limit (Mangan, Haneman, etc) then this will be shown
    in large Japanese characters in the space at the bottom-left of the display; it
    will also be spoken by the announcer.
    
    At the end of a match the final scores are shown, then the Oka jackpot is added,
    then the Uma adjustments are made (if any) and finally the Yakitori payments are
    processed (if any) (see Section 05 for info on those rule options). The players
    are allocated 1st, 2nd, 3rd and 4th place. Don't forget to use the emoticon menu
    quickly to bow to your opponents at the end. :)
    
    ------< RULE-SET >------------------------------------------------ [Section 11]
    
    This section covers the rules and Yaku used in the game.
    
    = Rules List =
    
    The game uses fairly standard modern Japanese rules - if there can ever be such
    a thing as a "standard" rule-set in Mahjong! Pages 14 and 15 of the game manual
    list the following specific rules that are applied in Janline-R.
    
    o Players effectively buy into the game with 30,000 points but always start each
      match with a starting score of 25,000 points. The difference - 5,000 pts per
      person or 20,000 pts total - forms a jackpot called the Oka which is paid to
      the winner at the end of a game.
    
    o A game is played over either one or two rounds (see option 2 in Section 05).
    
    o All four types of Dora bonus tiles are applied: the standard Omote Dora which
      is indicated by the flipped tile on the third stack of the dead wall, the Kan
      Dora which are indicated by the adjacent tiles when someone declares a Kong
      and the Ura Dora and Kan Ura Dora applied using the tiles beneath these if the
      hand winner called Riichi.
    
    o The "Tobi" (short for Buttobi) bankruptcy rule is in use so the game will end
      early if one or more players' scores drop below zero. Also known as Dobon.
    
    o Various options can be applied regarding the Wareme, Yakitori, Open Tanyao,
      red fives and Uma rules (see options 3 thru' 7 in Section 05).
    
    o When a player declares Riichi they must pay one 1,000-pts scoring-stick stake
      into the Kyoutaku ("deposit", sometimes called the "reach bank" in English).
    
    o When a player wins a hand they receive all the scoring sticks currently in the
      Kyoutaku, both those from the current hand of play and any left unclaimed from
      previous consecutive hands that ended in draws.
    
    o If the final hand of a game results in a draw such that the game ends and some
      Riichi stakes are unclaimed then the contents of the Kyoutaku go to the player
      in first place.
    
    o A player with less than 1,000 pts may not declare Riichi.
    
    o A player is permitted to declare Riichi when they are in a Furiten state.
      Having previously discarded any of the tiles for which they are now waiting,
      being Furiten means that they cannot declare a Ron win on any discarded tile
      so they are limited to only being able to win by Tsumo (self-draw).
    
    o (erm... something about Kan Dora)
    
    o In a situation where four Kongs have already been declared, a new (fifth) Kong
      may not be declared.
    
      The declaration of a fourth Kong forces an abortive draw (unless they were all
      made by the same player). In fact, I saw such a draw occur shortly before
      finishing this guide. I declared the fourth Kong which killed a hand that -
      with four Dora bonus tiles - could've been quite painful for someone, probably
      me since two of my opponents already had guaranteed yaku (scoring elements)
      and the fourth revealed a Tenpai (ready) hand with a three-sided wait. Phew!
    
    o Players are prohibited from using the scoring element Chankan ("Robbing the
      Kong") to declare a win on the tile used to complete an opponent's Kong if the
      set is specifically a *concealed* Kong.
    
    o Kuikae is allowed, so when you have a complete Chow or Pung in your hand and
      then call an opponent's discard using two of those tiles you are permitted to
      then immediately discard the third tile from the original set.
    
    o The Agari Yame rule is used and applied automatically, so if the dealer (east)
      wins the final hand of a game and they are leading on points then the match
      will automatically end early (securing their victory) rather than playing a
      continuance as normal.
    
    o Abortive draws are also applied. The normal five situations that cause such a
      draw are: 1) four players declaring Riichi in the same hand, 2) four players
      discarding the same wind tile on their first turn, 3) three players declaring
      simultaneously a Ron win on the same discarded tile, 4) a total of four Kongs
      being declared (by two or more players) and 5) a player choosing to accept the
      draw after finding themselves with nine or more different Terminal and Honour
      tiles in their hand after their initial draw from the wall.
    
      If you have the opportunity to call the fifth type of draw the game will give
      a pop-up menu showing the name Kyuu Shu Kyuu Hai (written with four characters
      where the first and third are both the kanji number 9) and you can choose to
      either accept the draw (O) or dismiss the offer (X) - and go for Kokushi! :D
    
    o (something about points sticks when the deal passes after a draw...)
    
    o The total amount of No-ten Bappu points shared when an exhaustive draw occurs
      is 3,000 pts. Players with Tenpai (ready) hands receive these from those that
      were No-ten (unready).
    
      Janline will indicate and announce which hands are Tenpai and which are No-Ten
      and the contents of any Tenpai hands (and the waits) will always be revealed.
    
    o The rule of Keishiki Tenpai (loosely "Tenpai form") is applied, so a hand of
      tiles will be recognised as being Tenpai regardless of whether it has the
      potential to form Yaku or not. This is significant both in the distribution of
      No-ten Bappu and in the determination of Renchan (continuances).
    
      A hand will not be recognised as Tenpai however if it has an impossible wait.
      For example one time I had a hand with an exposed Pung of 2-pin and the fourth
      2-pin tile forming an impossible Tanki (pair wait); the hand ended in a draw
      but I did not receive any No-ten Bappu.
    
    o Page 15 says that the Kuitan (Open Tanyao) rule is applied ...but page 14 says
      it's optional! (I guess it was gonna be fixed and they changed their minds?)
    
    o Double Ron and Triple Ron are permitted so two or three players may declare a
      simultaneous win off the same tile. (The latter case would usually force an
      abortive draw.)
    
    o The Atozuke ("after attach") rule is applied so you may declare a win using a
      tile that adds Yaku to a hand that had none previously.
    
    o Modern Japanese Mahjong is played with an Ii Han Shibari ("one-Han binding")
      so a hand must have at least one Han for the legal declaration of a win. Han
      from Dora alone cannot be used so this is effectively a one-Yaku minimum.
    
    o Multiple Yaku (scoring elements) can be claimed on the same hand of tiles; in
      fact "stacking" five Yaku is the requirement of one of the game's PSN Trophies
      (see Section 14). (This is a curious thing to specify - I've never come across
      a rule-set with a one-Yaku *maximum*!)
    
    o Multiple Yakuman (limit hands) can be claimed on the same hand of tiles. (This
      one *is* a common rule option, but the situation it describes is very rare!)
    
    o The rule of Pao or Sekinin Harai ("liability payment") - where a player is
      penalised for discarding a tile used to complete the requirement of a limit
      hand that is being played with all relevant sets exposed - is not applied.
    
    o When a player is Furiten they may only win by Tsumo (self-draw).
    
    o If a player passes the opportunity to declare a win on an opponent's discard
      they enter a temporary Furiten state and are not permitted to declare a Ron
      win until after they've taken their next turn.
    
    Although not listed in the manual, the conditions for Renchan are Tenpai. This
    means that a continuance (extra hand) is played with the same seat-winds if the
    previous hand resulted in either a dealer win or an exhaustive draw in which the
    dealer had a Tenpai (ready) hand. The deal passes (i.e. the following hand is
    played with the seat-winds moved one place counter-clockwise around the table as
    normal) if a non-dealer won or the hand ended with a draw in which the dealer
    had a No-ten (unready) hand.
    
    = Yaku List =
    
    Janline-R recognises the following scoring elements, listed on pages 16 and 17
    of the game manual. Nothing too surprising here, this is a pretty standard list
    for modern Japanese Mahjong. (In fact, I copied this section from the guide to
    Mukoubuchi DS I've just finished writing.)
    
                                    1-Han Yaku
    
       Menzen Tsumo (Concealed Self-Draw)   Iipeikou (Pure Double Chow)
       Riichi (Reach)                       Haitei (Last-Tile Tsumo)
       Ippatsu ("one shot" win)             Houtei (Last-Tile Ron)
       Pinfu                                Chankan (Robbing the Kong)
       Yakuhai (value tiles)                Rinshan Kaihou (After a Kong)
       Tanyao (All Simples)
    
                                    2-Han Yaku
    
       Daburu Riichi (Double Reach)         San Kantsu (Three Kongs)
       Chii-Toitsu (Seven Pairs)            Shou San Gen (Little Three Dragons)
       Toi-Toi Hou (All Pungs)              San Shoku Doujun* (Mixed Triple Chow)
       Ikkitsuukan* (Pure Straight)         Honroutou (All Terminals & Honours)
       San Ankou (Three Concealed Pungs)    Chanta* (Mixed Outside Hand)
       San Shoku Doukou (Triple Pung)
    
                                    3-Han Yaku
    
       Ryanpeikou (Twice Pure Double Chow)  Junchan* (Pure Outside Hand)
       Honitsu* (Half Flush)
    
                                    6-Han Yaku
    
       Chinitsu* (Full Flush)
    
                                      Yakuman
    
       Kokushi Musou (Thirteen Orphans)     Chinroutou (All Terminals)
       Suu Ankou (Four Concealed Pungs)     Suu Kantsu (Four Kongs)
       Dai San Gen (Big Three Dragons)      Chuurenpoutou (Nine Gates)
       Tsuuiisou (All Honours)              Tenhou (Heavenly Win)
       Ryuuiisou (All Green)                Chiihou (Earthly Win)
       Shou Suu Shii (Little Four Winds)    Dai Suu Shii (Big Four Winds)
    
    *The property of Kuisagari applies to the Yaku marked with a star (both here and
    in the manual). This causes their value to decrease by one Han when claiming the
    scoring element in an open hand.  
    
    ------< STATISTICS >---------------------------------------------- [Section 12]
    
    The game records a number of statistics for your online play. You can access
    these by picking option 9 from the main menu to open the Profile section and
    then clicking the fifth button down on the left.
    
    The layout of the screen is illustrated and described below.
    
           (A)         (B)       (C)            (D)   (E)                (F)
                    ______________________________________    _______________
         # & % @   (_&*%$@"~_||_barticle_____||_+H#_||_@$_)  (_#&%_||______0_|
                   ___________________  ___________________   _______________ 
         .-----.  |_________|_________||_________|_________| |_@%100#"O$%*@#_|
     (G) |-----|  |_________|_________||_________|_________| |      ,`.      |
         |-----|  |_________|_________||_________|_________| |    ,'.`.`.    |
         |-----|  |_________|_________||_________|_________| |  ,','.`.`.`.  | (H)
         |-----|  |_________|_________||_________|_________| |  \ \ \_/ / /  |
         |-----|  |_________|_________||_________|_________| |   \ \___/ /   |
         |-----|  |_________|_________||_________|_________| |    \_____/    |
         '-----'  |_________|_________||_________|_________| |_______________|
                  |_________|_________||_________|_________| |_______|_______| 
                  |_________|_________||_________|_________| |_______|_______|
          _____   |_________|_________|                      |_______|_______|
     (I) |_____|  |_________|_________|  (J)                 |_______|_______| (K)
          __________________________________________________ |_______|_______|
         |____) 1 2 3 4 5 6 7 8 9 10 11 12 13...   28 29 30 ||_______|_______|
     (L) |_1#_____M_________________________________________||_______|_______|
         |_2#____/_\________________________________________||_______|_______|
         |_3#_______________________________________________||_______|_______|
         |_4#_______________________________________________||_______|_______|
         |___1.667I_|_1I__1[]_/_2I__2[]_/_3I__0[]_/_4I__0[]_||_______|_______|
    
               (M)                     (N)
    
    I've used labels marked A to N here to indicate the different parts of the stats
    screen. Starting at the top-left corner is the page title (A) which says Shousai
    Seiseki which means "detailed record". In the long black lozenge to the right of
    this are your chosen nickname (B), your PSN ID (C), your current rank (D) - see
    Section 06 for more information on ranks - and your title (E) if you have one.
    
    At the top-right corner of the screen is a counter (F) which seems to go up in
    multiples of 50. The adjacent kanji are too small to read on my screen but my
    working hypothesis is that these are experience points or credits that determine
    your rank advances...?
    
    The only control available on the stats screen is to move up/down on the d-pad
    or left-stick to move the highlight between the seven buttons on the left (G).
    These are marked as follows and are used to select the types of matches for
    which you wish to view your logged data.
    
                           (G) 1. All (collated)
                               2. East-Wind Matches
                               3. East-South Matches
                               4. Duo East-Wind Matches
                               5. Duo East-South Matches
                               6. Clan East-Wind Matches
                               7. Clan East-South Matches
    
    As you cycle between these the game will automatically update sections D, E, F,
    J, L, M and N to show only the data applicable to the category you picked.
    
     (H)      Intellect          Over on the right is a chart (H) that looks like a
                 ,`.             web made by a spider with OCD. :) It's a regular
               ,'   `.           pentagon - not the easiest thing to re-create in
     Offence ,'       '. Defence ASCII-art but you get the idea. This works a lot
             \         /         like the quadrilateral graph in the Mahjong Fight
              \       /          Club games, with each of the axes representing a
               \_____/           different aspect of your playing style/performance.
           Luck       Swift      The values represented here are percentile figures
                      Attack     so each ring of the web denotes a 20% increment.
    
    Each of the five aspects are marked with two colour-coded kanji characters and,
    although it's really hard to read on my standard-def screen, beneath each of
    those is your current percentage value. The figures here are based on your past
    one hundred matches.
    
    The aspects are described on page 10 of the game manual as follows:
    
           Type: Defence (brown)
      Attribute: Rock
       Tendency: Has low payment rate (rarely deals into an opponent's Ron win)
    
           Type: Swift Attack (yellow)
      Attribute: Thunder
       Tendency: Declares early wins
    
           Type: Offence (red)
      Attribute: Flame
       Tendency: Wins with Ippatsu more often
    
           Type: Luck (green)
      Attribute: Wind
       Tendency: Has high usage rate for Dora and red fives
    
           Type: Intellect (blue)
      Attribute: Water
       Tendency: Has high occurrence of hands worth Mangan limit or higher
    
    At a glance you can assess your performance in each of these five aspects and
    see overall how well balanced (or imbalanced!) your play style is.
    
    The lone box on the left (I) simply shows that you can press X to exit stats.
    
    The twenty-two boxes in the centre of the screen (J) show a range of different
    stats for your previous performance in the selected game type. These are laid
    out in two columns in the following arrangement:
    
     1. Matches Played                        Average "Dora Use per Hand-Win" Rate
    
        Total number of games you've played.  Percentage of your winning hands that
                                              that contained a Dora bonus tile.
    
     2. Time Played                           Average Payment Rate
    
        This will be shown as two figures:    Percentage of hands in which you made
        minutes and seconds at first, then    a payment.
        hours and minutes, or eventually
        days and hours I guess.
    
     3. Overall Points Profit/Loss            Average Tenpai Rate
    
        This is shown as hundreds of points   Percentage of hands in which you were
        so +293 means 29,300 pts. If you're   able to make Tenpai (with a ready hand
        running at a loss this will be shown  needing only one further tile to make
        negative and literally "in the red".  a complete hand).
    
     4. Victory Rate                          Average Yaku Han per Hand-Win
    
        Percentage of matches you won.        Average number of Han (doubles) from 
                                              Yaku (scoring elements) in your wins;
                                              Han from Dora are not included.
    
     5. Victory Count                         Count of Sub-Mangan Hands Won 
    
        Number of matches you won.            Total number of hands you won that
                                              scored below the bottom limit.
    
     6. Ura Dora Count                        Count of Mangan Hands Won
    
        Total number of Ura Dora bonus tiles  Total number of hands capped at the
        claimed in your winning hands after   Mangan limit, i.e. those worth 5 Han,
        reaching (using the Dora indicators   or 4 Han and 40+ Fu (minipoints), or
        on the bottom row of the dead wall).  3 Han and 70+ Fu.
    
     7. Riichi Ippatsu Count                  Count of Haneman Hands Won
    
        Number of times you've won with the   Total number of hands capped at the
        Ippatsu ("one-shot") scoring element  Haneman limit (6 or 7 Han).
        after calling Riichi.
    
     8. Average Points per Hand-Win           Count of Baiman Hands Won
    
        Mean points profit from your winning  Total number of hands capped at the
        hands. (...does this work properly?   Baiman limit (8, 9 or 10 Han).
        Mine's stuck on zero...)
    
     9. Average Hand-Win Rate                 Count of Sanbaiman Hands Won
    
        Percentage of hands won per match.    Total number of hands capped at the
        This figure will be the sum of the    Sanbaiman limit (11 or 12 Han).
        next three below.
    
    10. Average Riichi Win Rate               Count of Yakuman Wins
    
        Percentage of hands won with Riichi.  Total number of limit hands completed,
                                              probably including counted Yakuman
                                              (hands worth 13+ Han).
    
    11. Average Dama Win Rate                 (Gem Count) - see Section 06 above
    
        Percentage of hands won from Damaten  Once you enter the Dan ranks you will
        (literally "silent Tenpai" when you   start to collect gems when you win. On
        have a concealed ready hand but do    promotion to Shodan you receive your
        not call Riichi).                     first gem and this will be shown here.
    
    12. Average Naki Win Rate
    
        Percentage of hands won with an open
        hand with one or more sets completed
        by calling an opponent's discard tile.
    
    Under the spiderweb is a set of boxes (K) which compare eleven of your stats to
    the entire community of online Janline-R players and gives you a ranking for
    each of them. You can view player ranking lists by stat from the profile menu
    (see Section 08). The eleven stats are listed in this order, top to bottom:
    
                         (K) 1. Overall Points Profit/Loss
                             2. tendency of recent discards (?)
                             3. Victory Rate (overall)
                             4. Victory Count (overall)
                             5. Yakuman Count
                             6. Ura Dora Count
                             7. Riichi Ippatsu Count
                             8. Matches Played
                             9. Time Played
                            10. Clan East-Wind Matches
                            11. Clan East-South Matches
    
    (This is live data so it can only be viewed when connected to the internet.)
    
    The long chart at the bottom of the screen (L) plots your final position (1st,
    2nd, 3rd or 4th) from your past thirty matches. The most recent games are added
    at the left side of the grid. Victories are marked with what looks like a little
    crown symbol. A little sad grey face indicates a match in which you either lost
    your internet connection or got busted out.
    
    The figures beneath the chart show your average placing (M) and counts of the
    number of times you've come 1st, 2nd, 3rd and 4th (N). The average placing is a
    simple arithmetical mean so if you played a total of four matches and came 1st,
    2nd, 3rd and 4th once in each of them then your average would be 2.500 (which is
    derived from 1+2+3+4 = 10 and then 10 divided by 4 matches = 2.5). These figures
    are for all matches, not just your most recent thirty.
    
    (Unfortunately it seems that the Janline doesn't track the number of times you
    make each Yaku or Yakuman type.)
    
    ------< OTHER GAME MODES >---------------------------------------- [Section 13]
    
    I've added this section near the end of the guide because I don't really have
    much to say about the other modes available in the game but I guess for the sake
    of completeness I should say *something* about them!
    
    = Duo Mode =
    
    As you might've guessed from the name, in Duo Mode the four players in a match
    will compete against each other as two teams of two.
    
    This is actually depicted in one of the screenshots on the back of the box. Two
    adjacent players are shown with red seat-wind markers above their avatars and
    the other two have blue ones. The combined scores for each team are shown on the
    screen (i.e. both pairs start with 50,000 pts) and, unlike the screenshot pic,
    these are labelled in English as "Team Red" and "Team Blue".
    
    During play you can see your partner's hand in addition to your own which makes
    for a range of new strategies as you seek to assist each other and to thwart the
    other team. For example if one of your opponents calls Riichi and threatens a
    big win you could deal into your partner's Tenpai hand for a cheap win - since
    it's the overall team score that's important, it doesn't matter if you surrender
    points to your team-mate.
    
    You can use headsets during Duo Mode but you should be aware that all discussion
    is open to everyone playing - so the "other side" can hear what you're saying!
    
    The Duo Mode lobbies can be accessed from the third and fourth buttons on the
    main menu (see Section 04) but they're almost always empty. You can open a table
    in Duo Mode and press Square to play with three computer-controlled players (one
    being your partner) but as usual this won't contribute to your stats/Trophies.
    
    = Clan Mode =
    
    Okay, I'll confess this one's a mystery to me but I guess you form or join a
    clan and then you either play matches within your clan or, more probably, you'd
    represent your clan against players from other clans. Or something.
    
    A screenshot of Clan Mode on the official Janline-R website gives the impression
    that it plays quite similarly to Duo Mode, with two competing pairs both sharing
    their 50,000 pts (and presumably representing their respective clans).
    
    The Clan Mode lobbies can be accessed from the fifth and sixth buttons on the
    main menu (see Section 04 again) but they're always empty.
    
    = Tournament Mode =
    
    Remember how we always pick the left option from the title screen for normal
    online play? Well, this is what you get if you pick the right one!
    
    It looks like tournaments are scheduled for certain dates and you can only play
    this mode if there's one running. If you're playing the game online you'll have
    noticed the pop-up window when you enter Normal Mode and the ticker-tape text
    scrolling across the top of the screen - I think that's all tournament-related.
    
    Tournament Mode has its own main menu with the following options:
    
    1. Tournament Match (greyed-out if no tournament available)
    
    2. Rankings (listed by day of the week, usually empty)
    
    3. Tournament Ticket Purchase (gives avatar shop view*)
    
    4. Profile (much like the normal Profile menu - see Section 08)
    
    5. Environment Settings (also familiar - see Section 04)
    
    *You might want to avoid this as it seems to be buggy on my machine, probably
    because I'm based outside Japan. I can't exit the screen and have to force the
    game to quit from the XMB.
    
    You can buy tournament tickets from the Janline-R shop if you're connected via a
    Japanese PSN account though, so maybe you can enter a tourney that way too?
    
    ------< TROPHIES >------------------------------------------------ [Section 14]
    
    Since Mahjong Taikai IV and Mahjong Fight Club were both released at (or very
    soon after) the original Japanese launch of the Playstation 3 - long before PSN
    Trophies were conceived or became mandatory - Janline-R is the first dedicated
    retail Mahjong game for the PS3 to include a set of Trophies.*
    
    There are twenty-six Trophies available in total, broken down into ten bronze,
    eight silver, seven gold and (of course) one platinum. These are all revealed
    from the first time you load the disc - there are no hidden Trophies in the set.
    
    As with your logged statistics (see Section 12), offline single-player play does
    not contribute towards the attainment of Trophies. You don't need a full table
    of four human players online to qualify for a Trophy - I got my first few while
    playing with either one or two people (with bots filling the other seat/s).
    
    It seems that Trophies are always awarded after the conclusion of a match even
    if they relate to the outcome of a single hand (four Dora, Baiman, etc).
    
    The Trophies are listed and described below in the order in which they are shown
    under the Trophy Collection menu off your console's XMB (unless you've changed
    the display order option).
    
    01. Complete [platinum]
    
        Collect all twenty-five other Trophies in the game.
    
        No surprises here, the first Trophy is the prestigious platinum and you're
        automatically awarded it once you've achieved all the others below.
    
    02. Novice [bronze]
    
        Win one Quick East-Wind Match.
    
        A simple one to get you started - achieve first place in a "quarter-game" -
        a match played over a single wind-round which is half the standard Japanese
        duration (2 rounds) and a quarter of the traditional Chinese (4 rounds).
    
        To be recognised as a "quick" match it might need to be one which you enter
        directly by clicking the first button on the main menu, rather than either
        setting up your own table or joining someone else's.
    
    03. Futtobashi [bronze]
    
        Finish the game in first place after one player is busted out.
    
        Since the "Tobi" (Buttobi) bankruptcy rule is in use, the game will end as
        soon as a player is busted out so you will need to be the points leader
        immediately after that has happened.
    
        The crucial thing is that you end the game in 1st place - you don't need to
        be the player that actually does the busting. For example when I got this
        Trophy I ronned a human player very early in the match with a sweet dealer
        Haneman hand for 18,000 pts plus Riichi sticks (mwahahaha!) and soon after a
        bot hit the same guy with a Mangan which cleared him out.
    
        Futtobashi is a casual form of the verb Fukitobasu which means "to blow off"
        or "to brush away" so its use here is not unlike the English term "to blow
        someone away".
    
    04. Buttobashi** [gold]
    
        Finish the game in first place after two players are busted out.
    
        For this to occur you will need to hit your opponents with a Tsumo (self-
        draw) win in which they all pay a share of your profits. Your win will need
        to be big enough and their previous scores will need to be low enough such
        that two players' scores are knocked sub-zero after making their payments.
    
        If you're hoping to get this Trophy I would suggest playing two-round games
        since that gives you twice as long to grind them down.
    
        This Trophy is also awarded if two players have positive points totals at
        the end of the final hand but then both drop into negative figures as a
        result of the points exchanged for Uma and/or Yakitori (see Section 05).
        That's how I did it and it's got to be easier than trying to get two players
        down to very low scores - without killing either - and then getting a Tsumo
        win and specifically one that's big enough to take them both out. So, I'd
        recommend playing with a large Uma to help with this one.
    
        I assume that Buttobashi is simply a fusion of Futtobashi (the name of the
        previous Trophy) and Buttobi (the name of the bankruptcy rule).
    
    05. Four Dora [bronze]
    
        Declare a win with a hand containing four or more Dora bonus tiles.
    
        To improve your chances of getting this Trophy a) build your hand around the
        standard Omote Dora indicated by the top tile on the third stack of the dead
        wall (i.e. the first of the five indicator tiles shown in the centre of the
        screen), b) keep your hand closed so you can call Riichi and benefit from
        the Ura Dora when you win and c) declare a Kong where possible so that a Kan
        Dora comes into play (and a Kan Ura Dora too if your Kong (and hand) is
        closed so that you can call Riichi too).
    
        You can probably use red fives too (see option 6 in Section 05) so playing a
        game with the maximum possible number of these (six) would also help a lot.
    
    06. Five Yaku Combination** [silver]
    
        Declare a win with a hand containing five or more Yaku (scoring elements).
    
        For example you might combine Riichi, Tanyao (All Simples), Pinfu, Iipeikou
        (Pure Double Chow) and Menzen Tsumo (Concealed Self-Draw).
    
    07. Ten Silent Wins [silver]
    
        Get a total of ten wins without calling Riichi.
    
        For this one you are required to make ten "Dama" wins. Dama is short for the
        term Damaten (literally "silent Tenpai") which describes a situation where
        you choose not to call Riichi, perhaps to avoid drawing attention to your
        ready hand or because you have a poor wait or it's too late in the hand.
    
        Since you cannot use Riichi to give the Han (double) required to meet the
        one-Han minimum for declaring a win in Japanese Mahjong, you will need to
        ensure that your hand has at least one Yaku (scoring element), for example
        by using only Simples (suit tiles numbered 2-8) to claim Tanyao.
    
    08. Baiman Win** [bronze]
    
        Declare a win on a hand that's capped at the Baiman limit.
    
        The requirement for this Trophy is to win with a hand with Yaku and Dora
        worth a total of eight, nine or ten Han (doubles).
    
        You could improve your chances of getting this Trophy by playing with six
        red fives (see option 6 in Section 05) although of course that gives your
        opponents the same potential for bigger scores too!
    
    09. Sanbaiman Win** [silver]
    
        Declare a win on a hand that's capped at the Sanbaiman limit.
    
        To achieve this next Trophy in the sequence of three, you are required to
        win with a hand worth eleven or twelve Han.
    
        (I've only played for about twenty hours so far but already I've come pretty
        close to getting this one. I declared a win on an open flush hand containing
        a straight and four Dora making ten Han in total - just one short!)
    
    10. Yakuman Win** [gold]
    
        Declare a win on a Yakuman hand.
    
        You would be (relatively) more likely to achieve this by completing one of
        the twelve named Yakuman (limit hands), for example Dai San Gen (Big Three
        Dragons) or Suu Ankou (Four Concealed Pungs) but, if permitted in Janline-R,
        it could also be achieved by winning with a hand with constituent Yaku and
        Dora worth thirteen or more Han in total.
    
        (Although numerically it's logical to award a silver Trophy for a hand with
        "only" eleven Han and a gold one for a hand worth thirteen, in practice the
        named limit hands give a shortcut to the Yakuman limit and consequently in
        play Sanbaiman hands are actually significantly less common than Yakuman
        (which of course are already pretty rare themselves) so they really should
        have switched the silver and gold here!)
    
    11. Title Attained [bronze]
    
        Acquire a title in the game.
    
        This was the first Trophy I received so I assume it's not too hard, although
        I'm not entirely sure what I did to deserve it! Your title is shown beneath
        your rank during play (under the bottom-right corner of your avatar or your
        camera image) and at the top of the stats screen (see Section 12) following
        your nickname, PSN ID and rank.
    
    12. Juu-Kyuu Accession [bronze]
    
        Attain the 10th-Kyuu grade.
    
        For any given game mode/length you begin your career at 20th-Kyuu and work
        your way up to 19th, 18th, etc (see Section 06). When you're halfway to the
        highest Kyuu grade (1st-Kyuu) you'll get this Trophy.
    
        Your grade/rank indicator will turn silver when you hit 10th-Kyuu.
    
        I would assume that whatever system of points is used to determine rankings
        is calibrated such that East-South matches attract twice as many points as
        East-Wind matches making them loosely equivalent in terms of grinding.
    
    13. Shodan Accession** [silver]
    
        Acquire the Shodan rank.
    
        After completing the Kyuu grades you're promoted up to Shodan (effectively
        1st-Dan). This is the lowest rank in the Dan scale - see Section 06.
    
        Your grade/rank indicator will turn gold when you hit Shodan.
    
    14. Kyuudan Accession** [gold]
    
        Attain the 9th-Dan rank.
    
        The numbering in the Dan scale is in the opposite order to the Kyuu grades.
        This Trophy is awarded for progressing up through the ranks to 9th-Dan.
    
        (Incidentally the "Kyuu" in Kyuudan simply means "nine". It's written with a
        different character to the one used to indicate the Kyuu grades.)
    
    15. Fifty Matches Breakthrough [bronze]
    
        Complete fifty matches.
    
        You can achieve the necessary fifty games with any combination of East-Wind
        (one-round) or East South (two-round) matches. Of course you'll be able to
        achieve your target twice as quickly by playing East-Wind games.
    
        I think your scores and placings are irrelevant - if you simply keep playing
        online games you'll automatically get this Trophy (and the next two).
    
    16. One Hundred Matches Breakthrough** [silver]
    
        Complete one hundred matches.
    
    17. Two Hundred Matches Breakthrough** [gold]
    
        Complete two hundred matches.
    
    18. Fifty Wins Achievement** [bronze]
    
        Get a total of fifty wins across all matches.
    
        As with the previous three Trophies, you'd expect to progress twice as fast
        if you play East-Wind (one-round) matches, although luck is more of a factor
        in such games - an opponent can get lucky with one or two big wins leaving
        you with very little time to make a comeback.
    
    19. Hundred Wins Achievement** [silver]
    
        Get a total of one hundred wins across all matches.
    
    20. Two Hundred Wins** [gold]
    
        Get a total of two hundred wins across all matches.
    
    21. Ten Duo Wins [bronze]
    
        Win a total of ten Duo matches (see Section 13).
    
    22. Twenty Duo Wins [silver]
    
        Win a total of twenty Duo matches.
    
    23. Forty Duo Wins [gold]
    
        Win a total of forty Duo matches.
    
        Since pretty much no-one plays Duo Mode don't expect to get these three
        Trophies any time soon! I guess if you can find a second player you could
        play against two computer-controlled characters but I don't know if the
        game would count that towards Trophy achievement as you wouldn't be playing
        against at least one human...?
    
    24. Ten Clan Wins [bronze]
    
        Win a total of ten Clan matches (see Section 13).
    
    25. Twenty Clan Wins [silver]
    
        Win a total of twenty Clan matches.
    
    26. Forty Clan Wins [gold]
    
        Win a total of forty Clan matches.
    
        As with Duo Mode, the Clan lobbies are dead so even if you finally landed
        that Sanbaiman you won't be able to get the Platinum! :6
    
    *Since I've written a number of guides for games in the Ryuu ga Gotoku series I
    feel obliged to mention that there's a pretty decent Japanese Mahjong minigame
    available in RGG3 and RGG4 and that one PSN Trophy is available in each. Ryuu ga
    Gotoku 3 was released for western markets last spring as Yakuza 3 but sadly the
    playable Mahjong minigame was removed (bah!). At the time of writing, Yakuza 4
    has been confirmed but Sega are yet to announce whether they have seen sense
    following the fanbase uproar over the extensive cuts in Yak 3.
    
    **The twelve Trophies marked with two asterisks constitute the Trophy set in the
    downloadable Japanese PSN game Mahjong World (Maajan Waarudo), although in some
    cases the Trophies there are of lesser value. The game is presented as being a
    part of the Janline series and as such it's compatible with Janline-R so players
    owning either title can play together on the same virtual tables.
    
    Looking (okay, nosing!) through the Trophy collections of some of the players
    I've encountered online in Janline-R, I'd say that the vast majority of them
    were actually playing on Mahjong World instead of on Janline-R.
    
    ------< CONTACT >------------------------------------------------- [Section 15]
    
    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.
    
    Additionally, if you're looking for a match on the Janline, you can contact me
    either on email or via the PSN where my ID is barticle.
    
    ------< THANKS >-------------------------------------------------- [Section 16]
    
    I would like to thank...
    
    o XFRod and Milkmaniac for their support and my first two PSN friend invites :D
    
    o everyone in the Janline-R online community
    
    o USPML for hosting my new Mahjong guide (and GameFAQs for hosting this one!)
    
    o Etsuko for explaining the Futtobashi term
    
    o shimrod for inspiration in the tricky matter of pentagonal ASCII-art
    
    o Berlitz, Tuttle and (especially) tangorin.com for great language resources
    
    o jgamers (eBay trader) for their excellent worldwide games sales service
    
    o Moritz von Oswald and Mark Ernestus for Rhythm & Sound
    
    I will be happy to give credit and thanks to anyone who makes a contribution.
    
    --
    Janline-R Guide
    Copyright 2010-2011 James R. Barton
    Initial version 1.00 completed 30 September 2010
    Current version 1.01 completed 9 January 2011
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    This guide may be downloaded and printed for personal, private, non-commercial
    use only. This work is subject to copyright. It may not be hosted online or
    otherwise distributed publically or reproduced either in whole or in part
    without the advance written consent of the author. Any violation would
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