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Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:26 pm
by Barticle
Someone was asking for an English guide to MFC Sp so I thought I'd knock something up today - and do it here in the forum so I can add screenshots and Japanese text easily. Unusually for me, this is just a quick guide - when I first posted it I'd only gone through the game menus and played a couple of hands vs bots. I won my very first hand (see pics below) so I probably should've quit while I was ahead! ;) I have now played a little more and added some extra details.

This mobile version of Mahjong Fight Club released on iOS in mid 2013. It's compatible with iPhone, iPad, and iPod Touch (currently iOS 9.0 or higher). ... d640023408

It released for Android in early 2014. It runs on Android 4.1 or higher, with 2GB RAM recommended. There is Android/iOS crossplay. ... nami.mfcsp

There's some more game info on the Japanese Wikipedia page (which you could put through a browser translator). ... E9%83%A8Sp

I'm playing the current international Android edition (version 2.0.0) and hopefully the Apple one looks the same or fairly similar. It's important to note, even though it looks like a Japanese version (with mostly Japanese text throughout), the edition available outside Japan is missing a ton of features and modes from the full Japanese version. :roll: You can see this clearly by comparing the main menus in my forum post here.

Check my PDF guide linked in my signature for more info on rules/terminology.
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Let's get started. This is the title screen where you can simply touch the screen to continue.

The bottom-right button is for data transfer and the bottom-left gives you the following five options:
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1 2 3
4 5

1 = news from top page on game website (press the joypad icon at the bottom to return to the game)
2 = links to game guide, FAQ, etc
3 = delete cached player data (left = no, right = yes)
4 = terms and conditions
5 = copyrights and licences

Press the bottom button to return to title screen.
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When you first enter the game you're required to read (or at least view!) and accept the Terms of Use.

Click to view the terms, return to this screen and Agree.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:26 pm
by Barticle
You might need to wait a minute or two before music starts and you can press Yes to accept a data download.
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Then you'll need to enter your name. Five characters is plenty for most Japanese names but a bit limiting elsewhere.

In the international edition you can enter capital letters or tap the second button to show numbers and symbols.

The top button is backspace and the bottom one confirms your name entry.

Click Yes again to accept another (smaller) data download.
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You'll be welcomed to the game and told that it uses MG (mahjong gold?) as a currency for buying into matches (even versus bots).

The good news is that you get 1000 MG to start you off. This screen also shows your starting rank which is 10th Kyuu (十級).

Then you get a further 100 MG as your first daily login bonus. (It's definitely worth remembering to log in every day for this MG bonus.)
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This screen is an advert for two of the handy support features in the game (see below).

These show which discards would increase/decrease your Shanten and which tiles match the one you're pressing.

Press the left button to reject or the right to accept.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:27 pm
by Barticle
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This is the main menu in the international edition of the game.

Sadly there are lots of gaps where most of the features/modes from the Japanese version are missing. :x

The top-right option is for standard online multiplayer. The multiplayer option below is locked by rank (Golden Dragon level required).

The smaller red button below is for playing against bots (CPU) but it still requires an internet connection and MG currency.

The gift button is for receiving boxes and the grey arrow opens the Options (オプション) menu shown below.
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1 5
2 6
3 7
4 8

1 = data transfer
2 = notifications
3 = orb display (ranking)
4 = return to the title screen

5 = system settings
6 = individual data (stats)
7 = how to play
8 = opinions / inquiries
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(Options 1) For data transfer (KONAMI ID required) pick the right button to login or the left one to do it next time.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:27 pm
by Barticle
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(Options 2) This informs you that server maintenance occurs daily 5am-7am (Japan time) and on the third Tuesday of the month 2am-7am.

(During these times you can't even launch the game, play against bots or access the game's website!)
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(Options 3) This screen shows your current ranking. You start at 10th Kyuu (十級) and you can progress clockwise through 9th Kyuu, 8th Kyuu, etc, by earning XP in matches. The bar and right counter show how much XP you require for promotion to the next level (the left counter just temporarily shows new XP while it's being allocated). At this stage a big match win might even take you through several ranks. XP losses from bad results are smaller here but could be enough to make you drop a rank.

After 1st Kyuu (一級) you're promoted into the Dan grades starting with 1st Dan - traditionally known as Shodan (初段) - shown at the top of the circle. At this point you'll become affiliated with one of the Four Gods (see below) based on your predominant play style so far. To progress up through the Dan grades you need to earn Orbs off other players. The ranking screen now shows your assigned god and how many Orb slots you need to fill for your next promotion.

(I think this is also where you start to see representations of real professional players from the Japan Pro Mahjong League (日本プロ麻雀連盟) in CPU mode. My first encounter was with none other than the current JPML president himself, Moriyama. The actual pros play online multiplayer in this game too - as mentioned on Wikipedia and in this feature - but that might not include regions outside Asia.)

After the eight Dan grades, you achieve Master (マスター) status before then entering the long grind through the Golden Dragon (黄龍) levels.

(Options 4) This just takes you back to the main title screen. There'll be a new button for recommended games (adverts).
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The settings are spread over four tabs.

(Options 5.1) Gameplay Settings 1

1. thunder vibration*
2. gameplay notification vibration
3. gameplay notification sound effect
4. hand tiles Dora effect (constant sparkle)

*The game uses a dramatic lightning storm effect when a hand is won at the Mangan limit or higher. I guess the vibration is for phone devices.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:27 pm
by Barticle
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(Options 5.2) Gameplay Settings 2

1. auto-win during play (automatic win declaration)
2. no-calls during play (automatic Chii/Pon skip)
3. gauge for discard remaining time
4. table background darkness
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(Options 5.3) Play Support

These are various player aids.

1. Tenpai support
2. Shanten number display
3. Tsumogiri tiles display
4. Dora display
5. wait tiles display
6. same tiles search
7. points difference display switch

Tenpai = one tile away from having a complete hand
Shanten = number of tile/s away from Tenpai
Tsumogiri = a tile drawn and discarded on the same turn
Dora = bonus tile/s indicated in the dead wall in the centre of the play screen
waits = the tile/s that would complete your Tenpai hand

With the sixth option here you can press and hold a tile to have all visible instances of that tile highlighted green. (Take care when pressing a tile in your hand as this will select it and a second tap will discard it!)

When the seventh option is applied you can tap your points score on the tabletop display to cycle between showing absolute scores (1st place is blue and 4th is red), score differences relative to yours or scores relative to 1st place.
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(Options 5.4) Other Settings

1. safe mode
2. background music (BGM) volume
3. sound effects volume
4. table selection screen banner display

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:28 pm
by Barticle
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(Options 6) This section shows your personal stats. Pick the left button for basic stats and the right one for results.

(I haven't seen any pages showing counts of which Yaku (combinations) you've achieved.)
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There are three screens of basic info which you can navigate between using the bottom buttons.

During the Kyuu ranks this first page info gives the following:

- name
- current rank
- current experience (progress to next rank)
- MG acquired
- registration region

At the bottom-right are any victory stars you've acquired. (When these slots are full you probably earn an Orb.)

After entering the Dan grades this screen shows this info instead:

- name
- affiliated god (see below)
- current rank
- current Orbs
- MG acquired
- registration region
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The second and third pages show the same details for 4-player and 3-player respectively.

As usual in MFC games, your play style is tracked against attributes of the Four Gods (Shijin). Your max rating in each stat is 250 for a theoretical total of 1000. After you've played 50 rounds these stats will be listed in the top-left and plotted on the quadrilateral graph at the top-right.

left = average winning Han (attack)
Byakko (白虎) - white tiger

top = payment rate (defence)
Genbu (玄武) - black tortoise

right = Dora usage rate (luck)
Seiryuu (青龍) - blue dragon

bottom = hand win rate (quickness)
Suzaku (朱雀) - scarlet bird

The wide chart across the bottom shows your placings (1st-4th) in the last thirty matches.

Below that are your average placing, cumulative points and average points per match.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:28 pm
by Barticle
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For results you have four choices for four-player (四人) and one for three-player (三人).

4P online overall
4P nationwide online matches (one round)
4P nationwide online matches (two rounds)
4P nationwide online matches (one hand)

3P nationwide online matches (three-player)

These are all for online play only and they all give the same layout over two pages.
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The first page gives the following stats:

matches played
average position
numbers of 1st, 2nd, 3rd and 4th placings
total points scores
average points score
count of hands won / hands played
total Han earned / hands won
count of payments made (got Ronned!) / hands played
count of Dora used / hands won
count of Riichi wins / hands won
count of Tsumo wins / hands won
count of Yakuman wins (good luck!) / hands won
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The second page gives the following stats:

total points gained
total points lost
hand win rate
average Han per hand win
payment rate
Dora use rate
Riichi win rate
Tsumo win rate
Yakuman win rate

(Options 7) How to Play

This links to the following page on the official website (which you could put through a browser translator).

(Options 8) Opinions / Inquiries

This page has multiple links including 7 again and the following FAQ page:

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:28 pm
by Barticle
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Picking a CPU match off the main menu gives four play options (with various MG fees). The same modes are available in multiplayer.

東風 = one-round match (four players)
半荘 = two-round match (four players)
三麻 = three-player match
一局 = one-hand match (four players)

Matches are played with the same fixed rule-set except for a few differences between modes.

The common rules for all modes are Ari-Ari (Kuitan and Atozuke) and they also include Buttobi, Agari Yame, Nagashi Mangan, double Yakuman hands, stacked Yakuman, Paa Renchan and Dai Sharin (Dots suit only). Renhou is scored as Yakuman. Pao is applied for Dai Suu Shii, Dai San Gen and Suu Kantsu only. Mangan Kiriage, Ryan Han Shibari, Kuikae and Shaanyuu are not applied.

In one-round matches the players start with 20,000 pts each and the player who finishes 4th pays an Orb to 1st. In two-round matches the starting scores are 25,000 pts each, 4th pays two Orbs to 1st and 3rd pays one Orb to 2nd. Four red fives are used with two in the Dots suit. A small Uma of 5,000 pts is paid by 4th to 1st.

In three-player mode the Craks tiles numbered 2 to 8 are not used (1m Dora indicator gives 9m Dora); obviously you cannot make San Shoku Doujun and you can only get San Shoku Doukou with ones or nines. There are no Chii calls to make sequence sets. Starting scores are 25,000 pts each. North is always a guest wind - there is no north player. There are two rounds, each of three hands instead of four. There are four red fives again but two each in Bams and Dots. North tiles are not used as special Dora. Honba is worth 600 pts apiece. The abortive draws for four Riichi or four matching wind discards are not applied. An Uma of 3,000 pts is paid by 3rd to 1st and similarly the winner gets one Orb off 3rd too.

The rules for one-hand matches were approved by the JPML president, Moriyama. A match starts in Orasu (final hand) of an east round with 5,000 pts starting scores. No Uma is used. Rewards for winning a match are only applied if the winner has a final score of at least 8,000 pts (3k+ profit).
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The next screen confirms the details. Press the big red button to continue and your scoring sticks will be counted out onto the tray (nice).

The touchscreen interface makes the controls straightforward. You can tap a tile to select it and again to discard it.
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Info and functions are given in the side-bar on the right.

- match type
- hand count (East 1, South 3, Orasu, etc)
- Riichi sticks and Honba counters on the table
- tiles remaining

- settings button
- toggle auto-win button (automatic win declaration)
- toggle no-calls button (automatic Chii/Pon skip)
- quit button / extra time

(You can quit a single-player CPU match. In multiplayer you use the bottom button instead to get extra thinking time.)

Pressing the settings button shows six settings which can be adjusted during play:

1 2 3
4 5 6

1 = same tiles search
2 = Tenpai support
3 = substitute (autopilot)
4 = hand tiles Dora effect (constant sparkle)
5 = thunder vibration
6 = notification vibration

The panel at the bottom-right explains the Shanten and "same tiles" functions. Yellow 'up' arrows indicate hand tiles you can discard to get closer to Tenpai while blue 'down' arrows show tiles that would increase your Shanten. Holding a tile will highlight in green all tiles of that type that are currently visible to you.

Pressing the settings button also shows details for each player which can include their win rate, recent results, total XP and quad graph.

The Oya (dealer/east) is indicated here with a gold circle.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:29 pm
by Barticle
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If you press the quit button, pick YES to confirm or NO to cancel and continue playing.

The square marker on the tabletop shows the round wind and the two dice are placed next to the current east player.

The text immediately below the right side-bar shows your Shanten (シャンテン) or Tenpai (テンパイ) when ready.
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The contextual pop-up commands are labelled in English for Riichi, Chii, Pon, Kan and Ron/Tsumo - or Pass to reject any other commands.
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The waits display shows which tiles would complete your Tenpai hand if you discard the tile selected in your hand.

The yellow numbers show how many of each wait tile could be available. A red X instead means that no more of that tile are available.

The small yellow Yaku Ari (役あり) below a wait means that getting that tile would give a hand with at least one valid Yaku (combination), although this text won't be shown if you're declaring Riichi since that's a guaranteed Yaku anyway.

Blue text to the left (役確定) means that your hand has Yaku confirmed, while red text (役なし) means it has none.

Four red characters over a wait spell Furiten (フリテン) which means you'd be unable to win by Ron if you discard the selected tile.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:29 pm
by Barticle
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A visual effect makes an available win hard to miss!
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This screen gives a breakdown of a winning hand. The hand is shown at the top with gaps between the winning tile and any open sets.

It shows if it was a Ron (ロン) or Tsumo (ツモ) win, who won, their rank and who got Ronned.

The Yaku and any Dora are listed on the left and the Fu (minipoints), Han (doubles), hand score and limit (if applicable) are shown at the bottom.

(Standard kanji numbers are used for Fu and Han, for example 三十 (three ten) is thirty.)

A screen after each hand shows any points exchanged and a screen after each match shows the final player placings.
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When you get promoted, you'll receive a fancy certificate. 8)

However it is possible to get demoted (when you lose XP or Orbs) and you'll get a similar notification.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:30 pm
by Barticle
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This screen is offering the Kyuu Shu Kyuu Hai (九種九牌) abortive draw for a starting hand with nine or more unique terminals/honours.

Pick YES to accept the draw or NO to reject and keep playing.

(pic from Japanese edition with fancy wallpaper)

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:30 pm
by Barticle
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Finally here's a quick look at the autopilot in action. :)

You can use this function to make moves on your behalf if you need to go answer the doorbell or something.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Sun Jul 26, 2020 6:31 pm
by Barticle
[reserved for future use]

I've finished the initial version now so feel free to reply if you want!

I'd be happy to add any useful info you have.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Tue Jul 28, 2020 6:43 pm
by Barticle
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I've been enjoying the skewed distribution of tiles in 3P mode. :D

I've only played three matches and already had this Yakuman and a Nagashi Mangan.

Re: Mahjong Fight Club Sp (Android/iOS) quick translation guide

Posted: Fri Jul 31, 2020 1:34 pm
by Barticle
I found this short montage of Yakuman wins while looking for gameplay of the Japanese edition.

0'39" - With 14 tiles remaining you self-draw the winning tile for Kokushi but you've got badass Akagi wallpaper (and big cojones). WWYD?

Of course you split the pair and go for that double! :mrgreen: