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| IDOL JANSHI SUCHI-PAI 2 |
JALECO 1994 |





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Description:
Suchi-Pai 2, while cute in appearance, is a very solid mahjong title with many unique features that adds to the fun factor
and originality of the game. A friend of Suchi Pai (Suchi Pai is the main girl in red with the purple
headset) has been kidnapped by some devil girl. As a result, she has joined you in an effort to save her friend.
Note that she is not the only one that will join you along the trip :) One feature in the game is that each time you win a round of mahjong, you get the
opportunity to play a matching mini-game in which you have to match 2 panels of the same type. By doing so, you can earn items to use during mahjong
play. You can also earn Change Points that can be used to fill up the Change Meter.
Playing the matching game is also another alternative in winning the match
against the opponent as well.
The Change Meter is one of the neatest features in this game. Why? Well because by filling the meter up, you can get a previous defeated opponent to join you. However, they don't join you in their regular form but in their "Changed" form, their superhero form. Once they join you, they appear along
side with Suchi Pie on screen during mahjong play. What makes them so
special is that each of them has a special ability that can help you out
during play much in the same manner as items. They can be very useful,
especially in the case of scoring and winning.
The character artwork is kept very simple in both design and detail. I'm
not too fond of some of the character designs for some of the opponents;
however, I do think that Suchi Pai looks great. Very original and very
creative. I love how they made the Reach Stick into an actual, if not
deadly, weapon :)
The game's presentation really shines. I love the layout of the
mahjong screen. Very colorful and stylized. The screen never looks crowded, yet there's so much within it. Your opponent is displayed
in the center while all of your characters are to the right in their
super-deform fashion of design. Very cute. Each character on screen reacts
depending on what occurs during play as well. They can be smiling in one
instance, and be incredibly pissed off the next :) The game's difficulty is fairly high. Rarely do I find myself in a draw
situation as the opponent always seems to win constantly whether in the
beginning, middle, or very end of the round. They don't just win, but win
with big hands in so many instances. It's real tough to beat an opponent by
mahjong. I always seem to have to beat them by completing the matching game
unless I get a really big hand for myself which isn't often. The game can be
frustrating as a result. Aside from the difficulty, Suchi-Pie 2 is a very solid mahjong title that
adds plenty of new elements to the genre. Difficulty: 5/5
Artwork: 4/5 |
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IDOL JANSHI SUCHI-PAI 2
MINI FAQ
|
| Who Starts First? |
There are no dice rolls.
The opponent always starts off as dealer in the opening round of a
match. |
| How to Win/Lose a Match? |
To win the match, you can
either decrease the opponent's score down to zero or less, or you can
win by clearing all panels in the matching game. Whichever comes first.
You lose the match when your score decreases to zero or less. |
| Number of Opponents: |
6. |
| Each Opponent's Score at
Opening Round: |
20000. 25000. 30000. 35000.
40000. 45000.
|
| Your Score at Opening
Round: |
1500. |
|
Points Gain/Lose when Tenpai/No-Ten: |
1500.
|
| Points Lose when Reach: |
1000.
|
| Scoring Multiplier: |
Type C. |
| Number of turns per
player per round: |
18. |
| How does the Matching
Game work? |

You enter the matching game right after you win a match of mahjong
against the opponent.
In the matching game, there is a 5x4 grid of panels, each with a
button association over it. Underneath each panel is an item that you
can receive. Behind the grid is an image of your opponent.
You have a certain number of tries to play the game depending on the
amount of Yakus you earn from your winning hand in mahjong before
entering the matching game. You earn 1 try for each Yaku you made. The
maximum amount of tries you can get is 10, even if you get Yakuman or
more. The number of tries is listed on the lower left side of the
screen, 6 in this case of the screenshot above.
Each try you get, lets you select 2 panels. Selecting the panel will
reveal the item beneath it. If the 2 panels match with the same item,
the panels are cleared away and the item is received. If they don't
match, the panels are re-covered.
Basically you try to match up panels of the same item. The game ends
when all your tries are used up or when all panels are cleared out. If
you beat the opponent by decreasing her score to zero or less in
mahjong, then when you enter the matching game, all panels not
previously cleared
out are cleared out.
Once all panels are cleared, the image of the opponent behind is
entirely revealed and the cut-scene of the opponent starts from there.
Note that some panels are already revealed and stay revealed when
you began the game. You can clear these panels if you uncover a panel
with the same item as well.
Button Association of Panels: A-N, Kong, Pon, Chi, Reach.
|
| Are there Items? |
Yes. 9 total. |
| What does Each Item Do? |
Items are received from
making matching pairs in the matching game. Each item are automatically used.
Note that you can have multiple items of the same type. Items that can
be used during mahjong play, though not items that are use at the very
start of the match, are displayed on screen on top of your own hand.
|
| What are
Change Points? |

On the very bottom left corner of the screen, there's something
called a Change meter. It starts out empty. To fill it up you need to
obtain Change points which can be received in the matching game from
items or from
playing mahjong.
In mahjong, you get 2 points for winning with Mangan or Haneman. You
get 3 points for winning with Baiman or Sanbaiman. You get 4 points for
winning with a Yakuman or more.
Filling the meter to the max will transform your opponent into a
helper. More on that below.
|
| What are Helpers? |

An opponent can join you if you fill up the Change meter to the max.
Doing so will transform the opponent from her normal self into a super
hero. She will join you on screen during mahjong play.
You must defeat the opponent first in a match before she can join
you.
Note that the Change meter increases in size with each new opponent:
First Opponent - Change Meter is 8 Points.
Second Opponent - Change Meter is 16 Points.
Third Opponent - Change Meter is 24 Points.
Fourth Opponent - Change Meter is 32 Points.
Once you fill one meter, the next meter charges up. |
| What does Each Helper
Do? |
Of course, getting the
girls to join you isn't just for nothing. Each of them has a certain
special ability that they can perform that can help you out during
mahjong play.
However, they cannot use their abilities all the time. You need the
Helper item as mentioned above. One helper can aid you per item.
| Helper |
Special Ability |

Lemon Pai |
If you only need one more tile to go
out and you draw the very last tile for the round, she will turn
the last tile into the winning tile for you to go out.
She can only help when you are about to draw the last tile of
the round. You must need only one more tile to go out for her to
help you as well. |

Peach Pai |
If you go out by Reach and have a Pon
in your winning hand, she will turn the Ura Dora Indicator, that
is revealed after winning by Reach, into the tile that makes your
tiles of Pon the Ura Dora. So if you win by Reach with a Pon of
3-dots in your hand, she will turn the Ura Dora Indicator into a
2-dot, making the 3-dot the Ura Dora.
If you have more than one Pon in your winning hand, then the
Dora will change to match either one of them. She can only help after you go out with at least 1 Pon in your
winning hand. |

Milky Pai |
When you declare Kong, she turns the
Kan Dora Indicator into the tile that makes your tiles of Kong the
Kan Dora. So if you declare a Kong of 5-dots, she will turn the Kan
Dora Indicator into a 4-dot, making the 5-dot the Kan Dora.
She can only help when you declare Kong. |

Cherry Pai |
If you declare Kong with a hand that
only needs one more tile to go out, she will turn the newly drawn
tile, the loose tile drawn after declaring Kong, into the tile
needed to go out.
She can only help when you declare Kong with a hand needing
only one more tile to go out. The declared Kong cannot be a
revealed set, it must be concealed. |
Note that Suchi Pai is not a helper. She does help out, but that
requires you obtaining the items of her in the matching game.
|
| Can you Bet? |
No. |
| Are there any Secrets? |
Can you challenge Suchi Pai?
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