Showing posts with label yakuza. Show all posts
Showing posts with label yakuza. Show all posts

Saturday, January 7, 2012

Well now i'm totally excited for Binary Domain



EDIT: Now with fresh commentary.

Yes my title is sarcastic.  I always find it fascinating they get random talento or celebrities to play game to...sell the game I guess?  I've never quite figured out what the purpose of that was.  I'm pretty sure actually zero people have ever bought a game from this.  Heck the fantasticly gay man openly states, "I suck at video games."  I linked this with the idea that the audience couldn't understand Japanese but could still draw everything they need from it.  

Neither of these guys are good at video games (so why are they showcasing them?)  Binary Domain has to be being made with a Western focus (because TPS and FPS games never sell well in Japan.) Again why showcase a game so incredibly poorly?

There's the ability to give squad commands voice which really games should have had since TC's Endwar.  That's kind of neat.  Nothing in the videos makes me think it's used in a neat way.  On the other hand, the levels definitely seem more open than something like Gears.  So maybe you can have your teammates flank enemies.  That's entirely dependent on friendly AI being good which is just about never.  The enemies don't give the impression of being fun to fight by themselves.  The levels are more open but nothing about that aesthetic does it for me.


While it's trying by all impressions it's still failing as a TPS.  I understand the need to appeal to Western markets, which this video doesn't do.  I understand Japanese developers trying to show that TPS games are fun to Japanese people, which this video also doesn't do (or I would hope so.)

Wednesday, February 23, 2011

Yakuza film review PART 2

With the nearing release of Yakuza 4 in the West I’ve been hurrying to complete Yakuza 3 (despite the deplorable removal of my beautiful mahjong), and so I thought it time to rewatch the two live-action Yakuza films that were produced. Today: the Follow Up.
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Sometime in 2007 I became aware of this feature-length film based on the first Yakuza game. I wanted to buy it, but all the DVDs I saw didn’t have any English subtitles. It had been pirated though and put online, complete with fan-made English subtitles. So after several days of downloading I put the two together and burned myself a custom DVD – as a neat bonus I included the prequel film on the disc.

Unfortunately the subtitles had been made by someone who clearly hadn’t been listening to what characters were saying – the most outlandish example being in a store, when Kazuma is asked a question by the owner. The subtitles say: “Your store sucks.” When in actual fact he said: “Dog food.” Not in Japanese, he actually used the words dog and food in English, which only proved how pathetic the fansub was. I declared the film to be crap and stopped watching at around the halfway mark because it didn’t make any sense. While individual sentences were logical in isolation, there was no context to any of them – characters whose dialogue was setting up later scenes were reduced to spouting nonsense with no relevance to anything else. It was surreal and unpleasant, since the film is quite complicated anyway.

Last week though I saw that it had undergone official subtitling and had been available in the US for some time, unrated and cheaply published. It cost $20 to be shipped to Europe and in preparation for Yakuza 4, I was keen to see what it was actually like.

If there was a film-applicable term for kusoge (awfully good?) then Yakuza: Like a Dragon would carry it proudly. It’s 110 minutes of visually splendorous violence and lunacy, only barely coherent and so overdone that the original storyline from the game (which it’s based on) only just manages to be heard. It’s an example of excess and, while it fails as a film for the uninitiated, as a game-to-film adaptation for those who know the source material it’s a strange kind of awesome.

The basic premise of: Kazuma gets out of jail, looks after small girl, fights one-eyed freak Majima, finds girl’s mom who dies, and then kills his best friend Nishki, is still there, but it weaves in several other storylines which ultimately steal the audience’s attention. Throughout the film we also view the following.

A pair of incompetent bank robbers in colourful knitted ski-masks on the hottest day of the year attempt to rob a bank which has no money and then their air-conditioning breaks down. A pair of delinquent teens go on a robbing spree, first with a knife and later with a gun. A Korean mafia assassin visits town to kill an important politician. Majima is bored and is determined to fuck shit up for everyone. All of the above is interwoven with great complexity and is so focused on, that by the time Kazuma finds Haruka’s mom, who turns out to be Yumi, and then fights Nishki in Millennium Tower, you’re wondering who the hell these new characters are and why they’re even here.

Kazuma’s character is never fleshed out, apart from two sections of dialogue where Detective Date asks when he got our of prison (it’s never explained why he was in), and later on, when it’s mentioned that Kazuma, Nishki and Yumi were all at the same orphanage. Or course Yumi and Nishki’s screen time is about five minutes combined at the end, making the exposition pointless. In fact Kazuma’s role in the story is almost redundant, and if anything is more like a Maguffin for Majima’s rampage through Tokyo looking for him. And here’s the thing, Kazuma is meant to be the lead in the Yakuza film, but all the supporting characters prove more interesting than him – from the silent assassin who makes great cocktails to the hardcore masochist who sells guns – they’re all more interesting and better developed.

The crowning character, and main allure of the film, is Majima Goro. He was insane in the games to begin with, but here he’s elevated to what must be one of the most outlandish, flamboyant, deranged villains in film history. Despite his brutality and irredeemable personality, you can’t help but like him by virtue of how alive he appears (and how difficult he is to kill). Majima gets all the cool lines, while Kazuma is simply shunted from scene to scene, overshadowed by everything else. He’s also far too young looking to be playing someone who spent 10 years in prison.

The other major draw for the film is the well-choreographed fight sequences backed by some pretty awesome heavy metal music. If Yakuza the Prologue was tasteful, subtle and subdued, then Like a Dragon is the absolute opposite. Violence is frequent, gratuitous, and so over-the-top it takes on a fantasy element. When Kazuma isn’t bursting into blue flame you’ll see character’s heads used as baseball-bat sponges, a dozen shotguns destroying a bar replete with wine bottles, and bizarre CG sequences which need to be seen to be believed. It’s a cartoon become live, which is perhaps why it’s such a good game-to-film adaptation despite being a terrible film. Games are not even remotely like films, contrary to what a million shrill voices try to bleat, which is why adaptations often suck. Games are fantastical creations traditionally not bound by any kind of rules or logic, even if they appear to have a realistic setting. A film trying to replicate a game should therefore be void of traditional film-making logic.

I suppose a final highlight is that Nagoshi-san himself, the creator of Ryu ga Gotoku, makes a cameo as Jingu the politician flying around in helicopter – and ends up shot in the had (pictured). He doesn’t say anything and ends up being killed. Twice. Which isn’t really a spoiler – you’ll know why afterwards.

In a way, Like a Dragon is very similar to Miike’s other film, Ichi the Killer, containing flamboyantly dressed yakuza members, acts of extreme cruelty, masochists, depravity, surrealism and plenty of colour on screen. I can’t say I particularly enjoyed Ichi the Killer, but as a standalone film it was more coherent and functional than Like a Dragon – which I actually enjoyed more by virtue of its association with one of my favourite game series. Confusing and akin to reliving a fever dream, Like a Dragon will prove impenetrable for anyone unaware of the Yakuza games. But if you can find it cheap, and like the Yakuza games, it has a strange allure to it.

Our rating: 3 stars out of 4 (but only if you’re aware of the source material)
***


Thursday, February 17, 2011

Yakuza film review PART 1

With the nearing release of Yakuza 4 in the West I’ve been hurrying to complete Yakuza 3 (despite the deplorable removal of my beautiful mahjong), and so I also thought it time to rewatch the two live-action Yakuza films that were produced. Today: the Prologue.
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To promote the release of Ryu ga Gotoku (the first Yakuza game), Sega commissioned a short 40 minute prologue film to be made, detailing the life of Kazuma Kiryu growing up in Sunshine Orphanage. It examined how both he and Nishki came to be orphans and then yakuza, and how they came to know Yumi, who Kazuma develops affection for over the years. It involved renowned Japanese film maker Takeshi Miike, who also went on to make the follow-up feature-length film, though the two movies could not be more different.

Some time in late 2006, around the time of the first Yakuza’s western release, Sega took to subtitling this prologue movie and putting it on their website in four parts, for free. It was a great way to spend some boring office time and I downloaded all four parts, later converting to Video CD format and burning to CDR. Today they’re no longer on Sega’s website, but it’s worth looking for them online and burning your own disc.


I did a search on Youtube with the intention of linking you, but I can't find it at all! Also, due to the slow-paced nature of the film you’ll be more comfortable watching from a couch. So try to find a torrent perhaps? Here's the Wikiedia page.


For anyone who is a fan of the Yakuza games this is essential viewing since it expands on the characters of Kazuma and Nishki, and provides a basis for Kazuma’s personality throughout the subsequent games – it’s so essential, I’m surprised Sega hasn’t included it as a bonus with every release in the series.
The story is told through a series of flashbacks which gradually build up to the film’s opening scene. The earliest explains how Yumi’s parents died when yakuza opened fire on a crowd of pedestrians, with moustachioed Fuma then taking her to Sunshine Orphanage. Kazuma and Nishki are already there, along with Nishki’s sister, and the four children grow to be close friends. After Nishki’s sister falls ill and Fuma pays for the medical bills, Nishki feels indebted to Fuma and discusses with Kazuma wanting to join the yakuza. The death of their parents is explained and, with the two youngsters already showing prowess as fighters at school they decide to leave and join Fuma. But not before Kazuma offers Yumi a ring as a keepsake, which she continues to wear into adulthood.


There’s tragedy in the character of Kazuma. As one memorable quote from Fuma puts it: “There are two types of yakuza. The idiot who loves being one. And the idiot who had no choice but to become one.” Always motivated by duty he plays a hero unfairly painted as a villain and is punished for this. Seeing his and Nishki’s childhoods is important, since it reveals that even at a young age Nishki was prone to resentment and wayward behaviour, whereas Kazuma was always thinking ahead.


Besides the story it’s also beautifully shot, with different colour tones for different periods of time (childhood memories always seem to be warmed and tinged with yellow), and some really well choreographed action. The shootouts are bloody and don’t pull away, while the fist fighting appears to have some hard knocks. It’s also well cast, with the actor playing adult Kazuma (apparently a former wrestler) fitting the role nicely.


I suppose a facile comparison could be made to the Godfather films, since the violence here isn’t glorified or obsessed over – it’s simply something that’s become a part of the characters’ lives. It’s also always juxtapositioned against quieter scenes of family life and everyday mundanities, with events taking on a hazy dreamlike quality. My only other experience of Takeshi Miike’s films is Ichi the Killer and, unlike the follow-up film, I don’t see any similarities here. This is much slower, and is perhaps also comparable to Takeshi Kitano’s work, such as the yakuza-at-the-beach story of Sonatine.


Whatever comparisons you want to make (and perhaps I've been too generous) it’s only 40 minutes long and, assuming you care about the Ryu ga Gotoku characters to begin with, is an excellent way to spend some time getting reacquainted with Kazuma for the next game.



Our rating? 4 full stars out of 4
****


Within the next 7 days we’ll be posting out review of the follow-up film, Yakuza: Like A Dragon.

Tuesday, August 17, 2010

Yakuza 3 reviewed by real-life Yakuza


As pointed out by regular reader Zack, BoingBoing has a fascinating feature up where they get three real-life yakuza members to play Ryu ga Gotoku 3 and give their opinions.

Midoriyama is a now-retired former mid-level faction boss. Shirokawa is a high-ranking boss from a different group connected to Midoriyama through a ritual sake exchange. Kuroishi knows them both but is also from a different group.

This is an ingenious feature, and a fantastic example of proper investigative games journalism. While most print publications are happy with their annual April Fool gags, phoned-in email interviews, and outdated news, it's great to see something serious like this being attempted.

My favourite section of the interview is towards the end:
Ironically, the sections that Shirokawa seemed to enjoy the most were cut out of the US version: mahjong, the sexual massage parlor, and the hostess clubs. After I explain to him what Sega cut from the US version, he said: アメリカ版を買った奴がかわいそうだ。セガUSAが最低だね.(Translation: I feel sorry for the people who bought the American version. SEGA USA sucks.)

Yes indeed, Sega USA does suck. I for one loved the mahjong in Yakuza 2.

Read the full feature HERE.

Saturday, April 10, 2010

Mahjong games on the PS3


Feel the need to play Mahjong on your PS3, online? Let’s take a look at several mahjong games on the PS3.
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If you read my previous post, you know I’ve developed a fondness for mahjong since playing Yakuza 2. Wanting to try it online, on my PS3, I looked into the various options:

* Mahjong Kakutou Club: Zenkoku Taisenban (Mahjong Fight Club)
* Mahjong Taikai IV
* Mahjong World Janline-R Series
* SIMPLE SERIES 500 Vol 1: The Mahjong: Tsuushin Taikyoku Kinoudzuke



Offering advice on the situation was Barticle, who has a series of excellent Mahjong FAQs on GameFAQs.

Bart wrote:
As you may know, the full Janline-R game is a relatively recent retail release for the PS3. From what I've seen of it, it has the same in-game view with the four players depicted in the four corners of the screen, either as webcam images or as avatars. As such it appears to be very much oriented towards online play – and probably coaxing you into spending money on avatar upgrades too!

An important thing to keep in mind when you buy a mahjong game is: can I play the online mode (if any) if I'm based outside of Japan? From what others have told me, retail games like Mahjong Fight Club (probably the best PS3 MJ game for offline play btw) can only be played online if you pay a subscription and this requires a Japanese bank account.

Kiken on SelectButton also said the following regarding Janline-R on the 360:
If MW Janline-R is anything like the Janline game on the 360, I would stay far away. I think it was summed up best as, ‘This is not Mahjong, this is Janline’. Despite owning a J-360, the only mahjong title I’ve purchased is FunTown Mahjong on XBLA (800 space bucks). Sadly, it's Taiwanese rules (wacky 17 tile hands), but there is a fair deal of regular players online (most of whom reside in Europe). Doesn't really help you if you don't own the console, but just figured I'd toss it in.

So, Mahjong Kakutou Club: Zenkoku Taisenban (Mahjong Fight Club) can only be played offline unless you pay subscription charges, Janline-R looks a little too flashy and there’s negative views attached to the Janline name, leaving me with Mahjong Takai or Simple Series Mahjong. Considering the latter is only 500 Yen, I took a gamble.


THE REVIEW

SIMPLE SERIES 500 Vol 1: The Mahjong: Tsuushin Taikyoku Kinoudzuke on PS3 is, as you’d expect of anything bearing the Simple Series name, pretty damn rudimentary. There’s only 1 choice of avatar augmented by 6 different colours, 3 terrible music tracks, purely functional graphics, no real ability to communicate with other players, and very little in the way of extras. Unlike Yakuza 2, there are no detailed charts with scoring combinations.

If does have free online play though, and the lobbies seem well frequented despite this being released last July. I tried late in the evening GMT time (roughly 4 in the morning in Japan) and found several players. I also found a lot in the GMT morning time (later afternoon in Japan). The net code is pretty sucky though, and when two people were using my 2mb ADSL broadband line it kept timing out from the server, forcing me to hog the line all to myself (those of you on decent 16mb connections need not worry).
The options for changing the rules are extensive, and go way beyond my comprehension of the game to risk altering them. I stuck to the default and did fairly well online, adhering to the rules I learnt in Yakuza 2. One good thing the game does is, as soon as you can declare RIICHIE, it let’s you know – unlike Yakuza 2 where you had to manually check each time. As you win games your online ranking increases – I went from level 10 to level 9 this morning (woohoo!).

For 500 Yen it’s worth buying just for a few online games on occasion. Unfortunately without a guide to the point combinations, it’s only for people experienced with the game. Even after playing Yakuza 2’s mahjong for over 10 hours, I still haven’t grasped enough of the different scoring rules to play really well. I suppose you could print some off, but nothing would be as convenient as Yakuza 2’s instant look-up tables. If you do play it, Barticle’s translation tables for the other PS3 mahjong games should prove of some use, if only for the kanji on some tiles.

Fight Club

Mahjong Takai IV

Playing Simple Series Mahjong convinces me that mahjong videogames could do well in the west if only a company took a chance, translated it, and provided it to western players with suitable reading material and several pages detailing the different scoring combinations, as Yakuza 2 did. It’s honestly not that radically different from poker, and everyone loves poker.

Friday, February 12, 2010

Mahjong, hanafuda, and other Japanese games

With the imminent release of Yakuza 3, I’ve been playing through Yakuza 2 – and I’ve discovered I quite like playing Mahjong in it.

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While I like western card games and Chess (sort of), the intrinsically exotic nature of Asian card/board games has always fascinated me. Unfortunately, living in the west has allowed little opportunity to be exposed to them, outside of foreign films and the occasional videogame. One of the most prominent examples is the Ryu ga Gotoku series, or Yakuza games, by Sega. Another English example is 42-in-1 All Time Classics (aka Clubhouse Games in the USA), a fantastic compilation for the Nintendo DS with a selection of really awesome classic games, complete with comprehensive guides to make learning easy for newcomers.


Join me as I briefly examine some of Asia’s various games, and the easiest methods for learning to play them. Click the names for a Wikipedia link and further explanation of the rules.


Mahjong
One of the things that really irks me is how in the west you’ll find games claiming to be Mahjong, when if fact it’s just a crude version of “snap” using Mahjong tiles. This is weird, and to me makes westerners appear slightly stupid. They’re captivated enough by the imagery of the game, enough to make use of the tiles, but lack the motivation to learn it and just go off and do their own thing.
Having seen Mahjong being played in countless Hong Kong action films, not to mention the ludicrous number of Mahjong games available on every system available, even arcades, I’ve always wanted to try it. Unfortunately it’s extremely complicated and so seldom if ever reaches the west - I seem to recall that Shenmue 2 on the Dreamcast allowed you to play Mahjong, but Sega removed this from the British localisation, presumably because it would have been too much effort to teach it to gaijin players.
Remedying this is the fact that Yakuza 2, also by Sega, not only features Mahjong in English, but it also comes with a fairly decent guide, which is enough to teach you the basics. Rules for the game vary, and Yakuza 2’s are perhaps slightly different from those you’ll find elsewhere (according to a guide I’ve read, they’ve been simplified), but basically you’re given 13 tiles and then each of the 4 players takes turns to pick up and then discard a new tile. Your aim is similar to poker: you want your entire hand to be made up of complete sets before ending the game. A set constitutes either 3 or 4 of the same tile (for example 3 or 4 tiles each featuring 7 bamboo trees), or you need a run in the same suit, for example 1/2/3, and so on, based on the suits which each contain 1-9 numbered tiles. There’s also a few unique tile sets which don’t adhere to the numbering system, instead featuring a kanji which represents a coloured dragon or a wind direction.

So basically you need a full house of 4 complete sets, plus a pair. For example, 1/2/3 - 4/5/6 - 7/8/9 - Dragon/Dragon/Dragon/ - and a pair of 3s in a different suit. You’re then out and that game ends.

You can either keep waiting to pick up the correct tile and then discard a useless one, or you can pick up your opponent’s recently discarded tile - but only if it completes a set you have, and if you do, you’re forced to display this complete set. Different combinations yield different scores, and this is where things get complicated. Yakuza 2’s Mahjong guide is over 20 pages long, listing the various scoring combinations and multipliers you can get. You also need to achieve a qualifying score combination, but this is fairly easy to get.

The best multiplier is when you don’t pick up opponents’ tiles, and complete your hand simply by picking from the deck and discarding. This is called a concealed hand, because you don’t have to reveal anything. So most games boil down to you focussing on your deck and making clever choices with regards to what you keep from the main deck. There’s obviously a lot more to it, and there are some clever tricks, but that’s the basics. You need a mathematical brain to work out the odds of getting your required tile, and a keen player keeps his options open. (having a 3/4 is better than having a 5/7, since with the former a 2 or 5 will let you win, whereas with the latter you’re stuck waiting for the 6)

Afterwards you steal points from your opponents, and so it continues for about 8 hands. The best thing about playing it in a videogame is that the computer handles all the complex scoring. Often I’ve finished a hand with more multipliers than I’d realised. It’s well worth learning to play, and the easiest way would be through Yakuza 2. There’s also a good FAQ on GameFAQs which covers the extra rules not mentioned in Yakuza 2 (you can’t pick up an opponent’s tile if you’ve declared Riichi and the tile you need to win is in your discard pile).
I’m not sure if Yakuza 3 features Mahjong, but if it does, hopefully it gets localised and is not cut out. Pictured here is Mahjong Kakutou Club for PS3, by Konami. Here meanwhile is a rather nifty guide.


Shogi
Having been aware of Shogi since learning Chess, this should have been easy to learn. It’s basically the same concept of a board of military figures, each with their own specific movement pattern. You can also promote characters, much like in Chess and Chequers.

Unfortunately while Chess has physical pieces with their own defined shape and colour, Shogi simply has small wooden chips with the piece’s name written on it in Kanaji - sometimes very elaborate Kanji, difficult for the western eye to discern. As such it’s a complete mystery to me. I’ve tried repeatedly to practice it, with easy computer opponents, but after a few minutes the indistinct text becomes blurry and my brain finds it impossible to calculate the situation at a glance. At least with Mahjong each piece is visually distinct and coloured for easy recognition (well, except the Wind pieces, but they constitute only 4 symbols).

If you want to learn how to play, avoid the Yakuza 2 version which has no tutorial (and has REALLY blurry kanji), and instead get 42-in-1 All Time Classics for the Nintendo DS. It has an extremely good guide. There’s also Shotest Shogi on XBLA (pictured).


Igo
I first became interested in Go (aka: Igo) when I read that Hiroshi Yamauchi of Nintendo was a keen player, and enjoyed testing Western businessmen he met, if they knew how to play. Losing not too badly apparently impresses him, according to David Sheff’s Game Over book.

Each player takes it in turn to place their coloured stone on a grid. So long as your stone either has an empty space adjacent to it, or has a stone of the same colour along side it which is adjacent an empty space, those stones are alive. Basically image that each stone represents a platoon - if they’re completely surrounded, they’re dead and are removed from the board. The game ends when both players feel there are no further moves to be made.

Unfortunately it suffers from the same problem that makes me sometimes dislike Chess - the need to think ahead by several moves. This never works for me, because if I set up an ingenious 20-step plan for victory, it’s entirely reliant on my opponent not doing anything to upset it. So if they do something 15 moves in which doesn’t fit my template, out goes the complicated plan and my patience.

Thing is, with Chess you can wing it a lot of the time, and so I play on the fly. I’ve heard that’s how Chess players who take on multiple opponents do it - they focus only on each move at hand and ignore long-term strategy. You can’t do this with Go – you need to look ahead, I’m told, by sometimes 50 moves. By the time I’ve seen the strategy my opponent has been planning, it’s too late and everyone is dead – there’s no sending the Queen to the frontline to sacrifice herself and freak the opponent out. There are no gung-ho moves in Go and the value of any single stone is only built over considerable time.

Which is a pity, because conceptually I love the game. No complicated rules about what pieces do what, just black stones and white stones on a grid. A battle for territory where each placed piece remains stationary until capture. It’s kind of poetic. I’ve played a few games with a Japanese friend’s father, and I’ve dabbled in various game versions, from the Famicom to the DS, but I’ve never found one in English (except online versions), and I’ve never found one that I was comfortable enough with to really practice on.
Do any HG101 readers have a console version of Go they’d recommend? I’d love to find an English version for a handheld system, or even an intuitive Japanese title for PS3. Apparently 1 in every 222 people on Earth plays Go!


Hanafuda

Ahh, now this is my favourite, more so than any of the above. I learned this on my first trip to Japan, playing it wherever I wandered, like some kind of card-playing Ronin.
A Japanese woman with hanafuda tatoos


There are 12 suits, based on each month of the year, each containing 4 cards. Every card has a visual representation, like a man in the rain, a stork, or just plain flowers, so they’re easy to memorise. Two players take it in turns to pick a card from the deck, and then either match one of the cards in their hand with one of those face up on the table, or discard one from their hand. You match cards of the same suit, so if there’s 2 September cards on the table, you need one of the other 2 September cards to pick one on the table up.

The fun comes from the scoring combinations. To win a game you need to achieve at least one scoring combination (for example: Wild Board, Wild Deer and Butterflies - or Sake Cup and Full Moon). After that you can either continue playing until you get another combination, or end it there to receive your scores for that combination. Continuing is risky though, since if the opponent then gets a combination, he’ll receive double the points.
I first played it while wearing loose jimbei, sipping warm sake and eating chilled raw horse meat in a small mountain town, while outside the cicadas buzzed in the hot night air – there are few other things to do in Japan which, to me, convey such an authentic atmosphere. As the game of choice for the nation’s organised criminals, there’s a certain satisfaction when getting into a really good game and discussing the poetic merits of each score combination. This was also the card game that made Nintendo’s fortune in their early days, and they still manufacture it.

For added fun, it’s said there are as many rule variations as there are Japanese towns, and inventing your own scoring combinations for play with friends is encouraged, as long as everyone is happy with them.
Videogame wise there are nearly as many Hanafuda games as Mahjong available, though the best is in Clubhouse Games on the Nintendo DS, which is in English with a great learning guide. The rules and scoring combinations are pleasant and authentic, and the computer takes care of things like scoring, even going so far as to make cards in your hand flash if they can be paired up with something on the table. This is perfect, as it allows beginners to learn it very quickly. It also features online play, so you never need feel bored with the computer AI!

If you have any interest at all in card games, you owe it to yourself to learn Hanafuda, which is supremely satisfying to play.