![Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] Super Real Mahjong PV Paradise - All-Star 4-nin Uchi [Model SHVC-A5PJ-JPN] screenshot](images/game/62399_2.png)
スーパーリアル麻雀PVパラダイス オールスター4人打ち © 1995 Seta Company, Limited.
(Super Real Mahjong PV Paradise - All-Star 4-nin Uchi)
Super Real Mahjong PV Paradise: All-Star 4-nin Uchi is a console-exclusive spin-off and adaptation of the fifth mainline entry in Seta's famous arcade Mahjong franchise, Super Real Mahjong PV (1994). While the arcade original focused exclusively on traditional head-to-head (2-player style) stripping Mahjong against three specific anime heroines, this Super Famicom edition transitions the core gameplay into a standard 4-player match (4-nin Uchi). It massively expands the roster to nine heroines pooled from across the franchise, emphasizing competitive AI layouts and character expressive animations rather than arcade-style fanservice.
GAME ID: SHVC-A5PJ-JPN
Technical Specifications: The game is stored on a 12-megabit FastROM cartridge utilizing a LoROM configuration.
Released on April 21, 1995 (Friday) in Japan.
Roster Expansion & Fan Service Shift: To accommodate a proper 4-player setup and suit the strict censorship guidelines of consumer home consoles, Seta shifted the game's focus toward an "All-Star" crossover event. The game increases the character count from the arcade's original three girls (Mizuki, Akira, and Shiori) to nine prominent heroines sourced from across Super Real Mahjong PII, PIII, PIV, and PV.
Unique UI Viewport: The user interface features a distinctive presentation where three opponents are rendered simultaneously on the screen. The computer opponents react dynamically to the match environment, displaying specific visual expressions—ranging from nervous contemplation to outright annoyance—when the player declares a Pon, Chii, or Mahjong (Ron/Tsumo).
Crossover Legacy: The character assets and artistic presentation were supervised by series veteran designer Ryo Tanaka. This release stands out in the wider franchise history because it is one of the few instances where the primary gameplay loop was explicitly redesigned for console standard 4-player rules rather than retaining the direct arcade progression style.
Cultural Footprint: The release was popular enough within the dedicated Japanese Mahjong subculture to spawn standalone merchandise, including a 234-page companion anthology comic book published by Softbank in January 1995, just ahead of the cartridge's physical debut.