
The game consists of 42 different tiles, AFAIK. The classic game play has 8 rows, of which the longest one is 15 tiles at the start of the game, so one tile can have a max. of 11 pixels (max. X resolution of the VIC is 22*8=176px / 15 tiles = 11 px per tile) -- I know, there is the one or other trick to expand the X res. a little bit, but I don't know, how useful they are, so let's calculate with the "normal" limitations...
As the graphics on the tiles are pretty complex, it's not possible to put a tile in an 8*8 matrix, even 11*11 is very hard, not calculated the additional px I'd need for the 3D view of the tiles or using multi color, which would halve the X resolution

Assuming I write (or use an existing?) "hi"-res graphics solution (which means basically a routine, that allows to set and clear single dots in a matrix), I would need (without multicolor) 15 tiles * 11 px / 8 px per char = 21 chars in X and 11 chars in Y, which means 231 re-defined chars - is this possible? (Sorry, I can't remember the limitations). Okay, I could save the one or other char by cutting the hi-res matrix where no tiles are, but I definitely would need more than 128 chars... possible or not?
A scrolling playfield is not practicable, the player needs the overview of the whole figure. I think, *if* it is realisable at all, I'd have to simplify the tiles a lot... or do I think completely wrong and there is another solution for the "Mah Jongg problem"?