MegaMan's Soccer Version 1.0 Last update - Thursday 06 29 2000 Copyright 2000 Faididi (faididi@hotmail.com) This walkthrough is intended for private use only and may not be distributed for personal gain. MegaMan's Soccer Copyright 1994 Capcom ====================================================================== ====================================================================== INDEX I. Background Info - One Sunny Day... (story) - Playing with the Ball (controls) - Choose Your Ball (options) - Setting the Ball (planning) II. Strategies - General Hints - Exhibition - Capcom Championship (story mode) - Tournament - League III. Extra Balls (miscellaneous info) - Passwords - Stats - Jukebox (music list) - Really Small Details - Why I Think I Got Suckered IV. Credits ====================================================================== I. BACKGROUND INFO - Know the game before you play ====================================================================== ---------------- ONE SUNNY DAY... ---------------- Dr. Light, Roll, and MegaMan gather in front of the old tube to check out the big international soccer championship game. Before the teams run out onto the field though, explosions erupt from nowhere and rock the stadium! The spectators scream and run, and the shocked newscaster can only watch helplessly at the live video. As the smoke clears, the newscaster spotted... Robots? No! Dr. Wily is trying to take over the world by controlling our favorite sport. As absurd as it may sound (and it is), the good Doctor modifies MegaMan's programming and sends him off to stop Wily. --------------------- PLAYING WITH THE BALL --------------------- D-Pad Move! Also use this to aim some of your kicks. Pass (Default Y) The basic kick. Use the D-Pad to aim your ball. Your character will automatically pass to the closest buddy in the direction he's facing (providing that the buddy is close enough). If you don't have the ball, you will slide or jump instead. Shoot (Default B) Stronger than the pass, this always aims the ball towards the opponents' goal. If you're confused for some reason, shoot the ball to see which side the opponents' goal is. This kick also launches your Special Attack. If you don't have the ball, you will slide or jump instead. Clear (Default A) This kick will lob the ball through the air, making it fly over anybody below. If you're not careful, you might knock the ball out of the field. Where you are determines what kind of kick you'll do. If you're on your half of the field, you will clear the ball down to the opponent's half. If you're on the opponent's half, you'll kick it towards the goal. You can only aim the ball if you kick it from your half of the field. If you don't have the ball, you will shoulder ram instead. [No Function] (Default X) This 4th Button appears to do nothing, but it helps you slide if you don't have the ball. Very useful when you only want to slide and not jump by accident! Special Shot Switch (R) Hold the R Button as you shoot the ball (default is B) to use a Special Shot. The ball will be coated with energy representing your character's element and zip towards the enemy goal, blasting anyone (including friendlies) in the way. The Useless Button (L) Does absolutely nothing! Select Turn the Map on and off. The Map can tell you where everybody is, but you can turn it off if you don't want it blocking your view. Start Call a Time Out. (Pause!) Know the different types of attributes each robot has. When configuring your 8-man team, try to include players whose skills will balance each other. Run - How fast the robot is. Note that when someone has the ball, he will run a bit slower. Kick - How hard he kicks the ball. The more kick he has, the farther the ball goes. Tackle - How strong he is when it comes to knocking someone else down. This affects his slide, shoulder ram, and Special Shot. Defense - How well he can fend off enemy tackles. The higher this is, the less likely he'll be tripped by a slide, pushed over by a shoulder ram, or getting wasted by a Special Shot (as a goalie only). ---------------- CHOOSE YOUR BALL ---------------- You have plenty of Options, but remember that the Championship Mode always uses the default settings for some Options. Shoot - The Button for your shoot and your slide/jump. Default is B. Pass - The Button for your pass and your slide/jump. Default is Y. Clear - The Button for your lob and your shoulder ram. Default is A. Time - How many minutes do you want in one Half? Default is 5 Minutes. Can be changed from 1 to 10. S. Shoot A - How many times can Team 1 (Blue) use Special Attacks? Default is 2. Can be changed from 0 to 9. S. Shoot B - How many times can Team 2 (Red) use Special Attacks? Default is 2. Can be changed from 0 to 9. Music - Sample the game's music! There are 26 tunes. Sound - Sample the game's sound effects! There are 32 effects. Stereo - Do you want stereo sound on or off? Default is On. Can be switched to Off. Keeper - Do you want your goal keepers to be computer-controlled? Default is Auto. Can be switched to Manual. ---------------- SETTING THE BALL ---------------- Before jumping onto the field, ya gotta have a plan. First, you must pick your team's formation. You'll some sets of numbers. Each number represents how many players will be in a certain position. The first number is the amount of forward/offensive players, the second is the amount of midfield players, and the third is the amount of defensive players. You have 5 choices: [3-2-2] is a good formation. It places a lot of players in the front, giving you maximum offense, but also putting some people in the back for enough defense. [3-1-3] provides plenty of offense and defense but leaves your middle weak. Whoever is in that middle position had better be fast! Sweeper is a [2-2-2] formation with the 7th player as the Sweeper, a player who sits in front of your goalie, acting as a "secondary" goal tender. This is designed for pure defense, but it sacrifices a lot of offense. [2-3-2] spreads your forces across the field evenly, giving you equal offense and defense. This is the only formation that puts 3 players in the midfield. [2-2-3] is the opposite of [3-2-2]. It gives good defense and some defense. But if you want more defense, go for the Sweeper formation. Next, you have to set up your team members. In the Championship Mode, you swap your current team members with those available in your Reserve. In the Tournament and League Modes, you can only switch the positions of your players. In the Exhibition Mode, all the players in a position type are the same but you can choose from any of the 20 robots. The forwards players should be fast and strong, like CutMan, since they'll be the ones scoring the goals. The midfield players should be fast since they'll be aiding the forward and defensive players, but some tackle strenth will help too. Defensive players won't be going for the goal, so they only need enough tackle power and a lot of speed to steal the ball. Sweepers don't have to be fast since they'll be sitting in front of your goal. Goal keepers don't need tackle power, but they need some speed to return to the goal after a bad dive. High defense isn't as big a deal since most Special Shots will hurt them anyway. (WoodMan may stop IceMan's shot, but not necessarily those of 18 other characters. Plus his mega-slow speed will hurt him, so IceMan has a chance anyway!) The last step requires you to pick a field (if you're playing the Exhibition Mode). While all the fields are essentially the same, the different tunes and graphics will spice up your life a bit. :) Skull Field - Bits of skull and bone sticking through the sand. Cut Field - Nice red sand. Wood Field - A pleasant woodland arena. Elec Field - Check out Wily's power plant! Mega Field - Good ol' classic grass. Pharaoh Field - Hot sand! It feels more like a volleyball game... Fire Field - Run over flowing lava and volcanoes on glass panels! Needle Field - Standard bricks. Dust Field - Another part of Wily's power plant. Only more dusty. Enker Field - Yellow grass or really bad sand? Proto Field - More brick. Now it feels more like a basketball game. Wily Field - See even more power plant! ====================================================================== II. STRATEGIES - Know the ball, follow the ball, be the ball... ====================================================================== ------------- GENERAL HINTS ------------- Scoring Goals The computer goalie isn't that tough, if you know what you're doing. If you go for a frontal approach, you'll never win since the goalie will always catch the ball (unless if you use a Special Shot). Here are two effective tricks: #1: Shoot from the side. Get to the lower or upper outer corner of the goal, moving away from the goalie. If the goalie is far away enough when you shoot the ball, he won't catch it. KEY: G = goalie, Y = you, * = ball | Y | Y |----* |-/-- G| | G|/G | The goalie will dive, but the distance he O| | O* | needs to cover will let your ball through. A| G | A| | This takes a lotta skill and luck, but it L| | L| | works! | | | | |---- |---- | | #2: Sucker the goalie and shoot the ball in when he's recovering. You need two people, one in front of the goalie and one below the goalie. You, in the front, have the ball. If you pass it down to your buddy, the goalie will dive for the ball, thinking that the pass was really a shot into the goal. While the goalie is recovering from his dive, your buddy can just kick the ball into the goal. This takes some good timing and positioning, since the angle between the two people is important. KEY: G = goalie, Y = you, B = buddy, * = ball | | | |---- |---- |---- G| | G| | G| | O| G |*Y O| | Y O| | Y A| | A| |/ A| | L| | L| / L* | The goalie will dive, but the | | | G/| |\ G | ball's sharp angle will cause |---- |--/- |-\-- him to miss, letting your buddy | B | *B | B get the ball so he can score. Remember that the computer-controlled goalie has a tougher time guarding its side and that it takes a long time recovering from a dive. By shooting the ball in from the side, you have a better chance of scoring a goal. Knowing When to Slide or Shoulder Ram The slide is faster, but the ram is stronger. If the opponent is far away, you should slide because you can catch up to him and maybe trip him. If you're touching the guy, ram him so you can take full advantage of your tackle strength and knock him down. Using Special Shots If you're going to use one, make sure that it's going to hit the enemy goalie. Actually, that's really how you're supposed to use the Special Shots - to score fast and easy goals. The ball will roll past the incapacitated goalie just enough to enter the net. Blasting a normal enemy player is a waste, unless if you have something else planned (like knocking out a Wily player out of your way). Even worse is blasting your own players. Another note: Special Shots fly straight across the field in a flat trajectory. It's possible for your goalie to kick a Special from one end of the field to the other and fry the enemy goalie, scoring a point. Don't do this too often - people tend to get in the way! Another note: Specials travel slightly faster than a shoot, but the difference is so small that it's insignificant. Stopping Special Shots For a lot of robots, you can't. Special Shots are really strong, and almost every goalie is powerless when a flaming ball is blazing right at him. So how do you counter an opponent's Special? Use another one of your players! By leaving a regular player between the bad guy and your goalie, you will have 2 lines of defense instead of 1. So what if your normal player gets whacked? Your goalie is still around to stop the ball. This is useful against the ProtoMan team in the Championship Mode, where the ProtoMen are trigger-happy maniacs who might use 2 Specials in a row. Not only do you keep the other team from scoring, you also waste their Specials! Wily and Special Shots Many gamers will notice that even the almighty PharaohMan can't wax a Dr. Wily goalie with a Special. Well, there's a way you can knock down the Wily goalie! Use the robots who have the strange type of Specials: SnakeMan and GeminiMan. Why are their Specials strange? Notice that their Specials don't hurt the other robot goalies a lot but hurt Wily! It's funny - Specials that whack normal bots don't whack Wily and Specials that don't whack normal bots whack Wily! Whack-a, whack-a, whack-a... The Goalie: Auto or Manual? Most players will leave their goalies on Automatic because of several advantages. First, the computer is quite competent, and will block most enemy shots. Second, the computer goalie is always ready for anything, unlike a human who may be caught off guard by a fast kick. Third, while the computer handles your goalie, you will retain control of your current player. This lets you chase after the opponent with the ball without switching you to the goalie, which may disorient you. Fourth, once the computer catches the ball, you immediately take over as the goalie, giving you some control anyway. So how about the Manual goalie? Well, it's for those who always like to be in control. This is more useful in the 2P Versus Mode where a computer goalie has no chance of outwitting a human player. But if you're fighting a computer team, a computer goalie will do. Tie Breakers Maybe it's just my copy, but I noticed how the computer players tend to shoot straight ahead. There's a good chance you'll block the ball if you just stand still. When it's your turn to kick, it's up to you since the computer goalie will dash in a random direction. If you're playing against a human buddy, things get interesting as you try to outwit each other. Too bad there's no way to get into some quick tie breaking practice... Taking Passwords Unlike the previous MegaMan games, the Password system here is a monster! Take extra care when recording your Passwords. The easiest way is to draw an 8x8 board and bubble in the dots for each row, one by one. It's slow, but safe! :) ---------- EXHIBITION ---------- 1P VS COM 1P VS 2P 1P&2P VS COM COM VS COM The Mode that lets you set up some fast games. You can fight against a computer-controlled team alone or with a friend, or you can go for a friendly soccer version of death match against a friend. You can also let the SNES give you a demo of the game by pitting two computer-controlled teams against each other. This mode lets you practice and check out the different characters. Play a few matches before starting the other Modes for some warm-up. ------------------- CAPCOM CHAMPIONSHIP ------------------- 1P VS COM 1P&2P VS COM The story mode. Like in the previous MegaMan games, you go after any of the 8 teams in any order. Your team consists of 8 MegaMen at first. When you beat a team, a member from that team will join yours. Using your new-found ally, you go after the others. Once you beat all 8 teams, you go to Wily's castle, where you'll face off against Enker and ProtoMan's teams before meeting face to face with the big mustache man himself. No matter what you did in the Options Screen, the following will always be true: - Each half will last 5 minutes. - Each team can only use 2 Special Attacks. What order should you go in? Well, speed is important in this game, so you should get some fast bots on your team as soon as you can. You should fight the bosses from MegaMan 1 first: ElecMan, FireMan, and CutMan. ElecMan is the fastest of the bunch, and he makes a good first addition. Next, you can go after NeedleMan and DustMan. These two are a bit slower than MegaMan, but they make up in higher kick and tackle/defense powers. PharaohMan and WoodMan are slow as hell and are almost useless, even if their tackle and defense powers shoot through the roof. When you fight these guys with your faster robots, you'll see why you don't want to use them later on. Although some people might argue that WoodMan's defense will help him as a goalie, most special attacks will still blast him, and his snail pace won't help him run back to the goal if he makes a bad dive. As for SkullMan, he has abilities exactly the same to those of MegaMan. When you want to fight him is up to you, although you might want to save him up for later. There are better bots for you to get first. Here's the order we took: Elec -> Fire -> Cut -> Needle -> Dust -> Pharaoh -> Skull -> Wood This isn't the best order, but it works. Another good order would be: Elec -> Cut -> Fire -> Dust -> Needle -> Pharaoh -> Wood -> Skull For Enker and ProtoMan's teams, life sure gets harder. Be sure to put your fastest bots in the front to match their high speeds. ProtoMan tends to use Special Shots a lot, so get ready to block his attacks with your players' bodies. It's also known that the Enker and ProtoMan goalies can stop your Special Shots. As soon as you get Enker and ProtoMan, use them. Both are superior versions of MegaMan, and they'll help you when you fight Wily. Speaking of which, Wily is extremely tough, and he's the fastest character with the best tackle and defense. Don't bother blasting the Wily goal keeper with a Special; just outwit and outmanuever him to score your goals. If you're still having trouble saving the world, you can try the Passwords listed somewhere towards the end of this walkthrough. Good Luck!! ---------- TOURNAMENT ---------- 1P VS COM 1P&2P VS COM Battle it out in an elimination-style series of games. Winners of the previous matches will have to fight each other until only one team is left standing. (Once you beat the first set of teams, you'll go on to fight the elite Enker, ProtoMan, or Dr. Wily teams.) After a total of 5 games, there can only be one! Here is a list of who's on each team: SkullMan's Team 3 SkullMen, 1 IceMan, 1 BubbleMan, 1 BombMan, 1 AirMan, 1 GeminiMan CutMan's Team 3 CutMen, 1 ToadMan, 1 SnakeMan, 1 IceMan, 1 BubbleMan, 1 FlashMan WoodMan's Team 3 WoodMen, 1 GeminiMan, 1 TopMan, 1 ToadMan, 1 SnakeMan, 1 FlashMan ElecMan's Team 3 ElecMen, 1 IceMan, 1 AirMan, 1 BubbleMan, 1 FlashMan, 1 BombManMan MegaMan's Team 9 MegaMen PharaohMan's Team 3 PharaohMen, 1 SnakeMan, 1 FlashMan, 1 BubbleMan, 1 IceMan, 1 BombMan FireMan's Team 3 FireMen, 1 IceMan, 1 BombMan, 1 AirMan, 1 TopMan, 1 GeminiMan NeedleMan's Team 3 NeedleMen, 1 GeminiMan, 1 AirMan, 1 SnakeMan, 1 TopMan, 1 ToadMan DustMan's Team 3 DustMen, 1 BombMan, 1 AirMan, 1 GeminiMan, 1 TopMan, 1 ToadMan Enker's Team 3 Enkers, 1 TopMan, 1 ToadMan, 1 SnakeMan, 1 FlashMan, 1 BubbleMan ProtoMan's Team 3 ProtoMen, 1 IceMan, 1 AirMan, 1 TopMan, 1 SnakeMan, 1 BubbleMan Wily's Team 3 Wilys, 1 FlashMan, 1 GeminiMan, 1 ToadMan, 1 IceMan, 1 BombMan ------ LEAGUE ------ 1P VS COM 1P&2P VS COM See how you stand up to other teams as you pummel each other. You will fight every other team for a total of 7 games. In between every match you'll see the schedule (score screen). To see how you're doing, find your team name on the vertical column on the left side. Now, look at your horizontal row. The symbol represents the result of your match against the team shown above the symbol. A Red Circle means you won. A White "X"-shaped Cross means you lost. A Blue Triangle means you tied. Onto the right side of the schedule is are the columns labeled "GP" and "GD." "GP" stands for "Game Points" and records your total score. You get 2 GPs for 1 win and 1 GP for a tie. "GD" stands for "Goal Differential" and records the difference between your opponent's score and your score. (Take the other team's score and minus your score from it.) Here's a list of what robots each team has: SkullMan's Team 3 SkullMen, 1 ProtoMan, 2 BombMen, 2 FlashMen CutMan's Team 3 CutMen, 1 Enker, 2 BubbleMen, 2 IceMen WoodMan's Team 3 WoodMen, 1 Enker, 2 AirMen, 2 GeminiMen ElecMan's Team 3 ElecMen, 1 Wily, 2 SnakeMen, 2 GeminiMen MegaMan's Team 3 MegaMen, 1 ProtoMan, 2 IceMen, 2 BubbleMen PharaohMan's Team 3 PharaohMen, 1 Enker, 2 ToadMen, 2 GeminiMen FireMan's Team 3 FireMen, 1 Enker, 2 FlashMen, 2 BombMen NeedleMan's Team 3 NeedleMen, 1 ProtoMan, 2 TopMen, 2 ToadMen DustMan's Team 3 DustMen, 1 Wily, 2 SnakeMen, 2 AirMen ====================================================================== III. EXTRA BALLS - Other things that you might want to check out ====================================================================== --------- PASSWORDS --------- Wily's bots got you beat? Use these Passwords to get yourself ahead. A good start for novice Players is the Elec, Fire, and Cut Men Password. With these MegaMan 1 bots, you'll have an easier time against the others. To jump straight to the end, use the last Password with ProtoMan on your team. KEY: O = Red Dot, X = Empty Space Got ElecMan Elec & Fire Elec,Fire,Cut + Needle OXOXXOOO XXOOXXXX OXXOOXOO OOXXOXXO XXOOXXXX OOXOXOXO OOXOXOXO XXXOXXOO OOXOXOXX XOOOOOOO XOOOXXOO XOXOOXXX OOOOOXOO OOOOOXOX OOXXOOOO XOXXOOOO OOOXXOOO OOOXXOOX OXOXOXOX OXOXOXOO OXXOXOOO OXXOXOOX XXXXXXXO OXOOOOXO XOXXXOXO OOXXXOXX OXOXXXXO XOOXXOXX OXXXOXOO XXOXOXOO OXOXXXXX XXOXOXOO + Dust + Pharaoh + Skull + Wood (Wily's Castle) OOXOXOXO OXXOOXOX OOOOOOOX XOXOXOXO XOOOOOOO OOXOXOXO XOOOOOOX OOOOOOOX OOOOOOOX OOOOOOOX OOOOXXOO OOOOOOOX OOOXXXOX OOOXXXOO OOOXOOOX OOOXXXOO XXXOXXOO OXXOXXOX OXXXOXOO OXOOXXOO XOOOOXXO XOOOOXXO XXXOOOXO XOXOOXXX OOOXOOOO OOOXOOOO XOOXXOXX OOXXOOOX XXXXOXOX XXOXOXOO XXXXOXOX XXOXOXOO + Enker + Proto (On to Wily!) XOOOXXXX OOXOOXOX XOXOXOXO XOXOXOXO OOOOXXOO OOOOXXOX OOOXOOOX OOOXOOOO OXXXOXOO XXXXOXOO XXOOOOXO OXXXXXXO XOXXXOXO OOOXXXXX XOXXOXOO OOXXXXXX ----- STATS ----- Fortunately for you, we have here a quick list of all 21 characters' statistics. Remember that in the Championship Mode your characters can improve his stats. Here's how to read the data: (Name) (First Appearance) (Run) (Kick) (Tackle) (Defense) (Special Shot) (Victory Dance) MegaMan (MegaMan 1) 40 62 96 128 Mega Buster Ball - Blasts you up into the air Jumps, runs in a circle, and then jumps cheering SkullMan (MegaMan 4) 40 62 96 128 Skull Ball - Knocks you dizzy with spinning skulls Raises his left arm repeatedly FlashMan (MegaMan 2) 40 62 96 96 Flash Ball - Stops time for you, freezing you Raises both arms repeatedly, saying something BubbleMan (MegaMan 2) 40 62 96 128 Bubble Ball - Traps you in a floating bubble Jumps and then flaps both his arms ToadMan (MegaMan 4) 40 62 96 128 Rain Ball - Stuns you Jumps and then shakes his fat belly CutMan (MegaMan 1) 42 62 160 96 Scissor Ball - Cuts you into pieces Jumps and then makes weird hand motions ElecMan (MegaMan 1) 43 62 64 96 Electric Ball - Shocks you like crazy! Makes even weirder kick and hand motions BombMan (MegaMan 1) 40 62 96 128 Bomb Ball - Blows you up into the air Raises his arms alternately, making happy eye contact DustMan (MegaMan 4) 36 64 96 176 Junk Ball - Drops a pile of junk on you Punches his arms together AirMan (MegaMan 2) 38 62 160 96 Tornado Ball - Lifts you into the air Jumps and then his big fan goes "whirrr...." IceMan (MegaMan 1) 48 62 48 48 Ice Ball - Freezes you into a crystal Jumps, runs in a circle, and then long jumps for joy NeedleMan (MegaMan 3) 36 64 128 128 Spike Ball - Shatters you into pieces Jumps and then hops up and down happily TopMan (MegaMan 3) 40 62 96 96 Spin Ball - Knocks you out Jumps, runs in a quick circle, spins really fast, and then raises arms FireMan (MegaMan 1) 42 62 128 112 Fire Ball - Burns you Jumps and then raises his hand and flame in victory PharaohMan (MegaMan 4) 34 62 224 160 Sun Ball - Burns you Jumps and then raises his arms up and down Enker (Dr. Wily's Revenge, Game Boy) 44 62 96 128 Photon Ball - Blasts you up into the air Jump and then raises both arms repeatedly, cursing the crowd WoodMan (MegaMan 2) 28 64 224 208 Leaf Ball - Knocks you down Points up at the sky, or giving you the finger ProtoMan (MegaMan 3) 47 62 96 128 Energy Ball - Blasts you up into the air Stands there lookin' good with his flying scarf SnakeMan (MegaMan 3) 40 62 112 128 Snake Ball - Slips through you Jumps and then raises his right arm GeminiMan (MegaMan 3) 48 62 96 96 Twin Balls - Slip through you Jumps and then flails his arm and legs like if he's getting down and groovy, or slapping his own butt. Dr. Wily (MegaMan 1) 50 62 240 240 Lava Ball - Blasts you up into the air Laughs out loud, banging his chest or something ------- JUKEBOX ------- Here's an almost complete list of the tunes in the Options Screen: 00 Match-Up Screen 13 Proto Field 01 Select Field/Boss Screen 14 Formation Setup Screen 02 Wood Field 15 Password Screen 03 Skull Field 16 Wily Field 04 Mega Field 17 ? 05 Score a Goal! 18 Intro Movie 06 Cut Field 19 Title Theme 07 Enker Field 20 Wily's Theme 08 Elec Field 21 ProtoMan's Theme (short version) 09 Dust Field 22 ProtoMan's Theme 10 Needle Field 23 ? 11 Fire Field 24 ? 12 Pharaoh Field 25 Victory (after winning a match) --------------------------- REALLY REALLY SMALL DETAILS --------------------------- Do you ever notice the weird stuff going on in the game? After you win a match in the Tournament Mode, Roll and Kalinka will come out carrying a congratulations banner. The problem? "Congratulations!" is spelled incorrectly as "CONGARTULATIONS!" Kalinka is the daughter of a scientist, and Roll is a robot. Come on now - wouldn't they know that something's wrong?!?! You can't use ShadowMan in the game, but he does appear in the sidelines. You can find him relaxing in a hot red sports car on the top edge of the screen above the Needle and Proto fields. Have you noticed which elements from which prequel are used in MM Soccer? The robots are all from MegaMan 1 to MegaMan 4, but the Password Screen, Password Music, Match-Up Screen, and Match-Up Music are all from MegaMan 5!! Oh yeah, and Enker is from MegaMan 1: Dr. Wily's Revenge (on the Game Boy). What's with the 8 MegaMen? The instructions manual says that 7 of them are reserves. Maybe that's where Dr. Light gets the extra MegaMen after you blow one up in the previous games! It's kinda creepy to know that MegaMan has additional bodies to back him up... And what's with the 8 Dr. Wily's?? Maybe the clones are really robotic versions of the evil Doctor himself! Can you imagine what will really happen if CutMan or NeedleMan slices up the real human Dr. Wily? Eeeewwww.... -------------------------- WHY I THINK I GOT SUCKERED -------------------------- Dude, me and my buddies think we got a screwed-up copy of MM Soccer. Okay, not screwed-up, just a prototype. After the playing for awhile, I can't help notice that we have a seemingly incomplete version of the game. - MegaMan is RockMan, and ProtoMan is Blues. Apparently not all the translations were in place... - We didn't see an ending after kicking Wily's butt in the Championship or Tournament Mode. - Sometimes my game just resets without warning. And after it resets, the music starts getting messed up. - Our controls got remapped during gameplay. After playing for a long time, I noticed that I couldn't pass. I reset the game and went to the Options Screen, where my Shoot became the "Y" Button and my Pass became the "?" Button. Not kidding... I'll admit that the version we played may be a tad bit different from yours, and I can only hope that the data in this walkthrough still holds true for your game. Or, if I'm not crazy and you have the same problems, we can blame Capcom for accidentally releasing an early version of the game. ====================================================================== IV. CREDITS - Because it wouldn't be right without the proper thanks! ====================================================================== Capcom Who else would make a soccer game starring the Blue Bomber? Nintendo Because that's what we play this game on. GameFAQs and any other site that puts this up Thanks for posting this. Now people in need of help can get some, and people in need of something new to read won't be bored. My fellow Faididis and Spherelanders They figure out the tricks, I write 'em down. Really, the walkthrough is essentially made by those funny guys. Plus, they are and like balls. ====================================================================== ====================================================================== Hope you enjoyed playing MegaMan's Soccer & reading this walkthrough. Got questions or comments? Feel free to e-mail me at: faididi@hotmail.com Let us carry on the Golden Torch of Videogaming until the sun explodes and everything on the ball-like Earth dies a horrible, horrible death.