======================================================================
MEGAMAN'S SOCCER (ROCKMAN'S SOCCER)
- Super Nintendo Entertainment System (Super Famicom) -
======================================================================

RockMan's Soccer and MegaMan's Soccer Copyright 1994 Capcom

Spherelander Videogame Strategy Guide Series #03 - Version 1.3
Copyright 2000-2001 Faididi (faididi@hotmail.com)
This strategy guide is intended for private use only and may not
be distributed for personal gain. This, or any part of it, may
not be copied without the author's permission.

This document contains about 08836 words.
If what you get is significantly different, somebody may
have tampered with this document (probably by cutting out
the walkthrough credits and copyright information). While
I can't do crap about it (except complain), you should care
in the event some important gaming data is accidentally
removed or if there is an error in downloading this guide.
If you still give half a rat's ass, e-mail me to inform me
that something funny's going on.

---------------
VERSION HISTORY
---------------

Version 1.3 (Summer'01 Edition)
Updated - 08 03 2001 Friday - 
New Feature(s):
- Added the GamePak Code.
- Added some reference material to the Credits section.
And yet another match....

Version 1.2 (Spring'01 Edition)
Updated - 05 28 2001 Monday - Memorial Day
New Feature(s):
- Explained the "incompleteness" of MegaMan Soccer.
- Added a couple RAM address cheats.
- Cleaned up some wording and mistakes.
MegaMan goes out for another game of soccer.

Version 1.1 (Winter'01 Edition)
Updated - 12 31 2000 Sunday - New Year's Eve
New Feature(s):
- Cleared up the question about choosing Dr. Wily in Exhibition Mode.
- Added the tip about the relationship between goals and upgrades.
Damn, I can't believe I didn't cover the Wily issue before!

Version 1.0 (Summer'00 Edition)
Updated - 06 29 2000 Thursday - 
New Feature(s):
- N/A
Strangely enough, no one wrote anything for MMS at this time....

---------------------
CARTRIDGE INFORMATION
---------------------

(The following are only approximations.)

 Length: 13.5 cm
 Height: 08.7 cm
 Width:  01.9 cm
 Memory Size: 1.25 MB
 American GamePak Code: SNS-RQ-USA
 American Cover Art:
  MegaMan angrily kicks the soccer ball, creating flame trails behind
  it, at the goal keeper, TopMan. GeminiMan, AirMan, and SnakeMan
  watch helplessly from the field behind. Will MegaMan score a goal?!
  Play the game to find out!

======================================================================
======================================================================

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)
      - Ram Address Cheats
      - Really Small Details
      - Why I Think We All Got Suckered
      - Game Evaluation

IV.  Credits

======================================================================
I. BACKGROUND INFO - Know the game you're playing.
======================================================================

----------------
ONE SUNNY DAY...
----------------

  Dr. Light, Roll, and MegaMan gather in front of their old TV set
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?

  Oh, no! Dr. Wily is trying to take over the world by controlling our
favorite sport. But as absurd as it may sound (and it is), Dr. Light
nevertheless modifies MegaMan's programming and sends him off to stop
Wily. Go get 'em, MegaMan!

---------------------
PLAYING WITH THE BALL
---------------------

I assume you know how to play soccer. (Frankly speaking, I don't
play sports. Not real-life sports, not even videogame sports.
However, seeing how our old pal, MegaMan, is involved here, I
decided to get some fresh air and move out onto the field with him.)
Soccer is brilliantly simple - kick the ball into the opposing
team's net. You can't use your arms or hands to move the ball, but
you can use your legs, feet, torso, and head. Tradition calls for
the teams to switch the sides of the field they're on half-way into
the game, so be sure not to confuse your directions afterwards.

Listed below are the controls. You can reconfigure
some of them in the Options Screen.

 D-Pad  - Move! Aim some of your kicks with this.
          This also directs your kicks and dodges during Tie Breakers.
          (If you manage to press opposite directions simultaneously,
           all movement will cancel each other out. For instance,
           pressing Left and Right will make MegaMan stop.
           Normally the Controller is designed to keep you from
           doing this, but I want you to know anyway....)

 Y      - Pass (Default setting only - can be reconfigured)
  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 the buddy is close enough).
  If you don't have the ball, you will slide or jump instead.

 B      - Shoot (Default setting only - can be reconfigured)
  A stronger kick 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 Shot when you hold R.
  If you don't have the ball, you will slide or jump instead.

 A      - Clear (Default setting only - can be reconfigured)
  This kick will lob the ball through the air, making it fly over
  everyone below. If you're not careful, you might knock the ball
  out of the field. Your location 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.

 X      - [Function Not Listed]
  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 but not jump by accident!

 L      - [The Useless Button]
  This doesn't seem to do anything....

 R      - Special Shot Switch
  Hold the R Button as you shoot the ball to use a Special Shot.
  The ball will be coated with energy corresponding to your
  player's element and then zip towards the enemy goal, blasting
  anyone (including friendlies) in the way.

 Select - Map Toggle Switch
  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
  of the field. Blue Dots represent the members of Team 1, and
  Red Dots represent the members of Team 2.

 Start  - Call Time Out
  Pause the game! Great for spectators needing a toilet break or just
  wanting to restock his supplies of nacho chips, beer, bullets, etc.

Know the different types of attributes each robot has. When
configuring your 8-man team, try to include players whose
strengths and weaknesses will cover for one another.
 Run     - How fast the robot is. This is perhaps the most
           important attribute of all. 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).

When a robot kicks the ball out of the field, another robot from
the opposing team will get to kick it back in from the sidelines.
This type of kick (Kick In, Corner Kick, ...) depends on how the
ball left the field, but it isn't anything truly special. However,
with proper planning it can help the opposing team score a goal.

----------------
CHOOSE YOUR BALL
----------------

You have plenty of Options, but remember that the Championship Mode
always uses the default settings for certain Options.

Shoot - The Button for your shoot and your slide/jump.
        The default setting is B.

Pass  - The Button for your pass and your slide/jump.
        The default setting is Y.

Clear - The Button for your lob and your shoulder ram.
        The default setting is A.

Time       - How many minutes do you want in one Half?
             Default is 5 Minutes, but can be changed from 1 to 10.
             In the Championship Mode this is always set to 5.

S. Shoot A - How many times can Team 1 (Blue) use Special Attacks?
             Default is 2, but can be changed from 0 to 9.
             In the Championship Mode this is always set to 2.

S. Shoot B - How many times can Team 2 (Red) use Special Attacks?
             Default is 2, but can be changed from 0 to 9.
             In the Championship Mode this is always set to 2.

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, but can be set to Off for monaural sound.

Keeper     - Do you want your goal keepers to be computer-controlled?
             Default is Auto, but 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 get 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 one of the best formations. It places a lot of players in
the front, giving you maximum offense, but it also puts enough people
in the back for a decent defense.

[3-1-3] provides plenty of offense and defense but leaves your middle
weak. Whoever's in that middle position had better be fast!

"Sweeper" is a [2-2-2] formation with the 7th robot 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 available formation
that puts 3 players in the midfield.

[2-2-3] is the opposite of [3-2-2]. It gives good defense and some
offense, but if you want even more defense, go for the Sweeper.

Next, you must set up your team members. In the Championship Mode,
you can swap your current team members with those available on your
Reserve Menu. 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 of the same robot, but you can choose
from any of the 20 bots.

The forward players should be fast and strong, like CutMan, since
they'll be the ones scoring the goals (with and without Specials).
The midfield players should be well-balanced since they'll be aiding
both the forward and defensive players. Defensive players won't be
going for the goal, so they only need Tackle power and enough
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 blast through goalies. (For example, WoodMan may stop
IceMan's Special, but not necessarily those of 18 other characters.
Plus WoodMan's mega-slow pace will give the speedy IceMan a good
chance of scoring anyway!)

The last step requires you to pick a field or a team to fight
(if you're playing the Exhibition Mode or the Championship Mode,
respectively). 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 dirt.
Wood Field    - A pleasant woodland arena.
Elec Field    - Check out Wily's power plant!
Mega Field    - Good ol' classic grass (MegaMan loves his fertilizer).
Pharaoh Field - Hot sand! Now it feels more like a volleyball game....
Fire Field    - Run above flowing lava and volcanoes on glass panels!
Needle Field  - Standard bricks. Nice weather.
Dust Field    - Another part of Wily's power plant. Only more dusty.
Enker Field   - Yellow grass or really bad sand?
Proto Field   - More bricks. Now it feels like a basketball game.
Wily Field    - More red hot power plant action!

======================================================================
II. STRATEGIES - Know the ball, follow the ball, be the ball....
======================================================================

-------------
GENERAL HINTS
-------------

Scoring Goals Normally

 The computer goalie isn't that tough, if you know what you're doing.
 If you go for a frontal assault, you'll never win since the goalie
 always catches the ball (unless 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 cause him to miss.
 A|  G |      A|    |  This takes some skill, but it works!
 L|    |      L|    |
  |    |       |    |
  |----        |----
  |            |

 #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 for the goal. While the goalie is recovering
 from his dive, your buddy can kick the ball right into the net.
 This takes some good timing and positioning, because the angle
 between the two players is very 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 his flank and that he takes a long time recovering
 from dives. By shooting the ball in from the side, you have a
 better chance of scoring.

 There's a third and rather interesting tactic, but I can't work
 it out and make it reliable. Sometimes you can lob the ball
 right over the goalie's head! The computer goalie will just
 stand there and let it sail over him and into the net. This type
 of goal is very rare, since clearing the ball doesn't necessarily
 mean aiming straight for the goal. If you can get this to work,
 good for you. If not, try something else. :)

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.

 Normally, pressing the Pass or Shoot Button will cause your
 player to jump. Only when you're about 4 character lengths away
 from an opposing player who HAS the ball will you start to
 slide instead. The same range restrictions apply to the ram.

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
 fall past the incapacitated goalie and roll far enough to enter
 the net. Blasting a normal enemy player is a waste, unless you
 have something else planned (like knocking a Wily player out of
 your way). The worse case is if you wind up blasting one of your
 own players by mistake.

 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 all the way down to the
       other end and fry the enemy goalie, scoring a point. Don't
       do this too often - people tend to get in the way!

 Another Note: Specials are the fastest of all kicks, and sometimes
               this means the difference between the scoring of a
               goal behind a recovering goalie's back and the
               the wasting of a perfectly good shot.

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 towards him like a bat out of hell. So how do you
 counter an opponent's Special? Use another one of your players!
 By placing 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 ProtoMen are trigger-happy maniacs
 and are known to 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 those Specials are easily blocked
 by the other robot goalies but aren't by 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 normal 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 other
 opponents without being switched over to the goalie, which can be
 severely disorienting. Fourth, once the computer goalie catches the
 ball, you immediately take him over, 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 a lesser chance of outwitting a human
 player. But if you're fighting a computer team, an auto-controlled
 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 both of you try to screw around with each other. Too bad
 there's no practice mode for the tie breaker....

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 grid and then bubble in
 the dots for each row, one by one. It's slow, but safe!

----------
EXHIBITION
----------

Available Match-Up Settings:

     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 by pitting two computer-controlled
all-MegaMan teams against each other.

This mode lets you practice and check out the different characters.
Play a match or two for some warm-up before starting the other Modes.

How about using Dr. Wily? Okay, I've got several questions about this,
and I'm sorry for not clearing this up before. As of this moment, I
know NO trick or code that lets you select Wily in Exhibition Mode.
If such a secret existed and I know about it, it would have been put
in here long ago. Of course, that's not to say that you can't play as
Wily ever. If you check out League Mode, you'll notice that ElecMan
and DustMan have Dr. Wily on their teams. You can play as THOSE Wilys!

-------------------
CAPCOM CHAMPIONSHIP
-------------------

Available Match-Up Settings:

     1P VS COM
  1P&2P VS COM

The story mode. Like many other MegaMan games, you go after the
8 teams in any order. Your team consists of 8 MegaMen at first, but
when you beat a team, a member from the defeated team will join
yours. Using your new-found ally (by swapping him into the place of
another player through the Reserve Menu during the setup screens
before the match begins), 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 krezzy doctor himself.

~~~~~~~~~~~~~
Special Rules
~~~~~~~~~~~~~

No matter what you set up in the Options Screen,
the following will always be true:

  - Each Half will last 5 minutes.
  - Each Team can only use 2 Special Shots.

~~~~~~~~~~~
Powering Up
~~~~~~~~~~~

Believe it or not, your players can actually improve! I'm not
sure of the exact details, but I know that after scoring several
goals, a player's stats will be slightly upgraded. Furthermore,
the more goals a player scores, the more he will improve.
It may take many games before you notice a difference, so
always check your team members' stats.

~~~~~~~~~~
Boss Order
~~~~~~~~~~

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 can fight the bosses
from MegaMan 1 first: ElecMan, FireMan, and CutMan. ElecMan
is the fastest of the bunch, and he makes a fine 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 though their Tackle and Defense ratings 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 waste him, and his
snail-like pace won't help him run back to the goal if he
makes a bad dive.

As for SkullMan, he has the exact same abilities as those of
MegaMan. When you want to fight him is entirely 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 necessarily the best order, but it works.
Another good order is:

  Elec -> Cut -> Fire -> Dust -> Needle -> Pharaoh -> Wood -> Skull

You get the idea, right?

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 possible for
the Enker and ProtoMan goalies to resist your Specials, although
Enker has the best chance of blasting the ProtoMan goal keeper.

As soon as you get Enker and ProtoMan, use them. Both are faster
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; you'll just waste ammo.
Outwit and outmaneuver him to score your goals instead, and
save the Specials up for the other Wily players in your way.

If you're still having trouble saving the sport of soccer, you
can try the Passwords listed towards the end of this guide.

Good Luck!!

----------
TOURNAMENT
----------

Available Match-Up Settings:

     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.) You will
play up to a total of 5 games. There can only be one!

Here's a list of each team and its members:

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 (A nightmare for Wily! AGGGH!!!)

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 (non player-selectable)
3 Enkers, 1 TopMan, 1 ToadMan, 1 SnakeMan, 1 FlashMan, 1 BubbleMan

ProtoMan's Team (non player-selectable)
3 ProtoMen, 1 IceMan, 1 AirMan, 1 TopMan, 1 SnakeMan, 1 BubbleMan

Wily's Team (non player-selectable)
3 Wilys, 1 FlashMan, 1 GeminiMan, 1 ToadMan, 1 IceMan, 1 BombMan

------
LEAGUE
------

Available Match-Up Settings:

     1P VS COM
  1P&2P VS COM

See how you stand up to other teams as you pummel one another
through a whole season. 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.

On the right side of the Schedule are the columns labeled
"GP" and "GD." "GP" stands for "Game Points" and represents your
total score. You get 2 GPs for a win and 1 GP for a tie. "GD"
stands for "Goal Differential" and represents the difference
between the score of your opponent's team and that of your team.
(Take the other team's score and minus your score from it.)

Note: YOU CAN PLAY AS DR. WILY IN LEAGUE MODE !!!!

Here's a list of who's who on each team:

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 (includes Dr. Wily!!!)
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 (includes Dr. Wily!!!)
3 DustMen, 1 Wily, 2 SnakeMen, 2 AirMen

======================================================================
III. EXTRA BALLS - Other things you might want to check out.
======================================================================

  "Writing this section reminded me of my grade 7
basketball team, "The Nads." The name puzzled our
teacher because it was not at all like the names
usually favored by pubescent boys--names such as the
"Avengers," the "Marauders," and the "Vikings." Her
puzzlement ended abruptly at our first game as our
fans began to chant their support. You guessed it;
"Go Nads, Go! Go Nads, Go!" My 14-year-old spotted-faced
teammates and I considered this to be humor of the most
mature and sophisticated sort. The teacher didn't."
    - Professor John P.J. Pinel, from "Biopsychology" (4th ed.) p.286,
      Needham Heights, Massachusetts: Allyn & Bacon, 2000.


---------
PASSWORDS
---------

Wily's bots got you beat? Use these Passwords to get yourself
ahead of the game. A good start for novice Players is the Elec,
Fire, and Cut Men Password. With these MegaMan 1 bots, you'll
have an easy time running circles around the others. To jump
straight to the end, use the last Password with ProtoMan as the
newest member of your team. And yeah, let me note that some bots
like ElecMan have significant upgrades because we let them score
most of our goals. Sorry if they don't include your favorite
robots....

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 in the Championship Mode your characters
can improve their stats (the ones listed here are the base values).

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 again 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 of his arms.

ToadMan (MegaMan 4)
 40 62 96 128
Rain Ball - Paralyzes you.
Jumps and then shakes his 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 his 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 (MegaMan 1: Dr. Wily's Revenge - Game Boy)
 44 62 96 128
Photon Ball - Blasts you up into the air.
Jumps 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, possibly giving you the finger.

ProtoMan (MegaMan 3)
 47 62 96 128
Energy Ball - Blasts you up into the air.
Stands there lookin' good and feelin' good with his flying scarf.

SnakeMan (MegaMan 3)
 40 62 112 128
Snake Ball - Slips past you.
Jumps and then raises his right arm.

GeminiMan (MegaMan 3)
 48 62 96 96
Double Ball - Slips through you.
Jumps and then flails his arm and legs like if he's getting
 down and groovy, probably slapping his own butt in the process.

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
-------

Since MMS is incomplete, some of the tunes you can find in
the Options Screen's Sound Test are never used in the game.
The following is a list of what I can identify:

00 Match-Up Screen             13 Blues/Proto Field
01 Select Field/Team Screen    14 Formation Setup Screen
02 Wood Field                  15 Password Screen
03 Skull Field                 16 Wily Field
04 Rock/Mega Field             17 ? (alternate Intro Theme?)
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 (full version)
10 Needle Field                23 ? (Ending Theme?)
11 Fire Field                  24 ? (another Ending Theme?)
12 Pharaoh Field               25 Victory (after winning a match)

------------------
RAM ADDRESS CHEATS
------------------

Let's get one thing straight - no cheating has been used during
the production of this guide, so all the strategies you see above
are quite valid. Still, to make this guide more useful, I'm gonna
cover everything, including the low-down cheating you can do by
screwing around with the RAM values! Come on, cheating from time
to time is fun. Even if you don't condone it, you gotta realize
that it's here to stay.

The following are some addresses associated with some important
values. These codes should be compatible with both the Japanese
and English versions of the game. The values presented are only
recommendations (I won't want you to mess up your game now,
would I?). Obviously, you will need some way to implement these
cheats. Get a Pro-Action Replay device or a SNES emulator that
supports this kind of cheating. If you can, enjoy!

~~~~~~~   ~~~~~~                    ~~~~~~~~~~~~~~~
Address   Values                    Values Affected
~~~~~~~   ~~~~~~                    ~~~~~~~~~~~~~~~
7E0ABC    ## (Set from 00 to 99)    Team 1's Points
7E0AC6    ## (Set from 00 to 09)    Team 1's Specials
7E0ADC    ## (Set from 00 to 99)    Team 2's Points
7E0AE6    ## (Set from 00 to 09)    Team 2's Specials

-----------------------------------------------
REALLY SMALL DETAILS YOU DON'T GIVE BALLS ABOUT
-----------------------------------------------

Do you ever notice the weird stuff going on in MMS?

 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 - won'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 near
 the top edge of the screen, above the Needle and Proto brick
 fields. Yeah, robo-chicks dig guys with slick cars and shuriken
 stuck to their heads. That good-looking bastard!!

 Have you noticed which elements from which prequel are used in
 MMS? 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 (for 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. Wilys??? Maybe the clones are robotic
 versions of the evil Doctor himself! Can you imagine what will
 really happen if CutMan or NeedleMan slices up the actual
 human Dr. Wily? Eeeewwww....

 Dude, speaking of CutMan and NeedleMan's Specials, those bots sure
 are tough! They can get shredded, burned, frozen, and pretty much
 subjected to several other kinds of horrors, and then walk away
 unscathed after a few (particularly painful) seconds of animation.
 I guess MegaMan's ceramic armor is tougher than I thought!

-------------------------------
WHY I THINK WE ALL GOT SUCKERED
-------------------------------

Dude, me and my buddies think we got a screwed-up copy of MMS.
Well, make that everyone who has the game. As some of you have
already sent me messages concerning this subject, I can now
conclude that MMS was never finished.

Capcom sent out prototypes intended for rental/test play only, but
somehow a few game stores (like Electronics Boutique and Toys 'R Us)
mistook these copies as final products and sold them accordingly.
So just to make a long story short, we paid the full $50 price
tag for something that never reached the finish line during the
development process. Crap.

So why is there an incomplete MMS in the first place? Why didn't
Capcom stop at RockMan's Soccer? Well, Capcom was probably planning
to release both versions simultaneously, so they created both during
the development process. That explains why there is a RMS AND a MMS.
But, as we all know, both games weren't finished, so not all
translations were in place for MMS.

Oh well. At least MMS is playable. That, and we got a nice manual.
Here are some problems with MMS that I mentioned in earlier editions:

 - MegaMan is still called RockMan, and ProtoMan is still Blues.
   Apparently not all the translations are in place, as I said above.

 - There's no ending after you kick Wily's butt in the
   Championship or Tournament Mode.

 - A few background details seem to be missing. Have you seen the
   "jumping" Mets in WoodMan's Stage? Some of the Mets are frozen
   in mid-jump, as if their animations have never been completed.

 - Sometimes the game just resets without warning. And after it
   resets, the music starts getting messed up (ie. doesn't play
   or gets distorted).

 - The controls get remapped during gameplay. In one case, after
   playing for a long time, I noticed that I couldn't pass. I
   reset the game and went to the Options Screen, where I
   discovered my Shoot was reassigned to the "Y" Button and my
   Pass was reassigned to the "?" Button. Not kidding....

You don't have to worry - the data in this walkthrough should hold
true for your game, since your copy isn't going to be any more
complete than mine. Contrary to before, I'm not crazy and you all
have the same problems I do, so we can blame Capcom for accidentally
releasing an incomplete, never-to-be-finished version of the game.
&@*%#$?!

---------------
GAME EVALUATION
---------------

Why did I write this walkthrough? Because I like MegaMan's Soccer!
I have a lot of fun helping out people with a videogame I enjoy
playing. But to fully understand this game, we've gotta take a
deeper look:

SCORING:
 Poor -> Below Average -> Average -> Above Average -> Excellent

Story: Poor
 Come on - take over the world by ruling our favorite international
 pastime? What the hell is this? Wily might as well take another stab
 at taking over the world through military means. Doing that at least
 makes you look serious. But still, we won't have this game if we
 aren't stuck with this horrid, horrid plot.

Gameplay: Above Average
 It's MegaMan. It's soccer. It's MegaMan's Soccer! For a sports game,
 this doesn't fail. You can even play without using Specials or
 shoulder rams for a normal soccer experience (but who will?). For a
 MegaMan game, it suceeds even more 'cause you get a hefty load of
 Capcom robots kicking each other's butts. Still, the game is pretty
 simple if you look at it from its most basic level, and sometimes
 the character-switching can get disorienting.
 Can we blame a MegaMan fan for asking for more?

Replay: Excellent
 As simple as it may be, MMS has real replay value. The
 different possible team combinations are virtually limitless,
 and, like in any sports, no two games are alike. The 2-Player
 Mode is great too - for the first time, we have a 2-Player
 MegaMan game, even if it isn't of the platform action genre!

Control: Average
 The controls are decent. Movement is solid, and kicks feel right.
 Still, that bloody body-switching can really throw you off,
 especially in 2P cooperative games, and the sliding and jumping
 should have been assigned to separate Buttons.

Graphics: Above Average
 The characters are well-detailed. Each robot can be seen running,
 sliding, jumping, and cheering fluidly. For 21 players, excluding
 other characters (such as Roll and Kalinka), that's a lot of work.
 Too bad the backgrounds aren't as lively....

Sound Effects: Excellent
 Kicks, slides, and whacks sound perfect. The sound effect for
 the Specials convey a sense of tremendous power, enhancing the
 effect of seeing their victims getting roasted alive.
 The ball sounds like solid rock though, won't you agree?

Voice: N/A
 MegaMan and "friends" don't talk here. That's good, considering
 that English voice-overs for most of the recent Blue Bomber
 titles suck. Hopefully, in all future MegaMan games, Capcom will
 leave the Japanese voicing alone but add in English subtitles.
 Or, if that's not an option, Capcom can get the guys who did
 MegaMan Legends 1 to do the voice-overs for the other installments.
 A MM Legends Soccer will beat a Resident Evil 1 Soccer any day.

Music: Above Average
 Catchy. Unique. Most of all, memorable! What keeps this from
 scoring an "Excellent?" The themes could have lasted for at
 least two minutes before repeating. For 10 minute games, the
 short tunes can beat your brains into little balls.

Overall: I Can't Say
 Remember - this game is not complete, so I really can't make a
 final statement here. MMS had potential, and if Capcom finished
 it, I'm sure it would have looked much, much better. The ending
 would have been great. We would probably be able to select a
 different robot for each player slot in Exhibition Mode instead of
 having to choose the same bot for every player in the same position.
 We would know what the mysterious music was used for. And, yes, we
 may had been able to select Wily in any Mode via a hidden secret.
 But MMS was not finished, and it never will be. We can only sit
 quietly in front of the TV, wondering why Capcom pulled out.

======================================================================
IV. CREDITS - Because it won't be right without the proper thanks.
======================================================================

Capcom (www.capcom.com)
 Who else would make a soccer game starring the Blue Bomber?
 Capcom is a big name today, but I still want to list some games
 made by them for those who are interested. Be warned, as I'll
 concentrate more on the lesser-known titles:
 -> Commando (Arcade, NES)
     Think of Ikari Warriors or Guerilla War, only much earlier.
   This war action game puts you in the role of Super Joe, who must
   rescue POWs and destroy the enemy in vertically-scrolling stages.
   Super Joe, like MegaMan, likes blue.
 -> 1942/1943 (Arcade, NES)
     More war action, only in a vertically-scrolling shooter mode.
   Take part of the US' WWII Pacific Theater of Operations, where
   you fight off Japanese Zeroes with your special P-38 in this
   classic mission.
 -> Bionic Commando (Arcade, NES)
     Rescue Super Joe and uncover the plot of the evil Albatross
   Organization. Using your cybernetic grappling hook, swing your way
   to victory in this NES smash hit. And don't forget the arcade and
   Game Boy versions. Unlike MegaMan, this commando likes green.
 -> Section Z (Arcade, NES)
     The company name, Capcom, stands for Captain Commando, the hero
   of this space shooter (and some fighting games later on). This is
   no easy mission, as taking the wrong turn can set you back.
 -> Gun.Smoke (Arcade, NES)
     Jump back into the old Wild West, where the gun is the law.
   A powerful gang called the Red Wingates are terrorizing the
   people, but one afternoon a man named "Billy Bob" steps into town.
   Guess what he's gonna do? In this vertically-scrolling shooter,
   an ingenious firing system lets Bob fire left, right, and
   straight ahead, depending on how you mash the two Fire Buttons.
   Special weapons, including shotguns and magnums, make finding
   wanted posters and killing bosses easier.
 -> Dead Fox / Code Name: Viper (NES)
     You are "Mr. Smith," a man with a mission. Sneak into compounds
   owned by South American drug cartels and rescue informants to
   reveal a vital but shocking link to some heavy drug trafficking
   operations. The gameplay borrows heavily from Namco's
   Rolling Thunder series, but the action is just as good.
 -> Strider (Arcade, NES, SMS, GEN, PSX)
     Striders are super secret agents, and Hiryu is their best. You
   gotta help him stop the evil Grandmaster from taking over the
   world in this awesome 2D action platformer. Jump, climb, and slash
   your way through insane bosses and stages. The weird future
   portrayed here makes for some truly unforgettable scenes.
 -> Willow (Arcade, NES)
     Straight from LucasArts' fantasy-adventure movie, join Willow,
   Madmartigan, and the Brownies as they race to save the world from
   a power-hungry sorceress. While the arcade game is pure action,
   the NES version incorporates more adventure elements.
 -> Area 88 / U.N. Squadron (Arcade, SNES)
     A horizontally-scrolling shooter based on an anime. Taking on
   the role of one of three ace pilots, stop the Project 4 terrorists
   from taking over the world. Use the cash you earn to upgrade
   your arsenal.
 -> Carrier Air Wing / U.S. Navy (Arcade)
     This plays almost exactly the same as Area 88, only you have
   different heroes, different terrorists, and different settings.
 -> Black Tiger / Black Dragon (Arcade)
     An early platform action game. Destroy dragons and more nasty
   creatures in an extremely difficult quest that includes lots of
   climbing and "cave excursions." This is one of the first Capcom
   games where zenny is used.
 -> Magic Sword (Arcade, SNES)
     This appears to be a sequel to Black Dragon, but it is unique
   in its own way. Fight your way up the 50 floors of a massive
   tower to find and kill the evil Drokmar and his Black Orb. Allies
   help you when you rescue them from their prisons, and the many
   artifacts you find will be of further aid.
 -> Lost Worlds / Forgotten Worlds (Arcade, GEN)
     A new take on the shooters genre. You and a friend are
   2 commandoes who must free a peaceful and formerly hidden
   civilization from the grasp of an ugly reptilian tyrant.
   Using magical "floatation" stones, you can fly across the
   underground lands to do battle with hordes of heavily-armed
   lizardmen. You can aim in a full 360 degree arc, allowing
   you to hit almost anything on the screen as you weave through
   the air. After collecting zenny (which looks its best in this
   game), you can meet up with a native (and very, very attractive)
   merchant to buy extra equipment, such as armor, weapon upgrades,
   nuclear deathrays, etc.
 -> Pnickies (Arcade)
     Developed by Compile (most famous for making Puyo Puyo and some
   shooters like Space Megaforce) and released by Capcom, this is
   a battle between angels and demons - taken to a puzzle game level!
   Dropping rainbow-colored blobs and eliminating them with special
   star blobs, you have a refreshing alternative to handling those
   silly Puyo. Now if we have a zenny puzzle game....
 -> Trojan (Arcade, NES)
     In a post-apocalyptic world, hack and slash your way towards
   the enemy dictator, Achilles, in this achronistic pseudo Mythical
   Greece themed action game. The NES version includes a two-player
   tournament mode, which would later be developed into...
 -> Street Fighter (Various platforms)
     The tournament fighter that needs no introduction.
 -> Final Fight (Various platforms)
     The game that brought the Double Dragon genre to a new
   level of slum-bashing action. For those who want to see
   a younger Mike Haggar (when he was still a professional
   wrestler), you might want to check out Muscle Bomber.
 -> Knights of the Round
     Final Fight... in a medieval setting.
 -> King of the Dragons
     More than just Final Fight in a medieval setting. While not
   as deep as Dungeons & Dragons, the many RPG elements in this
   hack and slasher make for a great fantasy experience.
 -> MegaMan (Various platforms)
     No other series has more installments or spin-offs than this
   one. MegaMan can use a few more sports games though. I heard
   a MegaMan racer exists somewhere out there....
 -> Resident Evil (Various platforms)
     A rip-off of I-Motion's Alone in the Dark series. Of course,
   RE has much better graphics and sound effects, but unlike
   AitD, RE isn't based on any real-life characters.

Da' Instructions Manual / Booklet
 For explaining to me how to figure out the GPs and GDs. And also
 how to play the damn game. Really, folks, I'm not a sports buff!

Nintendo (www.nintendo.com)
 Because they let us play MMS on their super 16-bit console.

All the people who sent me e-mail concerning their screwed-up games
 Yeah, it's nice to realize that I'm not alone. Bloody Capcom
 really goofed when they didn't make it clear that their prototype
 was for rental/testing only. Hopefully this will never happen again
 in the future, to any company or to any game.

"Dunnomaname"
 For reminding me that the ProtoMan goalie in Championship can be
 blasted by Enker's Special. Can't believe I forgot that....

Any 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 while sitting down
 inside the washroom won't be bored.

My fellow Faididis & 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. Don't ask.

======================================================================
======================================================================

Hope you enjoy playing MegaMan's Soccer & reading this walkthrough.
Got questions* or comments? Wanna talk about how other MegaMan
bosses can make great soccer players? (Think about AstroMan!)
Wanna talk about soccer balls? Feel free to e-mail me at

  faididi@hotmail.com

... or post something at MegaMan's Soccer's message board
at GameFAQs (www.gamefaqs.com).

* If you have a question regarding the playing of Dr. Wily in the
  Exhibition Mode, I've already explained it above in the Strategies
  section. I don't care how much you beg or scream, but pestering me
  about it is not going to make me dream up of a code that lets you
  play as Wily all the time. Now if you don't mind, I have a certain
  blue helmet to polish....

Also feel free to visit the staff's site.
Get your extra gaming info, fun pictures, and illegal goods down at

  www.geocities.com/ed057/index.html

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.  :)
