"Is it any wonder I've got too much time on my hands?" - Too Much Time on my
Hands - Styx

In the year 20XX...

+------------------------------------------------+
|                                                |
| Megaman Soccer                                 |
| For the Super Nintendo Entertainment System    |
| FAQ/Walkthrough                                |
| By T. Jackson (section 5.03)                   |
| Started: 8/4/04                                |
| Finished: 8/5/04                               |
| Last Updated: 12/18/04                         |
| Version 2.1                                    |
|                                                |
+------------------------------------------------+

This guide is best viewed in 800x600 or 1024x768 resolution with the Courier
New font on your browser's "small" text setting (CTRL + -).  It was composed
in Metapad.

Table of Contents:

I. Introduction
    1.01: Table of Contents
    1.02: Introduction
    1.03: Dedication
II. Basics
    2.01: Story
    2.02: Controls
    2.03: Formations
    2.04: Options
    2.05: Terminology
III. "Walkthrough"
    3.01: General Strategies
    3.02: Exhibition
    3.03: Capcom Championship
    3.04: Tournament
    3.05: League
    3.06: Shoot-out
IV. Appendices
    4.01: Players
    4.02: FAQ
    4.03: Ending
V. Last Words
    5.01: Copyright Information
    5.02: Revision History
    5.03: Contact Information
    5.04: Credits
    5.05: GOOOOOOOOOOOOOOOOAL!

If you want to find anything, please press CTRL + F and type in the section's
numerical code (i.e. if you want to find the Exhibition guide, then type 3.02).

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                               I. Introduction

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

0=~=~=~=~=~=~=~=~=~=~=~=~=0
| 1.01: Table of Contents |
0=~=~=~=~=~=~=~=~=~=~=~=~=0

It's up there.

0=~=~=~=~=~=~=~=~=~=~0
| 1.02: Introduction |
0=~=~=~=~=~=~=~=~=~=~0

As a kid, I played soccer.  We all did.  Of course, since I could slightly beat
a snail in a footrace, I was a defender.  The position names were always so
much easier back then.  "Forward," "mid-fielder," "defender," and "goalie."
Because the forwards were the future jocks, they were really good at what they
did.  So the job of a defender was to sit back and protecting the goal by
talking to the other defenders about birthday parties and about how you never
want to get touched again by that girl who keeps trying to touch you.  Life was
so simple.

In an effort to make me excited about soccer (that's not to say I wasn't
excited; I was very excited.  It was the social event of the week, as far as I
was concerned), my dad bought Megaman Soccer.  I've always had a Megaman
addiction because of my wonderful upbringing.  So combining Megaman and soccer
was an awesome touch.  It inspired me to move up in the world!  I became a
goalie.

Some crazy people got me to write a guide for this game, a game I've been
saying I'd write for for years.  I'm finally doing it.  And I have no idea
where to start.  As I said earlier, Megaman Soccer combines Megaman (insofar as
you have different robot masters) and soccer (the rest of the game).  You also
have power shots to take the place of master weapons, and these vary from robot
master to robot master.  Either way, Megaman Soccer is a good game to play with
friends or against the computer.  Good times.

Due to the nature of this game (and the fact that the only other sport game FAQ
I've written was for an Atari 2600 game), I can't give full-fledged, detailed
strategies like I do for regular Megaman games.

0=~=~=~=~=~=~=~=~=~0
| 1.03: Dedication |
0=~=~=~=~=~=~=~=~=~0

This guide is dedicated to Haunter12O.  Haunter's an awesome person who doesn't
get nearly the amount of credit in these things as he deserves.  He's
charismatic and not afraid to be witty even if doing so has bad reprecussions.
Haunter is an excellent person and a great writer.  It's a shame he writes so
little nowadays.

http://www.gamefaqs.com/features/recognition/3432.html

And to Chris "Kao Megura" MacDonald, may he rest in peace.

http://www.gamefaqs.com/features/recognition/85.html

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                                 II. Basics

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

0=~=~=~=~=~=~=0
| 2.01: Story |
0=~=~=~=~=~=~=0

Aside from Capcom Championship, the game doesn't have a story.  But the Capcom
Championship story goes like this (from the instruction manual):

CHAOS AT THE SOCCER STADIUM!

Int he near future, the day had come for the big showdown between the two best
soccer teams in the nation.  A wide television audience was expected in
addition to the large crowd that had already assembled at the stadium.

As the teams took the field, an uneasy feeling fell over the crowd.  Suddenly,
bursts of fire pelted the stadium, and the field was engulfed in smoke.  The
crowd gazed in amazement as the smoke cleared to reveal that the players had
been replaced by highly familiar robots running out onto the field.  It seemed
the robots were going to play the game instead.

The television audience was especially surprised at the events.  The most
surprised person was the one and only Dr. Light, who immediately recognized the
robots and knew Dr. Wily had to be up to his old tricks.  This is unexpected,
Dr. Light thought.  That's probably what Dr. Wily is thinking: no one will
notice when my robots take control of the world through its most popular sport.
Think again, Dr. Wily, here comes MEGAMAN!

Dr. Light brought to life a reserve of the blue crime-fighting robots with the
trust Megaman leading them.  The next great robot showdown will be on the
soccer field.  No matter where DR. Wily's diabolical plots occur, Megaman will
be there to battle through the robots and get Dr. Wily.

0=~=~=~=~=~=~=~=~0
| 2.02: Controls |
0=~=~=~=~=~=~=~=~0

Because the controls vary depending upon your status, the controls are divided
into two sections.

Offensive controls
------------------

-----------------------
| Button |   Function   |
|--------|--------------|
| A      | Punt         |
| B      | Shoot        |
| Y      | Pass         |
| X      | Nothing      |
| L      | Nothing      |
| R      | Power shot*  |
| Start  | Pause        |
| Select | Toggle radar |
| Up     | Move up      |
| Down   | Move down    |
| Left   | Move left    |
| Right  | Move right   |
-----------------------

*Hold R when you hit B to do a power shot


Defensive controls
------------------

-----------------------
| Button |   Function   |
|--------|--------------|
| A      | Tackle       |
| B      | Headshot     |
| Y      | Slide tackle |
| X      | Slide tackle |
| L      | Nothing      |
| R      | Nothing      |
| Start  | Pause        |
| Select | Toggle radar |
| Up     | Move up      |
| Down   | Move down    |
| Left   | Move left    |
| Right  | Move right   |
-----------------------

You can do a headshot with Y if the ball is in the air.

0=~=~=~=~=~=~=~=~=~0
| 2.03: Formations |
0=~=~=~=~=~=~=~=~=~0

There are five formations to choose from.  You should choose your formations
based upon what your strong suits are.  Say you are Elecman's team.  Elecman's
team is composed of three Elecmen, Airman, Iceman, Bombman, and Flashman.
Elecman is the best as a forward due to his speed.  So you want to choose a
formation that will allow you to have three forwards.  You do not, however,
have a great choice for a goalie.  To make up for this, you want to have three
solid defenders or fullbacks.  I'd recommend using Airman, Bombman, and
Flashman here.  For goalie, use Bubbleman, and stick Iceman as your halfback,
and you're set with a 3-1-3 position.  Here are the formations with ideas on
when to use them:

(note that the way the numbering system works is forwards-halfbacks-fullbacks).

3-2-2
-----

3-2-2 has one goalie, two fullbacks, two halfbacks, and three forwards.  You
should use this formation if your goalie is good, and you have solid forwards.
See the terminology/general strategies sections for information on what
qualities these guys should have.  Your two fullbacks should be able to kick
well and your halfbacks should have decent running ability.  Your focus will be
offensive power here.

-------------------------------------------------------------------------------
Diagram 2.03a |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
   |                                 |       F                         |
   |---------                        |                        ---------|
   |         |     D           H     |                       |         |
-------      |cc                   cc|cc                   cc|      -------
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
| S {  G|     |   c               c   M   c   F            c  |     |   { S |
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
-------      |cc   D           H   cc|cc                   cc|      -------
   |         |                       |                       |         |
   |---------                        |                        ---------|
   |                                 |       F                         |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
G - Goalie    |
D - Fullback  |
H - Halfback  |
F - Forward   |
-------------------------------------------------------------------------------

Obviously, everyone starts back a little bit further at kickoff, but this is
the default position.

3-1-3
-----

This formation gives you three fullbacks, one halfback, and three forwards.  I
used Elecman's team up there as a perfect example of a time to use this
strategy.  This formation works very well if you have solid forwards, decent
defense but a poor goalie.  Additionally, this takes pressure off of the
individual fullbacks, so put the worst runners in this position.

-------------------------------------------------------------------------------
Diagram 2.03b |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
   |                D                |         F                       |
   |---------                        |                        ---------|
   |         |                       |                       |         |
-------      |cc                   cc|cc                   cc|      -------
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
| S {  G|     |   c  D          H c   M   c     F          c  |     |   { S |
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
-------      |cc                   cc|cc                   cc|      -------
   |         |                       |                       |         |
   |---------                        |                        ---------|
   |                D                |         F                       |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
G - Goalie    |
D - Fullback  |
H - Halfback  |
F - Forward   |
-------------------------------------------------------------------------------

Sweeper
-------

This formation brings in an entirely new position.  You're given two forwards,
two halfbacks, two fullbacks, a goalie, and a sweeper.  A sweeper stands just
outside the goal box and serves as a "last minute" defender.  Sweepers
basically are goalies outside of the goal box.  They cannot pick up the ball.
Use this formation if you have several good candidates for goalie (or are
worried about defense).  This position is extraordinarily good for facing Dr.
Wily's team, since the sweeper tends to take the super shot and then the goalie
can pick up the ball.

-------------------------------------------------------------------------------
Diagram 2.03c |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
   |                                 |                                 |
   |---------                        |                        ---------|
   |         |     D          H      |       F               |         |
-------      |cc                   cc|cc                   cc|      -------
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
| S {  G|W    |   c               c   M   c                c  |     |   { S |
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
-------      |cc                   cc|cc                   cc|      -------
   |         |     D          H      |       F               |         |
   |---------                        |                        ---------|
   |                                 |                                 |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
G - Goalie    |
D - Fullback  |
H - Halfback  |
F - Forward   |
W - Sweeper   |
-------------------------------------------------------------------------------

2-3-2
-----

This is an interesting formation that has a lot of potential if executed
correctly.  You have three halfbacks, two fullbacks, two forwards, and a
goalie.  You want to use this formation if you have three great candidates for
halfbacks who have great running and kicking abilities.  This formation
obviously concentrates on dynamic players.

-------------------------------------------------------------------------------
Diagram 2.03d |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
   |                         H       |                                 |
   |---------                        |                        ---------|
   |         |      D                |        F              |         |
-------      |cc                   cc|cc                   cc|      -------
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
| S {  G|     |   c           H   c   M   c                c  |     |   { S |
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
-------      |cc                   cc|cc                   cc|      -------
   |         |      D                |        F              |         |
   |---------                        |                        ---------|
   |                         H       |                                 |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
G - Goalie    |
D - Fullback  |
H - Halfback  |
F - Forward   |
-------------------------------------------------------------------------------

2-2-3
-----

The final formation gives you an advantage in the fullback category.  You have
the goalie, three fullbacks, two halfbacks, and two forwards.  Unlike 3-1-3,
you should use this formation if you do NOT have terribly good candidates for
forwards.  You'll probably be relying on your halfbacks for offensive power.
Because of the range of the defenders, this takes some pressure off of their
running abilities.

-------------------------------------------------------------------------------
Diagram 2.03e |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
   |                 D               |                                 |
   |---------                        |                        ---------|
   |         |               H       |       F               |         |
-------      |cc                   cc|cc                   cc|      -------
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
| S {  G|     |   c   D           c   M   c                c  |     |   { S |
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
-------      |cc             H     cc|cc     F             cc|      -------
   |         |                       |                       |         |
   |---------                        |                        ---------|
   |                 D               |                                 |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
G - Goalie    |
D - Fullback  |
H - Halfback  |
F - Forward   |
-------------------------------------------------------------------------------

0=~=~=~=~=~=~=~=0
| 2.04: Options |
0=~=~=~=~=~=~=~=0

This'll briefly detail the options menu.

Key Config
----------

Here you can change the controls assigned to shoot, pass, and clear (punt).
The default controls are probably the best, though.

Time
----

This is the amount of time in a half.  Note that this does not affect the
amount of time in the Capcom Championship mode.

S. Shoot A
----------

This is the number of power shots that Team A (first player) has per half.

S. Shoot B
----------

This is the number of power shots that Team B (second player/computer) has per
half.

Music
-----

Here you can listen to the game's music.  Here's a chart of which songs
correspond to which numbers:

------------------------------------------------
| Number |                 Song                  |
|--------|---------------------------------------|
| 0      | Stage Selected                        |
| 1      | Stage Select                          |
| 2      | Wood Field                            |
| 3      | Skull Field                           |
| 4      | Rock Field                            |
| 5      | Goal!                                 |
| 6      | Cut Field                             |
| 7      | Needle Field                          |
| 8      | Elec Field                            |
| 9      | Dust Field                            |
| 10     | Enker Field                           |
| 11     | Fire Field                            |
| 12     | Pharaoh Field                         |
| 13     | Blues Field                           |
| 14     | Position Select                       |
| 15     | Password                              |
| 16     | Wily Field                            |
| 17     | Game Over                             |
| 18     | Prologue Part 2                       |
| 19     | Title Screen                          |
| 20     | Skull Castle Intro                    |
| 21     | Protoman's Whistle (unused?)          |
| 22     | Extended Protoman's Whistle (unused?) |
| 23     | Unused?                               |
| 24     | Unused?                               |
| 25     | Prologue Part 1                       |
------------------------------------------------

Sound
-----

Here you can hear various sound effects from the game.

Stereo
------

You can switch from stereo sound to mono sound.

Keeper
------

The default is auto.  You can have the computer control your goalie (except for
when the goalie has the ball) or set it to manual and you'll control the
goalie.  I recommend letting the computer have it.

0=~=~=~=~=~=~=~=~=~=0
| 2.05: Terminology |
0=~=~=~=~=~=~=~=~=~=0

This section covers the basics of soccer as well as the different terms that
will be used in this guide or in the game.  Here's a diagram of the soccer
field with your team in sweeper position (because it has all of the positions
on the field).

-------------------------------------------------------------------------------
Diagram 2.05a |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
   |                                 |                                 |
   |---------                        |                        ---------|
   |         |     D          H      |       F               |         |
-------      |cc                   cc|cc                   cc|      -------
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
| S {  G|W    |   c               c   M   c                c  |     |   { S |
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
-------      |cc                   cc|cc                   cc|      -------
   |         |     D          H      |       F               |         |
   |---------                        |                        ---------|
   |                                 |                                 |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
G - Goalie    |
D - Fullback  |
H - Halfback  |
F - Forward   |
W - Sweeper   |
-------------------------------------------------------------------------------

Corner
------

There are four corners to the field.  This is where a corner kicking team will
kick the ball back into the field.

Corner Kick
-----------

Corner kicks involve the defensive team kicking the ball out of bounds on the
boundary line on which their own goal sits.  So:

-------------------------------------------------------------------------------
Diagram 2.05b |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
 B |          <- D                   |                                 |
   |---------                        |                        ---------|
   |         |                       |                       |         |
-------      |cc                   cc|cc                   cc|      -------
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
| S {   |     |   c               c   M   c                c  |     |   { S |
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
-------      |cc                   cc|cc                   cc|      -------
   |         |                       |                       |         |
   |---------                        |                        ---------|
   |                                 |                                 |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
D - Fullback  |
B - Ball      |
< - Kick      |
-------------------------------------------------------------------------------

The opposing team gets to kick the ball in from the nearest corner.

Forward
-------

Forwards are the offensive power of the team.  They have to cover the area
between the midfield and the opponents' goal box, so running is a key to their
success.  If you are playing a formation with less focus on defensive power,
tackling is an excellent skill to have in your forwards (so that there is less
of a chance of the ball reaching your side of the field).  Obviously, high
kicking skill is very nice here as well.


Fullback
--------

Also known as a defender, fullbacks stand outside of the goal area (the goal
box, the larger box, and the semi-circle).  They protect the goalie.  If you're
good, these guys can sit around and talk.  It's important for the fullbacks to
have good kicking and tackling skills.  If you're playing a formation where
only two fullbacks are in place, then running skills are important as well.

Goal
----

The ball passes over the goal line, giving the kicking team a point.

Goalie
------

This player stands in front of the goal.  He's the last line of defense between
the other team and the goal.  Unlike other players on the field, the goalie can
pick up the ball with his hands.  In Megaman Soccer, when a goalie has the
ball, all of the computer-controlled players return to their default positions
and don't mess with the goalie.  It's important for him to have good kicking
and defense skills.

Goal Box
--------

The area directly in front of the goal.  Only the goalie can stay in here.  The
goalie can leave the goal box, but if he does, he cannot pick the ball up with
his hands until he returns to the goal box.


Goal Kick
---------

This happens when the offensive team kicks the ball out of bounds on the
boundary line on which the opposing goal sits.  So:

-------------------------------------------------------------------------------
Diagram 2.05c |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
B  |         <- F                    |                                 |
   |---------                        |                        ---------|
   |         |                       |                       |         |
-------      |cc                   cc|cc                   cc|      -------
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
| S {   |     |   c               c   M   c                c  |     |   { S |
| S {   |     |  cc               cc  |  cc                cc |     |   { S |
-------      |cc                   cc|cc                   cc|      -------
   |         |                       |                       |         |
   |---------                        |                        ---------|
   |                                 |                                 |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
-------------------------------------------------------------------------------

A player from the defending team -- usually the goalkeeper -- kicks the ball
from the penalty area.

Halfback
--------

Halfbacks are very important.  They can be offensive players and defensive
players when the time comes.  Halfbacks should have great running and tackling
power.

Halftime
--------

This occurs after the first half.  You can reorganize your players.  The teams
switch sides.

Kickoff
-------

At the start of the half or after a goal has been scored, the game restarts at
the midfield.  The forwards stand there.  One of the forwards has the ball.
This forward can do whatever he wants with it, but the clock won't start until
he passes/shoots the ball.  The team kicking the ball depends on the time of
the kickoff.  The start of the game will always feature your team kicking off.
The second half starts with the opponent kicking off.  After a goal has been
scored, the team on whom the goal was scored gets to kick.

Midfield
--------

The center area of the field.  It's composed of a line going through the middle
of the field and a circle in the middle of the line.

Pass
----

A light kick whose aim is to get the ball to another teammate.

Penalty Area/Box
----------------

The area directly outside of the goal box.

Power Shot
----------

A fast shot that is executed by holding R and pressing B.  By default, you have
two power shots in each half.  The power shots normally clear the opponent that
it hits (although there are some exceptions, and power shots vary from player
to player).

Punt
----

The ball is kicked really hard in an effort to get it to get out of the area of
the kicker.

Shoot
-----

Trying to get the ball into the goal.

Shoot-out
---------

If a game is tied at the end of the second half, then a shoot-out occurs.  This
is where five members of each team get one shot at scoring a goal.  It's one-
on-one between said player and the goalie.  Whichever team scores the most
goals (out of five) wins.  If there's another tie, then another shoot-out
occurs.

Sweeper
-------

Sweepers only come out in the sweeper formation.  They serve as backup goalies,
standing right in front of the goal box.  While they cannot pick up the ball
with their hands, sweepers can manage one side of the goal whlie goalies manage
the other.  Sweepers can also take the hit on power shots, leaving the goalie
to take the ball.

NOTE: There is other soccer terminology that exists (i.e. free kick, penalty
     kick), but they do not seem to be in this game, so they're not listed
     here.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                             III. "Walkthrough"

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This will not be an actual walkthrough, but it'll help you through the
different modes.

0=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 3.01: General Strategies |
0=~=~=~=~=~=~=~=~=~=~=~=~=~0

These strategies apply to pretty much any mode and just give you basic soccer
strategies.

-Use the formation mode to your advantage!  Capitalize on your strengths.
Exploit the enemies' weaknesses. This is such an important part of the game.

-If you can, put Bubbleman as your goalie.  He can block a whole lot of super
shots.

-If you're afraid of super shots, use the sweeper mode to block them.

-Don't be afraid to punt the ball.  While you will lose control, if you're in a
crowded area, punting is probably your best choice.

-Pass!  Pass back and forth a lot while you run.

-Power shots are there for more than just scoring.  Use them to get farther
down the field and to knock players out.

-When shooting, shoot from here:

-------------------------------------------------------------------------------
Diagram 3.01a |
--------------

    -------------------------------------------------------------------
   |C                                |                                C|
   |                                 |                                 |
   |                                 |                                 |
   |---------                        |                        ---------|
   |         |                       |                      X|         |
-------      |cc                   cc|cc                   cc|\    \-------
| S {   |     |  cc               cc  |  cc                cc |  \  |\  { S |
| S {   |     |   c               c   M   c                c  |    \|   { S |
| S {   |     |  cc               cc  |  cc                cc |    /|G  { S |
-------      |cc                   cc|cc                   cc|  /   -------
   |         |                       |                      X|/        |
   |---------                        |                        ---------|
   |                                 |                                 |
   |                                 |                                 |
   |C                                |                                C|
    -------------------------------------------------------------------

--------------
- - Line      |
c - Circle    |
{ - Goal line |
S - Goal      |
C - Corner    |
M - Midfield  |
X - Shoot     |
\ - Ball path |
-------------------------------------------------------------------------------

You score 90% of the time by shooting from the corners of the penalty box's
semicircle (X) or from the edges of the goal box.

-Use your radar!  This can be really important.  Figure out which color you are
at the start of the match (it seems to change).

-On that note, if both the opponent and you are using formations where there is
a straight shot between your goal and your opponents goal, give the ball to
your goalie, wait a second, line up the ball with the clearing, and super
shoot the ball all the way across the field.

-To reiterate, have robots with high defense and kick be goalies, robots with
high defense and tackle be fullbacks, players with high run and high tackle
be halfbacks, and characters with high run and high kick (or tackle, depending
upon formation) be forwards.

-If you're on your side of the field and the ball is close to your goalie, do
not be afraid to pass to your goalie.  Because everyone runs off when the
goalie has the ball, be sure to use this to your advantage.

-Use headers to your advantage.  Get the ball out of your area if the opponent
gets too close or to get the ball further down the field.

-Slide tackle!  That's the absolute best way to steal.  If you're standing next
to the opponent, tackling works too.  But when you slide tackle, you move
quicker AND you stand a chance of stealing the ball.

-When your opponent punts the ball, start running towards their goal.  Your
player will switch to one near the ball, so get ready to headbutt the ball.

-Make sure not to shoot a power shot at your own teammate.

-When a fast player has the ball and is being chased by a slower player, run
in zig-zag fashion.  You'll last longer.

-You can score on your own goal.  Don't.

As you know, when you're substituting characters, you see two rows of four
characters.  Here's a quick reference chart to what these players represent (F
is forward, H is halfback, D is fullback, G is goalie, and W is sweeper)

3-2-2
-----

F  F  F  H

H  D  D  G

3-1-3
-----

F  F  F  H

D  D  D  G

Sweeper
-------

F  F  H  H

D  D  W  G

2-3-2
-----

F  F  H  H

H  D  D  G

2-2-3
-----

F  F  H  H

D  D  D  G

Just so we're all clear on this, the oddly colored player on your team is the
goalie.

0=~=~=~=~=~=~=~=~=~0
| 3.02: Exhibition |
0=~=~=~=~=~=~=~=~=~0

Exhibition is one soccer game.  There are four modes:

1P vs. COM    - You against the computer.
1P vs. 2P     - You against a friend.
1P&2P vs. COM - You and a friend against the computer.
COM vs. COM   - Computer against another computer player.

In exhibition matches, you pick your team from the following characters (left
to right, top to bottom):

Megaman
Skullman
Flashman
Bubbleman
Toadman
Cutman
Elecman
Bomberman
Dustman
Airman
Iceman
Needleman
Topman
Fireman
Pharaohman
Enker
Woodman
Protoman
Snakeman
Geminiman

(for character stats, see section 4.01)

When picking your team, realize that you have four choices (five if you're
playing sweeper).  Each position is filled with duplicates of one character.
If you choose Protoman to be a forward, then all of the forwards are Protomen
(although you can change these guys around on the next screen; use this to your
advantage!).  If you aren't following any of the suggested teams, I recommend
starting out with the Sweeper position.  You can change later, and the Sweeper
formation allows for diversity (five positions instead of four).  Here are some
individual position suggestions:

Forward : Protoman, Megaman, Enker, Geminiman, Fireman, Iceman, Elecman,
         Flashman, Topman
Halfback: Pharaohman, Dustman, Woodman, Cutman, Protoman, Airman, Needleman
         Snakeman, Flashman, Enker, Toadman
Fullback: Needleman, Pharaohman, Woodman, Cutman, Dustman, Skullman, Enker,
         Bomberman, Toadman, Bubbleman
Goalie  : Woodman, Bubbleman, Pharaohman, Dustman

Once your team has been picked, you choose the field of play.  You have the
following choices (left to right, top to bottom):

Skull   Field
Cut     Field
Wood    Field
Enker   Field
Elec    Field
Rock    Field
Pharaoh Field
Wily    Field
Fire    Field
Needle  Field
Dust    Field
Blues   Field

Aside from the color of the grass and the music, there's really no difference
in the fields.  I like Wily Field because of its music.  Blues and Enker Field
are awesome too.  Elec, Cut, and Wood Fields are three others that I'd
recommend.

Now for the game.  Just have fun with it, using the strategies listed in
section 3.01.  If you're wondering which team has which name, player one is on
the left.  Failing that, your team is named after your goalie.

Here are some suggested teams for you people who aren't so creative.  Or you
just want team ideas.

Forward Powerhouse
------------------

Select the 3-2-2 formation and get the following team:

3 Protoman
2 Pharaohman
2 Enker
1 Bubbleman

As per its name, this team thrives on pure offensive power.  Protoman provides
a great forward.  His speed and kicking power are unmatched in the exhibition
games.  Pharaohman works well as a halfback (play him forward some).  Enker's
speed works well in getting whatever comes to the backfield out (and heck, you
can run him up the field some).  Bubbleman will be your main defense, though.

Defensive Shelter
-----------------

Select the 2-2-3 formation.

2 Dustman
2 Needleman
3 Pharaohman
1 Woodman

(NOTE: Mingle Dustman with Pharaohman)

This team is the polar opposite of the Forward Powerhouse team inasmuch as its
offensive power is lacking.  Dustman's lack of speed makes him an ideal forward
for this setup; Needleman and Pharaohman are going to be your main players,
though.  This team thrives on being able to keep the ball in the backfield
without getting it in your goal.  Use this if you're confident with your
offensive skills.

Irregular Regularity
--------------------

(I am so good with names)

3-1-3 formation with this team:

3 Toadman
1 Skullman
3 Bombman
1 Bubbleman

This team is for when you want that rounded out-ness that Megaman brings
without having a team full of Megamen.  The members of this team are
statistical twins of Megaman.  The 3-1-3 position seems to work best, although
you can feel free to mix it up a bit.  When you do mix it up, you don't have to
worry about who goes where -- they're all the same!

Classic Team
------------

Using a sweeper formation...

2 Elecman
2 Iceman
2 Cutman
1 Fireman
1 Bomberman

This team is just one of those for-the-heck-of-it teams.  Screw around with
this team however you want.  The Megaman 1 team seems to have a lot of strength
in their speed; use that wisely!

Football Team
-------------

Use a 2-3-2 formation for this one.

2 Cutman
3 Pharaohman
2 Airman
1 Woodman

This team is so named because these guys have the best tackling stats (well,
aside from Dr. Wily).  This team is actually really balanced.  Cutman's great
speed makes him an excellent forward, while Woodman's kicking skills provide a
great goalie.  This team is highly recommended.

Dream Team
----------

Use a 3-2-2 formation.

3 Protoman
2 Pharaohman
2 Cutman
1 Bubbleman

This is the team that I personally use.  It's a team that I like a lot.  The
offensive power is provided by Protoman and by Pharaohman.  Protoman's speed
and Pharaohman's power come together nicely.  Cutman's speed and tackle
abilities are great assets for defense, and Bubbleman is always good to have.

If you have any more team suggestions, please email 'em to me!  I'll analyze
them; you just send them.

0=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 3.03: Capcom Championship |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=0

This is the meat and potatoes of this game.  I'll give you some ideas on how to
do this.  You start off as Team Megaman (as per the story of the game).  Your
team is comprised fully of Megamen.  As you beat the different teams, you get
one player from their team (composed entirely of the team captain).  There are
eight robot masters to choose from: Skullman, Cutman, Woodman, Elecman,
Pharaohman, Fireman, Needleman, and Dustman.

During the matches, save one power shot for the second half.  Your enemies
don't get progressively stupider.  Wily especially.  Wily will use Sweeper both
halves if he has to to guard from your power shots.  This effectively
neutralizes his offense, so use that to your advantage!

I recommend starting with Elecman.  Elecman's team is weak and having Elecman
on your team is a great asset.  To face this team, use a 3-2-2 formation.

Suggested lineup
----------------

Forward : Megaman, Megaman, Megaman
Halfback: Megaman, Megaman,
Fullback: Megaman, Megaman
Goalie  : Megaman

Next you want to hit Cutman.  Cutman is a lot like Elecman, but his tackle stat
is a little higher.  Elecman helps out a lot here.  Again, 3-2-2 formation
seems to save the day.

Suggested lineup
----------------

Forward : Elecman, Megaman, Megaman
Halfback: Megaman, Megaman
Fullback: Megaman, Megaman
Goalie  : Megaman

Our next target is Fireman.  Like the other two Megaman 1 bots, Fireman is weak
defensively.  While Fireman isn't as weak as his counterparts, the added
offense that you have on your team helps you out.  Use 2-3-2 for your
formation.

Suggested lineup
----------------

Forward : Cutman, Elecman
Halfback: Megaman, Megaman, Megaman
Fullback: Megaman, Megaman
Goalie  : Megaman

Now you need a good goalie, so go after Woodman.  Woodman's team is the
toughest you've faced so far.  Make sure to keep the ball away from your goal
as much as possible.  Use 2-2-3 formation here.  Once you've cut Woodman down
to size, put him in goal and keep him there.

Suggested lineup
----------------

Forward : Cutman, Elecman
Halfback: Fireman, Megaman
Fullback: Megaman, Megaman, Megaman
Goalie  : Megaman

Skullman should be your next target.  Skullman's stats are identical to
Megaman's, making him a well-rounded character.  While Skullman is defensively
weaker than Woodman, make sure to watch out for his offensive power.  Use a 3-
1-3 formation to deal with Skullman.

Suggested lineup
----------------

Forward : Cutman, Elecman, Megaman
Halfback: Fireman
Fullback: Megaman, Megaman, Megaman
Goalie  : Woodman

This leaves Dustman, Pharaohman, and Needleman, none of which are easy.  Go
ahead and knock out Needleman.  Needleman is tough.  The weakness that you
should exploit here is his poor running.  If you want to take a gamble, stick
Fireman as a forward (I recommend against this, however, as it leaves your
defense wide open).  You may want to keep your lineup as it is.  Depending on
how good you are, you might want to use a 3-2-2 formation to take the fight to
Needleman's side of the court; on the other hand, it's safer to use a 2-2-3
formation.  Or if you want, compromise and use 3-1-3.

Suggested lineup
----------------

Forward : Cutman, Elecman, Megaman   -or- Cutman, Elecman
Halfback: Fireman, Megaman           -or- Fireman
Fullback: Skullman, Megaman, Megaman -or- Skullman
Goalie  : Woodman

Now it's time to hit Dustman.  Dustman is one of the two greatest halfbacks
that you can have.  This makes Dustman a flexible player and a challenge to
defeat.  The trick is to combat Dustman's halfbacks with your own halfbacks.
So use a 2-3-2 formation like so:

Suggested lineup
----------------

Forward : Cutman, Elecman
Halfback: Fireman, Needleman, Skullman
Fullback: Megaman, Megaman
Goalie  : Woodman

The final boss in this set of eight is Pharaohman, possibly the hardest robot
master to face.  Pharaohman is, like, super Dustman.  So, like last time, you
want to have a 2-3-2 lineup.

Suggested lineup
----------------

Forward : Cutman, Elecman
Halfback: Fireman, Needleman, Dustman
Fullback: Skullman, Megaman
Goalie  : Woodman

Following this, you go to Skull Castle.  Your first matchup is against Enker.
You might not know who Enker is.  Enker was a Rockman Killer robot from
Megaman: Dr. Wily's Revenge for the Gameboy.  Enker is nothing more than
Megaman with four more points of running skill (and a lot more painful of a
super shot!).  Combat this with the following 2-2-3 lineup:

Suggested lineup
----------------

Forward : Cutman, Elecman
Halfback: Dustman, Pharaohman
Fullback: Fireman, Needleman, Skullman
Goalie  : Woodman

The next match is against Megaman's brother, Protoman.  Protoman has seven more
running points than Megaman, much like Enker had four more.  Your lineup should
be pretty much the same, but with one minor substitution:

Suggested lineup
----------------

Forward : Enker, Fireman
Halfback: Dustman, Pharaohman
Fullback: Skullman, Needleman, Cutman
Goalie  : Woodman

And now the final match is against the evil Dr. Wily himself.  Dr. Wily's team
is a pain.  He's got ten more points in the running category than Megaman.  But
his tackle stat is 240 and his defensive stat is 240!  This is an
extraordinarily hard match that merits an extraordinarily odd formation: the
sweeper!

Suggested lineup
----------------

Forward : Enker, Protoman
Halfback: Fireman, Pharaohman
Fullback: Needleman, Cutman
Sweeper : Dustman
Goalie  : Woodman

Good luck!  Enjoy the ending!

0=~=~=~=~=~=~=~=~=~0
| 3.04: Tournament |
0=~=~=~=~=~=~=~=~=~0

Tournament mode is exactly what you'd expect: an ice cream cone.  Or that's
what you deserve.  It's a tournament.  Single elimination.  You get to pick
your team, though.  I'll go over teams in a minute.  But the way this works is
you play against a certain team (and if you have custom rules like the amount
of time being changed, those ARE in effect here).  When you beat that team, you
play another team who has already won their first game.  Then you play the
champion of the other four teams (there are eight to start with).  After that,
you face Enker, and then you face the winner of Dr. Wily vs. Protoman (it's
usually Dr. Wily).  Here are the teams (note that you cannot pick Dr. Wily,
Protoman, or Enker's teams) (from left to right and top to bottom) (I've also
added in suggested lineups for different formations):

Skullman
--------

3 Skullman
1 Bubbleman
1 Iceman
1 Bomberman
1 Airman
1 Geminiman

       Playing As
       ----------

       Skullman's team seems to be one of the more balanced teams.  You've got
       three Skullmen, who are statistically identical to Megaman.  This makes
       Skullman a good choice for any position.  Bubbleman is also
       statistically identical to Megaman, but he seems to have a greater
       immunity to super shots.  Iceman's superior speed makes him an
       excellent forward, while Airman's lack of speed but speriority in
       tackling skills make him an excellent fullback.  Bomberman is also
       identical to Megaman in stats.  5/8 of this team is.  I'd stick with a
       3-2-2 or 3-1-3 formation.

       Playing Against
       ---------------

       Like I said, Skullman's team is a tough cookie.  It can be combated by
       exploiting the lack of defensive power.  Blast them away with a great
       offense (3-2-2) or by keeping your team balanced (3-1-3).

       3-2-2
       -----

       Forward : Skullman, Iceman, Skullman
       Halfback: Bomberman, Geminiman
       Fullback: Airman, Skullman
       Goalie  : Bubbleman

       3-1-3
       -----

       Forward : Skullman, Iceman, Geminiman
       Halfback: Bomberman
       Fullback: Airman, Skullman, Skullman
       Goalie  : Bubbleman

       Sweeper
       -------

       Forward : Iceman, Skullman
       Halfback: Geminiman, Bomberman
       Fullback: Skullman, Skullman
       Sweeper : Airman
       Goalie  : Bubbleman

       2-3-2
       -----

       Forward : Iceman, Skullman
       Halfback: Geminiman, Bomberman, Skullman
       Fullback: Airman, Skullman
       Goalie  : Bubbleman

       2-2-3
       -----

       Forward : Iceman, Skullman
       Halfback: Geminiman, Bomberman
       Fullback: Skullman, Airman, Skullman
       Goalie  : Bubbleman


Cutman
------

3 Cutman
1 Toadman
1 Snakeman
1 Flashman
1 Bubbleman
1 Iceman

       Playing As
       ----------

       Cutman's team is another great choice.  Cutman himself has better than
       average speed AND tackling.  This makes him an ideal forward, halfback,
       and fullback.  Toadman is statistically identical to Megaman (although
       his super shot immunity seems to be greater).  Snakeman is almost
       identical to Megaman, but Snakeman has more tackling points.  As such,
       Snakeman's best position is probably a fullback or a halfback.
       Flashman is one of those players that you have to wonder about.  He is
       actually worse than Megaman and is the team's only downside.  Put him
       to work as a halfback or as a forward if need be.  As always, Bubbleman
       seems to be a great choice for goalie, and Iceman's great speed makes
       him an excellent forward.  Try to stick with a position that doesn't
       require the use of Flashman.  3-1-3 and 2-2-3 positions work best.

       Playing Against
       ---------------

       This team can be hilariously easy if you know how to deal with Cutman.
       The trick is to focus on defensive power.  Use a 2-2-3 or Sweeper
       formation, and stick your fastest players up at forward and switch your
       fullbacks and halfbacks.

       3-2-2
       -----

       Forward : Cutman, Iceman, Cutman
       Halfback: Flashman, Cutman
       Fullback: Toadman, Snakeman
       Goalie  : Bubbleman

       3-1-3
       -----

       Forward : Cutman, Iceman, Cutman
       Halfback: Flashman
       Fullback: Toadman, Snakeman, Cutman
       Goalie  : Bubbleman

       Sweeper
       -------

       Forward : Cutman, Iceman
       Halfback: Flashman, Cutman
       Fullback: Snakeman, Cutman
       Sweeper : Toadman
       Goalie  : Bubbleman

       2-3-2
       -----

       Forward : Cutman, Iceman
       Halfback: Flashman, Snakeman, Cutman
       Fullback: Toadman, Cutman
       Goalie  : Bubbleman

       2-2-3
       -----

       Forward : Cutman, Iceman
       Halfback: Flashman, Cutman
       Fullback: Snakeman, Toadman, Cutman
       Goalie  : Bubbleman


Woodman
-------

3 Woodman
1 Geminiman
1 Topman
1 Toadman
1 Snakeman
1 Flashman

       Playing As
       ----------

       When the designers of the game saw the raw defensive power that they
       were giving players here, they decided to balance it out with average
       or less-than-average players.  You have to realize what Woodman is
       capable of to effectively utilize this team.  Put Woodman anywhere but
       the forward position.  Stick to 2-2-3 or Sweeper positions for this
       team.  Woodman is a great defensive player.  Geminiman has speed and
       no defense; he should definitely go to the forward slot.  Topman and
       Flashman are identical: they are just like Megaman but with a worse
       tackle stat.  These guys should also be forwards or halfbacks.
       Snakeman is probably your best offensive player: he is identical to
       Megaman but with a better tackle stat.  Put him at a halfback.  Send
       Toadman to be your other fullback, and you're set.

       Oh, and Woodman is one of the two ultimate sweepers.

       Playing Against
       ---------------

       Exploit the lack of offense!  Use a 3-2-2 or 2-3-2 formation to wipe
       the floor with this team.  Keep the ball on their side of the field.


       3-2-2
       -----

       Forward : Geminiman, Topman, Flashman
       Halfback: Woodman, Snakeman
       Fullback: Toadman, Woodman
       Goalie  : Woodman

       3-1-3
       -----

       Forward : Geminiman, Topman, Flashman
       Halfback: Woodman
       Fullback: Toadman, Snakeman, Woodman
       Goalie  : Woodman

       Sweeper
       -------

       Forward : Geminiman, Topman
       Halfback: Woodman, Flashman
       Fullback: Snakeman, Toadman
       Sweeper : Woodman
       Goalie  : Woodman

       2-3-2
       -----

       Forward : Geminiman, Topman
       Halfback: Woodman, Flashman, Snakeman
       Fullback: Toadman, Woodman
       Goalie  : Woodman

       2-2-3
       -----

       Forward : Geminiman, Topman
       Halfback: Flashman, Snakeman
       Fullback: Woodman, Toadman, Woodman
       Goalie  : Woodman


Elecman
-------

3 Elecman
1 Flashman
1 Bubbleman
1 Iceman
1 Bomberman
1 Airman

       Playing As
       ----------

       Elecman's team is a watered down version of Cutman's team.  You've got
       three Elecmen whose usefulness can really die down on your side of the
       field.  Keep these guys up front.  That said, Elecman can be useful as
       a fullback inasmuch as he can reach the ball and kick it away before
       anyone else.  Some of the recommended formations reflect this.  As
       always, Bubbleman makes an appearance at goalie.  Iceman is a super
       version of Elecman: super speed, super bad tackle/defense.  Keep him at
       offense.  You've also got Flashman, the watered down Megaman.  Have
       Flashy boy at the halfback position.  Bomberman -- a statistical
       Megaman twin -- works great as a defender or as a halfback.  Airman is,
       as always, a great fullback due to his tackling capablilites.  This
       team really doesn't have much going for it, but stick with the Sweeper
       or 2-2-3 positions.

       Playing Against
       ---------------

       The trick here is to monitor what your opponent is doing with his/her/
       its formation.  If the opponent is going with 3-2-2, then you should
       counter with 2-2-3; you're going to be pummelled with offense.  Other-
       wise, stick with a 3-1-3 position to knock this team out of the water.

       3-2-2
       -----

       Forward : Elecman, Iceman, Elecman
       Halfback: Elecman, Flashman
       Fullback: Bomberman, Airman
       Goalie  : Bubbleman

       3-1-3
       -----

       Forward : Elecman, Iceman, Elecman
       Halfback: Flashman
       Fullback: Bomberman, Airman, Elecman
       Goalie  : Bubbleman

       Sweeper
       -------

       Forward : Elecman, Iceman
       Halfback: Elecman, Flashman
       Fullback: Elecman, Airman
       Sweeper : Bomberman
       Goalie  : Bubbleman

       2-3-2
       -----

       Forward : Elecman, Iceman
       Halfback: Elecman, Flashman, Elecman
       Fullback: Airman, Bomberman
       Goalie  : Bubbleman

       2-2-3
       -----

       Forward : Elecman, Iceman
       Halfback: Elecman, Flashman
       Fullback: Elecman, Bomberman, Airman
       Goalie  : Bubbleman


Megaman
-------

8 Megaman

       Playing As
       ----------

       LET'S ALL SHARE A SNICKER.  You don't have too many choices to make
       with this team.  Don't let its simplicity fool you, though; the team
       is well-rounded.  Megaman sets the bar for everything.  Because of
       this, simply check the Playing Against section for each team to see
       what you should go with.  When in doubt, use a Sweeper formation.

       Playing Against
       ---------------

       This team can be a nightmare.  It is very well-rounded.  The trick is
       to see what your opponent tries to emphasize.  If the opponent wants
       to play offense (3-2-2), then counter it with defense (2-2-3).  If
       the opponent goes with 3-1-3, 2-3-2, or Sweeper, do what the opponent
       does.  Keep your head, and you'll be fine.

       3-2-2
       -----

       Forward : Meagman, Megaman, Megaman
       Halfback: Megaman, Megaman
       Fullback: Megaman, Megaman
       Goalie  : Megaman

       3-1-3
       -----

       Forward : Megaman, Megaman, Megaman
       Halfback: Megaman
       Fullback: Megaman, Megaman, Megaman
       Goalie  : Megaman

       Sweeper
       -------

       Forward : Megaman, Megaman
       Halfback: Megaman, Megaman
       Fullback: Megaman, Megaman
       Sweeper : Megaman
       Goalie  : Megaman

       2-3-2
       -----

       Forward : Megaman, Megaman
       Halfback: Megaman, Megaman, Megaman
       Fullback: Megaman, Megaman
       Goalie  : Megaman

       2-2-3
       -----

       Forward : Megaman, Megaman
       Halfback: Megaman, Megaman
       Fullback: Megaman, Megaman, Megaman
       Goalie  : Megaman


Pharaohman
----------

3 Pharaohman
1 Snakeman
1 Flashman
1 Bubbleman
1 Iceman
1 Bomberman

       Playing As
       ----------

       This team is a brilliant team.  Let's look at it.  We've got 3
       Pharaohmen, the best halfbacks you could ask for.  Then there is
       Snakeman, the super tackle Megaman.  Flashman is the only downside to
       this team.  Bubbleman is the awesome goalie, Iceman is a great forward,
       and Bomberman is a well-balanced player.  This team gets a little
       funky.  Your best bets are the Sweeper and 2-3-2 positions.  Flashman
       is more of a nuisance than an asset, though, and if you don't care to
       use him too much, put him as a fullback and put Pharaohman as a
       forward (that tends to bring about interesting results) or even better,
       as a sweeper.  This team is very fun to play with, but...

       Playing Against
       ---------------

       The best advice is to simply not play against them.  Use them.  But if
       you are dead set for another team, you want to use a 2-3-2 position.
       Your halfbacks become very important figures in this game, so make
       sure that your best players are the halfbacks.

       3-2-2
       -----

       Forward : Iceman, Flashman, Snakeman
       Halfback: Pharaohman, Pharaohman
       Fullback: Pharaohman, Bomberman
       Goalie  : Bubbleman

       3-1-3
       -----

       Forward : Iceman, Flashman, Snakeman
       Halfback: Pharaohman
       Fullback: Pharaohman, Pharaohman, Bomberman
       Goalie  : Bubbleman

       Sweeper
       -------

       Forward : Iceman, Flashman
       Halfback: Snakeman, Pharaohman
       Fullback: Pharaohman, Bomberman
       Sweeper : Pharaohman
       Goalie  : Bubbleman

       2-3-2
       -----

       Forward : Iceman, Flashman
       Halfback: Snakeman, Pharaohman, Pharaohman
       Fullback: Pharaohman, Bomberman
       Goalie  : Bubbleman

       2-2-3
       -----

       Forward : Iceman, Flashman
       Halfback: Snakeman, Pharaohman
       Fullback: Pharaohman, Bomberman, Pharaohman
       Goalie  : Bubbleman


Fireman
-------

3 Fireman
1 Iceman
1 Bomberman
1 Airman
1 Geminiman
1 Topman

       Playing As
       ----------

       This is another great team.  Fireman is a better version of Megaman,
       stronger in everything but the kick stat (in which they are equal),
       even if he is weaker defensively.  This makes Fireman a great choice
       for almost any position.  As always, Iceman serves as a great forward.
       Geminiman is another good choice for a forward.  Sadly, after that,
       you've got Topman, who is another one of those players that is just
       like Megaman but weaker defensively.  Keep him out of the way.  Airman
       is a very good fullback/halfback, and Bomberman, having the best
       defense on the team, should provide an adequate goalie.  Due to the
       lack of defense, you'll probably want to reenforce your defensive
       powers with a 2-2-3 position or with a 2-3-2 formation.  Sweeper is
       good too, but you don't have a good candidate for it (Fireman works,
       but it's a shame to waste him).

       Playing Against
       ---------------

       The weakness of this team lies in its lack of defensive power: they
       have no one player who is better-than-average defensively.  To exploit
       this, pummel the team with a 3-2-2 formation or with a 2-3-2 formation.
       Figure out where Bomberman is; he's your biggest concern with their
       defense.  If the computer is playing a 3-2-2 position, you can be sure
       that they're going to rush you.  In this case, play it safe with 2-3-2.

       3-2-2
       -----

       Forward : Fireman, Iceman, Geminiman
       Halfback: Fireman, Airman
       Fullback: Fireman, Topman
       Goalie  : Bomberman

       3-1-3
       -----

       Forward : Fireman, Iceman, Geminiman
       Halfback: Airman
       Fullback: Fireman, Topman, Fireman
       Goalie  : Bomberman

       Sweeper
       -------

       Forward : Fireman, Iceman
       Halfback: Airman, Geminiman
       Fullback: Topman, Fireman
       Sweeper : Fireman
       Goalie  : Bomberman

       2-3-2
       -----

       Forward : Fireman, Iceman
       Halfback: Fireman, Geminiman, Airman
       Fullback: Topman, Fireman
       Goalie  : Bomberman

       2-2-3
       -----

       Forward : Geminiman, Iceman
       Halfback: Fireman, Airman
       Fullback: Fireman, Fireman, Topman
       Goalie  : Bomberman


Needleman
---------

3 Needleman
1 Airman
1 Geminiman
1 Topman
1 Toadman
1 Snakeman

       Playing As
       ----------

       Needleman's team is the polar opposite of Fireman's team: Needleman's
       team has great defense but poor offense.  The offense wouldn't be so
       bad if Needleman could run faster (he is one of three players with a 64
       kick stat).  Needleman is an awesome sweeper, though.  He's a perfect
       fullback and a great goalie (he can kick the ball away).  Assign one
       Needleman to fullback, halfback, and goalie (use the fullback for your
       sweeper).  Topman is a player on this team as well.  Since his weakness
       is defense and since you have an excellent defense, I'm going to
       actually recommend that you put Topman as a fullback.  This way, he's
       out of the way, and Needleman more than makes up for Topman.  Airman
       works as a fullback or as a halfback.  Toadman is a player you want
       to have as a forward.  Normally I'd recommend putting him at a
       defensive position due to his super shot immunity, but you need all
       the offense you can get.  Geminiman is a good forward.  I recommend
       putting Geminiman as a forward or as a halfback.  As always, Airman
       serves decently as your other halfback or as a fullback.  You really
       have to plan with this team; you can do a lot with it, but you can also
       fail miserably if you don't think things through.  Try to stick with a
       2-2-3, 2-3-2, or sweeper formation to make the most of this team.

       Playing Against
       ---------------

       As I said in the above paragraph, Needleman's team specializes in
       defense.  There's a decent chance that the ball will kept on your side
       of the field if you use a 2-2-3 position.  Your best bet, I think, is
       a 2-3-2 formation.  This way, you can have a formidable offense as well
       as a great defense.

       3-2-2
       -----

       Forward : Toadman, Snakeman, Geminiman
       Halfback: Needleman, Airman
       Fullback: Needleman, Topman
       Goalie  : Needleman

       3-1-3
       -----

       Forward : Toadman, Snakeman
       Halfback: Needleman, Geminiman
       Fullback: Needleman, Airman, Topman
       Goalie  : Needleman

       Sweeper
       -------

       Forward : Toadman, Snakeman
       Halfback: Needleman, Geminiman
       Fullback: Airman, Topman
       Sweeper : Needleman
       Goalie  : Needleman

       2-3-2
       -----

       Forward : Toadman, Snakeman
       Halfback: Needleman, Geminiman, Airman
       Fullback: Needleman, Topman
       Goalie  : Needleman

       2-2-3
       -----

       Forward : Toadman, Snakeman
       Halfback: Needleman, Geminiman
       Fullback: Needleman, Topman, Airman
       Goalie  : Needleman


Dustman
-------

3 Dustman
1 Bomberman
1 Airman
1 Geminiman
1 Topman
1 Toadman

       Playing As
       ----------

       Dustman's team is a better version of Needleman's team.  You've got
       three Dustmen.  Dustman is a great halfback and a great fullback.
       Lacking any other decent candidates, Dustman should also be a goalie.
       Bomberman and Toadman are very well-rounded.  Unlike with Needleman's
       team, however, I recommend putting Toadman as a fullback and Bomberman
       as a forward (simply because this team has slightly more offensive
       power).  Because of this formation, Topman is a good choice for
       forward.  Defense isn't involved in being a forward, so Topman is as
       good a choice as anybody.  This is also because he can be backed up
       by Dustman, Bomberman, and Geminiman, your other forward.  Geminiman
       goes fast enough to be a good forward.  If you want to do something
       funky, have Geminiman as your goalie.  When he gets the ball, have
       Geminiman do a power shot to get the ball down to the other side of the
       field.  Fun stuff.  Anyway, Airman works as a backup halfback and
       fullback.  Because this team focuses on halfback power, use a 2-3-2
       or 3-2-2 formation.

       Playing Against
       ---------------

       This team isn't too bad to play against.  The computer seems to enjoy
       mismatching some positions, so use that to your advantage.  Knock this
       team out with a 2-3-2 formation or with a 3-1-3 formation.  This team
       is well-rounded in both offense and defense, so counter it with your
       own dynamic offense and defense.

       3-2-2
       -----

       Forward : Geminiman, Topman, Bomberman
       Halfback: Dustman, Airman
       Fullback: Dustman, Toadman
       Goalie  : Dustman

       3-1-3
       -----

       Forward : Geminiman, Topman, Bomberman
       Halfback: Dustman
       Fullback: Dustman, Airman, Toadman
       Goalie  : Dustman

       Sweeper
       -------

       Forward : Geminiman, Topman
       Halfback: Dustman, Bomberman
       Fullback: Airman, Toadman
       Sweeper : Dustman
       Goalie  : Dustman

       2-3-2
       -----

       Forward : Geminiman, Topman
       Halfback: Dustman, Bomberman, Airman
       Fullback: Toadman, Dustman
       Goalie  : Dustman

       2-2-3
       -----

       Forward : Geminiman, Topman
       Halfback: Dustman, Bomberman
       Fullback: Airman, Dustman, Toadman
       Goalie  : Dustman

(you can't do anything with the rest of these teams, so I'm not going to show
you suggested lineups)

Enker
-----

3 Enker
1 Topman
1 Toadman
1 Snakeman
1 Flashman
1 Bubbleman

       Playing Against
       ---------------

       This team's offense is dangerous.  Enker's weakness lies in his
       complete lack of defensive power.  The best thing he's got is
       Bubbleman.  Enker's power shot is very dangerous.    He's got Topman
       (bad defense version of Megaman), Toadman (just like Megaman), Snakeman
       (better tackle), Flashman (just like Topman), and Bubbleman (just like
       Toadman).  What this means for you is that Enker's primary advantages
       lie in his forwards and in his halfbacks.  My recommendation is to use
       Sweeper formation for the first half, and use 2-3-2 or 3-1-3 formation
       for the second half.  If you can keep the ball on Enker's side of the
       field, you'll be fine.

Dr. Wily
--------

3 Wily
1 Bomberman
1 Geminiman
1 Toadman
1 Flashman
1 Iceman

       Playing Against
       ---------------

       Dr. Wily is the one obstacle between you and the winner's circle.  As
       you probably know, Dr. Wily is the best player in the game (the only
       stat that he doesn't have the best of is the kicking stat).  This
       makes Dr. Wily himself a formidable foe.  If the computer has a Wily
       on defense, this match if even harder.  He's got an ideal offense
       with Bomberman, Geminiman, and Iceman.  He's got Toadman and Flashman.
       Flashman is the only weak part of this team.  The best way to face this
       team is to treat it like Enker's: use a Sweeper formation for the first
       half (Wily's power shot is unmatched).  For the second half, use a
       2-3-2 or 3-1-3 formation to counter Wily's great offense and defense.

Protoman
--------

I have never seen his team; I don't think he can beat Wily.

Good luck with the tournament!  If you want me to recommend a team, I'd go with
Pharaohman's team or with Skullman's team.

0=~=~=~=~=~=~=~0
| 3.05: League |
0=~=~=~=~=~=~=~0

The league is the round-robin version of the tournament.  You face every team
once.  Unlike the tournament, you do not face Dr. Wily/Enker/Protoman teams.
In fact, each time has one of those players on them!  On the league chart, GP
is the number of points scored by the team on the left, and GD is the
difference in points between the team on the left (of the chart) and the team
on the top.  Positive scores are good.  On the chart, a red circle means that
you won the game.  A grey X indicates a loss, and a blue triangle indicates a
tie.  You recieve one point for a tie and two points for a win.  At the end of
the season, the team with the most points win.   Here are the teams (again,
from left to right and top to bottom):

Skullman
--------

3 Skullman
2 Bomberman
2 Flashman
1 Protoman

       Playing As
       ----------

       This team has its strength in its offense.  Skullman and Bomberman are
       the two Megamen for this team (their stats are identical).  Flashman
       is weaker defensively, so he should be put closer to the front lines.
       Protoman is the star of this team, though.  His running points are 7
       higher than everyone else.  For this reason, Protoman should be your
       forward.  Everyone else can be put wherever you want them.  Bomberman
       seems to have greater immunity to power shots than Skullman, so put
       him in goal.  Because of the offensive capabilities of this team, use
       a 3-2-2 or a 2-3-2 formation.

       Playing Against
       ---------------

       Like I said earlier, Skullman's team is lacking in its defense.  Their
       offense is nothing special either, so pummel them with offense of your
       own: 3-2-2 or 2-3-2 formations are in order.  If you keep the ball
       on their side of the field, you'll be doing fine.

       3-2-2
       -----

       Forward : Protoman, Skullman, Flashman
       Halfback: Bomberman, Flashman
       Fullback: Skullman, Skullman
       Goalie  : Bomberman

       3-1-3
       -----

       Forward : Protoman, Skullman, Flashman
       Halfback: Bomberman
       Fullback: Skullman, Flashman, Skullman
       Goalie  : Bomberman

       Sweeper
       -------

       Forward : Protoman, Skullman
       Halfback: Bomberman, Flashman
       Fullback: Skullman, Flashman
       Sweeper : Skullman
       Goalie  : Bomberman

       2-3-2
       -----

       Forward : Protoman, Skullman
       Halfback: Bomberman, Flashman, Flashman
       Fullback: Skullman, Skullman
       Goalie  : Bomberman

       2-2-3
       -----

       Forward : Protoman, Flashman
       Halfback: Bomberman, Flashman
       Fullback: Skullman, Skullman, Skullman
       Goalie  : Bomberman


Cutman
------

3 Cutman
2 Bubbleman
2 Iceman
1 Enker

       Playing As
       ----------

       This team is another team whose strength lies in their offense.  Cutman
       is another Megaman-esque player, only stronger.  This makes Cutman
       ideal for just about any position.  Enker and Iceman provide a great
       deal of speed, so be sure to utilize them in the forward or halfback
       positions.  As always, Bubbleman is suited for the back side of the
       field.  This team does have more going for it defensively.  3-2-2
       and Sweeper formations seem to work the best here.  If you want,
       play around with the 3-1-3 formation.

       Playing Against
       ---------------

       Cutman's team is well-rounded.  As always, the best way to deal with
       well-roundedness is with a 2-3-2 formation.  You'll want to watch out
       for where they have Cutman.  If Cutman is in the backfield, then
       prepare for a little bit of trouble keeping the ball back there.  Enker
       isn't nearly the threat that Protoman is, so he shouldn't be your main
       concern.  Utilize power shots to get down the field as opposed to
       shooting on the goal with them.

       3-2-2
       -----

       Forward : Cutman, Iceman, Enker
       Halfback: Iceman, Cutman
       Fullback: Bubbleman, Cutman
       Goalie  : Bubbleman

       3-1-3
       -----

       Forward : Cutman, Iceman, Enker
       Halfback: Iceman
       Fullback: Cutman, Bubbleman, Cutman
       Goalie  : Bubbleman

       Sweeper
       -------

       Forward : Cutman, Enker
       Halfback: Cutman, Iceman
       Fullback: Cutman, Iceman
       Sweeper : Bubbleman
       Goalie  : Bubbleman

       2-3-2
       -----

       Forward : Cutman, Enker
       Halfback: Cutman, Iceman, Iceman
       Fullback: Bubbleman, Cutman
       Goalie  : Bubbleman

       2-2-3
       -----

       Forward : Cutman, Enker
       Halfback: Iceman, Iceman
       Fullback: Cutman, Cutman, Bubbleman
       Goalie  : Bubbleman


Woodman
-------

3 Woodman
2 Airman
2 Geminiman
1 Enker

       Playing As
       ----------

       Woodman's is one of those teams that has a superb balance.  Three
       Woodmen make up a perfect backfield.  The problem with Woodman is
       that he is the slowest runner in the game.  Because of his speed
       (or lack thereof), keep Woodman at the back.  While Woodman is an
       effective halfback, you have to hope that he gets to where you need
       him when you need him.  That's not a gamble you want to take.  Keep
       Airman as a halfback or as a fullback.  Geminiman has speed going for
       him.  He's faster than Enker.  You might want to get Geminiman down
       the field, have Enker pass it to Geminiman, and then have Geminiman
       score.  Try to stick with 3-2-2 here; you don't have to worry about
       your defense at all.

       Playing Against
       ---------------

       This team can be pretty tough.  While their obvious strength is in the
       defense, Woodman's team has a speedy offense that'll be down your
       throat before you can say "Leaf me alone."  Combat this by sending
       your offense down their throat with 3-2-2.  On the other hand, if your
       team isn't so strong offensively, then use a 2-2-3 formation to at
       least keep the ball outta your goal.  Don't use Sweeper, though; that
       only leaves you weak in every position.

       3-2-2
       -----

       Forward : Geminiman, Enker, Geminiman
       Halfback: Airman, Airman
       Fullback: Woodman, Woodman
       Goalie  : Woodman

       3-1-3
       -----

       Forward : Geminiman, Enker, Geminiman
       Halfback: Airman
       Fullback: Woodman, Woodman, Airman
       Goalie  : Woodman

       Sweeper
       -------

       Forward : Geminiman, Enker
       Halfback: Geminiman, Airman
       Fullback: Airman, Woodman
       Sweeper : Woodman
       Goalie  : Woodman

       2-3-2
       -----

       Forward : Geminiman, Enker
       Halfback: Geminiman, Airman, Airman
       Fullback: Woodman, Woodman
       Goalie  : Woodman

       2-2-3
       -----

       Forward : Geminiman, Enker
       Halfback: Geminiman, Airman
       Fullback: Woodman, Airman, Woodman
       Goalie  : Woodman


Elecman
-------

3 Elecman
2 Geminiman
2 Snakeman
1 Dr. Wily

       Playing As
       ----------

       You've got the good doctor on your team.  That's a huge asset right
       there.  He's an ideal goalie, but why waste that awesome tackle stat
       as a goalie?  No, Wily's perfect positions are fullback and sweeper.
       The speedy Elecman and Geminiman work wonders for your forward and
       halfback positions, with the well-rounded Snakeman filling in any
       gaps.  This team is a really good team.  Because you've got a speedy
       offense, don't worry about using your power shots to score; you'll be
       at your opponent's goal before they realize what hit them.  Instead,
       use Wily's power shot to get the ball down the field.  You don't have
       a great candidate for goalie, so Dr. Wily is probably going to be your
       unofficial goalie (Snakeman is the best non-Wily candidate).  Use a
       3-1-3 formation to knock your opponents out of the water.

       Playing Against
       ---------------

       This team is a painful experience.  They've got an excellent offense,
       great defensive power, and Dr. Wily.  The computer seems to like to
       have Wily in an offensive position.  I was successful with a 3-2-2
       position, but a 3-1-3 or 2-2-3 position might be safer.  However, in
       this case, I would not recommend going with the Sweeper formation.  You
       weaken too many areas just to take care of Wily.

       3-2-2
       -----

       Forward : Elecman, Snakeman, Geminiman
       Halfback: Geminiman, Elecman
       Fullback: Dr. Wily, Elecman
       Goalie  : Snakeman

       3-1-3
       -----

       Forward : Elecman, Snakeman, Geminiman
       Halfback: Geminiman
       Fullback: Elecman, Dr. Wily, Elecman
       Goalie  : Snakeman

       Sweeper
       -------

       Forward : Elecman, Snakeman
       Halfback: Geminiman, Geminiman
       Fullback: Elecman, Elecman
       Sweeper : Dr. Wily
       Goalie  : Snakeman

       2-3-2
       -----

       Forward : Elecman, Snakeman
       Halfback: Elecman, Geminiman, Geminiman
       Fullback: Dr. Wily, Elecman
       Goalie  : Snakeman

       2-2-3
       -----

       Forward : Elecman, Snakeman
       Halfback: Geminiman, Geminiman
       Fullback: Dr. Wily, Elecman, Elecman
       Goalie  : Snakeman


Megaman
-------

3 Megaman
2 Iceman
2 Bubbleman
1 Protoman

       Playing As
       ----------

       This team is slightly more diverse than the Tournament version of
       Megaman's team.  This team is purely offense.  Bubbleman is the only
       strong defensive player you've got.  Keep Protoman up front.  Megaman
       should take one of every other non-goalie position.  Bubbleman is a
       solid backfield player, and Iceman should fill in the gaps.  Try to
       keep Iceman up front, though.  Use a 3-2-2 position.  There's no point
       in doing 2-2-3 since you don't have anything to help reenforce your
       defense.  Just try to keep the ball on the other side of the field.
       If the ball gets too close for comfort, don't be afraid to power shot
       the ball back down the field.

       Playing Against
       ---------------

       This team has a strong offense and no defense.  If your defensive
       capabilities are good enough, then try a 2-2-3 formation.  2-3-2 is
       definitely the safer formation, though.  Protoman is the only major
       threat on this team.  If you don't let Protoman near the ball, then you
       should be fine.

       3-2-2
       -----

       Forward : Megaman, Protoman, Iceman
       Halfback: Iceman, Megaman
       Fullback: Bubbleman, Megaman
       Goalie  : Bubbleman

       3-1-3
       -----

       Forward : Megaman, Protoman, Iceman
       Halfback: Megaman
       Fullback: Iceman, Bubbleman, Megaman
       Goalie  : Bubbleman

       Sweeper
       -------

       Forward : Megaman, Protoman
       Halfback: Iceman, Megaman
       Fullback: Megaman, Iceman
       Sweeper : Bubbleman
       Goalie  : Bubbleman

       2-3-2
       -----

       Forward : Megaman, Protoman
       Halfback: Iceman, Megaman, Iceman
       Fullback: Megaman, Bubbleman
       Goalie  : Bubbleman

       2-2-3
       -----

       Forward : Megaman, Protoman
       Halfback: Iceman, Megaman
       Fullback: Megaman, Bubbleman, Iceman
       Goalie  : Bubbleman


Pharaohman
----------

3 Pharaohman
2 Toadman
2 Geminiman
1 Enker

       Playing As
       ----------

       This team is pure awesomeness.  Even though it has the weakest of the
       three 'secret' characters, everybody else balances out.  Pharaohman is
       the ultimate halfback.  Because of his tackle/defensive capabilities,
       Pharaohman also serves very well as a goalie and as a fullback.
       Toadman, despite having the same stats as Megaman, is a sight to fear
       down in the defensive zone, so keep him there.  Geminiman and Enker
       are awesome offensive powers, and Geminiman's speed will let him fall
       into the halfback role easily if necesary.  This team works the best
       with the ball in the middle of the field, although the team is dominate
       in the other parts of the field.  Stick with 2-3-2 or 2-2-3 formations.

       Playing Against
       ---------------

       This team is the hardest team in the league.  The ball will not be kept
       on their side of the field for long.  Your halfbacks will probably be
       obsolete.  The best formation to use is the 3-1-3 formation.  This way,
       you can focus on getting the ball to Pharaohman's side of the court
       and stop Pharaohman's approach to your goal.  That's the best way to
       survive.

       3-2-2
       -----

       Forward : Geminiman, Enker, Geminiman
       Halfback: Pharaohman, Toadman
       Fullback: Pharaohman, Toadman
       Goalie  : Pharaohman

       3-1-3
       -----

       Forward : Geminiman, Enker, Geminiman
       Halfback: Pharaohman
       Fullback: Pharaohman, Toadman, Toadman
       Goalie  : Pharaohman

       Sweeper
       -------

       Forward : Geminiman, Enker
       Halfback: Geminiman, Pharaohman
       Fullback: Toadman, Toadman
       Sweeper : Pharaohman
       Goalie  : Pharaohman

       2-3-2
       -----

       Forward : Geminiman, Enker
       Halfback: Geminiman, Pharaohman, Toadman
       Fullback: Pharaohman, Toadman
       Goalie  : Pharaohman

       2-2-3
       -----

       Forward : Geminiman, Enker
       Halfback: Geminiman, Pharaohman
       Fullback: Toadman, Pharaohman, Toadman
       Goalie  : Pharaohman


Fireman
-------

3 Fireman
2 Flashman
2 Bomberman
1 Enker

       Playing As
       ----------

       This team is probalby not the best choice.  It'd be better with Wily or
       Protoman.  Fireman's strength is his tackling skill.  He can also run
       at a decent clip (better than average), so keep that in mind.  Flashman
       is, as always, a liability on defense, so keep him closer to the front.
       Enker should also be in the front.  Bomberman is the average player on
       the team, so stick him in the back (because the front positions are
       taken).  Keep the ball on the other side of the field.  There's no
       telling whether or not your defense can handle certain teams.  If the
       ball gets too close, then use a power shot to get it to the other side
       of the field.  Ideally, if you can get the ball to Enker, he's got a
       great shot at scoring.  Use a 3-2-2 or 3-1-3 formation to deal with
       threats to this team.

       Playing Against
       ---------------

       As I said, Fireman's team is lacking in defense.  Therefore, you should
       be strong in offense.  They don't have a lot of speed, so you do not
       have to worry about trying to beef up your defense.  For this reason,
       the most logical formation is 3-2-2.  2-3-2 might work for you as well.
       The trick is to keep the ball away from Enker.  Enker is your only
       true threat.  Exploit the lack of defense in Fireman, and you should
       have an easy victory.

       3-2-2
       -----

       Forward : Fireman, Flashman, Enker
       Halfback: Flashman, Fireman
       Fullback: Bomberman, Fireman
       Goalie  : Bomberman

       3-1-3
       -----

       Forward : Fireman, Enker, Flashman
       Halfback: Flashman
       Fullback: Bomberman, Fireman, Fireman
       Goalie  : Bomberman

       Sweeper
       -------

       Forward : Fireman, Enker
       Halfback: Flashman, Flashman
       Fullback: Fireman, Fireman
       Sweeper : Bomberman
       Goalie  : Bomberman

       2-3-2
       -----

       Forward : Fireman, Enker
       Halfback: Flashman, Flashman, Fireman
       Fullback: Fireman, Bomberman
       Goalie  : Bomberman

       2-2-3
       -----

       Forward : Fireman, Enker
       Halfback: Flashman, Flashman
       Fullback: Fireman, Fireman, Bomberman
       Goalie  : Bomberman


Needleman
---------

3 Needleman
2 Topman
2 Toadman
1 Protoman

       Playing As
       ----------

       This team is lacking.  I say this just because it has Topman.  Other
       than that, the team isn't bad.  Needleman, like Pharaohman, provides
       all of your defense.  Toadman is a great asset in this field as well.
       Protoman should, as usual, stay near the front.  Because of Topman's
       weak defense, keep him out of the backfield -- always use Topman as a
       forward.  Even if you sacrifice Protoman as a forward.  With Protoman
       and Topman providing an offense and with Needleman and Toadman taking
       care of the backfield, you'd be doing well with a 2-3-2 or 3-1-3
       formation.  Even though the latter weakens your midfield a lot, you
       reenforce the two extreme positions -- and that's what you need to do.
       That said, you could argue that, lacking in any great power on either
       side, beefing up your halfback position is the ideal thing to do.
       If you subscribe to that school of thought, then use the 2-3-2
       formation.  Whatever works best for you.

       Playing Against
       ---------------

       The offense on this team is lacking.  This leaves you with nothing to
       worry about in your backfield, so go ahead and use a 3-2-2 formation to
       wipe the floor with Needleman's team.  The only players to worry about
       are the backfield players, and the computer likes to botch those.

       3-2-2
       -----

       Forward : Topman, Protoman, Topman
       Halfback: Needleman, Toadman
       Fullback: Needleman, Toadman
       Goalie  : Needleman

       3-1-3
       -----

       Forward : Topman, Protoman, Topman
       Halfback: Needleman
       Fullback: Needleman, Toadman, Toadman
       Goalie  : Needleman

       Sweeper
       -------

       Forward : Topman, Topman
       Halfback: Protoman, Needleman
       Fullback: Needleman, Toadman
       Sweeper : Toadman
       Goalie  : Needleman

       2-3-2
       -----

       Forward : Topman, Topman
       Halfback: Protoman, Needleman, Toadman
       Fullback: Needleman, Toadman
       Goalie  : Needleman

       2-2-3
       -----

       Forward : Topman, Topman
       Halfback: Protoman, Needleman
       Fullback: Toadman, Needleman, Toadman
       Goalie  : Needleman


Dustman
-------

3 Dustman
2 Snakeman
2 Airman
1 Dr. Wily

       Playing As
       ----------

       The last team is one with Dr. Wily.  This team has extraordinary
       defense.  Its offense is somewhat lacking, though.  Like Pharaohman,
       Dustman works well in all the backfield positions.  Like I said with
       Elecman's team, there's no point in wasting Dr. Wily in the goalie
       position.  Unlike Elecman's team, because this team lacks in offense,
       I recommend putting the good doctor as a halfback.  The only exception
       to this is when you play Sweeper.  Wily should be your sweeper.
       Snakeman is the team's offensive power, though.  Airman, that slowbie,
       should work from the backfield.  However, in the 3-2-2 position, you
       might want to use Airman as your forward, because your only other
       option is Dustman.  Dustman runs too slow for that job.  With this
       team, try to keep the ball in the middle of the field.  Use a 2-3-2
       or 2-2-3 formation to cruise your way to victory.

       Playing Against
       ---------------

       Like I said, Dustman's team is lacking in offense.  That said, if
       Wily gets onto your side of the field, you're in for a world of hurt.
       The best thing to do is to use a 3-1-3 formation so that all of your
       bases are covered.

       3-2-2
       -----

       Forward : Snakeman, Snakeman, Airman
       Halfback: Dustman, Dr. Wily
       Fullback: Airman, Dustman
       Goalie  : Dustman

       3-1-3
       -----

       Forward : Snakeman, Snakeman
       Halfback: Dr. Wily
       Fullback: Dustman, Airman, Dustman
       Goalie  : Dustman

       Sweeper
       -------

       Forward : Snakeman, Snakeman
       Halfback: Airman, Dustman
       Fullback: Dustman, Airman
       Sweeper : Dr. Wily
       Goalie  : Dustman

       2-3-2
       -----

       Forward : Snakeman, Snakeman
       Halfback: Airman, Dustman, Dr. Wily
       Fullback: Dustman, Airman
       Goalie  : Dustman

       2-2-3
       -----

       Forward : Snakeman, Snakeman
       Halfback: Dr. Wily, Dustman
       Fullback: Airman, Dustman, Airman
       Goalie  : Dustman


Personally, I recommend Needleman, Cutman, and Elecman.  Have fun.

0=~=~=~=~=~=~=~=~=0
| 3.06: Shoot-out |
0=~=~=~=~=~=~=~=~=0

A shoot-out occurs at the end of the game if there's a tie.  This only occurs
in Capcom Championship, Exhibition, and Tournament (in League, there's a tie
symbol).  The way it works is thus: five players are chosen at random from each
team.  These players each get one shot at scoring a goal.  They stand in front
of the penalty box and shoot.  If they make it, that's one point towards the
shoot-out score.  Whoever gets the most goals wins.

In Megaman Soccer, it's purely luck.  Any button will shoot the ball when
you're shooting.  You can shoot the ball (you aim) to the left of the goalie
(left + a button), straight (a button), or to the right (right + a button).  As
a goalie, you can block to the left (left + a button), straight (a button), or
right (right + a button).  Whether or not you succeed in blocking/scoring seems
to be completely random.  This is really fun against a friend, though.

To relate, it's like the game Look Away in Mario Party 2 for the Nintendo 64.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                               IV. Appendices

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

0=~=~=~=~=~=~=~=0
| 4.01: Players |
0=~=~=~=~=~=~=~=0

After debating on how to do this, I decided to present a quick stat chart here
and in-depth explanations of the players shortly thereafter.  I have also, in
each character section, provided the character's stats as well as the stats of
Megaman for the sake of comparison.  I've also taken the liberty of describing
the power shots and listing the modes of play in which the players are
available.  In parentheses next to the mode is the requirement to play as the
character or the team on which the player plays.  Also, just for a quick
explanation of the stats:

Run: The speed at which the character can run.
Kik: The distance of a kick from this player.
Tac: The higher this stat, the better chances are that a player tackled by the
    player in question will trip.
Dif: Defense.  The higher this stat is, the better chance that this player can
    survive a power shot.  I also think that the defensive stat determines the
    chances of the player falling when he is tackled.

I'll use the acronyms that the game uses for the sake of continuity.

Stat chart:

------------------------------------
|   Player   | Run | Kik | Tac | Dif |
|------------|-----|-----|-----|-----|
| Protoman   |  47 |  62 |  96 | 128 |
| Megaman    |  40 |  62 |  96 | 128 |
| Cutman     |  42 |  62 | 160 |  98 |
| Iceman     |  48 |  62 |  48 |  48 |
| Bomberman  |  40 |  62 |  96 | 128 |
| Fireman    |  42 |  62 | 128 | 112 |
| Elecman    |  43 |  62 |  64 |  96 |
| Airman     |  38 |  62 | 160 |  96 |
| Bubbleman  |  40 |  62 |  96 | 128 |
| Flashman   |  40 |  62 |  96 |  96 |
| Woodman    |  28 |  64 | 224 | 208 |
| Needleman  |  36 |  64 | 128 | 128 |
| Geminiman  |  48 |  62 |  96 |  96 |
| Topman     |  40 |  62 |  96 |  96 |
| Snakeman   |  40 |  62 | 112 | 128 |
| Toadman    |  40 |  62 |  96 | 128 |
| Pharaohman |  34 |  62 | 224 | 160 |
| Dustman    |  36 |  64 |  96 | 176 |
| Skullman   |  40 |  62 |  96 | 128 |
| Enker      |  44 |  62 |  96 | 128 |
| Dr. Wily   |  50 |  62 | 240 | 240 |
------------------------------------

Players:

<----------------------------------------------------------------------------->
DRN 000: PROTOMAN

Protoman is Megaman's long-lost brother.  He sports a yellow scarf, a shield,
and shades.  He dropped the shield to make himself run faster.

Power shot: Charged Proto Buster shot that knocks the enemy straight into the
           air.  He'll fall back down, shake the shot off after about a
           second, and then continue.
Available : Exhibition
           Capcom Championship (after defeating him)
           League (Skullman, Megaman, Needleman)
Stats     :

---------------------------
| Stat | Protoman | Megaman |
|------|----------|---------|
| Run  |  47      |  40     |
| Kik  |  62      |  62     |
| Tac  |  96      |  96     |
| Dif  | 128      | 128     |
---------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 001: MEGAMAN

Megaman is the famous blue bomber that everyone knows and loves.  Everyone
except Dr. Wily, of course.  Megaman has saved the world countless times, but
can he see why kids love Cinammon Toast Crunch?

Power shot: Charged Mega Buster shot that knocks the enemy straight into the
           air.  He'll fall back down, shake the shot off after about a
           second, and then continue.
Available : Exhibition
           Capcom Championship (start)
           Tournament (Megaman)
           League (Megaman)
Stats     :

--------------------------
| Stat | Megaman | Megaman |
|------|---------|---------|
| Run  |  40     |  40     |
| Kik  |  62     |  62     |
| Tac  |  96     |  96     |
| Dif  | 128     | 128     |
--------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 003: CUTMAN

Cutman was made by both Dr. Light and Dr. Wily.  He was originally a timber
robot, but now he's out to cut you out of the game!

Power shot: The ball becomes a giant Rolling Cutter than flys in a zig-zag
           pattern and makes the opponent go to pieces over this move.  The
           target will pull himself together after a few seconds.
Available : Exhibition
           Capcom Championship (beat him)
           Tournament (Cutman)
           League (Cutman)
Stats     :

-------------------------
| Stat | Cutman | Megaman |
|------|--------|---------|
| Run  |  42    |  40     |
| Kik  |  62    |  62     |
| Tac  | 160    |  96     |
| Dif  |  98    | 128     |
-------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 005: ICEMAN

Iceman was an arctic investigation robot.  Due to his small size, Iceman is
very fast.  He could probably skate if there was an Ice Field.  Think how
awesome that would be.

Power shot: The ball becomes a giant Ice Slasher that encases the victim in a
           case of ice for about three seconds.
Available : Exhibition
           Tournament (Skullman, Cutman, Elecman, Pharaohman, Fireman, Wily)
           League (Cutman, Megaman)
Stats     :

-------------------------
| Stat | Iceman | Megaman |
|------|--------|---------|
| Run  |  48    |  40     |
| Kik  |  62    |  62     |
| Tac  |  48    |  96     |
| Dif  |  48    | 128     |
-------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 006: BOMBERMAN

His name is actually Bombman, but for the sake of continuity, I call him what
the came calls him.  Bomberman is a robot that demolishes his competition.

Power shot: The ball turns into a Hyper Bomb that blows up the victim.  The
           victim is in the air for a few seconds, drops, stands up, and moves
           along.
Available : Exhibition
           Tournament (Skullman, Elecman, Pharaohman, Fireman, Dustman, Wily)
           League (Skullman, Fireman)
Stats     :

----------------------------
| Stat | Bomberman | Megaman |
|------|-----------|---------|
| Run  |  40       |  40     |
| Kik  |  62       |  62     |
| Tac  |  96       |  96     |
| Dif  | 128       | 128     |
----------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 007: FIREMAN

Fireman was a garbage disposer robot before he came a HUNK OF BURNIN' EVIL.
Fireman likes long, romantic walks on coals and a nice oil bath.  He's probably
the most well-rounded of the Megaman 1 robots.

Power shot: The ball becomes a giant Fire Storm blast that engulfs the victim
           in flames for about two seconds and then drops the poor guy to the
           ground.  A second is required to recover before the victim can get
           up.
Available : Exhibition
           Capcom Championship (beat him)
           Tournament (Fireman)
           League (Fireman)

--------------------------
| Stat | Fireman | Megaman |
|------|---------|---------|
| Run  |  42     |  40     |
| Kik  |  62     |  62     |
| Tac  | 128     |  96     |
| Dif  | 112     | 128     |
--------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 008: ELECMAN

Elecman is a power generator, both literally and offensively.  He can run fast
and is also my favorite robot master in the series (well, tied with Shadowman).

Power shot: The ball turns into a giant blast of Thunder Beam that, upon
           contact, traps the player in an electric blast that stuns them for
           two seconds, makes them lie on the ground for one second, and then
           get back up.
Available : Exhibition
           Capcom Championship (beat him)
           Tournament (Elecman)
           League (Elecman)
Stats     :

--------------------------
| Stat | Elecman | Megaman |
|------|---------|---------|
| Run  |  43     |  40     |
| Kik  |  62     |  62     |
| Tac  |  64     |  96     |
| Dif  |  96     | 128     |
--------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 010: AIRMAN

Airman wants to blow you away.  He's a big robot with a fan in his middle.

Power shot: The ball turns into a blast of Air Shooter that will send the
           target flying upon contact.
Available : Exhibition
           Tournament (Skullman, Elecman, Fireman, Needleman, Dustman)
           League (Dustman, Woodman)
Stats     :

--------------------------
| Stat | Airman  | Megaman |
|------|---------|---------|
| Run  |  38     |  40     |
| Kik  |  62     |  62     |
| Tac  | 160     |  96     |
| Dif  |  96     | 128     |
--------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 011: BUBBLEMAN

Bubbleman is the first underwater robot.  Ever.  And for some reason, this
statistical Megaman lookalike thinks he can play soccer.  He can.
Interestingly enough, Bubbleman seems to make a better goalie than Woodman and
Pharaohman, both of whom have higher defensive ratings than Bubbleman.
Bubbleman seems to be immune to a lot of the power shots, though.

Power shot: A giant Bubble Lead shot is fired.  The victim is encased in a
           giant bubble.  The bubble hovers for two or three seconds before
           popping.
Available : Exhibition
           Tournament (Skullman, Cutman, Elecman, Enker, Pharaohman)
           League (Cutman, Megaman)
Stats     :

----------------------------
| Stat | Bubbleman | Megaman |
|------|-----------|---------|
| Run  |  40       |  40     |
| Kik  |  62       |  62     |
| Tac  |  96       |  96     |
| Dif  | 128       | 128     |
----------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 014: FLASHMAN

Since Flashman can stop time, you'd think he would put that power to use in the
soccer game.  He doesn't, so you have no unfair advantages when playing
alongside Flashman.

Power shot: A solid version of Time Stopper is sent flying at an opponent.  If
           the ball hits an opponent, the opponent will freeze for three
           seconds before reanimating and playing again.
Available : Exhibition
           Tournament (Cutman, Woodman, Pharaohman, Enker, Wily)
           League (Skullman, Fireman)

---------------------------
| Stat | Flashman | Megaman |
|------|----------|---------|
| Run  |  40      |  40     |
| Kik  |  62      |  62     |
| Tac  |  96      |  96     |
| Dif  |  96      | 128     |
---------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 016: WOODMAN

Wood you?

Woodman is an ideal goalie.  His tackle and defensive ratings are through the
roof.  The only problem is his susceptibility to power shots.

Power shot: The ball is surrounded by Woodman's Leaf Shield.  Anything that is
           hit by the Leaf Shield is knocked over for one second.
Available : Exhibition
           Capcom Championship (beat him)
           Tournament (Woodman)
           League (Woodman)
Stats     :

--------------------------
| Stat | Woodman | Megaman |
|------|---------|---------|
| Run  |  28     |  40     |
| Kik  |  64     |  62     |
| Tac  | 224     |  96     |
| Dif  | 208     | 128     |
--------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 017: NEEDLEMAN

Needleman has a sharp wit.  While he cannot run very quickly, he can tackle
very well and has average defense.  His kicking is higher than usual.

Power shot: The ball becomes a NEEDLE BALL.  The effect is the same as Cutman's
           super shot: the opponent is cut to shreds for a few seconds.
Available : Exhibition
           Capcom Championship (beat him)
           Tournament (Needleman)
           League (Needleman)
Stats     :

----------------------------
| Stat | Needleman | Megaman |
|------|-----------|---------|
| Run  |  36       |  40     |
| Kik  |  64       |  62     |
| Tac  | 128       |  96     |
| Dif  | 128       | 128     |
----------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 019: GEMINIMAN

Geminiman has the amazing ability to split in two.  Of course, since you can
only have eight players on the field, this ability doesn't help much.
Geminiman's speed is above average, but his defense is low.

Power shot: The ball splits in two.  One's a fake.  Get this -- the ball passes
           through all of the players except the goalie.  Handy, eh?  The
           ball CAN pass through the goalie, but Elemental Knight adds that
           the ball will be caught if it's a straight-on shot.
Available : Exhibition
           Tournament (Skullman, Woodman, Fireman, Dustman, Wily)
           League (Woodman, Pharaohman)
Stats     :

----------------------------
| Stat | Geminiman | Megaman |
|------|-----------|---------|
| Run  |  48       |  40     |
| Kik  |  62       |  62     |
| Tac  |  96       |  96     |
| Dif  |  96       | 128     |
----------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 021: TOPMAN

The underrated robot master.  YOU SPIN ME RIGHT ROUND, BABY, RIGHT ROUND LIKE A
RECORD BABY, RIGHT ROUND RIGHT ROUND.

Power shot: The ball turns into a top-looking thing that makes the player that
           comes in contact with the top disappear for two seconds.
Available : Exhibition
           Tournament (Woodman, Fireman, Dustman, Needleman)
           League (Needleman)
Stats     :

-------------------------
| Stat | Topman | Megaman |
|------|--------|---------|
| Run  |  40    |  40     |
| Kik  |  62    |  62     |
| Tac  |  96    |  96     |
| Dif  |  96    | 128     |
-------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 022: SNAKEMAN

Sssssssnakeman is famous for his Ssssssearch Sssssnakes.  I'll stop.  Snakeman
is a pretty cool robot master if you ask me.  But you didn't.

Power shot: The ball becomes a Search Snake that slithers towards the goal.
           In mid-air.  It can go right through players!
Available : Exhibition
           Tournament (Cutman, Woodman, Pharaohman, Needleman, Enker)
           League (Elecman, Dustman)
Stats     :

---------------------------
| Stat | Snakeman | Megaman |
|------|----------|---------|
| Run  |  40      |  40     |
| Kik  |  62      |  62     |
| Tac  | 112      |  96     |
| Dif  | 128      | 128     |
---------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 026: TOADMAN

Toadman looks like a girl.  Despite what his tackle rating says, Toadman seems
to be a better tackler than Megaman.  At any rate, Toadman is a great halfback.

Power shot: Like Flashman's shot, Toadman's power shot briefly paralyzes the
           enemy.
Available : Exhibition
           Tournament (Cutman, Woodman, Needleman, Dustman, Enker, Wily)
           League (Pharaohman, Needleman)
Stats     :

--------------------------
| Stat | Toadman | Megaman |
|------|---------|---------|
| Run  |  40     |  40     |
| Kik  |  62     |  62     |
| Tac  |  96     |  96     |
| Dif  | 128     | 128     |
--------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 028: PHARAOHMAN

Pharaohman is the third-coolest robot master ever.  His Pharaoh Shot rocks.
Pharaohman is very strong, so his tackling and defensive abilities are through
the roof.

Power shot: Like Fireman's, Pharaohman's power shot -- Pharaoh Shot -- burns
           the enemy up.
Available : Exhibition
           Capcom Championship (beat him)
           Tournament (Pharaohman)
           League (Pharaohman)
Stats     :

-----------------------------
| Stat | Pharaohman | Megaman |
|------|------------|---------|
| Run  |  34        |  40     |
| Kik  |  62        |  62     |
| Tac  | 224        |  96     |
| Dif  | 160        | 128     |
-----------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 030: DUSTMAN

Dustman is a robot that looks kinda cool and shoots out dust.  I never figured
out how much that would hurt, but it seems to be the weakness of half the
fortress bosses in Megaman 4.  Dustman is a great midfielder.

Power shot: Dustman fires the Dust Crusher, which buries the attacked player in
           dust for two seconds.  I hope they don't have allergies...
Available : Exhibition
           Capcom Championship (beat him)
           Tournament (Dustman)
           League (Dustman)
Stats     :

--------------------------
| Stat | Dustman | Megaman |
|------|---------|---------|
| Run  |  36     |  40     |
| Kik  |  64     |  62     |
| Tac  |  96     |  96     |
| Dif  | 176     | 128     |
--------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
DRN 032: SKULLMAN

You'd think Skullman sucks at soccer.  I mean, he's just a pile of bones,
right?  Right.  His stats are identical to Megaman's.  It's Skullman's power
shot that rocks.

Power shot: The ball is surrounded by Skull Barrier.  When the ball hits a
           target, the target is surrounded by Skull Barrier for a few seconds
           while the ball keeps going.
Available : Exhibition
           Capcom Championship (beat him)
           Tournament (Skullman)
           League (Skullman)
Stats     :

---------------------------
| Stat | Skullman | Megaman |
|------|----------|---------|
| Run  |  40      |  40     |
| Kik  |  62      |  62     |
| Tac  |  96      |  96     |
| Dif  | 128      | 128     |
---------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
RKN 001: ENKER

Enker is one of four robots in the Rockman Killer series of Gameboy fame.
Enker's power is the Mirror Buster, which absorbs shots and fires them back at
the shooter.  Enker's got a really cool sword.  The difference between Enker
and Megaman lies in the speed.

Power shot: A black Mirror Buster shot that is exactly like Megaman's and
           Protoman's power shots.
Available : Exhibition
           Capcom Championship (beat him in Skull Castle)
           Tournament (Cutman, Woodman, Pharaohman, Fireman)
Stats     :

------------------------
| Stat | Enker | Megaman |
|------|-------|---------|
| Run  |  44   |  40     |
| Kik  |  62   |  62     |
| Tac  |  96   |  96     |
| Dif  | 128   | 128     |
------------------------

<----------------------------------------------------------------------------->

<----------------------------------------------------------------------------->
EGN 001: DR. WILY

Dr. Wily.  Famous for his eyebrow wiggling, this evil genius has built a soccer
machine that is a nightmare.  Its stats are through the roof.  Wily seems to
like using power shots on players instead of goalies, though.

Power shot: Like Enker's shot, the ball becomes a really big black electric
           sphere.  This thing will burn up anything in its path.  The only
           robot I've ever seen shake off a power shot from Wily is Bubbleman,
           and that was only once.  When fighting Wily, USE A SWEEPER.
Available : Tournament (Dustman, Elecman)
Stats     :

---------------------------
| Stat | Dr. Wily | Megaman |
|------|----------|---------|
| Run  |  50      |  40     |
| Kik  |  62      |  62     |
| Tac  | 240      |  96     |
| Dif  | 240      | 128     |
---------------------------

<----------------------------------------------------------------------------->

0=~=~=~=~=~=0
| 4.02: FAQ |
0=~=~=~=~=~=0

1Q: Is it just me, or does Rock look really awesome in the intro?
1A: Yes, yes he does.

--

2Q: Is this the first Megaman game for the SNES?
2A: Yep.

--

3Q: How do I score?
3A: When you start, the best way is power shots.  After that, I recommend
   shooting from the edges of the semi-circle in front of the penalty box.

--

4Q: Dr. Wily is hard!  How do I beat him?
4A: Keep trying.  It's not like beating him gets you anything.

--

5Q: *reads section 4.03*  You're joking.  That can't be the ending.  Is it?
5A: As far as anyone knows, that's all there is to it.

--

6Q: I can't do a power shot!  What am I doing wrong?
6A: Maybe you're out of them.  Also, it seems like the opponent has to possess
   the ball at least once in between your power shots.

Got more questions?  Send 'em in!

0=~=~=~=~=~=~=~0
| 4.03: Ending |
0=~=~=~=~=~=~=~0

The ending is the same for the Capcom Championship, Tournament, and League.
After you beat Dr. Wily/other final team, you return to the title screen.

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

                                V. Last Words

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

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| 5.01: Copyright Information |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~=0

Megaman Soccer and all characters, stages, items, and other related things are
copyright Capcom.  This guide is copyrighted (c) 2001-2004 to Trace Jackson,
and is the intellectual property of Trace Jackson.  This guide/FAQ/walkthrough
is protected under International Copyright Laws.  Please feel free to put this
anywhere you like, as long as I get credit for it.  And that the guide isn't
for profit.  After all, this is to help the readers!  It should be spread
around!  I WOULD like it if you emailed me asking for permission, but it's not
necesary.  Just realize that the latest updates to this guide can and will
always be found at IGN FAQs (faqs.ign.com), GameFAQs (www.gamefaqs.com), and
Meowthnum1.com(www.meowthnum1.com).

The following are sites that can not use my work. If you see these sites using
any of my FAQs, please e-mail me ASAP. Each of these websites are sites that
have plagiarized myself or others in the past, or simply taken our works
without our prior permission. Since they do not have enough respect for the
authors (or an ignorance of the law), I am expressly forbidding them from using
my work. I will not condone such sites that partake in these actions.

  911 Codes                     http://911codes.com
  9 Lives                       http://www.9lives.ru/eng/
  Bean's PSX Dimension          http://www.bean.dk/psx/index.htm
  Cheat Code Central            http://www.cheatcc.com
  Cheat Index                   http://cheatindex.com
  Cheat Matrix                  http://cheatmatrix.com
  Cheat Search                  http://cheatsearch.com
  Cheatstop                     http://www.panstudio.com/cheatstop/
  CNET Gamecenter               http://games.netscape.com/Faqs/
  Console Domain                http://www.consoledomain.co.uk
  Dirty Little Helper           http://dlh.net
  Dark Station                  http://www.darkstation.com/
  Dreamland                     http://kirby.pokep.net
  Games Domain                  http://www.gamesdomain.com
  Game Express                  http://www.gameexpress.com
  Games Over                    http://www.gamesover.com/
  Mega Games                    http://www.megagames.com
  Square Haven                  http://www.square-haven.net
  Ultimate System               http://www.flatbedexpress.com

If you want to use any part of this guide for whatever reason, please ask.  I
will probably say yes.

0=~=~=~=~=~=~=~=~=~=~=~=~0
| 5.02: Revision History |
0=~=~=~=~=~=~=~=~=~=~=~=~0

Version 1.0 (8/5/04)   - I completed this guide!  Booyah!  In sections 3.04 and
                        3.05, I intend to describe some team strategies later
                        on.
Version 2.0 (8/10/04)  - I added Exhibition teams, Tournament and League team
                        strategies, and a music chart.  I also added
                        a shoot-out guide, an FAQ, and a request list.
Version 2.1 (12/18/04) - Because it's "You spin me right round baby, right
                        round like a RECORD" not ratchet.

0=~=~=~=~=~=~=~=~=~=~=~=~=~=0
| 5.03: Contact Information |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=0

Before emailing me, please make sure that whatever question you have wasn't
addressed here in the guide.  If it's not a question (i.e. input, suggestion,
correction, etc.), please go ahead and email me.  I'm not too picky about
grammar, but if I have no idea what you're saying, I might ask for some
clarification.  I'll take emails in Spanish or English.  Doesn't matter to
me.  No me importa.

I'd appreciate whatever you've got.  Questions (again, as long as it's not
answered here), inputs about ideas that I've raised, suggestions or corrections
for the guide, requests for using parts of the guide, problems in life, jokes
(as bad as some of these are in the guide), praise emails (ha!), or whatever
else is on your mind.

Email: meowthnum1 [at] meowthnum1 [dot] com

I wasn't too bad about doing the spam thing at first.  Now half of my emails
are virus emails.  Just replace the [at] with @ and the [dot] with ..

You could also use AIM.  I'd prefer these be quick questions, but I really
can't stop you from long, involved ones.  To be honest, I prefer emails.  AIM
is still here.  That's TracesWritingAIM.

Also, PLEASE be clear about what guide you're talking about.  It doesn't help
any of us to ask for help with level one or with Elecman.

Requests: Exhibition teams
         Protoman's Tournament team
         Information on songs 21-24


0=~=~=~=~=~=~=~=0
| 5.04: Credits |
0=~=~=~=~=~=~=~=0

-animorph1000     - Inspiring me to write this crazy guide.
-bmpsport         - Inspiring me to write this crazy guide.
-Brian Sulpher    - Where would my guides be without this guy?
-Christina Vidal  - Help with some terminology.
-Elemental Knight - Some help and an observation on Geminiman's power shot.
-PSC_Patterson    - Ideas.
-StarFighters86   - Encouragement.
-VGK              - Chit-chat.

0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0
| 5.05: GOOOOOOOOOOOOOOOOAL! |
0=~=~=~=~=~=~=~=~=~=~=~=~=~=~0

For my first full-fledged sports game (my other was a rudimentary bowling game
for the Atari 2600), this was a really fun experience.  I hope I helped you out
some with this.  If there's anything I can do, let me know!  Have fun shooting!

--Trace Jackson