Mega Man's Soccer

From The Cutting Room Floor
(Redirected from Mega Man Soccer)
Jump to: navigation, search

Title Screen

Mega Man's Soccer

Also known as: Rockman's Soccer (JP)
Developer: Nova
Publisher: Capcom
Platform: SNES
Released in JP: February 17, 1994
Released in US: April 1994


CharacterIcon.png This game has unused playable characters.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MovieIcon.png This game has unused cinematics.
TextIcon.png This game has unused text.


NotesIcon.png This game has a notes page

Mega Man and various Robot Masters play soccer (or, as it's known in the rest of the world, soccre). It's exactly as good as you'd think it would be.

Contents

Removed 4-Player Support

These messages are present in the ROM:

WARNING!
ADJUST MULTI TAP IN THE
CONNECTOR OF 2 PLAYER SIDE!
ACCEPT JOYSTICKS ONLY!

The Multitap was an SNES peripheral that plugged into the second controller slot, allowing up to four people to play a game at once. It was mainly used for sports games like this one, but the final version does not support a Multitap, and as such only two people can play at once.

Party game? No thank you

The 3P and 4P icons seem to be the only graphical remnants of this support.

Playable Dr. Wily

Aww, don't be shy
Eyebrow wiggle not included.

Dr. Wily is a fully functional playable character, unlocked during the ending. Unfortunately, the ending was unfinished/disabled and returns to the title screen right before the Dr. Wily enable flag is set. Even with the full ending restored, there would still be a problem as the only way out of the Presented by Capcom final screen is to reset the console. (Of note, although only part of his big face appears in the selection screen, it is visible in Tournament mode, and the small one in the field position screen. And as Wily is a member of Elec Man's team and Dust Man's team in League mode, he isn't completely unplayable.)

Either use Game Genie code F0DD-927C (WARNING: only have this code on when the Member Select is reached, or the game could glitch) or set RAM address 7E008C to 02 before you get to the Member Select screen to select him.

Collect them all!

He even has a full set of palettes! The top row of palettes is for normal players, and the bottom row is used for the goalie Dr. Wily. The first column is the default set, while the second and third columns are used when both 1P and 2P select Dr. Wily.

See the Notes page for technical details regarding the Dr. Wily enable flag.

Credits

When the password screen is opened, memory address $7E008C is checked for 0023. If true, the background turns red and the credits begin to scroll, using the password box as the display:

Mega Man Soccer SNES credits.png

It can be accessed with Pro Action Replay code 82ABB000 or Game Genie code DDC8-3DDC.

The normal method to view the credits requires a very unusual set of steps. It also requires Dr. Wily unlocked, which isn't possible without a game enhancer because of the broken ending:

  • In OPTION, set TIME to 03
  • Select EXHIBITION
  • Select 1P VS 2P
  • Set GK on the A TEAM to TOADMAN
  • Set GK on the B TEAM to SNAKEMAN
  • Allow the TOADMAN team to win the game
  • Select MEMBER CHANGE
  • Set GK on the A TEAM to TOADMAN
  • Set GK on the B TEAM to Dr WILY
  • Allow the TOADMAN team to win the game
  • Select END
  • Select CAPCOM CHAMPIONSHIP
  • Select 1P VS COM
  • Select PASSWORD

And the text of the credits is as follows:

ROCKMANS(MEGAMANS)SOCCER 

= STAFF = 

(GAME DESIGN) 
YATSUHOU 
RED 
MICKEY 

(MAIN PROGRAM) 
KWAERU.T 

(SUB PROGRAM) 
MINK.M 

(GUEST PROGRAM) 
GERO 

(PROGRAM SURPORT) KOBA 

(GRAPHICS) 
7852 
ORI-CHAN 
MARIO-CHAN 
SUMIRE 
Q-CHAN 
MATABICHI 
RAKKASEI-ONDO 
YOSHIMI 
KAORU 
OKAAA-CHAN 
PATRIOT-YAMAZOO 

(SOUND PROGRAM) 
TOMI 

(SOUND) 
OKA 
TOMI 
NORIRIN 

(SPECIAL THANKS) 
HITOMI-SAN 
MAKINO-SAN 
KWA-CHAN 
SASA-CHAN 
IWA-CHAN 
NAO 

(DIRECTOR) 
YACCYAN! 

(PRODUSER) 
PROFESSOR F 

THANK YOU

Animation Test

Mega Mans Soccer animation test.png

Pro Action Replay code 82802705 or Game Genie code D964-4FA6 will enable this animation test menu shortly after bootup.

  • A: Increment frame index.
  • B: Decrement frame index.
  • X: Increment character index.
  • Y: Decrement character index.
  • Select: Toggle background mode.
  • Start: Exit.

Background Mode

  • A: Color palette background.
  • B: Crosshatch background.
(Source: KungFuFurby)

Unused Endings

Championship Mode

The ending is not normally viewable, and the game instead takes you back to the title screen. Restore the full ending with these Pro Action Replay codes:

82D1F0EA
82D1F1EA
82D1F2EA
82D1F3EA
(Source: KungFuFurby)

Tournament Mode

Like Championship Mode, the ending is not normally viewable and the game instead takes you back to the title screen. The below code will block the jump and let you see the ending:

82D29CEA
82D29DEA
82D29EEA
82D29FEA
(Source: KungFuFurby)

League Mode

Another mode where the game abruptly jumps back to the title screen instead of displaying an ending. No evidence was found that one exists for this mode, but there is some noteworthy program code:

Upon finishing League Mode, the game checks memory address 7EA104 (which is never used during the game) for a non-zero value. The value it contains doesn't matter, however, as it's followed by a BNE $00 command. With a branch distance of zero, it functions as a Branch Always that will just proceed to the next operation, which is to return to the title screen.

No unused programming was found within the maximum possible branch range, meaning whatever alternate code path once existed was deleted in the retail build.

Unused Text

Starting at address $81848C:

SAMPLE VERSION