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Complete Works Version FAQ by DeGamer

Version: 2.00 | Updated: 04/18/2011

                     Rockman Complete Works:
     Rockman 6 The Greatest Battle In History for Sony Playstation 1.

   It also applies to the version released on the playstation Network.

                    Last updated on April 2011
 

       Document made by DeGamer (henger83 at yahoo dot com)

Specials thanks to: Last Cetra and VixyNyan


This document is freely available to the public. Which means DON'T steal
or sell this document unless you want trouble. If you wish to use it on
your website you may do so as long as it is not used to make a profit
and it is left unaltered, but have the decency to ask me first.

=====Table of Contents===================================================

I.    Introduction

II.   Notes (Please read)

III.  What's new to the playstation version

IV.   A) Translation of Menus
      B) Select Button Menu
      C) How to Save or Load

V.    Mission Mode

VI.   Hard Difficulty Walkthrough

VII.  Navi Mode Stage Hints 

VIII. Glitches

IX.   Secrets and things to unlock

X.    Sound Room (Original Soundtrack & Arranged Soundtrack)

XI.   Frequently Asked Questions

XII.  Closing statement

XIII. Credits and thanks

XIV.  Complete Works Staff 


=====I. Introduction=====================================================

Hey and welcome to my Rockman 6 The Greatest Battle In History FAQ for
sony playstation 1. Rockman is known as MegaMan outside of Japan. Capcom
released Rockman 1-6 (separately) in Japan for the playstation. These
releases are referred to as the Rockman Complete Works series.

This document is mainly for the differences/additions between the
original Famicom version and the "upgraded" playstation version. There is
no English version for the playstation so that is where this document
comes into play as it will serve as a translation for everything about
this version.

This version of the game has been released 3 times in Japan so far, with
one release still pending, making it a total of 4.
1) Original Release: December 9, 1999 (Product Number - SLPS-02379)

2) PSOne Books Re-release: June 26, 2003 (Product Number - SLPM-87269)

3) Re-release as part of the Rockman Special Collection: December 2003
   (Same product number as the one above)

4) Downloadable game on the Japanese PSN yet to be announced. It will
   then be available for the US on the PSN shortly after that release.
   However, unfortunately/fortunately it won't be localized. It will
   bear the title as a Japan classic, which is (still) unbelievable! 

Versions 1, 2, & 3 listed above are the same in terms of game content.
Thanks to VixyNyan for helping me confirm that the files on the CD for 
versions 2 and 3 are exactly the same as the original release in 1999.
Versions 2 and 3 have the same CD cover as versions 1 but have different
manual covers. Version 4 on the PSN is more than likely the same as well.

This game was included in the MegaMan Anniversary Collection in 2004 for
the PS2, Gamecube and XBOX, but had many of its contents disabled or
removed. Even then, the ports in the MegaMan Anniversary Collection are
not 100% accurate to the PS1 versions as some other things were altered.

=====II. Notes===========================================================

There are some small differences between Rockman 5 for the Famicom and
its English counterpart MegaMan 5 for the NES (Nintendo Entertainment
System). The biggest difference (besides the obvious change of name and
language) is that the opening introduction song is completely different.
I don't see why this was done though since it wasn't necessary. I will
use the name Famicom throughout this document instead of NES to be more
precise. Also, I will not give a stage walkthrough (except for Hard mode)
because there are already many walkthroughs available for them written
by other people. Thus, repeating that information is a waste of time
and would make this document much larger than it needs to be.


If you feel that there is something I missed in one of the sections
below, a mistake I made, or something about this document that you just 
don't understand, feel free to email me about it. Then I will update the 
document with any necessary changes. Be sure to put Rockman or MegaMan as
the email subject. I will credit you of course for any assistance you may
provide. :) My email address is at the very top of this document, be sure
to remove the spaces and to use @ instead of "at" and so on.

Now, let's continue...


=====III. What's New to the playstation version=====================hc===

1) First of all, this game is “emulated” (except for the music as it 
streams off the disc in a format similar to music on a Compact Disc). The
emulation is near perfect. There's some issues with some of the sound
effects, but nothing major to worry about since everything else is fine.
The game is also small enough to fit almost entirely into the RAM of the
playstation. Which means the game loads faster than your typical PS1 game.
Thus, you will only see the loading screen once (which has some cool new
art work of the bosses and Mr. X). Obviously, the Famicom version didn't
have a loading screen.

2) You can save your game progress to your memory card. This is helpful
for those who are too lazy to write down passwords. But, you cannot save
your game progress beyond the first Mr. X stage. Also, as far as I know,
there were never any passwords to skip ahead of the first Mr. X stage
anyway. You can have eight game data slots on a memory card which only
takes up 1 block (for all of them, not for each).

3) There is dual shock support. More on this in the Translation of Menus 
section under Options.

4) When you first start the game, you will get a new interface with a 
new title screen with some modes and options that are not in the Famicom 
version. Also, The playstation version has 2 different title screens.
There is the "Mode Select" title screen and then there is the "game"
title screen. Though you only see the Mode Select title screen once. 
In order to see it again you have to reset the playstation or clear the
game. This game does not share the same interface nor the same "Mode
Select" title screen that the Complete Works versions of Rockman 1-3
used. The Mode Select title screen is specific to this game and so is
the Mode Select menu just like Rockman 4 & 5. There is also a new remixed
version of the title screen music from Rockman 2 playing (From the
Arcade games) while you are on the Mode Select menu.

5) If you leave the game on the Mode Select title screen long enough, you
will get one of several possible demos of the game playing. The Famicom
version only has one demo of the game playing (The intro doesn't count).
There is also a Capcom logo with Rockman, Rush, & Beat that is displayed
after the demo.

6) There are 2 ways to play the game. There is "Original Mode" and "Navi
Mode" (look at the Translation of Menus section to know which one is
which and a full explanation of each mode).
 
7) There is a Dr. Light Laboratory mode where you can see artwork and
information on all the characters in the game (including some that are
not in the game). This mode is an upgraded Database Mode that was used
in the Complete Works versions of Rockman 1-3 with some additions. Dr.
Light's Laboratory starts out practically empty. You fill it up as you
play the game. You also get special power-ups for Rockman here that you
can use in Navi and Mission Mode.  They're the same power-ups used in
Complete Works versions of Rockman 4 & 5. These power-ups are actually
part of the things you can do in the debug mode (which isn't normally
accessible). You have to earn them with points by playing the game.
Since this section alone is very large, I wrote a separate document for
it. The document is available on GameFaqs under Rockman 6 titled "Dr.
Light Laboratory". This was a really cool addition, but it can be a
pain filling up the database sections of the Lab though since some
enemies/bosses you don't encounter much/so quickly.

8) This version makes use of the pocketstation to play mini games as well
as add features to the game that can be used in Navi Mode (look at the
Translation of Menus section for details).

9) If you accidentally or purposely remove a controller from its port 
while playing the game, the playstation will pause the game. This isn't
really new since many playstation games do this but it's worth mentioning 
since this does not happen on the Famicom/NES version.

10) There are more additions to the playstation version but I will not 
put them in this section to avoid repeating the same information twice.
Look in the Translation of Menus section for the rest.


=====IV. A) Translation of Menus=========================================

On the Mode Select screen you start out with 5 choices. You have to 
unlock the last one. Read the Secrets section to see how to do so. All 
of it is in Japanese. The choices read as follows:

   1) Original Mode
   2) Navi Mode
   3) Dr. Light Laboratory
   4) Options
   5) PocketStation
   6) Sound Room (Must unlock)
   7) Mission Mode (Must unlock)


Below is an explanation of each of the 7 choices above.

1) -Original Mode-
This is exactly the same as the Famicom version of the game, but there 
are some new additions. 

First, as I said before you can save your game progress (or passwords
rather) after successfully completing a stage or on the Game Over screen
after losing all your lives. But, you cannot save your game progress 
beyond the first Mr. X stage. You can also load game data that you may
have on your memory card from the game title screen. I will explain this
in full detail in the How to Save or Load section.

Second, if you press "Triangle" on the Password screen you will return to
the title screen in case you don't want to input or don't have a valid
password to enter. The Complete Works version of Rockman 4 didn't have
this feature, which left you "stuck" on the password screen and forced
you to do a manual soft reset with the controller if you didn't enter a
valid password. You weren't able to leave the password screen on the
Famicom/NES version in this manner.

Third, you can instantly change weapons (if you have any) by using the
"L1" or "R1" buttons to scroll through them. The first Rockman game to 
have this was Rockman X for the Super Famicom (MegaMan X for the SNES). 
This addition really comes in handy. You can still change weapons the old
fashioned way by pressing "Start" to bring up the weapons menu. Also,
like the Complete Works version of Rockman 4, the other two shoulder
buttons for other items in the weapons menu. You can use "L2" to use
Beat and use "R2" to change between the different forms of the Rush
armors.

Fourth, you now have a second menu that you can bring up by pressing
"Select". The interface for this menu is different from the one used in
the Complete Works versions of Rockman 1-3. And for some reason they
removed the option to return to the Mode Select screen (but there's a
way to do it). You have several options in this menu (which I'll explain
in the Select Button Menu section) where you can change your button
configuration, reset the game to the title screen, view your current
password, a map of the stage you are on, and some other things. You are
now timed on how long you have been playing underneath the last option
in this menu.

Fifth, some of the sound effects tend to mess up every now and then.
It's not a big deal though. I guess since this was the last of the
Complete Works series, they rush it a bit for its release.

Sixth, after the ending (or the Staff Roll in Navi Mode) there's a screen
that congratulates you for clearing the entire game. As a present, it 
will tell you anything you have unlocked and will remind you to save in
Dr. Light's Lab. Underneath that, it displays your total game time. There
is an image of Dr. Wily in his Mr. X disguise and a close up of both
Rockman and Dr. Wily in the background. It also tells you to save in the
Dr. Light Laboratory.


2) -Navi Mode-
This has everything from Original Mode and then some.

First, you will have a hint system to help you throughout certain parts
of each stage. A yellow exclamation point will appear on the upper center
part of the screen when you reach certain areas. If you press "Select" 
when the exclamation point appears, Dr. Light will either tell you how to
get a certain item, how to defeat a certain enemy, or how to get past a
certain trap or obstacle depending where you are. The hints are always
the same and they are always in the same "certain" areas (that may 
sound somewhat confusing but after playing the game you will see what I
mean). It's like having a built-in strategy guide. The hints are all
written in Japanese though. There are a few areas where they point out
things that are not so obvious. Last Cetra has translated the hints,
which I listed in the Navi Mode hints section.

Second, your energy gauge is replaced with one that look very similar the
one used in Rockman 8 (MegaMan 8). You also get an icon of Rockman's face
under it and to the right of that tell you how many lives you have 
remaining. If you change your weapon, the icon of Rockman's face is
replaced with an icon of your current equipped weapon and to the right of
that is the amount of times you can use it (of course, you can always
recharge them with weapon power-ups).

Third, you get a different full screen weapons menu when pressing start,
which looks somewhat similar to the one used in Original Mode, but it's
more detailed/colorful. Also, when you highlight a weapon or item, there
will be a description of it on the bottom right hand side next to the
Energy Tanks along with an icon of what you've highlighted. The weapons
layout in this menu (when you have them all) is as follows:


    Normal       Jet       Power

    Rock Buster          Plant Barrier
    Yamato Spear         Knight Crusher
    Wind Storm           Silver Tomahawk
    Blizzard Attack      Kentauros Flash
    Flame Blast          Beat
    Energy Tanks


Fourth, Eddie appears with a jetpack at certain areas of some stages with
an arrow telling you where to go. This actually comes in handy at certain
points for first time players. In the areas that have multiple paths,
Eddie usually points you in the easier direction or one that leads to a
secret.

Fifth, the energy gauge for the bosses appears on the right side of the 
screen instead of the left next to Rockman's. It also looks exactly like 
it does in Rockman 8. The screen does look better this way as it is not 
so cramped up of the left side. Underneath the gauge it also shows
either Mr. X's or Dr. Wily's logo.

Sixth, there is new arranged music in Navi Mode. You don't need to hold
the "Select" button when highlighting Navi Mode unlike the first three
Complete Works games. A couple of songs come from one of the arcade games
(Rockman 2 the Power Fighters). The rest of the arrangements were made
for this version. I really love that Capcom did this, but I wish they
had done the same with the Complete Works versions of Rockman 1-3. Out
of all the new additions, this is probably the biggest highlight for me
about the playstation version because I really like the music and the
new musical arrangements kick ass!

Seventh, you can earn special power-ups to use in Navi Mode (and Mission
Mode) to give Rockman a boost in his abilities. Once you gain them, you
equip them in Dr. Light's Laboratory (go further down in the document to
see what Dr Light's Laboratory is). There will be some sort of large icon
(above where the exclamation point appears) which will indicate what one
or two power-ups you have equipped.

Eighth, some of the sound effects are different. For example, when you
get hit, you will hear the same sound effect that is used when you cause
damage to an enemy.

Finally, there are additional credit screens after the normal one where 
it shows the names of the staff responsible for the playstation version.
Meanwhile in the background it shows Rockman playing some of the stages
in the game.


3) -Dr. Light Laboratory-

The Dr. Light Laboratory is a new addition to the playstation. It's a
combination of the Database mode (with a different interface) from the
Complete Works versions of Rockman 1-3 (except it's split into a few
sections) and adds the special power-ups to use in Navi Mode that I
mentioned earlier. The Database portion contains artwork (including some
of the new art) and information on almost every character in the game.
This information includes profiles, enemy/boss details (weaknesses,
energy, how much damage they inflict to Rockman, and how many times you
have encountered them). There are 69 pages total in the Database (Enemy,
Boss, & Illustrations), but you only start off with one of them. The
other pages are unlocked as you play the game (also see the Secrets
section) and the more enemies you defeat will go towards the BattleData
needed to unlock the special power-ups. The music played here is a remix
of the from Password screen from the original game. I made a separate
document which contains all of the information and a translation so that
you understand what's what. It is available on GameFaqs.com titled
"Dr. Light Laboratory Guide". Due to the size of that information, I
didn't include that here because it alone is quite a bit. Also, to save
anything that you have gained or unlocked in the lab, you must Save to
memory card from this menu in order to not lose anything once you power
off your game console. For full details on how to Save or Load in the
Lab, read the other document I made for this mode.


4) -Options-

Here you can adjust a few settings and configurations of the game. None 
of these options are available in the Famicom version. The options are as
follows:

    -Game Difficulty-
     Easy!   Normal   Hard! (you have to unlock the Hard setting)

    -Game Speed-     Slow!  Normal

    -Button Configuration-

    -Sound Setting-   Stereo  Monaural

    -Memory Card-     Load   Save

    -Rockman Spare Body-   1, 3, 5, 9  (you have to unlock this option)

    -Back to Mode Select-


Below is a full description of each of these.


  -Game Difficulty-

Normal difficulty leaves the game unaltered from the Famicom version. On
the Easy setting there are fewer enemies/traps in certain places and you
take less damage than you do on Normal. You also inflict more damage on
some enemies and bosses. On the Hard setting, there are no power-ups to
pick up what so ever and defeated enemies don't drop them either (except
for the boss rematches on the third Dr. Wily Stage). Not even Eddie
shows up in the rooms where you would normally see him, of course, you
still get the weapons from the main bosses and other items you can equip
from your weapons menu. This is a very nice addition that makes the game
interesting for veteran players. Normal is highlighted by default.
  
  -Game Speed-

Normal speed obviously doesn't change the game. It is also highlighted by
default. The Slow setting is a strange new addition. I don't know why any
one would want to play at such a speed but this is a good way to see 
every frame of animation.


  -Button Configuration-

Highlighting this and pressing "Circle" will open a sub-menu with the
following options:

   Normal Shot  (Highlight and press a button you wish to set it to.
                 It's "Square" by default.)

   Jump  (Highlight and press a button you wish to set it to. It is 
          the "X" button by default.)

   Sliding  (Highlight and press a button you wish to set it to. It is 
            the "Circle" button by default. Also note that it actually
            says "sliding" instead of just "slide".)

   Change Weapon Left  (Highlight and press a button you wish to set it 
                        to. It is the "L1" button by default.)

   Change Weapon Right  (Highlight and press a button you wish to set it 
                         to. It is the "R1" button by default.)

   Beat   (Highlight and press a button you wish to set it to. It is the
           "L2" button by default.)

   Rush Change  (Highlight and press a button you wish to set it to. It
                 is the "R2" button by default.)

   Rapid Shot  (Highlight and press a button you wish to set it to. It is
                the "Triangle" button by default.)

   Vibration  (Highlight and press "Circle" to turn it ON or OFF.)

   Restore Defaults (Highlight and press "Circle" to set these settings
                     to default.)

   End Configuration  (Highlight and press "Circle" to close this
                       sub-menu.)


Rapid Shot will allow you to fire 3 consecutive shots with the press of a
button. This comes in handy against most enemies, but not most bosses.

Note:
There is no longer an Auto Rapid option like there was in the Complete
Works versions of Rockman 1-3.

Turning Vibration ON will add dual shock support to the game. This option
is turned off by default. You will need a dual shock controller naturally.
When Rockman gets hit, the controller will vibrate (not much though, in
fact you will barely feel it). It vibrates even more if you lose a life.
This feature is not necessary but some people like dual shock support,
personally I could care less about this feature.


  -Sound Setting-

Press left or right on the directional pad to change from either Stereo
or Monaural. The default setting is Stereo. This option is misleading
because unless you are in Navi Mode (or Mission Mode), the music output
is Mono even if you set it to Stereo. What will happen is that both the
left and right speakers (assuming you are using speakers) will output the
music on Mono when you set it to Stereo. The original music was never in
Stereo to begin with so it's nothing to get upset about.


  -Memory Card-

This will allow you to save or load the settings you have made in the
Options screen. You do NOT load or save your game progress/passwords from
this menu. Also, for some reason saving here does not save the
information you have gathered for the Databases in Dr. Light's Lab (see
the Dr. Light Laboratory section for more information) nor the special
power-ups you earn. This was a bad move on Capcom's part and is probably
the only down side to the playstation version since it's easy to forget
to save in that menu separately. Fortunately, when you run the game these
settings are automatically loaded (assuming you had your memory card
inserted before turning the game on). You can also save Mission Mode,
Sound Room, and Rockman Spare Body (read the Secrets section) with this
menu if you have unlocked them. For full details on how to Save or Load,
read the How to Save or Load Section.


  -Rockman Spare Body-

You must unlock this option (read the Secrets section). It will allow you
to select how many lives to start with when you play the game. However, 
it does not apply to Mission Mode.


  -Back to Mode Select-

This is self-explanatory. Need I say more?


5) -PocketStation-

For those of you that don't know, the pocketstation is a special type of
playstation memory card that can be used to save games, as an alarm 
clock, or play mini games on it. It has a screen and a few buttons on it.
Think of it as something similar to the Sega Dreamcast VMU (Visual 
memory Unit or Memory Card if you prefer). It was not released in the 
USA. Now that we got that out of the way, let's continue.

If you have an actual pocketstation inserted into the memory card slot 1,
you can use the pocketstation option on the Mode Select screen to then
download a mini game (called Pocket Rockman 6 or PokeRock 6 for short) to
your actual pocketstation from the Rockman game disc. You can then play
this mini game on your actual pocketstation. Here is a step-by-step
instruction on how to do so:

  A) Highlight pocketstation on the Mode Select menu and press "Circle".

  B) A message will appear telling you that you can download a game to 
     your pocketstation. Then will ask you to press "Circle" to continue.

  C) Afterward, another message will appear telling you a pocketstation 
     is required to proceed with the download. So if you have not done so
     yet, get your pocketstation ready and insert it on the first memory
     card slot in your playstation. Again it will ask to press "Circle" 
     to continue.

  D) Yet another message will appear. This message will ask to confirm 
     the download, which will go to the pocketstation in memory card slot
     1. It will also tell you that 13 blocks of space are required.
     You will have two choices on the bottom, "Yes" on the left and "No" 
     on the right. Select the one you want and press "Circle".

  E) If you chose yes, it will check for a pocketstation in memory card 
     slot 1. Then one of two things will happen. If no pocketstation is 
     found or you do not have enough free space, a message will appear 
     telling you so and you will hear a sound. Then it will ask you to 
     press "Circle" to continue which actually takes you back to step D.
     If a pocketstation is found AND you have enough free space you will
     be able to download to the pocketstation. You'll get a message 
     saying it's checking the pocketstation, then downloading to it, 
     and then download complete. Once that's over, press "Circle" to 
     return to the Mode Select screen.

You will then be able to play the mini game on your pocketstation. The 
main purpose of these mini games is to power up Rockman and the 8 main 
bosses of Rockman 6 where you can level them up to have more energy bar 
and increase their attack damage. Once you level up Rockman or any of the
8 main bosses, you can then upload that data in the PokeRock Link section
in Dr. Light's lab. This leveling up will affect the characters in Navi &
Mission Modes only. Their energy gauge can be increased anywhere from the
normal 28 units of energy all the way up to 80 units. Each boss character
you level up will also inflict more damage to you, making those boss
fights more challenging. Rockman at max level 99 will inflict more damage
with his buster. He will also inflict slightly more than twice the normal
damage when using a bosses weakness against them. The mini game is a cool
idea to let you power-up the characters even when you are on the go, but
the mini game itself is nothing breathtaking, so don't be upset if you 
are missing on it. BUT, the features it allows you to add to Navi and
Mission Modes are very cool and will breathe new life to this classic.
Although having Rockman maxed out makes the game ridiculously easy.

Here are some screenshots I uploaded of PokeRock 6:
http://img269.imageshack.us/img269/6517/pokerock6.gif


If I still had a pocketstation and a PS1, I would have uploaded some game
play videos instead.



6) -Sound Room-

Look at the Secrets section to see how to unlock the Sound Room. When 
you select this on the Mode Select Screen, a sub-menu opens. The first
line says "Sound Room". The second line says "Sound Number" and has the
number of the song next to it (there are 69 songs in total, 00 also
counts). Use the left and right on the directional pad to scroll through
the songs. The third line says "Return to the Mode Select Screen". And
under that is says "Circle" to play and "X" to stop. Look in section X
"Sound Room (Original Soundtrack & Arranged Soundtrack)" to see what the
names of the songs are.


7) -Mission Mode-

Look in the Secrets section to see how to unlock this mode. This is a
new mode that replaces the Boss Attack mode that was used in the earlier
Complete Works version of Rockman 1-3. When you select this option on 
the Mode Select screen, you will be taken to a Mission Select screen.
The arranged version of the Stage Select music is played here. Notice
the last option here is to return to the Mode Select screen. There are
four missions total. You must clear them in order, which means you can
not go to Mission 2 if you have not cleared Mission 1. The arranged
music tracks will be played on all the missions as well (unlike the
Boss Attack mode I mentioned above). Read the Mission Mode section for
more details.


=====IV. B) Select Button menu===========================================

As I mentioned earlier, you can bring up a new menu by pressing the 
"Select" button while playing the game. But all of it is in Japanese, 
here is a translation:

   -Resume game-

   -Map-

   -Button Configuration-

   -Adjust Screen-

   -Return to Title Screen-

Above the "Resume game" option is the level of difficulty that you are
playing on. Under the "Return to Title Screen" option is the total time
you have been playing the game (this will help all you speed runners
keep an accurate game time). To the left of all that is the password
for the stages you've cleared so far. Passwords do not take you beyond
the first Mr. X stage. Below is a full description of the options
mentioned above.


   -Resume game-

This is self-explanatory. Just highlight this and press either Select, 
Start, or Circle to return to the game.


   -Map-

This shows a simple but helpful map of the stage you are currently on.
The name of the stage you are on is also shown. The squares with an "S"
indicate the starting point of the stage. The "blue" squares are normal
parts of the stage. The "green" squares are the continue points of the
stage if you lose a life. There is always one about half way through each
level and one right before the boss room. The "yellow" squares are where
Eddie shows up to give you a power-up. The "Red" squares are the boss
room and these are always at the end. Some stages have more than one boss
room (once you go to one, you can't turn back to go to the other unless
you replay the stage again). The current room (or square rather) you are
in will flash. Some stages have multiple paths much more so than the
previous 5 games and there are some have hidden rooms too.


   -Button Configuration-

Highlighting this and pressing "Circle" will open the same sub-menu you
get in the Options screen. I described this sub-menu earlier in the 
Options screen section.


   -Adjust Screen-

Highlighting this and pressing "Circle" will allow you to adjust the 
game's screen position on your TV. Use the directional pad to change the
coordinates of the X and Y axis. Pressing "Square" will restore the 
default position. Pressing "Circle" will accept your adjustment to the
screen. This is only useful is there is a part of the game's screen that
is cut off on your TV. You shouldn't have this problem with any of the
newer television sets.


   -Return to Title Screen (and also Mode Select Screen)-

Highlighting this and pressing "Circle" will prompt you with a question
asking you if you are sure you want to return to the Title screen. You
will be given two choices. On the left it says "yes" and on the right it
says "no". Pick either one you want and press "Circle". What this does 
is return you to the "game" title screen. This is like a sub-soft reset.
If you select "Yes", you'll return to the "game" title screen. If you
select this option while playing a mission in Mission Mode, you will be
returned to the Mission Select screen. 

The option to "Return to the Mode Select" that was present in the
Complete Works versions of Rockman 1-3 was removed from this game.
Instead, you have to press "L1, R1, Select, and Start" simultaneously
to soft reset the game back to the Mode Select.



=====IV. C) How to save or load==========================================


   ===Options screen settings===

Look at the Translation of Menus section to know which option is to save
or load on this screen. 

 -Load-
To load your settings, highlight Load and press "Circle". A message will
briefly appear telling you that it is checking for the memory card and 
for you not to remove it from the memory card slot (Don't power off your
playstation will this is happening or you will either corrupt any data 
on it or mess up the memory card entirely). Now one of two things can 
happen:

ONE) If it finds a memory card inserted in memory card slot 1 AND it has
     Rockman data on it, you will be asked to confirm the load. You'll 
     have two choices, on the left is "yes and on the right is "no". Make
     your choice then press "Circle". If you chose yes, a message will 
     appear telling you that the load is complete and to press "Circle" 
     to continue. If you chose no, you'll be back in the Options screen.


     or


TWO) If it does not find a memory card inserted in memory card slot 1 OR
     it does find one but it does not have Rockman data on it, or the 
     data is corrupt, a message will appear telling you either there's no
     memory card inserted or there is no data to load, or your existing
     data is corrupt. A sound will be played as this happens. You will 
     have to press "Circle" to continue which will take you back to the
     previous question. The load will also fail if you remove the memory
     card while the game is attempting to load the data. You will get a
     message stating that as well. You shouldn't be doing that anyway 
     unless you have money and memory cards to throw away.


 -Save-
To save your settings, highlight Save and press "Circle". A message will
appear asking you to confirm the Save of the Options setting to memory 
card slot 1. It will also tell you that 1 block of free space is 
required. You'll have two choices, on the left is "yes" and on the right
is "no". Make your choice then press "Circle". If you chose no, you'll 
be back in the Options screen. If you chose yes, a message will briefly
appear telling you that it is checking for the memory card (again, don't
remove it from the memory card from the slot nor power off your 
playstation while this is happening). After that, one of two things can
happen:

ONE) If it finds a memory card inserted in memory card slot 1 AND it has
     free space, you will be asked to confirm the save (or if there is 
     saved information already, it will ask if you want to overwrite it).
     You'll have two choices, on the left is "yes" and on the right is 
     "no". Make your choice then press "Circle". If you chose yes, a 
     message will briefly appear telling you that it is saving to the 
     memory card. Don't touch the memory card at this point unless you 
     want to mess it up. Another message will follow after that telling
     you that the save is complete and to press "Circle" to continue. 
     If you chose no, you will be taken you back to the previous 
     question.


      or


TWO) If it does not find a memory card inserted in memory card slot 1 OR
     it does find one but it does not have enough free space, a message
     will appear telling you either there's no memory card inserted or 
     there is insufficient space to save. A sound will be played as this
     happens. You will have to press "Circle" to continue which will 
     take you back to the previous question. The save will also fail if
     your memory card is corrupt or if you remove the memory card from 
     the slot while the game is attempting to save the data. You will 
     get a message stating that as well.



   2)===Game Progress saving/loading===

-Load-
On the "game" title screen you will see a yellow blinking rectangle on
the lower right hand side. Press the "Select" button and you will be
prompted with a message asking if you wish to load a game password that
is saved in memory card slot 1. You'll have two choices, on the left is 
"yes" and on the right is "no". Make your choice then press "Circle". If
you chose no, you will return to the game title screen. If you chose
yes, a message will briefly appear telling you that it is checking for
the memory card and for you not to remove it from the memory card slot
(nor should you power off your playstation). Now one of two things can
happen:

ONE) If it finds a saved password, it will tell you the load is complete
     and to press "Circle" to continue. Then another sub-menu will open
     and from here you can select from 8 game data slots which show the
     weapons you have so far as well as items. From here you can press
     "Circle" to load the game data or "X" to cancel. If your existing
     data is corrupt, a message will appear telling you so and the load
     will fail.


    or


TWO) If it doesn't find any saved password game data, you will hear a 
     sound and you will have to press "Circle" which will take you back 
     to the previous sub-menu. From there you can attempt to load again
     or not.


-Save-
After clearing a stage, go to the Password screen then press the "Select"
button. Pressing "Select" will open a sub-menu and will ask you if you
wish to save your game password to memory card inserted in slot 1 (which
requires 1 block). The option on the left is "Yes" and on the right is
"No". It will then check for free space on your memory card. Now one
of two things can happen:

ONE) If you have available space on your memory card it will open
     another sub-menu from where you will be given 8 game data slots to
     save your game. Press either left or right on the directional pad to
     cycle through the game data slots. Pressing "Circle" will save or
     pressing "X" will cancel. Choose your data slot and press "Circle".
     It will ask if you are sure that you want your password data to be
     saved on the memory card that is in slot 1 of your playstation. The
     option on the left is "Yes" and on the right is "No".


      or


TWO) If it does not find a memory card inserted in memory card slot 1 OR
     it does find one but it does not have enough free space, a message
     will appear telling you either there's no memory card inserted or
     there is insufficient space to save. A sound will be played as this
     happens. You will have to press "Circle" to continue which will
     take you back to the previous question. From there you can attempt
     to save again or not. The save will also fail if your memory card
     is corrupt or if you remove the memory card from the slot while the
     game is attempting to save the data. You will get a message stating
     that as well.



    3)===Dr. Light Laboratory Database saving/loading===

In this mode, the menus on the right are as follows:

   1) Power-Up
   2) Enemy Database
   3) Boss Database
   4) Illustration Data
   5) Pocket Rockman Link
   6) Load
   7) Save
   8) Return to Mode Select

In order to save or load the information you have gathered in the
Database, highlight the 6th or 7th option from this menu. Depending
what you choose, you can either load or save the Databases in the same
manner you would load or save the Options screen settings.


=====V. Mission Mode=====================================================

*Look in the Secrets section to see how to unlock this mode.

When you start a mission, you will not have any lives remaining. You can
pick up extra lives that an enemy might drop along the way as long as the
difficulty is not set to Hard. And depending on the mission, you may or
may not start with weapons and items.

Also, near the bottom right side of the screen will be a timer. If you
have not completed the mission within the time limit, you'll explode. The
timer doesn't stop when you open the weapons menu nor when the screen is
scrolling. It is possible to make the timer go past the limit by either
going to the weapons menu or having the screen scroll, but Rockman will
explode as soon as you return to the game.

The objective of Mission 1 is the showdown with Mr. X. You start on the
final Mr. X stage and have 3 minutes to clear it, which is enough time,
but you cannot afford to waste any of it. You also start with all the
weapons and items. Overall it's an intermediate mission.

Mission 2 is called the power battle (not it's not the arcade game, but
that would have been fucking awesome!) and you have 3 minutes to clear
it. You have to defeat the 4 bosses of the Mr. X stages and the bosses of
the first two Dr. Wily stages. You start in the rooms that are right
before the boss room. You also start with all your weapons and items
here. I think this is the hardest mission because you must fight all of
them with one energy gauge. You don't get any energy capsules either.
These bosses are not difficult to defeat, but you can easily lose just
as you can easily win.

Mission 3's objective is to battle the robots of Dr. Wily (they are
actually not his but whatever). Anyway, you start in the last room of
the third Dr. Wily stage (the one with the teleport system that takes you
to the rematches against the 8 main bosses of the game). You only start
with the Rock Buster (no Rush Jet or Rush Power!) and have 5 minutes to
clear the mission. You DO get a energy capsule (even on a Hard difficulty
setting) after defeating each one. This mission is basically the Boss
Attack mode used in Complete Works version of Rockman 1-3 only this time
you won't know who you are fighting unless you already know what teleport
hatch takes you where. And no, you do not fight Wily Machine 6 here. Be
sure to leave the room after defeating the 8th boss since the timer will
still count down until you do so. This mission isn't as difficult as
Mission 2, but don't get careless.

Mission 4 is the final Dr. Wily stage. You have 3 minutes to clear it.
Again you start with all your weapons and items here. This mission is the
easiest and you should have no problem clearing it.

Mission Mode really isn't all that difficult, with some exception for
Mission 2. And to make things easier, you are allowed to use the special
power-ups from the Dr. Light Laboratory, which might have some veterans
complaining. Even if you couldn't do this, people would have complained
anyway as to why it's not possible. Either way, it's a lose/lose
situation.

After you clear a mission, you will be given a Result screen with your
total time, the best time under it and two choices under that. The first
choice is to challenge the mission once more and the choice under that
is to return to the Mission Select screen. Make your choice and press
"Circle". Also, while on this screen, the music played is a remixed
version of the "Get Weapon" track from Rockman 3 for the Famicom. This
version of the remix comes from the second arcade (Rockman 2 The Power
Fighters).

Here is a hint; playing missions 2 and 3 in Mission Mode are an easy way
to get the information for the bosses in the Boss Database section of the
Dr. Light Laboratory.

=====VI. Hard Difficulty Walkthrough=====================================

I will not give a full walkthrough, instead I will list what you need to know
about playing the game on Hard and tell you how to get past the most difficult
parts.

Hard is the same as Normal except that you do not get power-ups. NONE AT ALL!
When you defeat an enemy, it will NOT leave power-ups behind, ever! Also, any
power up that is normally laying around on each stage will not be there. 
Meaning you will not get any energy capsules to regain some health if needed,
you will not get any weapon power-ups to recharge a weapon that is low on
energy, there will not be any extra lives to pick up, Eddie never shows up to
help you, and you don't even get any Energy Tanks! There is ONE exception
to this unlike the other Rockman games of the Complete Works series. You DO
get the energy capsules after defeating each boss on the third Dr. Wily
stage. They also seem to have forgotten to remove the yellow squares on the
map that tell you where Eddie shows up.

All this may sound cheap, but it actually isn't. Unlike the other games of
the Complete Works series, your items here (Rush Jet and Rush Power) have an
unlimited amount of uses. Plus, it is not really necessary to use Beat for
any particular area of any stage unless you want additional help. If you feel
that you still need a walkthrough for a stage in this game on Hard, email me
about it and I will update this document with the stage you request.


=====VII. Navi Mode Stage Hints==========================================

When playing in Navi Mode, a yellow exclamation point will appear on the
upper center of the screen when you reach certain parts of each stage.
If you press "Select" when the exclamation point appears, Dr. Light will
tell you the following hints below. Big thanks to Last Cetra for helping
me translate these hints to English. Some hints will not apply on the
Easy difficulty setting because there are lesser enemies per stage. Also,
any hint that deals with a power up in all stages will not apply when
playing with a Hard difficulty setting because you will not get any
power-ups.


Stage hints will be available in the next update.


=====VIII. Game "Glitches"===============================================

The glitches that are present in the original Famicom version are also in
the playstation version (including new ones). These may not be all of 
them, but I know of some glitches that I have not seen anyone else
mention. I will list the ones I know or discovered here plus the ones you
may already know just for completeness sake.


1) -Wall/Collision detection glitch- 

The walls and floors in the boss room of the first Dr. Wily stage (where
you fight Mechazaurus) are seriously messed up. You can get stuck just
about anywhere, even under the boss himself! If this happens to you, you
might be able to get unstuck by constantly jumping. This does not always
work though. This should not happen too often since this boss is easy to
defeat.


2) -Ladder glitch-

It is possible to move while shooting on ladders. I have done it several
times but I'm not sure what triggers this. If you know, please share. :)


3) -Rock Buster charge glitch- (Playstation version only)

I know I mentioned that some of the sound effects tend to mess up, but
the sound of the Rock Buster being charged is the worst of them all. You
can lose a life and still have the sound effect being played. You can
even have it played throughout the entire epilogue and staff roll
(Staff Roll are the credits). Just charge the Rock Buster before it the
epilogue starts.


4) -Power-up glitch-

Sometimes if you pick up a power-up it does not register that it was
picked up and just disappears. I don't know what causes this, but it's
happened to me on a few occasions. I never had this happen to me on the
NES and Famicom versions.

5) -No damage glitch-

If you hit a boss AFTER they are no longer stunned (when they stop
flashing) sometimes they take no damage. Thankfully this doesn't happen
often. I never had this happen to me on the NES and Famicom versions.


=====IX. Secrets and things to unlock====================================

1) Hard Difficulty: Complete the game once in Original Mode with a Normal
difficulty setting. You should then be able to select it in the Options 
screen.

2) Mission Mode: Complete the game once in Navi Mode with a Normal 
difficulty setting. This mode will appear as the last mode on the Mode
Select screen.

3) Sound Room: Clear the four missions in Mission Mode with either a
Normal or Hard difficulty setting. The sound Room will be available in
the Mode Select screen under the pocketstation mode.

4) Rockman Spare Body: Complete the game once in either Original or Navi
Mode with a Hard difficulty setting. Now in the Options screen under the
Memory Card option you will be able to select how many lives you can
start with when you play a game. This does not apply to Mission Mode.
You can start with either 1, 3, 5, or 9 lives.

5) Play without a helmet: On the Mode Select screen, highlight either
Original, Navi, or Mission Mode and hold "R2". While holding "R2" press
the "Start" or  "Circle" button. When you begin playing, Rockman won't
have his helmet. He sure has a lot of hair and it even glows when you
charge the Rock Buster. ^_^

6) Unlock the Power-Ups in the Dr. Light Laboratory: 
Each power-up requires you to gain a specific amount of Battle Data
points while playing the game. Here are the power-ups and the amount of
points needed to obtain each one of them:

      Hyper Jump- 20 Points          Hyper Charged Shot- 320 Points

      Auto Charge- 40 Points         Power Shot- 640 Points

      Energy Saver- 80 Points        Hyper Charger- 1000 Points

      Hyper Shot- 160 Points         Speed Up- 2000 Points


7) Unlock page 71 in the Illustration Data: 
Clear the game once in Original Mode with an Easy difficulty setting.

8) Unlock page 72 in the Illustration Data: 
Clear the game once in Navi Mode with an Easy difficulty setting.

9) Unlock page 73 in the Illustration Data: 
Clear the game once in Original Mode with a Normal difficulty setting.

10) Unlock page 74 in the Illustration Data: 
Clear the game once in Navi Mode with a Normal difficulty setting.

11) Unlock page 75 in the Illustration Data: 
Clear the game once in Original Mode with a Hard difficulty setting.

12) Unlock page 76 in the Illustration Data: 
Clear the game once in Navi Mode with a Hard difficulty setting.

13) Unlock page 77 in the Illustration Data: 
Clear the four missions in Mission Mode with a Normal difficulty setting.

14) Unlock page 78 in the Illustration Data: 
Complete the Enemy databases in Dr. Light's Laboratory.

15) Unlock page 79 in the Illustration Data: 
Complete the Boss databases in Dr. Light's Laboratory.

16) Get the Energy Balancer: 
On Tomahawk Man's stage three screens before the boss on the upper path,
there is a ladder and has spikes right under it. To the left of this is
a block that can be broken. Use the Rush Power and go to the next room
to meet Blues, who will give you the Energy Balancer.

17) Secret Rooms: There are hidden rooms in some stages and some of them
are not so obvious. Be sure to look out for any cracks on a wall and use
the Rush Power to break it. There are too many hidden rooms to list, but
I mention this so that you can an eye out for them.

18) Start on the first Mr. X stage with all weapons and items: You can
obtain this password by playing the game. It works with any difficulty
setting. Here is the password:

 B6, D4, F2, F4, F6


Here's a hint: Instead of completing the game thrice from beginning to
end on Original Mode and then doing the same for Navi Mode to unlock most
of the secrets do the following.

  ONE) Play Original Mode on Normal difficulty
  TWO) Defeat the first 8 bosses or use a password to skip them
THREE) Save your game progress

Now, any time you need to complete the game on any mode with a specific
difficulty setting, all you have to do is go to the Options screen to
change it and then play either Original or Navi mode. After that, load
your saved game with the first 8 bosses defeated and all you have to do
is complete the 4 Mr. X stages and then 4 Dr. Wily stages to unlock
another secret.


=====X. Sound Room=======================================================

Look at the Secrets section above to see how to get the Sound Room. I got
the names of all the songs from the Capcom Music Generation: Famicom
Albums - Rockman 1-6 in case anyone is wondering. That is a three disc
collection contains the entire soundtracks to Rockman 1, 2, 3, 4, 5, & 6.

Sound numbers 1-35 are the arranged tracks, most which are new for the
Playstation version and a few that are taken from Rockman 2 The Power
Fighters and one from Marvel vs Capcom 1. Sound numbers 36-68 are the
original soundtrack.


 - Arranged Soundtrack-

Sound Number 00: Mode Select Screen 
  Note: This song is the Player Select music from Rockman 2 The Power
     Fighters. This song is a remix of the game title screen music from
     Rockman 2 for the Famicom.

Sound Number 01: Opening
Sound Number 02: Title
Sound Number 03: Stage Select
  Note: This song is the mode select music from Rockman 2 The Power
    Fighters. This song is a remix of the Stage Select screen music from
    Rockman 6 for the Famicom.

Sound Number 04: Stage Start
Sound Number 05: Wind Man Stage
Sound Number 06: Blizzard Man Stage
Sound Number 07: Yamato Man Stage
Sound Number 08: Flame Man Stage
Sound Number 09: Plant Man Stage
Sound Number 10: Centaur Man Stage
Sound Number 11: Tomahawk Man Stage
Sound Number 12: Knight Man Stage
Sound Number 13: Boss
Sound Number 14: Stage Clear
Sound Number 15: Get Weapon
Sound Number 16: Mr. X Stage Map
Sound Number 17: Mr. X Stages
Sound Number 18: Game Over
Sound Number 19: Password - Continue
Sound Number 20: Dr. Wily Stage Map
Sound Number 21: Dr. Wily Stages
Sound Number 22: Final Battle
Sound Number 23: All Clear
Sound Number 24: Boss Staff Demo
Sound Number 25: Blizzard Man Demo
Sound Number 26: Centaur Man Demo
Sound Number 27: Flame Man Demo
Sound Number 28: Knight Man Demo
Sound Number 29: Plant Man Demo
Sound Number 30: Tomahawk Man Demo
Sound Number 31: Wind Man Demo
Sound Number 32: Yamato Man Demo
Sound Number 33: Staff Roll
Sound Number 34: Playstation Staff Roll
 Note: This song comes from Marvel vs Capcom Clash of Super Heroes,
       which is Roll's stage music. This time it is uncut.

Sound Number 35: Mission Mode Result
  Note: This song is the mode select music from Rockman 2 The Power
    Fighters. It is a remix of the from Get Weapon screen of Rockman
    3 for the Famicom.

 -Original Soundtrack-

Sound Number 36: Opening
Sound Number 37: Title
Sound Number 38: Stage Select
Sound Number 39: Stage Start
Sound Number 40: Wind Man Stage
Sound Number 41: Blizzard Man Stage
Sound Number 42: Yamato Man Stage
Sound Number 43: Flame Man Stage
Sound Number 44: Plant Man Stage
Sound Number 45: Centaur Man Stage
Sound Number 46: Tomahawk Man Stage
Sound Number 47: Knight Man Stage
Sound Number 48: Boss
Sound Number 49: Stage Clear
Sound Number 50: Get Weapon
Sound Number 51: Mr. X Stage Map
Sound Number 52: Mr. X Stages
Sound Number 53: Game Over
Sound Number 54: Password - Continue
Sound Number 55: Dr. Wily Stage Map
Sound Number 56: Dr. Wily Stages
Sound Number 57: Final Battle
Sound Number 58: All Clear
Sound Number 59: Boss Staff Demo
Sound Number 60: Blizzard Man Demo
Sound Number 61: Centaur Man Demo
Sound Number 62: Flame Man Demo
Sound Number 63: Knight Man Demo
Sound Number 64: Plant Man Demo
Sound Number 65: Tomahawk Man Demo
Sound Number 66: Wind Man Demo
Sound Number 67: Yamato Man Demo
Sound Number 68: Staff Roll


As a side note, the music played in Dr. Light's Laboratory, which is a
remix of the from Password screen of Rockman 6 for the Famicom, is not
here.  It is different from Sound Number 19. Also, both arcade games had
a remix of Blues' whistle, but Capcom didn't use it the this version.
Also, both arcade games had a remix of Blues' whistle but Capcom didn't
use it the this version.


=====XI. Frequently Asked Questions=====================================

Question 1:
Is it worth getting the playstation version of this game?

Answer to Question 1:
That depends, if you have never played Rockman/MegaMan 6 and you wish to
do so or you are a MegaMan fanatic like me, the answer is yes. If you 
have played or own the NES/Famicom version, you may not want to spend the
cash on this, but after reading this entire document you should be able
to make your decision. I'd get it because 4 is my favorite from the
original 6 games. However, between the Famicom/NES/Virtual Console, the
PS1/PSN, and the Anniversary Collection (PS2, Gamecube & XBOX), this is
definitely the best console version of this game available. From best to
worst version of Rockman 6 I'd say:

  1) playstation 1 version (Best version available)
  2) playstation Network version (playable on PSP and PS3)
  3) MegaMan Anniversary Collection version (PS2 & Xbox)
  4) MegaMan Anniversary Collection version (Gamecube)
  5) Famicom/NES/Virtual console version
  6) Cell phone version

The PSN version goes down a notch for the pocketstation features.
The Gamecube Anniversary collection goes down one notch because it is 
missing the arranged music from the PS1 version which both the PS2 and 
Xbox have. You'd figure Nintendo would have gotten the best version on 
the Gamecube (or even the Wii) since the series started on their system
but that is not the case :(
The Virtual Console version hasn't been released yet, but it will be
the same as the Famicom/NES version.
There are multiple versions of the cell phone game. Some are pretty
good, while others or not. 

As a side note, there are emulators where you can play the PS1 version
on your computer or you PSP if you don't have a PS1/PS2 anymore. Search
the web for info on that.


Question 2:
Famicom? What's that?

Answer to Question 2:
You didn't read the notes section (grrr!). Famicom is the Japanese
equivalent of an NES (what many refer to as the 8-bit or regular
Nintendo).


Question 3:
Why didn't you include a stage walkthrough in this document?

Answer to Question 3:
Again, you didn't read the notes section. Now be a good boy/girl/it and
read it now. ^_^


Question 4:
Will this game work on an American playstation or any non-Japanese
playstation?

Answer to Question 4:
Normally no, because of the region lock out. You can however get a 
converter which allows you to play import games by making your 
playstation skip the region check. The converters can't damage your 
console so don't worry. Also, converters do NOT translate the text in 
the game, many people get the wrong idea on what a converter is. There
is another way besides converters, and that's with a mod-chip in your
PS1 or PS2. You can also use a PS1 emulator on a PC, PSP, or even the
Xbox and such.


Question 5:
Where can I buy this game or the rest of the Complete Works series?

Answer to Question 5:
Try your local video game store and ask if the sell import playstation
games (this is assuming you don't reside in Japan). Some stores will 
allow customers to place special orders for import games, so be sure to
ask. You can also try shopping online. They appear on eBay auctions 
every now and then but some people are asking for too much money. All I
can say is do not pay more than $30 for it (the original price for it
is 2,800 yen which is about $29). I've seen places sell them for 
$40-65!!! Talk about a rip-off.

Update: I've seen this game selling for ridiculous prices whether it's
new or used (over a $100!!). There were too many copies of this game 
made for it to sell at such a price. And let's not forget that it was
also released at a budget price. So what's up with prices higher than
$20?! 

Update 2: This game is will also be available for the PSP and PS3 as
a download on the Japanese PSN Game Archives later this year and then
sometime afterwards it will come to the US on the PSN. If you want to
get it early, you can get it from the Japanese PSN even if you don't
live in Japan. You just have to make an account with the Japanese
playstation network and you'll be able to get this and other games as
well. This will is be the cheapest way to buy this game outside of
getting it free from someone. However, not matter which PSN version
you end up getting, the game will still be in Japanese. If you can't
find the PS1 version cheap (DON'T pay more than $20!) and you have a
PSP/PS3, get the playstation Network version.


Question 6:
Why is there no English version to the Rockman Complete Works Series?

Answer to Question 6:
Because sony computer entertainment of america needs to be Shoryukened,
Flash Kicked (and every other fighting game) right out of the universe!
They don't want older classic titles (unless it's a compilation of
them on a single disc) released on the playstation (or playstation 2)
which will make the system look outdated. sony of america still applies
this rule to this very day. I'm not sure why it was not release in
Europe though (if it were to have been released in Europe, it would
have been in English and probably a few other languages as well. That
is why I mentioned Europe.) For this same reason, Rockman X3 was not
released in the USA for the playstation (it was released in Europe).
Capcom did try to bring the Complete Works to the USA though, but were
rejected. The versions on MegaMan Anniversary Collection are missing a
lot of features from the playstation and have a lot of the Navi hints
poorly worded. So I really wouldn't count those as the English versions
because there are too many differences to count those as the English
versions.

Update: I am working on making this game in English. This is a fan 
translation obviously, not officially from Capcom. Search on youtube for
videos of a Complete Works translation and where to get a translation 
patch once I complete it. It will be available in a few places such as:

http://www.romhacking.net/trans/

Search in the playstation section.


Question 7:
Are you sure you can't save your game progress past the first Mr. X
stage?

Answer to Question 7:
I am certain that you can NOT do so. At least not playing the game
normally... So no cookie for you. Cookies are bad anyway.


Question 8:
How can I save my game progress to the memory card inserted on the 
second slot of my playstation?

Answer to Question 8:
There is no option to do so!!! That is quite strange but it really isn't
that big of a deal unless you are lazy =)


Questions 9:
Is it possible to use the power-ups from Dr. Light's Laboratory in
Original Mode?


Answer to Question 9:
No you can't, at least not normally.... 


Question 10:
Can you equip more than two of the special power-ups in the Dr. Light
Laboratory?

Answer to Question 10:
No you can't, at least not normally.... If you could, the challenge of
the game would drop to practically zero.


Question 11:
Can you unlock the Sound Room before the Mission Mode?

Answer to Question 11:
There does not seem to be a way. It is strange that the seventh option
in the Mode Select menu is unlocked before the sixth. Someone likes
having fun with numbers ;p


Question 12:
Can you have the arranged music on Original Mode? What about the original
music in Navi and Mission Mode?

Answer to Question 12:
Well...


Question 13:
Why does this game have so many glitches?

Answer to Question 13:
It was rushed that's why. Though they could have fixed that here in the
Playstation version but they didn't. The game still turned out great
although it could have been better. Now you see what happens when some
people (whether it's the consumer or not) just can't wait. 


Question 14:
You mentioned that the game is emulated and is small enough to fit into
the playstation's RAM without needing to load the game much. With the
game being so small, why didn't Capcom put Rockman 1, 2, 3, 4, 5, and 6
on a single disc?

Answer to Question 14:
It was originally planned to have a compilation of all 6 games on a 
single disc. But, the music itself is not emulated, it was recorded into
one of the audio formats the playstation uses and it streams off the
disc. Because of this, the music takes up a lot of space on the disc
(more than a couple hundred mega bytes, which is very large). Thus, 
putting all 6 games on a single disc this way is not possible. Even with
the music streaming off the disc it, the music could have been formatted
where it loops where necessary, thus taking up FAR less space on the
disc (I'm not a programmer and I know how to do this and I've done it!).
But what they did instead was this, they recorded the original music
and had it loop for a little over 5 minutes as a single sound clip. 
Then the music would start over again when finished. This takes tons
more space than the songs actually should. Of course this was 
purposely done, so that the games would not be so small they could
easily be copied right away.


Question 15:
Is the Playstation capable of emulating the game and music?

Answer to Question 15:
Yes, and perfectly I might add.


Question 16:
If your answer to question 15 is true, then why didn't Capcom emulate the
music?

Answer to Question 16:
There answer is simple but long. Making a perfect emulator is time 
consuming, even for an old system like the Famicom/NES. The original 
project was to have all 6 games emulated perfectly on a single disc 
(That's where the Rockman Complete Works tile comes into play). But that
project was put on hold many times (so many, I surprised it came out at
all). Video game companies all prioritized what games are produced first.
At the time, this project was not top priority (that seems to be a trend
for Rockman games unfortunately) and not only that, sony Computer 
Entertainment of Japan was not too thrilled about approving this project.
All games must be approved by sony before they are released for the
playstation, otherwise the developers would be wasting their time and 
money producing a game that cannot be released legally (and if the game
isn't released there is now way they will make money from it). When sony
of Japan finally approved the project, Capcom gave the staff of this
project a limited time to get it done. All developers have a deadline to
meet no matter what game project they are working on. If the project 
does not meet that specific companies standards by the deadline, either
the project is altered to meet the standards or cancelled completely 
(the latter being the case with the Sega Saturn version of the Complete
Works). In the limited amount of time that the programmers was given,
they couldn't emulate the game with music perfectly. The programmers
knew this before the deadline was up. Of course, if they were given 
enough time they could have done so. So they did what I mentioned in 
the answer to question 14 to avoid having this project cancelled. Not
only that, they threw in all the extras that I mentioned earlier 
throughout this document (Navi Mode, Database, and so on). Capcom also
granted them a little extra time to work on Rockman 4-6 (mostly for 
the remixed soundtracks).


Question 17:
What is this you mention about a Sega Saturn version of the Complete 
works series?

Answer to Question 17:
Capcom planned to have the "original project" for both playstation and
Sega Saturn and it was to be produced and released for playstation first,
then the Saturn. Capcom did this with all the Rockman games that were 
released on the Saturn (they did this with a lot of their Saturn titles).
The Saturn versions were done second so that they could be done better 
than the playstation version (and sony quite aware of this when Capcom 
released many games on the PS1 such as Street Fighter Alpha 2 on both
systems). But because Capcom had to wait so long for the playstation 
version approval, by the time they got it, Sega told all their third 
party developers to cancel all their projects that they have planned or 
were currently working on for the Saturn and do them on the Dreamcast 
instead. Capcom did just that as they released Biohazard 2 (Resident 
Evil 2), Marvel vs Capcom 1, and El Dorados Gate for the Dreamcast (all
of which were Saturn projects at the time). Unfortunately for us MegaMan
fans, the only project that didn't make it to the Dreamcast was the 
Complete Works series. Technically it's sony's fault for Sega not getting
a Saturn or Dreamcast version. But it's a smart strategy sony has been 
using for years which has given them many exclusive playstation titles 
from third party companies.

Update: Some people have stated that new Saturn games continued to be 
made after the Dreamcast was released. This is true because some 
developers felt the Dreamcast as unnecessary since the Saturn was doing 
quite well in Japan, why bring out another console? And some decided to
continue their projects on the Saturn instead because of money related 
issues. Another reason (which I failed to mention before) why the Saturn 
version was not released later on as individual games like they were on 
the PS1 was because of the pocketstation feature and the fact that the 
Dreamcast had been available for so time now, so it would have been 
better to make on that platform, but as you know, that never ended up
happening :(


Question 18:
The epilogue says “To be continued”. Why is there no Rockman 7 for the
Playstation?

Answer to Question 18:
I don't know why. They might as well have made part 7 for the system
and not leave the gap in the series, but it was never part of the
"original project".


Question 19:
Instead of emulating these games, why didn't Capcom completely remake
them to take full advantage of the playstation?

Answer to Question 19:
Believe me, I wish they had done so (a 32-bit version of MegaMan 5 would
have kicked so much ass!). If they were to have done this, they staff
would have needed more time, which is something I that they weren't
given much of as I already explained in the answer to question 15. This
is bound to happen someday on a newer console though. =)

Update: It could've happened for the PSP. It was planned to reboot the 
whole series on the PSP. Unfortunately, the sales of the first game 
didn't meet the company's financial expectations. So the remakes of 
Rockman 2-7 were cancelled. Capcom should have made the remake on the
DS as well. Those versions would have done well financially.


Question 20:
Why are you so technical with your answers?

Answer to Question 20:
If I give you a simple answer to your questions, it will leave me open to
more questions. :-D


Question 21:
I have a question that is not on this FAQ, can I email you about it?

Answer to Question 21:
As long as it has to do with this game or MegaMan in general, then you 
may. Just don't expect an answer right away.


Question 22:
How do you play as Blues (Proto Man)?

Answer to Question 22:
While playing on Navi Mode, whip out your whistle and play the music notes
perfectly and you'll switch to Blues. Or you can always hack the game and
put him in there ;p

=====XII. Closing statement=========================================e====

I hope you enjoyed or find this document useful. Especially since to this
day there is no full English version of this game. Although it almost
happened twice, such as for the MegaMan Anniversary Collection, but 
apparently like many things in life, money and time was an issue. :(

As a side note, the Navi system in this version and the Mode Select 
screen (which looks similar to a PET from Battle Network) as well as the
data chips MegaMan gets in Super Adventure Rockman (another Rockman game
not released in English) must have heavily inspired what is used in the
Battle Network spin-off series.


=====XIII. Credits and thanks============================================

1. Thanks goes to Capcom and all of its staff involved with the Rockman
   series and the Complete Works versions.

2. Thanks to GameFaqs and its staff for hosting my document and for
   maintaining an awesome website and for keeping such documents free
   unlike some other sites.

3. Last Cetra for helping me on translating all the hints in Navi mode 
   and many other things.

4. Thanks to VixyNyan for confirming that the re-released discs of this
   game in 2003 have the same contents of the original release from the
   original one in 1999. Also, for giving me the idea to include the PS1
   version staff credits here.

5. Myself for taking the time to write this document.

6. You, the reader, for taking the time to read this document.


=====XIV. Complete Works Staff credits===================================

These are the names of the people involved in the making of this version
of the game. You see their names when you clear Navi Mode. Thanks to Last
Cetra for helping me translate the ones I wasn't to clear on.


  “Director”               “Program Director”
   Ooko 12                    Asada Kazumi


  “Programmer”
   Murase Osamu
   Aratono Katsumi
   Nezumi-Otoko r

  “PokeRock Programmer”    “Support”
   Ueno Katsushi            Suzuki Issa
   H.Yam                    Tanohata Tsuyoshi


  “Graphic Design”
   RYUTARO's MAMA
   Katagiri Hideaki
   Uchimura Sadao
   Hase Kouichi
                    Ichinoji
                    Den-Ken


  “Sound”
   Tanaka Naoto
   Kajino Toshio


                           “Package Design”
                                    HIDEKI
                           HIGURASHI-RYUJI
                                    UKABIN

  “Software Manual”
   Y. UCHIDA


  “Test Player”
   Hashimoto Takashi
   Kobayashi Shounen Ginkou
   Onizuka Raizou
   Hagimura Ayato
                           Itogawa Hiro
                           Kamura Naoki
                           Seo Takahiro


                           “Special Thanks”
                           Hosoda Kazuyuki
                               Bob Hoffman
                                  Frog Man
                            Matsui Takashi
                             Kimura Shinji
                           Kondou Ryousuke
                           Yamamoto Mayumi

   Inafune Keiji
   H.K
   Shinohara Masashi

              Capcom All Staff


  “Executive Producer”
   Okamoto Yoshiki

                “General Producer”
                 Funamizu Noritaka

                             “Producer”
                              Minami Tatsuya



                DeGamer - 2000, 2004, 2010, 2011

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