of the titular character travelling across the world to retrieve and restore the world cup from the clutches of the alien pirate Scab, who plans to add it to his ever-growing collection. By pressing different buttons at the title screen, the player can change the colours of their character's clothes to represent their favorite team. Each country has three levels that the player must navigate through. The player character can perform various types of soccer moves such as runs, shots, bicycle kicks, headers and other sorts of moves to either advance in the level, get to hard-to-reach areas or eliminate enemies by using his soccer ball as the main tool. The player starts out with two hearts but by opening random chests scattered throughout the game, they can get more hearts. At the end of each third level, the player must fight a boss, based on stereotypical people associated with their respective country. However, the player must always explore each level to find soccer cards, which are crucial to getting the cup at the end of the game. Once a country is completed and all the cards in that country are collected, Soccer Kid is transported to a bonus level where he must collect all the food against limited time for a piece of the cup to be obtainable. If all heart pieces are lost, the player character is respawned on a determined checkpoint after losing a life and once all lives are lost, the game is over, though there is an option of continuing. Depending on the version being played, progress is saved differently. Development Soccer Kid was created by most of the same personnel who worked on the Manchester United series including programmer Peter Harrap, who co-wrote the title alongside Nigel Little, artist Neil Adamson and composer Matt Furniss, among other team members that shared multiple roles during its development process, while the overall concept was conceived by Dean Lester, in addition to also sharing the same game engine as with Arabian Nights, another platform game by Krisalis. Development of the project began in February 1992, when Krisalis co-founder Tony Kavanagh announced their plans for it early in the year and the team wanted to experiment in making a title that mixed football and platforming elements after developing several association football titles. Nigel stated that to assure such project would be playable, the team wrote a primitive physics