Reviews from

in the past


ESSE JOGO. ESSE MALDITO JOGO.
VÁ PARA O INFERNO E NUNCA MAIS VOLTE.

This review contains spoilers

I can appreciate tgia game for how they implemented Bass being playable, making him way different from Rock but at the same time with his own strenghts and weaknesses, not only that but also the art managing to match a psone game, although being honest, for how detailed the sprites are, they look a bit uncanny with how fast they move thanks to not having as many frames of animation as mega man 8.
However what absolutely kills this game is its design, its not just the bad level design, its not just the unbalanced difficulty and how some stages and boss fights dont feel like they were fully tester with both characters, its how the game itself feels badly designed, itema being usable only one at a time forcing you to constantly pause the game to switch the upgrade around, absolutely killing the pace, some items seemingly having omissions on how they work like how the half damage one doesnt seem to work on bosses, the lack of sub tanks taken from mm8 ignoring the fact this game's level design and checkpoint approach is not as forgiving as that game's to justify said omissions, and the hellish marathon that is the endgame stages, which just make all issues above pop out even more.

Overall cannot really recommend, maybe if you want to see how bad it is, sure, but even then just go with Bass to save yourself some frustration

Esse pra mim é o jogo mais curioso da série, pra começar que foi lançado em 1998 pra SNES sendo 2 anos depois do 8 sair pra PS1 e Saturn oq é bizarro mas sobre o jogo em si, ele tem algumas ideias interessantes e uma boa história (ainda mais se comparado a outros jogos da série clássica) mas peca muito no leve design que muitas vezes é ruim e mal planejado oq causa muitas mortes injustas e o nível de dificuldade desbalanceado, zerar foi um sofrimento que não quero passar outra vez, só recomendo pra quem é muito fã da franquia mesmo.

Initially received the Game Boy Advance port as a gift, but never made it far. After selling the cartridge, I downloaded a ROM hack translation of the Super Famicom version, and years later, beat the game with Bass, using save states before bosses. Immediately after, I started a new file with Mega Man in order to collect the remaining CDs, and used save states generously.

As someone who considers himself a stalwart fan of the classic Mega Man series, I knew I had to get around to playing this game to completion eventually, but kept putting it off, and I've come to find it was with good reason. Hastily cobbled together with assets from Mega Man 8, Mega Man & Bass is the Super Mario Bros.: The Lost Levels of the Mega Man series, and it nearly pushed my patience to its limit.

I went in fully expecting this to be a better game than 8, so the question is, is it? At first I thought, "yes" but quickly changed my mind. Gone are the annoying snowboard sections and other quirky gimmicks shoehorned into the previous game, and the shop system is now more in-line with that of 7, as well as IV and V on the Game Boy. It also presents a challenge that its predecessor sorely lacked. So what's the problem? It's unforgiving on every level, that's what. First off, you have absolutely no reason to play as Mega Man; Bass's mobility and multi-directional buster makes him the objectively correct choice, unless you hate yourself. Stages are filled with cheap enemy placement seemingly designed to spite the player, and littered with blind jumps that killed me many a time. And though the shop system has been restored, E Tanks are still missing for some reason; W Tanks are also absent, so if you run out of weapon energy trying to beat the stage boss, you're not getting it replenished until your next game over. And of course, the development staff didn't learn their lesson from 7, and imported much of the graphics made for their PlayStation game into this SNES title. Sure, it looks pretty, but shouldn't that have been a given by 1998?

But the biggest issue I had with Mega Man & Bass, by far, was with the fortress stages. King Stage 2 is a frustratingly long gauntlet nearly twice the length of a normal stage, with not one, not two, but FOUR BOSSES. Checkpoints are sparse, and if at any point you run out of lives, congrats, you're starting from the beginning. The final stage is no better, because instead of allowing you to re-fight the robot masters in any order like before, it forces you into a linear path, facing one boss after another, with additional bullshit platforming sections in-between every encounter. The fortress stages made me realize that Mega Man 8 wasn't too easy, it was simply more forgiving, and forgiveness is nowhere to be found in this hellscape of a game.

By the way, if you're looking to collect all 100 database CDs, don't. The only reward is the accomplishment itself, and a nauseating number of them are hidden underground, which need to be retrieved using Rush Search, the most obnoxious utility item in the series. Several of these CDs are deliberately placed in areas with large amounts of enemies that, if allowed to come in contact with Rush, cancel his digging animation while wasting weapon energy. And even if you know where to dig, he'll dig up a piece of trash if you're off by a few pixels, or if you're lucky, you'll be treated to an animation of him getting his face sprayed with water or his nose pinched by a crab. Why exactly do I need to purchase an item that shows the vague location of these underground CDs when I already bought Rush Search? Hell if I know.

TL;DR - Mega Man & Bass's omission from Mega Man Legacy Collection 2 was a blessing in disguise, as this game does not deserve to share the series' legacy with the numbered entries. It's a frustrating, poorly designed slog that's difficult for all the wrong reasons, and one that I would recommend against playing it at all costs. Please skip this and go straight to 9, you'll thank me later.

Play this. It is one of the hardest games I have ever finished, but so satisfying to do well.


Não merece todo o ódio ou a má fama que leva. É um ótimo jogo, difícil, mas não o suficiente pra ser frustrante. Seu maior defeito em minha opinião são os checkpoints e continues, recomendo jogar com save states pra remediar isso que fica uma maravilha.

I really need to play the SNES version since I've heard it is much better but for now this game isn't very good. I've also only played with Mega Man who is apprently the worse character so yeah I need to replay this one day.

I actually really like the OST for this game. I always hear about the GBA curse but idk, I guess I've never really felt what was wrong with it.

Time for the skill issue section. I feel like there should be more checkpoints, I eventually needed to save state because I'm a fake gamer but I never really like long gaps between checkpoints, feels like artificial difficulty. Some bosses are really annoying like Burner Man, he is just the worst. Level design is mostly okay and I really like the new robot master designs, just wish they were all original. There were just way too many frustrating moments in this game even though most of the platforming was pretty fun.

A guilty pleasure of mine. I went back to it for no reason, and completed it on one evening. I'm aware of its lesser aspects, yet I have played it way too many times.

A pesar de que la versión de GBA sufre un poco por los sprites tan grandes, es un juegazo bastante retador.

I went in to this game expecting it to be brutally difficult, which it partially was. Tough platforming sections, spongey enemies, and incredibly unforgiving boss patterns were plentiful. However, I never found it unfair, every time I died or game overed, it was always my fault. The difficulty was also a breath of fresh air for a series I felt peaked in terms of challenge with the first game on NES, especially lacking in the seventh and eighth entries. The final gauntlet before Wily was particularly gripping, as it handled the boss rush in the same way as Mega Man X with some of the best disappearing block sections in the series. Weapons are also pretty useful, with the Ice Wall in particular actually being integrated in level design with Mega Man's campaign.

First of all, I think it's strange that this game isn't in the Legacy Collection 2 giving the fact that it is canon on the Mega Man lore and somehow important to the classic series, especially MM9 and MM10 (although it's the classic series so the lore doesn't matter that much)
I know it isn't an numbered game on the series and there are many people who dislike it, but c'mon, it's still part of the canon and future main games mention, shows events or even uses elements of it, and if X6 and X7 are on the X Legacy Collection, this one could be on the classic collection too, even if it was on Legacy Collection 2

As the game by itself, I've heard some bad things about it, and not like it was with MM7 and MM8 (Just for have an idea, the way I've heard some people commenting about this game was giving an impression that this was at least the X6 of the classic games). Because of that, I've played expecting an terrible game with shitty level design, but it turned out that wasn't the case. I mean, for me at least it still bad, but not like I've heard some people say it is

I've played just the SNES version, but with both Mega Man and Bass, and I can confirm that the level design really isn't good. Most of it looks like that it was made with Bass in mind and then they did little tweaks on it to adapt for Mega Man, and even for Bass it still have some moments that you will take damage no matter what you do

Speaking of the stages, I have a little problem about them recycling some themes and enemies from MM8. Some enemies like the bats, the Sniper Joe and the Met I don't mind being reused since every game have them, but for common enemies I don't remember a single one that was original from this game, and the ones that got some type of tweak got worse since it spams the attack or just have one that insta-kills you. About the stage themes, basically every single one have the same theme from MM8's stages, some times even reusing gimmiks from those stages (Cold Man/Frost Man, Burner Man/Search Man, Pirate Man/Aqua Man, Ground Man/Sword Man, Magic Man/Clown Man and Dynamo Man/Grenade Man)
Not only that, but for some reason they decided to reutilize Tengu Man and Astro Man also from MM8. You could say it is because King is "reviving" old robot masters (just to be clear, this game got released after MM8), but the problem is besides those two and Green Devil, NONE of the bosses and mid-bosses came from another game, they're all made just for this game. I can get Green Devil since it's an variation of the Yellow Devil, and this boss keeps comming back every time (although the Green Devil from this game is very easy since it appears on the intro stage), but why Tengu Man and Astro Man?
Also, Tengu Man even have the exact same moveset and arena from MM8. At least Astro Man is completly different although having some similar attacks, but Astro Man is litteraly the same fight, only excluding his weakness
I understand that Capcom made this game because MM8 didn't released on the SNES or any Nintendo platform before the Switch, so I can forgive the stages having the same themes and enemies, but reusing Tengu Man and Astro Man really doesn't make any sense for me

The bosses got me a little divided. Most of them aren't bad, but there are some that really gave me a hard time because the attack was unavoidable or I couldn't see it (even when I was playing the SNES version)
King's second form is a special case btw, because playing as Mega Man it was very unfair since he destroyed some platforms that I needed to be on to survive, and the next one was too far away, but with Bass he was a joke because I've just spammed the upgraded "machinegun" buster that he have without worring about anything, and if the boss destroyed an platform, I could just use the double jump and survive. I'm aware that it have an exclusive attack when playing with Bass, but I was so broken that everytime he was going to use it I broke the crystal that would shoot it, so I don't even know what the attack was
The way the game does Boss Rush is also something that I don't like. Basically it's like MM1 and X1 where you fight an boss, then you proceed a little of the stage, then repeat this process until you defeat all 8 instead of going to a room with 8 portals and choosing freely which one you will fight. This is more an personal preference of mine than an real problem, so I don't think is that relevant, but I think it's good to at least comment about it

Last but not least, like MM8 it doesn't have Energy Tanks or Weapon Tanks
The only way you can refill your weapon is usning an upgrade where you will refill it by taking damage, but the ammo you get is fixed, so how much damage you recieve doesn't matter (unless the damage you take makes you die. In that case you don't refill anything)
Now energy with Mega Man is by using an upgrade and keeping completly still, but the problem is that it takes a long time to refill all your health because it regens one bar each 5(?) seconds, and since you can't jump, shoot or take damage if you don't want to stop, you cannot use it on an boss at all. And with Bass? Well, you can't. The only way he regens health is the traditional way with enemy drops or with items that are on the stage. At least the alternatives from MM8 are great substitutes, but the ones from this game are another story

With all that said, the game still have some positive points. The music is great like always, and the graphics are really well done. Although I miss some animations that the enemies had, it still a great conversion from it's PS1 counterpart, and it doesn't feel weird at all on the console

Not only that, but the gameplay itself it's fenomenal. Mega Man's controls are the same, but the moveset they gave to Bass with the double jump, the "machinegun" buster and the dash (that reminds me of X's dash) makes play with him a great time, even better then how it is on MM10.
I thought the fact he stops to aim when shooting would be a problem, but no, it actually helps a lot more since the level design was almost 100% made thinking about him, and when you get the upgrade with stronger shots or bullets that go through walls, it's even better and quicker to complete

The CDs are also an great addition. I got all 100 of them, and they're very well hidden and fairly challenge to get. The only two that I have a problem are CD 15 and CD 100, since you need to protect Rush for him to get the CD but sometimes it's impossible to do it because your shots doesn't reach the enemy or it spawns exactly where Rush is
I also like that you need to play with both Mega Man and Bass to get all the 100 CDs, and although your save with Mega Man isn't the same one that your save with Bass, the game remembers every CD you got with one of the characters. I don't know if it does that because it reads which CD you got on each save file or if just keeps on the game's memory, but it's a great feature

Lastly, although I think some upgrades that the game sells are useless, most of them (especially the permanent ones) helped me a lot through my journey. The energy balacer and S. Booster saved me a lot of time, both H. Charge, F. Shield and S. Shots made it more easily for me to kill enemies, Treble is great to use just like he is in MM10 and the CD Finder and Roll's W. Monitor and Scanner helped me a lot to proceed with the stages and find the CDs (although I was looking an online guide, so I didin't used W. Monitor).

It's sad that I can't see it as a good game, but at least it can still be fun (unless you play the GBA version). I dare to say that even being worse than MM9, I would probably go back to MM&B more since it's more unique and doesn't feel like an big downgrade from the past games

Massante. Dá canseira em certas fases

Fue el megaman mas dificil y frustrante.


After playing through Mega Man 1-10 a while back, I had a good few people tell me I should play this game as well to genuinely finish out the classic series. I had the GBA version as a kid, and I got fairly far in it but never managed to beat it. I had hesitated for a bit, as this version actually isn't available for sale digitally anywhere (not in any of the collections, and the only versions on Virtual Console are the very inferior GBA port), but I discovered much to my joy that I actually did have this ROM sitting around in my collection (it was just filed differently than I expected it to be). I broke out my Xbox One game pad and it took me about 4 hours to complete the game without save states or rewinds using ZSNES.

Coming out on the Super Famicom in the mindbogglingly late year of 1998, Rock Man & Forte (better known as "Mega Man & Bass") was the last of the classic Mega Man games until Mega Man 9 a decade later. You can play as either titular character (I myself picked Mega Man) as you fight against the mysterious new robot King, who has raided Wily's lab and Dr. Light's Robot Museum to collect blueprints of past robot masters to create his new master army to make a world devoid of humans where robots can live in peace. It's got a fair amount of text for a Mega Man game, but the story still boils down to a very familiar formula where King was actually being used by Wily the whole time. It does the job just fine, and King himself is a well-designed new character (even if he has the life expectancy of most new Mega Man antagonists ^^;).

The game recycles two robot masters from Mega Man 8, Tengu Man and Astro Man (who both fight quite differently than their PS1 counterparts), but then has six more original robot masters for you to fight in addition to the fortress at the end. However, this is definitely one of the weakest of the classic series, and it is arguably also the worst of them for similar reasons for why Mega Man 10 isn't very good. Sure, the bosses vary between some of them being really weirdly easy (especially with their weaknesses) or being trials of frustration to deal with (the category into which most of them fall), but the big bugbear here is the stage design and how it relates to the two playable characters.

Mega Man 10's big problem comes from its stages feeling too homogeneous because they need to be completeable with all three main characters. Rock Man & Forte has the opposite problem but for the same reason. Mega Man has the charge buster and the dash-slide he has in every other classic series game between Mega Man 4~8. Bass, on the other hand, has no charge beam but an 8-way rapid fire (which are each a little weaker than Mega Man's normal shots), as well as a Mega Man X1-style dash ability instead of the dash-slide. This means the game is divided into two significantly difficult variations depending on whomever you picked to play as, because you can't change character midway through the game. If you picked Mega Man, your charge shot will allow you to generally have an easier time with most bosses, as will your ground slide in dodging attacks. If you're Bass, your dash ability will give you a generally much easier time with the stages, but your eight-way shot and lack of a charge shot will make certain bosses easier and certain bosses harder.

I would tentatively put Bass as the easier to play of the two, as it doesn't much matter if you can beat bosses if you can't even GET to them, but the problems are there all the same. The stages are generally really meanly put together in ways that remind me of games like Mega Man X6 and Rock Man World 3. Particularly as Mega Man, there are some jumps he can JUST barely make due to his lacking a dash ability, and the difficulty curve of the game is all over the place as a result. Inafune apparently wanted this game to be made for the more "hardcore" of the Mega Man fanbase, but the effect is similar to how the original Super Mario Bros 2 was also made for "super" players. The overall experience feels designed to be difficult rather than fun, so it's far more often frustrating that you're dying to cheap deaths rather than satisfying as you conquer a good challenge.

The game also has a shop where you can buy a bunch of (very good) upgrades, though only one of them can be equipped at a time, for most of the best ones. There are also a bunch of collectibles to find scattered through all the levels in the form of little ID cards of genuinely all of the boss and allied robots that have appeared in prior Mega Man games (even super obscure ones like the bosses in the Wily Tower in the Mega Man: Wily Wars). However, just to add insult to injury in one more tiny way regarding the playable characters, some of them can only be gotten as either character, so if you want a completed collectible database, you'll need to play through the game at least once as each character.

The presentation is pretty good for the most part, particularly the graphics. This is pretty damn amazing looking for a Super Famicom game. Tons of assets are taken right out of Mega Man 8, sprites, animations, and all, and the game still runs great despite that (though that could easily be due to my running it on an emulator). You do have the problems that Mega Man 7 has with Mega Man being a bit big and overly animated so it's hard to do the platforming, but it's nowhere near as bad as it is in that game. The music is also pretty good, but that part of the game is overall nothing special.

Verdict: Hesitantly Recommended. This game is veeeery close to being not recommended, but while it may be mean as heck, it's still got a baseline level of quality in its design that can make it an enjoyable time. If you're a BIG Mega Man fan and just have to play every game in the series, or just really like action platformers and don't mind a bit of a sub-par experience, this is worth playing (although likely not importing with how expensive it can be ^^;), but if you're a more casual enjoyer of either of those two things, I'd avoid this one like the plague. This is easily the worst of the classic series, as far as I'm concerned, and you'll need to be really dedicated to conquer this bugger and see the adventure through to the end.

So, you intended to use King to take care of me, did you? You dirty son of a bitch!

I promise I’m not just trying to be different. Am I missing something here?

Playing as Mega Man feels like, well, Mega Man 8, which was already one of the better controlling games in the classic series. Playing as Bass, on the other hand, turns Mega Man into Gunstar Heroes, and I’m not sure how it could possibly be more entertaining. The levels are astounding, the boss designs are deeply imaginative and memorable, the graphics are truly mind-bending for the SNES, and the shop/upgrade system is the best it’s been in any of these games so far. Capcom hits a difficulty balance that lies perfectly between intense and rewarding; it is truly a joy to hit one of this game’s many walls, only to finally overcome it through sheer tenacity. You have the tools, you just have to put it all together. I’m not sure where the mixed reaction for this game comes from, but my assumption is that most detractors played the terribly compromised GBA version (or died a lot). The ONLY real complaints I have is that the music could be better, and the absence of E-Tanks feels a little strange. If you play Rockman & Forte/Mega Man & Bass on the SNES, as it was meant to be played, you may see this in a whole new light. This is literally my favorite game in the mainline Mega Man series, and I don’t see a world where that changes. Next level stuff.

its like a less good mega man 8 also bass is there

edit: OKAY SO BASS PLAYS LIKE OBJECTIVELY BETTER IN EVERY WAY WHAT THE FUCK
i dont think ill go through the entire game as bass, but from doing a couple levels as him just to see what hes like, it genuinely feels like his way is the intended experience and mega man is an afterthought. rapidfire, omni-directional aiming and double jump holy shit it feels so good
im bumping it up a little from my initial rating, and saying this is probably better than mm8

My first playthrough was with Mega Man and it was a miserable experience most of the time. Some enemies take way too many hits, most robot masters are too difficult to fight without their weaknesses and the level design can be infuriating, like cheap traps, the typical disappearing blocks but here they have inconsistent timing and the biggest annoyance are large rooms where you cannot see what is below or above you, so you may end up jumping into hazards sometimes instant-death ones.
And I played the Super Famicom version, I dont want to imagine how bad those parts are on the smaller GBA screen.

My second playthrough with Bass was a little more enjoyable. Mainly because I was familiar with the boss weaknesses this time and because of his double jump that makes some parts less frustrating. But it also makes others too easy.

If you don't feel the urge to play through the entire series like I did at the time of writing this, I'd say you can ignore this one or just play through it as Bass.

[played on original SNES hardware as Mega Man]

I think it’s fair to say that Mega Man & Bass is probably the most disliked Classic MM game by a wide margin. It’s gained quite the reputation for being an incredibly tricky and punishing experience, and in a series that’s known for being difficult, that’s saying a lot. When I was going through the series last year, I wasn’t initially planning on playing through MM&B, but eventually did give it a go as Bass and stopped right at the penultimate stage out of frustration. But something funny happened recently. I got the urge to play the first few stages as Mega Man just to see how he felt, and it ended up really clicking! A few days later, I made my way through the whole thing in just a few sessions, and had a pretty good time! And now I’m gonna talk about why this incredibly challenging game was a whole lot of fun for me.


Mega Man as a franchise was already solidified by 1998, but MM&B makes a few changes and additions to help it stand out. The first of which being that you get to play as someone besides the Blue Bomber: his rival, Bass! Instead of having a slide and charge shot, Bass gets a MMX-like dash, double jump and a rapid-fire arm cannon that can be aimed in any direction, although it can’t initially shoot through walls and does pitiful damage against bosses. The other big feature of MM&B is that, like I said at the start, it’s really difficult. But honestly, I thought it was still fairly manageable! I’ll get more into specifics when I talk about the levels, but there’s quite a few elements that can help you tip the scales, the first of which being Auto’s shop. It’s an interesting fusion of how it was in 7 and 8; bolts have returned to being enemy drops, but a lot of the items you can buy are equipable, and they include enhancements like taking less damage, saving more energy when using Robot Master weapons and dealing double damage when you’re near-death. These can really come in handy, and given that you’re able to swap between them at any time, switching things up when the situation calls for it can help a bunch.

Another useful asset comes in the form of the various Robot Master weapons, which are a really solid bunch! Ice Wall’s a great mobility tool, Wave Burner’s an excellent close-ranged option for weaker enemies, Spread Drill and Remote Mine do plenty of damage, Copy Vision can help reduce button-mashing and Magic Card’s useful for snatching goodies from hard-to-reach places. Overall, it’s an excellent selection of weapons, and due to how the stages are laid out (in a grid system where beating one unlocks the path to another), you get more of an opportunity to use them since you’ll be guaranteed to have them for certain levels.

Now we get onto the stages, which I thought were really good! They’re certainly challenging, but they never feel impossible as either character; so long as you use a bit of patience, memorization and utilize everything in your arsenal, you should be able to get through most of them without much issue. It also helps that they’re not too long, so getting a Game Over doesn’t feel like a massive setback (and for me, it helps me become even better at remembering the layouts and obstacles so I can smoothly get through next time). And in traditional Mega Man fashion, there’s a ton of variety which makes every level feel distinct and unique, which is an element of the series I really enjoy!

Unfortunately, there’s quite a dip in quality when you get to the Fortress stages. I don’t think they’re as bad as people say, but they feel a lot sloppier and way more frustrating than the regular levels. It feels a lot closer to the type of game I hear MM&B be described as, which is a shame.

Now it’s time for the presentation, and I’m probably gonna gush a lot because I adore how this game looks and sounds! You can tell Capcom really had a grasp of the hardware by 1998, and they absolutely knocked it out of the park. The graphical style definitely takes cues from Mega Man 8, but it doesn’t even look like that much of a downgrade; everything’s still colourful and immensely detailed. In fact, I’d say it’s on-par with a lot of the Sega Saturn’s 2D games in terms of fidelity, which is really impressive for a console that was first released in 1990! The soundtrack’s also great like usual, with a ton of catchy and melodic tunes. My personal favourites are probably the Robot Museum, Cold Man, Magic Man, Tengu Man and Pirate Man themes.


Despite the general reception, I really liked MM&B! I guess it’s not too surprising given my love of intense difficulty, but I’m so glad I found this much to love, and as such, I think this is a new favourite in the series for me! I’ll have to do a proper playthrough as Bass someday (and find all those data CDs), but that probably won’t be for a while. Overall, if you’re fine with really hard games and are patient enough, I think you might find something to appreciate in this one!

This was the first classic Mega Man game I ever played as a kid, since it was the only one ported to GBA. I only wanted to play as Bass, but I struggled to actually beat any bosses as him because they tend to have lengthy invulnerability periods after getting hit by only a single one of his rapid fire buster shots, so I mostly just played the opening stage and the first three Robot Master stages over and over again on the school bus or car rides. (I did eventually get to the later stages of the game in middle school, though I don't think I ever beat King's castle.) As such I'll always be extremely nostalgic for this version and its crunchy soundtrack, even if the logical part of my brain knows it's the inferior version of what's already a pretty mid-tier Mega Man game.

Mega Man & Bass is a pretty small and unobtrusive spin-off of the classic Mega Man series of games, but it might as well be the weirdest game in the series that still bases itself after the classic run-and-gun platformer gameplay. It is a very late stage of the "retro" era of Mega Man, seen as it was a late SNES title and games like Mega Man X through X4 were already coming out, it kind of makes you wonder why did they even bother making this?

It's not like a very good game, it also doesn't feature a whole ton in its story and gameplay and overall it just an awkward title between the X and Classic series (You get to play as Bass which is pretty much just a watered down X, but you can opt for normal Mega Man 8-like gameplay when choosing Rock) with pretty meh level design and boss fights.

Something of note is that the powers are pretty cool and somewhat innovative from the common Mega Man 2-like power ups (like having knock-off versions of the Leaf Shield or Metal Blade in every game), and that there is a vast shop with a lot of things to exchange bolts with. But there is only a few you can have as passives while you're only allowed to have one activated at a time, so most of the times unless you're trying to get it all collectables you're usually just gonna stick with two or three that aid you in different ways, sometimes even necessary too because holy hell this game can get tough sometimes.

In pure Mega Man fashion, this game is sometimes very unforgiving, but it's not really so hard that when you beat it you actually feel good about it, it's just kinda frustrating since there's actually not a lot of pick ups for your health or energy, kind of falling into that micromanaging hell most classic Mega Man games suffer, and that 8 managed to solve by being a fun time. This one didn't learn from all that and just decided to do its own thing.

Most new Robot Master are okay, and its interesting how many others came back from 8 further putting the idea that this is just an alternate take on 8, but some of the new designs are pretty cool like Burner Man or Cold Man and I can give it some merit for that, but overall I can only recommend if you've already experienced all of the numbered entries and somehow want more, because it really is just more Mega Man.

Mega Man 8 but more annoying, yippeeeeeeeeeeeeee

I know mega man games tend to have the problem of the endgames falling off hard, but holy shit, it's really evident here. Most of this game, while not that great, still is pretty fun to play, and handles it shop and part equip system in really neat ways, and I like at least half of the bosses. And even the ones I don't like still have cool designs. But holy shit man, every boss in the King Castle Stages just suck, for multiple reasons.

The stages they're attached to are pretty fine all things considered, it's just each fight in one way or another is way too annoying or hard for some really stupid reason, either because it's invincible for most of the fight and brings things to a crawl, tries to potshot you or trip you up in the worst ways possible, or just says fuck you to your health and tanks it.

If we're counting where I think it stands, I think it's about as good as 4, if not a bit worse without accounting for the King Stages, because I at least think Wily still has a good boss fight in this game, and I do like the normal stages and bosses enough to give it. But without it, it's only above 9 and 10 because they pissed me off more than just being annoying to play. I get this game is hard, but it's hard for bullshit reasons when you get to the king stages. And that's fucked up.

Btw, I should stress that I have tried both characters, a bit as Mega Man going to Burner Man, and then resetting as Bass for the game. I think it's pretty fun as both of them, but I like the Double Jump that Bass has. It's just pretty handy for a Mega Man game.

Anyways, this would be the last game I needed to beat for my Classic Marathon, so for one last time (for now), here are my Robot Master Boss Rankings:

8 - Burner Man
7 - Ground Man
6 - Astra Man
5 - Tengu Man
4 - Cold Man
3 - Pirate Man
2 - Magic Man
1 - Dynamo Man

Not as hard as people say (unless you play as Mega Man), but very cumbersome. The stage design is pretty tedious, and the final stages in particular are way too long and annoying. Playing Bass is way more fun than any classic incarnation of Mega Man though, I'll give it that.

Tem alguns probleminhas (principalmente de level design) mas ainda é um excelente Mega Man e com um bom fator replay.

Game Review - originally written by Spinner 8

The last Megaman game in the “true” Megaman series, this actually came after Megaman 8, and leans towards its slightly more realistic style, instead of the much more cartoony look that MM7 had. I mean seriously, compare the way Megaman looked in both games. Honestly, guys.

I haven't gotten into this game much, but my roommate has, and he tells me that Astroman is a total bastard. The cool thing about this game is that you can play as either Megaman or as Bass. Both have different characteristics, which makes playing each character a really different experience. Like, Megaman can charge his blaster, and Bass can fire in all (eight) directions. Pretty neat? Damn right it's neat.


Playing as Bass was great. His speed with dashes feels very good since Mega Man has been nothing but extremely slow in all of his games. Double jumps are pretty good too.
I did miss Mega Man's slide and charge shot but I get that each character should have their own special traits of course.
I didn't really like the stages that much though. Lots of annoying enemy placement kind of ruined most stages for me. I did like discovering the many secret areas however.
And I don't know why exactly but this game kinda feels like a fan-made game instead of an official game. It just feels... off.
Most bosses were alright. But there were a few extremely annoying ones like Dynamo Man and Burner Man. And of course the Plane boss.
When I encountered the Teleporter room, I was so glad that for once I didn't have to do a boss rush. The usual boss rush Teleporter room is something else entirely in this game. However, the devs just couldn't resist putting in a boss rush anyway. I did not appreciate that fakeout.

Brutally difficult and not in a way that feels fair. There's a masochistic side of me that enjoys it for that though, and the weapons are all really cool. If you play the game with Bass please do yourself a favor and let yourself play with the bosses' weaknesses because it takes a full minute to beat them at minimum otherwise.

Primer megaman de la saga principal que terminó completo.
Tiene un buen diseño de niveles aunque tiene unas partes que flaquean mucho, lo que más me gusta es que tiene rejugabilidad con la recolección de los discos con los 2 personajes ya que el escenario está construido para pasarlo de forma diferente con cada uno.
La música es mucho mejor en la versión de GBA y los jefes varían mucho en dificultad dependiendo del personaje.
Megaman tiene varios pros, por su parte el diseño de niveles se acopla bien se nota que hay partes donde lo favorecen y otras que no. Aunque no es una crítica ya que se manejan con Bass así que es más de rejugabilidad que otra cosa. Aunque Megaman si necesita más los poderes que Bass para pasar ciertas zonas.
Bass es mucho más ágil respecto a Megaman con su doble salto y se siente más fácil manejarlo que Megaman aunque la desventaja del Buster jode un poco en las primeras zonas.
Con respecto a la tienda hace más digerible el combate que puede llegar a ser muy útil en los tramos finales las mejoras varían mucho dependiendo del personaje aunque Bass tiene 2 habilidades menos que Megaman.
La versión de GBA si bien tiene los problemas de la pantalla no daña tanto la experiencia como muchos dicen aunque si puedo entender las quejas cuando tocan la versión de SNES que si tiene la pantalla más grande.

Bass is an awesome character but this is also a classic Mega Man game which means it can't be that good