Reviews from

in the past


[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!

é um jogo ok.
tem umas músicas que curti e achei os gráficos bonitos, chefes são ate que tranquilos apenas um ou outro é mais puxado. agora o level design é meio capenga, se tu for jogar apenas com o rockman tu vai ta lascado

Primer megaman 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.
La versión de GBA si bien tiene los problemas de la pantalla no daña tanto la experiencia como muchos dicen.

rating this 4 just because of what the gba version did for the soundtrack, giving the game a warm and very uplifting mood (especially tngu man and the intro stage robot museum)

All the stages and bosses were really fun and playing as Bass really elevated the experience, even if the lack of E-Tanks really got on my nerves at times.


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


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.

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

This review contains spoilers

Not a bad game overall. It's just that there were a lot of places and bosses that cheap damage or death felt unavoidable. There were also a lot of places that you had to memorize the stage hazards, rather than reacting to what you see.
I liked the fact that you can play as Bass, too.

turns out i can review the gba version
yeah it's just objectively worse than the snes version don't play either of these

This game fucks so hard. Notorious for some, I went in really expecting to hate it especially on my first playthrough with Mega Man but this really blew me out of the water with how good it is. It is challenging as hell, and definitely feels like a step up on difficulty from 7 and 8 before it, but it really hits that Mega Man sweet spot of feeling frustrating but still beatable. For most of the runtime anyway. The SNES Mega Man games really have a habit of being incredibly great right up until the final bossfights. This gauntlet isn't really as bad as Wily Machine 7 if I think about them, but I think I hated them a little more in the moment due to the sheer quantity of challenging bosses this endgame has. Two playable characters who both can get through the story with different strengths and weaknesses really gets a lot of points for me though. I haven't given 10 a fair shake as each character, but in my humble opinion right now this is the best multi-character setup in the classic series. One of the best, despite what people will tell you!

This game was great other than how difficult it was.

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.

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.

(This is a review of the SFC game, playing as Mega Man. I will revise or provide an additional review one day with the GBA port and Bass)

Maybe it’s the re-use of assets, maybe it’s how different it feels from the first generation of Mega Man titles, maybe it’s how ridiculously cheap it feels at times, but if someone had told me this was a fan-game that Capcom decided to publish for whatever reason I would believe it. It just feels so off.

The gameplay is rough. Mega Man’s descent from one of the tightest action-platformers into a loosey-goosey one where it’s never clear if it’s you or the game’s fault for any given sudden death is disheartening. The robot masters are alternately minor distractions or cheap nightmares, save for the rare gem of Dynamo Man, who is incredibly exciting to face off with, even with his weakness in play.

The item store returns again, with a few good options and a WHOLE PILE of needless crap, all at prices that really push the player to grind bolts, which is a miserable concept for a Mega Man game. Even the really useful ones are lesser to what has come before, or as cheap as reducing energy use or increasing health gain, which feel more like the way things should have been as default than actual fun power-ups.

Nothing feels good. Enemies aren’t that satisfying to destroy, hard jumps feel more like luck than tests of skill, and so satisfaction is low. Using the aesthetics of MM8 really drives home that Mega Man needs a level of simplicity to its visuals and feedback to get that serotonin flowing.

All this said? The King/Wily levels are some of the series’ best in the 16/32-bit generations, and course corrected a bit on what I was sure was going to be one of the worst in the series. Not that I’d want to be that harsh, but as a sort of Mega Man 8.5, released as late as 1998, I was hoping for something that built upon the presentation-lead design of that game, and polished things up to a mirror shine. Alas, hopping back from the PSX to the SNES has reduced that presentation to… basically nothing. Some speech bubbles and a tiny little window for an ending scene during the credits.

This review feels a little scatty, though I’ll put that down to this taking almost a full month to complete. Hopefully as we see out the final 3 games of the classic series I can pull myself together, and maybe the games will, too!

GBA Version: This review is Going to be Complicated...

To start Off well, This is the only Megaman game So far that I needed To use Save State (Most of the times I Saved were in Front of the Boss door) The lack of E-tanks Also helps in this Aspect.

Now talking about the Playable Characters and Stages.

Bass:

bass is very More or Less at the beginning, The good thing About it is That it can shoot in 8 Directions and Has the Double jump and The bad thing is that its Shot does very Little damage, it Only gets very Good Towards the End with Items from the Shop making it the Beginning It's Very difficult in My opinion

Megaman:

Honestly, Megaman is very Good at the Beginning and in the Middle of the Game because of His Charged shots. But at the End it gets a Little Complicated Because of the Stages designs, But other Than that He is The best Character to Start with.

Stages:

To begin with, I want to say that I hate the Stage designs in This game, Depending on the Character You are Playing, it Can be Very Easy or Very Difficult to Pass the Stage and The Worst Stages are the king's Without a Doubt. The worst of All Is that the GBA Screen doesn't Show Everything, Causing you To fall Into holes and Take Random Damage.

It's not a Bad game But it's a Terrible Megaman to Begin with. Maybe I'll play The SNES Version... Maybe.

C el mejor Megaman de la saga clasica (junto al 7), no hay discusion.

PD: Los que dicen que es malo, o que solo funciona con Bass, se la comen

Miren, he jugado los juegos de Mega Man del 1 al 8, y este, y, sin pelos en la lengua, les digo que este juego es Peak, al menos de los que he jugado.

El juego presenta 2 personajes jugables, Mega Man y Bass (por si no era lo suficientemente obvio), cada uno se controla de forma distinta. Mientras que Mega Man, se controla de la misma forma de la que se esperaría, Bass tiene básicamente una metralleta de Buster, la barrida de la saga X, y un doble salto. A simple vista, parecería de que Bass está más roto que con Mega Man, pero no, ya que, a diferencia del Bombardero azul, este no le hace mucho daño a los jefes, además de no poder usar la barrida para pasar por ciertas secciones.

Ahora, hablando del diseño del nivel, es simplemente Peak. Son niveles bastante variados, repletos de gimmicks bien introducidos, etc. Además,bde que se fomenta el uso de habilidades especiales como el muro de hielo para atravesar pinchos, el doble salto de Bass para ir por ciertas secciones etc. Son niveles, que si bien, son difíciles, al final nunca se me hicieron pesados.

Hablando de las armas especiales, todas estas son bastante útiles, literal, no creo que haya ninguna a la que no le saque provecho. Cosas como el taladro, el rayo, el copia cuerpos etc. tienen bastantes usos a lo largo de este.

La tienda regresa, mejorando el concepto de las mejoras de Mega Man 8, esta vez, haciendo posible la obtención de todas en la misma partida, además de que los tornillos se consiguen de la misma forma que Mega Man 7, haciendolos bastante más cómodos de conseguir.

Los jefes son muy buenos. A estos, a diferencia de algunos de los juegos de la NES, no bastara con spamearle su arma de ventaja, sino que requiere más habilidad del jugador al momento de luchar contra estos.

La única razón por la que no le subo más nota es, porque el posicionamiento de enemigos suele ser algo molesto en varias secciones, y por un pequeño detalle llamado King Fortress 2. En este nivel, el jugador deberá pelear con 4 jefes, los cuales son bastante tediosos a su manera.

En fin, creo que ya no hace falta decir que me parece uno de los mejores juegos de la saga clásica, si no es que el mejor. Lo recomiendo bastante.


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.

the level and boss design suck so bad but it's so cool in every other way. sorta like sonic cd honestly

This game was real fun playing as bass but some of these bosses are very shit-asscore and the levels aren't too much better. But I get to play as bass!!!! My Black-Getter look-alike goat!!!

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.

I beat it with Mega Man many years ago but i don't remember much about it aside from it being hard. Can't even remember if i liked it or not, i should really replay it with Bass someday.


Megaman playthrough was bearable, but Bass one...what a frustrating disappointment. Dumb me to think I could get some Megaman X gameplay with him, but no.

Game is far to be as good as any classic Megaman, but it's still a serviceable platform.

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

Yet another example of a game thats actually fun if you don't have a bitch in your ear telling you it sucks

Biggest gripe is the poor enemy placement that runs rampant but enjoyed it nonetheless. Some fun buster only bosses, good weapons, and the presentation is stellar.