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in the past


i've seen the light
i've unlocked my stockholm eye
i see this game for what it is
Mega Man and Bassed

Megaman and Bass is a spinoff that takes aspects from Megaman 8, by having a beautiful artstyle, and great music. With the exception of the difficulty where the game feels like a treat to play as 1 character with superior gameplay, while playing as the other character feels the game is punishing you for choosing the other character.

[Game itself]
In this game you get to select Megaman or Bass as playable characters, though essentially this is where you're actually choosing your difficulty option with Bass being Easy/Normal, and Megaman being straight up hell.

The problem with this game, as others point out, is like in Megaman 10, Megaman wasn't built for this type of game because Capcom have never tried or wanted to improve Megaman's overall gameplay for the sake of not pissing off a couple of pathetic fans, who care that Megaman only shoots left and right.
The problem with Megaman in this game is this game contains a lot of enemies that you need to take out at an angle, and Bass has an overhauled gameplay that allows him to shoot in 6 different directions: North-West, West, South-West, North-East, East, South-East and also contains a double jump. Now I'm not saying "give Megaman a double jump" I'm saying it's pretty stupid that even now (well considering Megaman 11) he still only shoots left and right depending on where he's facing.
Give Megaman the full axis of combat to shoot his buster. Now a lot of people say "Megaman has the Mega Buster Charge shot as a compromise" but when most of the enemies (Not even main bosses) have to take twice a full charge shot in order to full kill them, and still get hit by a enemy at a diagonal, Megaman can't reach them, but Bass can.
Honestly this should have been a Bass Game by itself, a spinoff essentially, sort of like Tron Bonnie got on the PS1.

Another issue is that nearly all the stages are full of cheap hits that it's more than likely you'll end up running out of lives before actually reaching a boss, and even then still dying to them, I know thats par for the course with Megaman but if the stage is what's causing the biggest issue in reaching the boss because it feels like it's not built for a certain character (IE Megaman) then it starts to feel like a drag to play.

It doesn't help that the game has a shop system that doesn't allow you to stack the amount of lives you want. What I mean is, Auto the robot (Green Robot with Red Eyes that is friends with Megaman) sells items for you on your adventure, and the more you progress the more items you can obtain/buy.
Most of the time you will be buying lives... the annoying thing is that Capcom never thought to actually allow you to stack buying of items, which means YOU HAVE TO INDIVIDUALLY BUY EVERY SINGLE LIFE. In the game you start with 2 lives (technically 3), and you can get a max of 9 lives, meaning that for the other 7 lives, you need to talk to Auto 3 times in a row to buy the item, it's a pain and a waste of time.
You can buy enhancers/absorbers in order to help Mega/Bass on their journey from Auto, but as soon as you die, you lose all said items ( and no you can't rebuy them until you get the same amount of screws from stages in order to rebuy them from Auto.

The game is a pain to play.
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[Robot Masters]

The Robot Masters in this game are unique in terms of design (somewhat) but also very strange, and sometimes straight up lazy as some characters are just similar ones from Megaman 8/inspired by.
The difficulty with the robot masters is that most feel like they get cheap hits in, resulting in cheap deaths, and there's straight up 1 robot master who you can't defeat unless you precisely know the exact frame to hit them with a charge shot, if you're not attempting to defeat them with their weakness, and keep in mind, the game starts off with you picking from 1 of 3 robot masters before unlocking the rest, and keep in mind, the one I'm talking about is Astro Man, he's one of the first one's available, and as Megaman is nearly impossible to defeat without the Magic Card ability from Magic Man.

Now I will list all the robot masters, their weaknesses, and their overall difficulty ranging from Piss Easy, Fair, or Straight Up Cheap and Annoying, or HELL. I'll also provide some thoughts on their designs.

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Cold Man- Weakness: Lighting Bolt (Obtained from Dynamo Man however Dynamo is one of the last robot Masters, so you'll probably never fight Cold Man with Lightning Bolt) - Difficulty Fair - Design: Ever thought Cold Man needed to look more like a freezer mixed with E123 Omega from Sonic = Cold Man

Astro Man -Weakness: Magic Cards (Obtained from Magic Man) - Difficulty without Weakness: HELL, Difficulty with Weakness: Piss Easy Design: Same design he uses in Megaman 8, still looks like a stupid weird ball with tiny balls around it with a green coat. It's very stupid looking

Ground Man: Weakness: Remote Mine (Obtained from Pirate Man) - Difficulty: Fair - Design: Cool simple design with drills, the color of a light-ish creamy yellow white mixed with Brown and blue stripes is nice, also the drills are really cool, and the vehicle drill he becomes is awesome.

Burner Man: Weakness - Ice Wall (Cold Man) - Difficulty: Fair and Cheap (Sometimes the hit box is the biggest problem since if he barely scrapes you, you still somehow get hit) -
Design: Love how unique he looks, taking inspiration from Fire Man, but instead, having a esthetic of a flame gas canister with Green flames, really awesome.

Pirate Man: Weakness: Wave Burner (Obtained from Burner Man) - Difficulty - Piss Easy with and without Weakness - Design: Cool Pirate look, has an awesome hat and even a single eye with an area that looks like where another eye should be but instead it's a cover that looks like an eye patch. Also really like how in 1 hand he has a canon like Megaman and Bass, and in the other he has a claw hand. Really cool and unique design

Dynamo Man: Weakness: Copy Vision (Obtained from Astro Man) - Difficulty: HELL with and without his weakness (is the only boss where he literally heals himself as you're about to defeat him making you have to destroy BOTH SIDES OF HIS REGENERATOR in order to stop him healing all his health) - Design: Such a cheap boss having such a shit design, looking like a green coil pylon is insulting, stupid design with an unfair boss fight.

Tengu Man: Weakness: Spread Drill (Ground Man) - Difficulty: Fair with and without Weakness (Just watch his patterns and you'll be fine, you will die, but it does feel like trail and error, not cheap deaths) - Design: Returning from Megaman 8, the design itself is weird, but not sure why the robot exists in the first place if it's based off japanese mythology, it's like making a robot Master of Son Wukong and calling it Son Wukong Man, why? IDK but the design is cool.

Magic Man - Weakness: Tengu Blade (Obtained from Tengu Man) - Difficulty: Straight Up Cheap and Annoying with and without his weakness (He moves everywhere throwing a bunch of stuff that has a small window of avoidance and can result in cheap deaths, but is nowhere as annoying as Dynamoman) - Design: really cool unique magician outfit and while he himself is unique his stage is a nighttime stolen version of Clown Man's stage from 8.
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[Story]
The story is your standard: ROBOTS HAVE GONE HAYWIRE AND ARE WRECKING THINGS and Dr Light asks Megaman to save the robots and also to defeat a new Enemy Named KING. As Bass you're asked to do the same as but with Wily asking you to do so.

You go through the game defeating the robot masters and have a final confrontation with King, where Protoman shows up and uses all his energy to destroy King's Power Shield giving Megaman/Bass a fair fight against King.

After King is defeat King asks them (depending on who you're playing as), why do they fight for humans when robots are superior?

If as Megaman: "It's not about Superiority..."

If as Bass: ".......... because Humans made us"

King then reveals that the true villian behind all of this is... OMG DR WILY (yeah no shit, like he's not in every single other Megaman Mainline game apart from the X-Series and Battle Network, etc).
Dr Wily takes control of King turning the Gold Robot into an evil mindcontrolled purple one, and has him... control a giant tank with 3 weakspots. After his destruction, King says to Megaman/Bass they need to escape before the Bass explodes.

As Megaman he worries about King and wonders if he'll make it.
As Bass he asks what King will do now since everything is being destroyed

King tells (whoever you're playing as): He'll teleport with them but that they need to go first, Mega/Bass do so.
King actually lied, since he doesn't have a teleporting ability like them.

King to Megaman after Mega teleports: "I wish I had teleportation like him... save the robots MEGAMAN!"

King to Bass after Bass Teleports: " I wish I had teleportation like him... we could've been good friends Bass."

As King dies in the explosion, REST IN PEACE YOU KING!

After that you head to Wily's fortress for a final boss rush of all previous robot Masters, and a final 2 phase fight with Wily which ends in him begging for his life.

In Megaman's ending everything is happy and all robot masters are save along with seeing a nice ghost/vision of King being happy knowing that there's someone like Megaman to save the robots.

In Bass's ending - Wily explains that the reason he tricked Bass was because he wanted to see if Bass really was the strongest robot he created to combat Megaman. He did this by creating an equally strong or "STRONGER" robot in terms of King. After King's defeat Wily immediately began working on KING THE SECOND, so he could be a partner with Bass so that they can both take out Megaman and be unstoppable. Protoman shows up and destroys the King 2 project. Wily immediately orders Bass to eliminate Protoman, but he doesn't. Protoman explains to Bass that he is free to do what he wants and doesn't need a master to tell him what to do, but also tells him that Bass will never EVER defeat Megaman because he doesn't have a reason nor purpose to. Until Bass finds that reason, he will never defeat Mega, Protoman leaves. The scene ends with Bass saying, "I Don't need a reason, I am the strongest and I will destroy Megaman"

As the game ends.

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Overall this game has a beautiful artstyle, tedious and annoying gameplay, and a good story in terms of Bass, and a generic one in terms of Megaman.

Now maybe the issue with the difficulty has to do with the version I played being the GBA version, so maybe the original SNES version is better, but personally I had a mixed and bad time with this game because while starting optimistic, I ended up dreading everytime I had to continue the game, so now that I've finally beaten it, I probably won't ever play it again unless they port it to a new Megaman collection, or remake it to be better.

I recommend it if you're a Megaman fan, but I don't if you're a casual player.

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

Me can get the spike pillar disk without getting hit, but ain't revealing how. The world would fall into anarchy otherwise


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.

If you play the Super Famicom version, You get an extremely challenging but fun platformer where the last levels are garbage. If you play the Game Boy Advance version... Why.

The Super Famicom version is actually good. However, there are a few stupid ass bossfights and most the stages are easy to get through. I really like how Bass plays though it's fun

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.

this games gets two dildos out of ten, why two? easy! it's the perfect amount for the amount holes this game fucked me in!

Peak mega man game, definitely the hardest of the classic games but immensely satisfying. Both characters, despite what a lot of people say, are really balanced and have their own sets of advantages and disadvantages. Plus has a collectable system which encourages you to play the game twice with both characters.

The weapons in particular are great and there's a lot of crazy stuff you can do with Ice Wall and Lightning Bolt in particular. Ice Wall allows you reach higher areas, and has a niche technique where you can jump off it and switch to another weapon for the height advantage in a boss. And lightning bolt lets you stay in place on the screen which has a great use in a lategame boss fight. The game's expanded shop system and it's different approach to the level select makes it feel really fresh and new in comparison to other Mega Man games.

enjoyed this game more than any sane person should

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.

Mega Man & Bass is quite a mixed bag. On one hand you have some of the best weapon powers in the series like Ice Wall & Copy Shot & the bolts system is pretty neat & started how future Mega Man titles used them. It looks great & the music is good too. On the other this includes some of the most frustrating levels in the entire classic series. Not all mind you as the Cold Man & Pirate Man stage are well designed but ones like Ground Man, Burner Man & the final two King stages are atrocious & way too long for their own good. They could've been easily split into 3 different stages.

Bosses are mostly a mixed bag too especially Dynamo, Burner Man & the King fights. Bass is an interesting character with his double jump & directional shots though his shots are absolutely weak making some boss fights & some common mooks annoying. I wouldn't say the game is terrible as I would rather play this again compared to X3, X6 & X7 but out of the classics you could easily skip this.

The MegaMan 8 style got back, now adapted for the Game Boy Advance console.
I won't lie, this game took the lack of difficulty the MM8 had, and thus we have a VERY, VERY DIFFICULT game, being sincere, I don't know if it would have been easier if played it in the time I've played MM1, but maaan... I do consider this harder than MM1 (if MM1 was well done).
Besides the great difficult, here we can play with Bass (this was released before MM10), yay! His gameplay is very different from MegaMan, with him, we can actually dash, as X and Zero can, we can double jump, and we fire fast quick shots instead of charge, as somesort machine-gun.
Anyway, I would probably try to play this again if I could, but because of the difficulty I wouldn't even touch MegaMan.
Go Bass 🎉🎉

This is for the SNES version. I haven't played the GBA version and probably never will.
This is my favorite Mega Man game. All the levels are great and the weapons are all really good. I love the music in the levels. I like all the Robot Master fights, the exception being Burner Man due to him going off screen and being really fast, and how the game puts all the easier stages first. The game is hard, but it never feels unfair. Almost every time I died, I was able to see how I died and how I messed up and how I could prevent dying in the future. Both Mega Man and Bass are fun to play as. The game felt harder as Bass, but some sections were harder for Mega Man. The second King stage was annoying since you couldn't save and the bosses take a while, but if I was able to save in between sections, I wouldn't have really cared.
I don't really understand why people don't like this game. If you pay attention, this game isn't really unfair. There's the fire in Burner Man's stage and that one boss that puts you in an acid bath when you kill it and that's really all I can say are unfair moments. I love this game. Also the soundtrack is absolutely amazing.

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

Either this game gave me stockholm syndrome or actually knowing some of the things the levels throw at you in advance makes that much of a difference. Either way this might be the first time I've fallen in love with a game that I can wholeheartedly say is full of bullshit and bad game design but will still come up with things to defend it with, like how impressive it is that they were able to backport sprites from a game a generation ahead and it being one of the best looking Super Famicom games as a result. The soundtrack is probably the best in the series, hands down, there's a whole 100+ optional collectables that act as a database on just about everything established in the classic series just because, and god it just plays so good. I praised the Mega Man World games for backporting the NES gameplay to the Gameboy smoothly, but this is something else, man. Hell I'd even argue it feels better than Megaman 8, on top of a new playable character with a unique default moveset. This game had absolutely no reason to exist but Capcom said "yeah some poor motherfuckers haven't gotten ps1's yet let's drop this on them" and tbh for a 1998 sfc release they dropped something pretty damn good. I was able to run through this as megaman, no savestates, no rewind, and only really struggle on the last two stages because the flying tank boss really just sucks. Boss weaknesses are arguably the most intuitive in the series and I found myself using every boss weapon at some point or another.

The better Mega Man 8! No but seriously pretty much all my issues with 8 were fixed here! Bolts and the store are normal. You can buy all the power ups, half of them are permanently on and the other half are limited to equipping one at a time, which is kinda how I wanted MM8s system to work. The CDs are neat but I do miss the collectables being able to find the power ups in stages like MM7, made it feel like you're actually growing stronger as you explore the stages. Speaking of MM7 tho, this also fixed one of my issues with that game. In that game 2 collectables were hidden in spots underground that you need Rush to dig up with nothing indicating you need to do that, this is not a big deal tho since you can just buy the items later in the shop if you miss them. But this game now added an item that shows sparkles in the areas Rush needs to dig. There are things that substitute E-tanks but tbh it still kinda annoying they're not here.

Bass Playthrough: It was really neat to have another character to play as with a slightly different move set. I see a lot of people say Bass is easy mode and I can definitely see it, the double jump and 8 direction rapid fire makes platforming and enemies easier to get through, but at the same time I think he has his own draw backs. He has less support skills (no Beat, Eddie or the Auto Heal) and the King fight is made harder.

The hardest one in the series

First, why is this game on the Super Famicom and not on the Playstation? Simple, more Japanese people had more Super Famicoms compared to Playstations at home during 1998. Capcom just decided to make a game for the console that was more avaible at the time, re-using most of Mega Man 8 content while at it. Inafune said it himself.

This game is also secretly considered "Mega Man 8.5" kind of how Super Mario Galaxy 2 is secretly known as "Super Mario Galaxy MORE".

It's also considered a different continuation of the Classic Mega Man mainline series. Take the Mega Man games for the Game Boy for example. Which means the events of this game don't affect the overall timeline of the mainline series. It's canon then? Who knows! Nor the Mega Man Legacy Collections or Mega Man Anniverssary Collection include this game, excluded for all of them. Which probably means Capcom wanted just to do a one-side game for the Super Famicom in 1998, and just call it a day.

After getting that out of the way let's talk about the game itself. As the title suggest we can take control of either Mega Man or Bass. Mega Man can slide and charge his shots just like in the previous games while Bass can dash, double jump and rapid-fire. Bass is the safer option for beginners since his platforming skills greatly surprass Mega Man, combine that with the infamous level design.

The boss selection still stands at eight, 2 bosses from Mega Man 8 are present here: Astro Man and Tengu Man. 6 being original bosses exclusive to this game just like any other Classic Mega Man game. It uses a different system to progress the stage selection, where as Mega Man 1-6 used the classic 8 bosses selection, Mega Man 7 and 8 used the four and four system this one uses a more linear progressive system. Let me explain. After finishing the opening the game let's you pick 3 Robot Masters at first. Top, Center and Bottom. If you decide to go for the top, the next levels will be unlocked inmediatily, 2 in this case. A weird selection system that was never brought again. Needlessly convoluted if you ask me.

Let's talk about the infamous Level Design. The definition of bullshit should be erased from dictionaries and replaced with this game cover. It's very close to the old Mega Man 1 level design, yes the oldest one of the bunch. And that game is still easier than Mega Man & Bass with enough patience. This game takes patience, skill and memorization. Compared to past games, no rush adaptors or special weapons. Mega Man is totally screwed. Bass at least has a Dash and a Double Jump to compensate most of his glaring issues which is that he barely does damage to bosses. It's one way or another, you either suffer at the start or suffer by the end. Oh-ho boy don't get me started at the castle levels. But why it is bullshit then? Insta-kill spikes, botomless pits and bullshit enemy spawns are plastered everywhere. As a word of advice pick Bass in your first playthrough. I didn't.

In short, it's hard Mega Man game. A mean one at that. Forgotten by most but an interesting title nonetheless. Give it a shot if you want a challenge. I still like it more than Mega Man 8.


I think this game is amazing, the SNES version at least, I've never played the GBA version. I played it through as Bass first and then as Mega Man. This is my second time playing the game with both characters, so technically the 4th playthrough.

The game is very hard. If you don't use the shop or use your weapons effectively, you're going to have a hard time. The music is a certified banger as the kids say.

Playing as either character is a completely different experience. Ice Wall goes from being a movement tool as Mega Man to a high damage move as Bass. I think Bass is harder overall compared to Mega Man. The special weapons fill out the gaps in Mega Man's abilities better compared to Bass. Bass is easier to get started with, but in return Mega Man has a higher potential. Bass looks better on paper, but not being able to shoot through walls or not being able to walk and shoot are subtle things that make him worse overall. The special weapons are good enough that they even even the playing field considerably. Bass is still better vertically, but everywhere else, Mega Man is better, which just happens to be the majority of the game.

I really enjoyed all the levels. They're all a perfect length for what they are in my opinion. The mid-bosses can be kind of tedious, but otherwise the pace is pretty good throughout. The more dangerous and scary looking sections of levels usually have safety nets in the form of respawning extra lives, (Tengu Man's Cold Man's and King Stage 2), or extra platforms that help you stall out the situation (Tengu Man's, Cold Man's, Dynamo Man's, Magic Man's stages). If I had to choose one as my least favorite, it would probably be Tengu Man's stage since the camera doesn't like moving vertically so its easy to just get killed by spiked above you. This is also kind of a problem with one section near the end of Magic Man's stage, but its not too much of a problem for me.

The weapons are all really great. I found myself using all of them throughout the levels, except for the screen nuke, which I never use in any game, and the drill. The drill still had its uses, just a lot more situational than the others. Its probably the most useful and balanced selection of weapons in all the classic games.

I love all the bosses in this game. I do them all Buster only the first time, and then with weaknesses in the refights. As Mega Man, they all go down pretty quickly once you understand their patterns, with the exceptions being Pirate Man and Magic Man which are a lot harder. They're a lot of fun, with tells to what they do next. Bass is the same, except he's a lot more of an endurance test because of the nature of his buster. Burner Man in particular becomes a lot harder. It feels great to beat all of them with Bass though since it requires more precise play. Magic Man and Pirate Man are a lot easier with Bass. Its easier to dodge the mines and prevent Pirate Man from bubbling. With Magic Man, you just shoot him while he's in the center, then jump over to the other side of him while he's attacking, wait for him to dash back to center and repeat. Bass can ensure Dynamo Man doesn't refill a lot of health by aiming his buster up at the rails. Dynamo and Burner Man are interesting because their weaknesses only come into play in certain phases of their attacks, otherwise the buster is better. The King boss fights are all pretty easy, just kind of annoying since they have so much health. The plane can be kind of annoying because it can destroy the platforms, but usually you can just prepare to jump to a platform thats coming in when you see the fist. King Stage 2 is just annoying because it would've been fine if it was 3 individual levels, but the fact thats its all crammed into 1 just makes it a slog. The final level is pretty nice though. Fighting the bosses again with little challenges in between is fun, even if a bit long-winded. The wily battle is pretty fun and is over pretty fast.

I didn't collect all the CDs. It doesn't look that fun anyways from what I can tell, but seeing the flavor text is pretty nice. This is my favorite classic mega man game. Its probably my favorite Mega Man game period, but I haven't played much of the other series. I don't really understand why this one has such a bad rap when it does nearly everything perfectly in my eyes. I guess its because I don't use E-tanks or the rush abilities ever really, so I don't miss them. Its one of the harder ones, but with a bit of patience, anyone whose beaten a classic Mega Man game should be able to beat it. Anyways, I absolutely love this game.

na minha lista de ansiedades que rotacionam mensalmente, a que me foi escolhida pra quando joguei esse jogo foi o medo de pessoas mais inteligentes que eu. sabe, pode parecer bobo, mas é paralisante pensar que alguém sabe mais coisas que você e você não tem a menor ideia de entender a cabeça dela, de compreender ela, de participar num mesmo nível de discussão. eu me considero bem burrinha indiferente se as pessoas maravilhosas da minha vida dizem o contrário, talvez porque eu sei demais como minha mente funciona, como eu vou pegando cada caco de informação pra formar um todo, como eu falo as coisas vindo apenas de intuição, o que de certa forma é um tipo de inteligência, mas não a tradicional, não a que eu percebo nos outros. basicamente, eu não fui instruída em debate e discussão, eu vivo no limiar do conhecimento e é um milagre que qualquer coisa que eu fale faça qualquer sentido.

só que as vezes essas pessoas mais inteligentes nem sempre são isso, as vezes elas são más, seja consciente ou não. e essa maldade faz parecer que elas sabem de algum segredo profundo, inalcançável, a renegação do senso comum e enxergam o mundo pelo que ele é. essas pessoas também muitas vezes são traumatizadas.

mega man & bass é um jogo do mal, ele não só é do mal como otário e filho da puta. não sei se a ideia era ser uma versão estendida do 8 só para os verdadeiros, mas ele é do mal. e como toda coisa que é do mal você vence e fica melhor em combater de pouco em pouco. o inicio é desgastante, mas de repente você está bem armada e confiante.

até que essa pessoa procura puxar o mal inteiro por uma ultima vez, tanto que você perde o eixo e a esperança. mas quem vence uma, vence todas morra dr wily desgraça de castelo 2 gigante tnc

(não sei se vou terminar com o mega man se eu terminar eu aviso não vai mudar nada além de que o mega man é mais baby eu sou meio bass pq eu tbm sou um tanto do mal sem escrúpulos a diferença só é que eu gosto de tudo e choro fácil)

Update: Terminei com o Mega Man ele é péssimo, o mundo é cruel demais pra ele


Level design is annoyingly punishing in places but hey with Bass I got to pretend I was playing an X game so really how bad can it be

Most don't like this game cus they have a skill issue and think it's too hard
I don't like it because it's fucking boring

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.

As an avid fan of Mega Man 8, MM&B is essentially Mega Man 8-2 (especially when you consider 2 MM8 bosses are reused here). Bass is interesting, trading in alot of advantages for omnidirectional shooting. Really good for a Game Boy era game.