Mega Man & Bass, known in Japan as Rockman & Forte (ロックマン&フォルテ Rokkuman ando Forute), is a video game in the classic Mega Man series. It is classified as a "second version" of Mega Man 8, utilizing many of that game's assets, highly similar gameplay, and even three bosses: Green Devil, Tengu Man and Astro Man. It takes place about a year after the events of Mega Man 8 and before Mega Man 9, being considered a "Mega Man 8.5" both due to its nature and due to a mention in the game's code.[1] It was originally released for the Super Famicom (SNES) exclusively in Japan in 1998, and was later ported to the Game Boy Advance and released worldwide in 2002 and 2003.

The game was followed by a metaphorical sequel, Rockman & Forte: Mirai Kara no Chōsensha, for the WonderSwan. While considered a sequel by the fan base, it is only related to Mega Man & Bass in name alone.


The player can choose to play as Mega Man or Bass. While Mega Man can charge his shots and slide like he can in the previous installments, Bass can fire in seven directions (straight up, straight forward, or any diagonal) with a rapid-fire arm cannon, dash (additionally, dash jump), and double jump. The original Super Famicom version of Rockman & Forte was marketed exclusively in Japan. However, before the Game Boy Advance version was released in the United States, the Super Famicom version was translated into English and Italian by fans through console emulation.

Mega Man & Bass doesn't use the standard four or eight stages select system present in most Mega Man games. After finishing the Opening Stage, only four stages are selectable initially, including the Opening Stage itself. The first three selectable Bosses are (from top to bottom) Cold Man, Astro Man and Ground Man. Defeating the first will unlock Pirate Man and Burner Man, defeating the second unlocks Dynamo Man, and defeating the third unlocks Tengu Man and Magic Man. Defeating Astro Man will also unlock Pirate Man and Tengu Man if they have not yet been unlocked by defeating either Cold Man or Ground Man. Lastly, defeating any of the five unlockable Robot Masters will open the Crystal Gate area, which acts like the lock to King's fortress. Mega Man/Bass needs to use the Robot Masters' Special Weapons to open each of the eight locks, enabling entry to the final stages.

The game is well known by fans for having a very high difficulty spike, especially when playing as Mega Man since, unlike Bass, he cannot double jump, dash, and has no access to several of Rush's functions present in previous games (with the exception of the Rush Search function). Like Mega Man 8, Energy Tanks are absent from this game for unknown reasons, along with removing things which made situations easier to handle that Mega Man 8 had, like weapon energy not refilling after losing a life and having to travel through the entire stage all over again when the player gets a Game Over.


After Mega Man 8, Dr. Wily's whereabouts were still unknown, and he built a new castle to prepare his comeback. But a robot calling himself King appeared planning to conquer the Earth, believed that robots were not meant to simply serve humans, but rather that they were superior and therefore should rule the Earth. King ousted Dr. Wily from his own new castle, and he stole the data of robots created by Dr. Wily and Dr. Light to form his own robot army. To stop King, Dr. Wily and Light made a truce and sent Mega Man and Bass to put a stop to King's rebellion. When King attacked a robot museum to gather its data for his army, Proto Man attempted to stop him, but King cut him in half with his axe and he is sent to Dr. Light's Laboratory for repairs. Mega Man/Bass confronted King, but he withdrew, claiming not to have time for them, and left the Green Devil to take care of them.

Once his army of Robot Masters was defeated and the Crystal Gate that protects King's fortress is unlocked, the two made their way through his fortress, defeating two war machines along the way, and confronted him. None of their attacks appeared to phase him, so the newly repaired Proto Man came again, charged up his "Big Bang Strike" (even though it would severely damage his internal systems), and destroyed King's shield. Mega Man and Bass managed to defeat King and, upon his defeat, Dr. Wily appeared on the screen and asked King what was wrong with his "brain washing". He remotely repaired King and then King fled to another room and combined two previous war machines into a giant battle machine, but was defeated again and begged the two to stop Wily's ambitions. Mega Man and Bass then went to Wily's floor of the castle and put a stop to the madness. In the end, Mega Man was sad that an innocent robot was destroyed, but then he received a letter from King and found out that everything was all right. Bass, however, was mad that Dr. Wily had plotted against him, but Wily claimed he wanted to find out if King was stronger than he was. Proto Man teleported in, saw plans for a "King II" on Wily's computer, and then destroyed them, leaving the two to quarrel amongst themselves.

Story (from the English manual)

A declaration of crime...from the criminal!

A surprise declaration has been received...from the man who took over Wiley's base! The message reveals that the illegal trespasser is...KING!

King states that any robot who proves himself superior to human beings should rule the Earth!

King goes on to include a threat to steal the robot data from the museum.

Officials are taking the statements...and threats...with the most extreme seriousness.

Mega Man and Bass are sent out on the double to investigate...

Note: Dr. Wily's name is spelled "Wiley" in the 2002 Game Boy Advance instruction manual. Additionally, Dr. Wily is said to be 57-years-old in the Japanese manual of Rockman & Forte (1998).


Opening Stage boss: Green Devil (back from Mega Man 8)

Robot Masters

Model No. Name Weapon Weakness
DWN. 057 Tengu Man Tengu Blade Spread Drill
DWN. 058 Astro Man Copy Vision Magic Card
KGN. 001 Dynamo Man Lightning Bolt Copy Vision
KGN. 002 Cold Man Ice Wall Lightning Bolt
KGN. 003 Ground Man Spread Drill Remote Mine
KGN. 004 Pirate Man Remote Mine Wave Burner
KGN. 005 Burner Man Wave Burner Ice Wall
KGN. 006 Magic Man Magic Card Tengu Blade

*Note: Both Astro Man and Tengu Man have returned from Mega Man 8 to join King's rebellion.

Fortress Bosses

King Stage 1:

King Stage 2:

King Stage 3:

Item shop


Auto runs a shop and creates items in exchange of Screws that can be found throughout the stages. The first six items are available to purchase from the beginning, the six items in the second row become available after defeating 3 of the eight bosses, and the remaining items (6 with Bass and 8 with Mega Man) appear in the shop after defeating 6 bosses.

Most of the items are available for both characters, but some are character-specific: respectively, seven for Mega Man and five for Bass. Mega Man's items focus on defense and on finding CDs, while Bass's items focus on dexterity.

While Rush, Eddie, Beat, or Treble are added to the first screen in the menu, the rest are added to the second area of the menu. While the items listed in the first row are items that are generally active, aside from the Item Presenter which must be re-purchased after use (along with the Shock Guard if it is used to protect against Spikes), for the items in the second row, they are equip-based items to which only one may be equipped at a time.

Items Screws Auto's description
Mega ManBass Spare Body 50 "It will add an extra life. Think of it like life insurance, the more you have, the better off you are."
Both E. Balance
(Energy Balancer)
120 "When you pick up a weapon energy, the Special Weapon that has the lowest remaining energy will be refilled."
Mega ManBass Exit Unit
("Exit Parts" in Japan)
50 "It allows you to exit the stage. But it won't work unless you have defeated the boss of the stage."
Both S. Guard
(Shock Guard)
10 "It absorbs the impact and makes the spikes less lethal. However, the item will be used up once that happens."
Mega ManBitem3.png Com System
("Transceiver" in Japan)
100 "It allows you to talk with Roll. Just no marathon phone conversations, please..."
Both I. Present
(Item Presenter)
60 "It makes a special ball that contains an Energy Capsule, appear in certain places in a stage. However it only takes effect in one stage."
Mega ManBass E. Analyze
(Enemy Analyzer)
50 "It enhances the function of your COM SYSTEM. By analyzing the enemy data, it uncovers their weak points."
Mega ManBass S. Recover
(Super Recover)
200 "It allows your energy to be recovered by a larger amount than usual."
Both C. Attack
(Counter Attacker)
200 "It makes your offensive power increase in a tight situation. You can turn the tables and win!"
Mega ManBass E. Saver
(Energy Saver)
200 "It allows you to use Special Weapons by consuming less energy. This item is so very environment-friendly..."
Mega ManBass D. Absorb
(Damage Absorber)
300 "Your weapon energy will be slightly refilled every time you receive damage. All is grist that comes to his net."
Mega ManBass S. Armor
(Super Armor)
300 "It reduces the amount of damage inflicted. However, please do not put too much confidence in it..."
Mega ManBass CD Counter 100 "It enhances the function of your COM SYSTEM. It allows you to know how many CDs remain in a stage."
Mega Man's items
Mega Man A. Charger
(Auto Charger)
50 "It allows your Buster to be charged without holding the B Button down."
Mega Man R. Search
(Rush Search)
100 "Rush will dig out a hidden item for you. Believe me, he is a good Digger!"
Mega Man Eddie 150 "This is Eddie's delivery service. When you use this item in a stage, Eddie will deliver an item to you."
Mega Man A. Recover
(Auto Recover)
450 "It makes your life energy recover slowly. Remember that slow but steady always wins the race."
Mega Man H.S.C.
(Hi-Speed Charge)
150 "It allows you to charge your Mega Buster quicker."
Mega Man Beat 300 "When you use this, Beat will deliver a barrier to you. Just be careful not to touch the spikes."
Mega Man CD Finder 300 "It allows you to know where the CDs are buried. Ask Rush to dig them out."
Bass' items
Bass H.S.D.
(Hi-Speed Dash)
100 "It allows you to dash faster."
Bass S. Booster
(Step Booster)
100 "It allows you to climb the ladder faster. Hmm... Now that I think about it, I don't think the name "Booster" is exactly correct..."
Bass T. Boost
(Treble Boost)
200 "Treble transforms into a booster-adapter for you. It allows you to fly, but be aware of its remaining energy."
Bass S. Buster
(Super Buster)
300 "It enhances the offense power of the Bass Buster. It's truly a mighty powerful item!"
Bass H. Buster
(Hyper Buster)
300 "It makes the Bass Buster's bullets fly through terrain or walls. It's truly a hyper convenient item!"

Mega Man & Bass CD database

*Click here to see where the 100 CDs are hidden.

There are 100 CDs throughout the stages, each containing data from an important character of the original series (except some like Dr. Cossack, Kalinka, the 4 Dark Men, Doc Robot, Reggae, Mr. X, and characters from later games). Some CDs are very easy to find, while others can only be obtained by one character, as it may be too high for Mega Man or too narrow for Bass.

The English CD translations are considered somewhat nonsensical, mainly through mistakes with translation. Notorious examples include Dr. Light's bad point being "Douchie", Bright Man being "Long on ideas" and disliking "Unmoral districts", Star Man being built for "Space Exploitation", and Hyper Storm H's dislike being "Porky".

Mega Man & Bass CD data

Rockman and Forte CD data card.

Other media

A vision of the games events in Mega Man #55.

Mega Man & Bass had a manga adaptation, and elements of the game appeared in the Mega Man comic series from Archie Comics before it went on hiatus. Most notably, King appeared during a time travel story in Mega Man #20, while Mega Man #55 saw Dr. Light experiencing a vision of the events of the game among other yet-to-happen events.


Cover Art



See also


  • This is the first console game (aside from Mega Man 7's hidden two-player mode) where Bass is a playable character.
  • This is the only Mega Man game on the Super Nintendo that wasn't released in the U.S.
  • Interestingly, this title adds one unique feature to the Classic series that the Mega Man X series originally started since its inception. If Mega Man or Bass are low on life energy and are not moving, they will breathe hard, something X started doing since his first game whenever he was running low on life energy.
  • The game uses the art style of Mega Man 8, but with the lower resolution, zoomed-in playfield of Mega Man 7. The game also uses sound effects from Mega Man 7.
  • Originally, Mega Man & Bass was meant to be an "alternate continuation" of the Mega Man classic series that followed the events of Mega Man 8,[Citation needed] but Mega Man 9's ending directly referenced the ending of Mega Man & Bass (as well as the endings of the other eight numerical games in the series).
  • This is the only non-numbered console game to be directly referenced in Mega Man 9.
  • Like Mega Man 8, Mega Man & Bass does not have artwork for the Special Weapons.
  • Humorously, in the Mega Man & Bass GBA English instruction manual, in addition to Wily's name being spelt "Wiley," Proto Man, Treble, and Auto were all addressed by their Japanese names (Blues, Gospel, and Rightot, spelled as "Lightott").
  • Binetsu by Bereeve is the song used in the Super Famicom commercial for Mega Man & Bass.
  • Capcom originally planned this game to be a Super Famicom version of Mega Man 8 for people that did not purchase a 32-bit console.
  • Mega Man & Bass was originally thought by fans to have been the “Mega Man 9” in the series as well as the last title by some (excluding spin-offs), until the ninth numbered title was officially released in 2008.

External links