I've written about Mega Man quite a bit
here on the site, probably because with the sheer amount of games in
the series there is bound to be some overlooked gems and some bad
games. I am quite fond of the series, so that is probably why I have
mostly focused on the stuff that I like, so I guess that makes this
article something of a turning point. Now, Mega Man & Bass
isn't really a bad Mega Man game, but it isn't a great one either.
Don't be surprised if I ever write about another game in the
franchise that I like, considering I haven't written about Maverick
Hunter X or the Zero series yet, but with this game it feels like
things are probably trending down into the inevitability of things
like Mega Man X7, Mega Man Network Transmission, and
Mega Man Soccer.
Anyway, Mega Man & Bass has
a rather bizarre history. It was originally released in 1998 on the
Super Famicom under the title using the characters' Japanese names
Rockman & Forte. Not only is 1998 a really late time to
release a game for the system, but was also released after the series
had already moved on to more newer systems like the Playstation and
Saturn with Mega Man 8. The regression in system is probably
why it was a spin off instead of being called Mega Man 9, though that
didn't stop people from mislabeling the rom because it was some
strange Japan-only Mega Man game that came out after 8.
That rom was the way I initially played
the game, considering it wasn't initially released over here on
account of the SNES being basically dead at that point making a
localization financially stupid, but when the game was ported to the
Game Boy Advance in 2002 an international release made more sense.
It was probably a disappointment for most people that waited four
years for it, but it is a solid, if mostly by-the-book, Mega Man
game. Considering that Mega Man Zero came out a bit before, I
can only imagine that Mega Man & Bass felt incredibly
dated upon the time it was released on GBA.
Instead of focusing on anything that is
within the usual Mega Man game formula, I'll explain what is
different. The first and most obvious thing is the ability to play
as not just Mega Man, but Bass. Thankfully, Bass isn't just a sprite
swap, but actually has a unique play style that is somewhat closer to
that of characters from the X series, though he can't wall jump.
Instead of a slide he has dash that is executed by double-tapping
forward, which combined with his ability to double jump allows him to
jump further and higher than the Blue Bomber, but keeps him from
getting under low walls and attacks. Similarly, instead of charge
shots, Bass shoots a series of rapidfire shots. Holding down the
button fires continuously and locks Bass into place, allowing him to
fire in various directions.
The differences in playable characters
is reflected in the strategies need to defeat enemies and the level
designs, such that instead of one route there are sometimes branching
paths or secret areas that can only be reached by a specific
character. It's not very extensive, but it does make the levels a
bit more interesting. Also meant to spice things up is the way
levels are unlocked in a branching pattern and the shop system,
similar to the one from Mega Man 8, that allows the player to
purchase upgrades and extra lives.
Even though the game is largely
derivative, reusing art assets and even a couple of bosses, from 8,
it is still a new game with new levels, and the addition of a
playable Bass makes it feel pretty fresh. And at least the reused
bosses have completely new attacks and patterns, so even when it is
familiar it is challenging. On the subject of challenging, the game
is pretty difficult. It's not the hardest game in the franchise, but
it is considerably less lenient than other Mega Man games of the late
90's. For me, being able to unlock the ability to combine Bass and
his dog Treble and fly around makes the game charming enough for me
to put up with it. Mega Man & Bass isn't a great,
oft-forgotten Mega Man title, but it is an adequate one with enough
gimmicks to keep it entertaining.
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