In this game, Mega Man learns of a new threat going on in the robot museum, and the news doesn't sit in well either with Wily's hot headed creation and Mega Man's rival, Bass. A new robotic menace, King, pillaged both the museum as well as the lab of Dr. Wily to steal blueprints for robots new and old, in order to create an army that would spearhead his vision for a robot-only utopia. Proto Man, the elder brother of Mega Man, tries to stop King first, but ends up getting severed in half. While not together, Mega Man and Bass has a common enemy to pursue, and neither can allow King's ambitions to take form.

Mega Man has access to his Mega Buster and sliding properties. Basically a coy-and-paste of his appearance in Mega Man 8, and therefore the basic playstyle.
Bass, on the other hand, has a few things that set him apart. His Bass Buster cannot be charged up, instead it gives him multi-directional rapid fire properties, but without certain upgrades, you cant penetrate walls, and he is stationary as he shoots, leaving him open to attack. Another change is that Bass can dash as opposed to sliding, and he can perform a second jump, combining the to helps the player cover a great distance. Both the second jump and the dash are found as recurring features of the Mega Man X series as well.
It still follows the 8-boss format it was known so well for, with every boss having a weakness to another weapon from a defeated boss. This time, however, the boss selection is a bit more linear than before. Following the initial stage, only 3 possible choices are open to your player, with 1-2 unlocked only after you lay waste to the preceding robot master. Including King himself, most of the antagonists are original creations that debut here, majority of which gaining an EXE counterpart in the Battle Network series, minus Pirate Man. Astro Man and Tengu Man from Mega Man 8 return
here, but with attacks and patterns bot seen in that game. The bolt shop system also returns, with unique products for both characters, among which the Rush Jet and Treble Boost for Mega Man and Bass respectively. Like in Mega Man 8, they can be found scattered throughout the stages, or as occasional drops from destroyed enemies. While the music differs, the terrain are obvious assets carried over from Mega Man 8, down to the Met enemies. It's nitpicking on my part, but since this was a Super Famicom title, you don't get the same quality as the main game, Mega Man 8. For one thing, the lifebar retains its "line unit" counter seen in majority of the classic titles. Being on a 16-bit platform, while not impossible, the game was designed without vocal dialogue in mind. This was all carried over to the Game Boy Advance re-release, as well as the localized debut.
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Bass on Ground Man's stage. |
While not amazing, Mega Man & Bass, despite its stats as a spin-off, seem to line with the classic canon, as the median title between Mega Man 8 and later Mega Man 9. Quality wise on its own, I give it a 7 of 10. Not as amazing as most titles in the franchise, but I'll give it props for being unique... in terms of the classic series games, anyway. The inclusion of Bass as a playable character is a good nod to Mega Man X4's Zero, as they are the only two Mega Man titles to allow you to stick with a character of your choice from beginning to end, not leaving you to the series' main as the only option. Pity that the followup only remained a Japanese-only title, but who knows.... maybe one day we get to see that in action on a better port.... translated, hopefully.
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