Difference between revisions of "Mega Man & Bass"

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{{GameInfo  
 
{{GameInfo  
|title= Mega Man & Bass
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|title=Mega Man & Bass
|image= [[File:MegamanAndBass box.jpg|256px]]
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|image=[[File:MegamanAndBass box.jpg|256px]]
|caption= ''Mega Man & Bass'' North American boxart (Game Boy Advance version)
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|caption=''Mega Man & Bass'' North American boxart (Game Boy Advance version)
|developer= Capcom
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|developer=Capcom
|publisher= Capcom  
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|publisher=Capcom  
 
|director=
 
|director=
 
|producer=  
 
|producer=  
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|writer=  
 
|writer=  
 
|composer=
 
|composer=
|series= Mega Man Classic
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|series=Mega Man Classic
|platforms= Super Famicom, Game Boy Advance
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|platforms=Super Famicom, Game Boy Advance
|releasedate= March 12, 2003
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|releasedate=March 12, 2003
 
|rerelease=  
 
|rerelease=  
 
|version=  
 
|version=  
|genre = Action / Platform  
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|genre=Action / Platform  
 
|modes=  
 
|modes=  
|media = Physical cartridge, digital download
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|media=Physical cartridge, digital download
|input =  
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|input=  
 
}}
 
}}
 
'''''Mega Man & Bass''''' is a game in the classic ''Mega Man'' series, initially only released in Japan for the Super Famicom, but later ported to the Game Boy Advance and released internationally. True to its name, the game's playable characters consist of both [[Mega Man]] and [[Bass]]. The two characters have several differences between each other, with Mega Man being able to slide under objects and charge his buster, and Bass being able to double jump and rapidly fire his buster in 7 directions. They also get different support weapons, and their Robot Master weapons have aesthetic differences.
 
'''''Mega Man & Bass''''' is a game in the classic ''Mega Man'' series, initially only released in Japan for the Super Famicom, but later ported to the Game Boy Advance and released internationally. True to its name, the game's playable characters consist of both [[Mega Man]] and [[Bass]]. The two characters have several differences between each other, with Mega Man being able to slide under objects and charge his buster, and Bass being able to double jump and rapidly fire his buster in 7 directions. They also get different support weapons, and their Robot Master weapons have aesthetic differences.
  
Unlike most Mega Man games, where the Robot Masters are fought in groups of 4-8, Robot Masters in ''Mega Man & Bass'' are made accessible by defeating specific Robot Masters in a set of three initially provided to the player. The game re-uses the art style and several enemies from ''[[Mega Man 8]]'', including the Robot Masters Tengu Man and Astro Man (although they now provide new weapons), and the Wily 3 boss Green Devil (which is now only the intro boss). Several sound effects from ''[[Mega Man 7]]'' are used as well.
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Unlike most Mega Man games, where the Robot Masters are fought in groups of four or eight, Robot Masters in ''Mega Man & Bass'' are made accessible by defeating specific Robot Masters in a set of three initially provided to the player. The game re-uses the art style and several enemies from ''[[Mega Man 8]]'', including the Robot Masters Tengu Man and Astro Man (although they now provide new weapons), and the Wily 3 boss Green Devil (which is now only the intro boss). Several sound effects from ''[[Mega Man 7]]'' are used as well. A notable feature of the game is a database featuring profiles of almost every character to appear in the series up to that point.
  
== Representation in ''MaGMML'' ==
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==Representation in ''MaGMML''==
 
Since the game re-uses several assets from ''Mega Man 8'' and de-emphasizes new ideas, ''Mega Man & Bass'' is one of the least represented games in the ''MaGMML'' series.
 
Since the game re-uses several assets from ''Mega Man 8'' and de-emphasizes new ideas, ''Mega Man & Bass'' is one of the least represented games in the ''MaGMML'' series.
  
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===Devkit Assets===
 
===Devkit Assets===
 
 
====Midbosses====
 
====Midbosses====
 
* [[Melody Response Cannon]]{{3}}
 
* [[Melody Response Cannon]]{{3}}
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===Custom Assets===
 
===Custom Assets===
*[[Magic Man Box]]{{EZ}}
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* [[Magic Man Box]]{{EZ}}
  
 
===Other===
 
===Other===
* Cold Man, Magic Man, Burner Man, [[Pirate Man]], and Dynamo Man all appear as NPCs in the hubs of ''MaGMML2'', using custom-made 8-bit sprites. Burner Man reappears in ''MaGMML: Episode Zero''.
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* Cold Man, Magic Man, Burner Man, [[Pirate Man]], and Dynamo Man all appear as NPCs in the hubs of ''[[Make a Good Mega Man Level 2]]'', using custom-made 8-bit sprites. Burner Man reappears in ''[[Make a Good Mega Man Level: Episode Zero]]''.
 
* Pirate Man appears as an optional [[Z-Phone]] contact in ''MaGMML: Episode Zero'', using a new set of sprites. He functions mostly as a nonsense-spewing joke number, though sometimes he gives actual advice.
 
* Pirate Man appears as an optional [[Z-Phone]] contact in ''MaGMML: Episode Zero'', using a new set of sprites. He functions mostly as a nonsense-spewing joke number, though sometimes he gives actual advice.
 
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* ''MaGMML: Episode Zero'' features collectable [[CD]]s that unlock database entries, similar to the ones in ''Mega Man & Bass''.
 
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<br>
 
{{OfficialGames}}
 
{{OfficialGames}}
 
[[Category:Official Games]]
 
[[Category:Official Games]]

Revision as of 22:03, 11 June 2021

Mega Man & Bass
MegamanAndBass box.jpg
Mega Man & Bass North American boxart (Game Boy Advance version)

Mega Man & Bass is a game in the classic Mega Man series, initially only released in Japan for the Super Famicom, but later ported to the Game Boy Advance and released internationally. True to its name, the game's playable characters consist of both Mega Man and Bass. The two characters have several differences between each other, with Mega Man being able to slide under objects and charge his buster, and Bass being able to double jump and rapidly fire his buster in 7 directions. They also get different support weapons, and their Robot Master weapons have aesthetic differences.

Unlike most Mega Man games, where the Robot Masters are fought in groups of four or eight, Robot Masters in Mega Man & Bass are made accessible by defeating specific Robot Masters in a set of three initially provided to the player. The game re-uses the art style and several enemies from Mega Man 8, including the Robot Masters Tengu Man and Astro Man (although they now provide new weapons), and the Wily 3 boss Green Devil (which is now only the intro boss). Several sound effects from Mega Man 7 are used as well. A notable feature of the game is a database featuring profiles of almost every character to appear in the series up to that point.

Representation in MaGMML

Since the game re-uses several assets from Mega Man 8 and de-emphasizes new ideas, Mega Man & Bass is one of the least represented games in the MaGMML series.

Weapons

Devkit Assets

Midbosses

Gimmicks

Custom Assets

Other

  • Cold Man, Magic Man, Burner Man, Pirate Man, and Dynamo Man all appear as NPCs in the hubs of Make a Good Mega Man Level 2, using custom-made 8-bit sprites. Burner Man reappears in Make a Good Mega Man Level: Episode Zero.
  • Pirate Man appears as an optional Z-Phone contact in MaGMML: Episode Zero, using a new set of sprites. He functions mostly as a nonsense-spewing joke number, though sometimes he gives actual advice.
  • MaGMML: Episode Zero features collectable CDs that unlock database entries, similar to the ones in Mega Man & Bass.


Official Games
Main games
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Side games
Dr. Wily's RevengeIIIIIIVVMega Man (DOS)Wily Wars& BassChallenger from the FuturePowered Up