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Rockman & Forte

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Title Screen

Rockman & Forte

Also known as: Mega Man & Bass
Developer: Capcom
Publisher: Capcom
Platform: SNES
Released in JP: April 24, 1998


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.


Designed as a sort of a "consolation prize" game for gamers who couldn't afford a Saturn or PlayStation to play Mega Man 8, Mega Man and Bass team up to battle King, albeit for different reasons. Notable for its impressive sprite animation and difficulty, Rockman & Forte was a Japan exclusive until eventually being ported to the Game Boy Advance as Mega Man & Bass, albeit with horrible screen crunch, grating music due to the GBA’s sound chip, and a terrible English translation.

Debug Menus

A number of debug menus seen in the previous games return.

Map Editor

Text for a map editor seen in Mega Man X and Mega Man X3 is present, but said text is all that's left of it (similar to Mega Man X2):

POS. X
POS. Y
CH CELL NO.
CELL NO.
HIT  NO.

Object Viewer

Mega Man and Bass object viewer.png

This is identical to the Object Viewer in Mega Man 7, with the addition of an additional parameter: "OBJ_USE". The code begins at SNES address C02326.

Use these Pro Action Replay codes to boot into the object viewer:

C00547EA
C005484C
C0054926
C0054A23
  • Controller 1:
    • Left/Right: Decrease/increase frame index.
    • Hold A and move D-Pad: Move sprite.
    • Y: Animate sequence.
    • Hold X and Left/Right or Up/Down: FlipY or FlipX.
    • Hold B and Up/Down: Decrease/increase sprite index.
  • Controller 2:
    • Hold Y and move D-Pad: Cursor selection.
    • Select: Reset/center cursor.

Sound Test

Mega Man and Bass sound test.png

Identical to the Sound Test in Mega Man 7, and the cursor is still invisible against the background. The code begins at SNES address C04BCE.

Use these Pro Action Replay codes to boot into the menu:

C00547EA
C005484C
C00549CE
C0054A4B

The highest valid music index is $2E, but the menu allows selection up to $35. Add PAR code C04CBC2E to lower the maximum value to $2E and prevent crashing.

(Source: gedowski, JLukas)

VRAM Test

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.

Presumably tests the different graphic layers.

VTEST COL
SCR1
SCR2
SCR3
OBJ

Unused Graphics

Bass

Whoosh

What appears to be an alternate jumping animation.

Cold Man

RF-SFC-SnolerUnused.gif

An unused "hurt" animation for the Snoler miniboss. Minibosses in the Mega Man games don't tend to have these kinds of animations.

Frozen dwarves

These stick figures are used as placeholders for the Cold Man stage tileset.

Teleporter Stage

Out of order, please use stairs

A broken teleporter. The teleporters in this stage always function, even when the rooms are cleared.

More cut off messa

Some Japanese text 「[...] キケン」 ("[...] Danger"). Unfortunately, the lower half of this has been cut off.

Castle Stage 2

You did good boy

These star tiles are used as placeholders for the Castle 2 stage tileset.

Castle Stage 3

Oh, okay

More Japanese text: 「COLĐアスダイマジ#テリー」 (COLĐ Asu Dai Maji # Terī). They appear to be the incomplete names of the bosses Cold Man, Astro Man, Dynamo Man, and Magic Man; the last name is the enemy Telly.

Alternately, "Asudai Maji" could be a name.

Unused Music

This is most likely a track for testing the sound system of the game. Use Game Genie code F071-E704 to play this track in the CD Database.

Unused Text

Other text that isn't used.

Build Text

A leftover from the ROM building process, which amusingly indicates that this game was Rockman 8.5 at one point:

F:\ROCK8.5\BIN\COLOR.EXE

Sample Version

Mega Man and Bass sample date.png

Text from a demo version of the game, helpfully including a build date.