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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.

PrereleaseIcon.png This game has a prerelease article

Mega Man (Rockman) and Bass (Forte) team up to battle King (King), albeit for different reasons.

Designed as a sort of "consolation prize" for gamers who couldn't afford a Saturn or PlayStation to play Mega Man 8, Rockman & Forte is notable for its impressive sprite animation and ruthless difficulty. The game was exclusive to Japan until it was ported to the Game Boy Advance as Mega Man & Bass. The original version of the game would eventually get an official release in the west, completely and utterly untranslated, as part of a licensed plug and play console.

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):


Object Viewer

Mega Man and Bass object viewer.png

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

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

  • 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 (PAR) codes to boot into the menu:


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

(Source: gedowski, JLukas)


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

Presumably tests the different graphic layers.


Unused Graphics



What appears to be an alternate jumping animation.

Cold Man

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.

Interestingly, this is the synth arpeggio track from Astro Man's theme.

Unused Text

Other text that isn't used.

Build Text

A leftover from the ROM building process, which suggests that the game was internally called "Rockman 8.5":


Sample Version

Mega Man and Bass sample date.png

Text from a demo version, helpfully including a build date.