Mega Man (Rockman) and Bass (Forte) set out on their own separate adventures in order to settle their scores with King (King).
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.
Sub-Pages#
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#
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:
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#
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:
C00547EA
C005484C
C00549CE
C0054A4B
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)
VRAM Test#
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This needs some investigation. |
Presumably tests the different graphic layers.
VTEST COL
SCR1
SCR2
SCR3
OBJ
Unused Graphics#
Bass#
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.
These stick figures are used as placeholders for the Cold Man stage tileset.
Teleporter Stage#
A broken teleporter. The teleporters in this stage always function, even when the rooms are cleared.
Some Japanese text 「[...] キケン」 ("[...] Danger"). Unfortunately, the lower half of this has been cut off.
Castle Stage 2#
These star tiles are used as placeholders for the Castle 2 stage tileset.
Castle Stage 3#
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.
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":
F:\ROCK8.5\BIN\COLOR.EXE
Sample Version#
Text from a demo version, helpfully including a build date.