Let's Play Mega Man Sunrise - #5: Abrupt Ending

Let's Play Mega Man Sunrise - #5: Abrupt Ending

In this part, I complete Wily Fortress stages 3 and 4, finish the game, and give my final thoughts on this title. Things I didn't know about the weapons during this LP that would have really helped: The Vine Whip can actually pierce enemy shields. If I knew this before, I would have used this much more often, and it would make up for its 1 damage per hit. The Mirage Bomb can be detonated remotely. No need to wait for it to explode if you a miss a shot, like I did. The Haze Shield actually makes you jump higher when it's up (which wasn't shown during the weapon get demonstration). The Kunai Blade can actually be fired up and down (also not shown during the weapon get demo). Overall, I find this title to be average at best. The best parts were most of the bosses and weaponry. The music was good. The problem areas were mainly on the level designs, particularly in the second set of Robot Masters and beyond. Not to mention, a missing Wily Stage, Wily Machine, and ending/epilogue sequence. Seriously, the ending of this game was abrupt. I feel like this title's two month development time restriction resulted in the latter half of the game not being polished enough, and the ending getting outright cut out. Still, there's a nice baseline to this game, and we barely see any GB Mega Man fangames. With more work put into this title, I can see it being at least decent. Mega Man Sunrise LP Playlist: Link to the release thread: http://forums.mfgg.net/viewtopic.php?... --- Mega Man is owned by Capcom. This fangame was developed by DJ Coco.