Mega Man: Super Fighting Robot [Demo Playthrough]
Under most circumstances I don't do playthroughs of demos, but I definitely wanted to make an exception in the case of this game. This is a project I've been following for a while now, and I'm definitely excited to see how this game will progress. At the same time though, I also want to give a bit of feedback on certain things (though I'm sure others have pointed most of these out by now).
Some of the things I wanted to note on, both on the game in general and on the stages (as shown in order) in the video:
[Overall Game Aspects]
- Everything in general seems to deal a lot of damage. If I were playing on a harder difficulty setting, I honestly wouldn't mind the current damage levels. For a normal playthrough however, it feels a bit too much.
- All the stages so far are a bit more lengthy than what you'd usually see in a Mega Man game. For reference, Zap Man's stage is 44 screens long, while a standard stage from the classic series is about 25 screens on average.
- Checkpoints seem to be very few and far between in the game so far, likely on account of the longer stages. If there were a few more checkpoints here and there, things would be much more manageable with the current stage lengths.
[Axe Man]
- This might be a weird thing to comment on, but I'm not sure if I really like how this stage immediately starts off. I know it's to show how the conveyor belts work, but leading the first one (that you spawn on, no less) to a pit seems a bit much for a first/direct encounter to the gimmick.
- While I'm not a fan of the swinging axes basically taking all of your health, I'd still say they're manageable once you figure out their pattern. The only time they become overly stressful is when they're grouped with other enemies. That in turn leads me to...
- The Axe-Gabyoall enemies are a bit of a pain in this stage, not because of their functions, but because of where they're placed. The first ones you encounter are on conveyor belts, which only adds another layer of trying to learn how they work. Granted, there are similar enemies in Zap Man's stage, but the functions between the two enemies are essentially reversed (The Cutting-Gabyoalls in Zap Man's stage are slow, but speed up when you're on the same level as them. The Axe-Gabyoalls are the exact opposite - fast a first, but they slow down when you're level to them). There's also one with a particularly nasty placement on a conveyor belt after a swinging axe (seen at 3:40 in the video). Keep in mind that these enemies can still move while they're off-screen, so it's highly possible to either get into a situation where you'll be sliding or jumping away from that swinging axe, only to land on the conveyor belt as the Axe-Gabyoall pops up in front of you, causing you to stagger back and fall into the pit. It really doesn't help that you also can't see where this enemy is on the conveyor belt ahead until you're up close to it, which is directly in the path of the swinging axe.
[Zap Man]
- The magnet enemies and their gimmicks could be introduced better. While it's easy enough to tell what the magnets do just by looking at them, it would still be a better idea to introduce them in an area without any pits or other forms of instant death.
- The "bullet hell" corridor probably wouldn't hurt from a bit of nerfing. I don't mind this section as much as I do the previously mentioned swinging axe/axe-gabyoall part in Axe Man's stage, but it's still notably one of the more hectic parts of the level.
- As noted in the video, Zap Man himself should probably be toned down a bit. His attacks - specifically his Zap Ring - come out very fast, usually leaving little to no time to react.
[Soak Man]
- The only thing I really have to note on this stage are the bubble enemies. When they split into two, I had a few instances of the lingering bubbles pulling something similar to hacks with ultra fast versions of Telly's. Basically, I couldn't shake them off my sprite unless I used either the Giant Axe or the Zap Ring. Maybe it was just me being too slow, but it's still something I found a little troublesome. Beyond that, I don't have anything else to note on this stage. I actually rather enjoyed the rest of it.
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