Video Game / Mighty No. 9

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Here for you, at your Beck and Call.

"Mighty" is defined as possessing great and impressive power or strength, especially on account of size. The mighty nature inside a tiny man can make the hardest task routine.. And the smallest spark in a mighty man can power the impossible dream.
The staff roll theme "Mighty", by Mega Ran

A Spiritual Successor to the Mega Man franchise, created by its famed director Keiji Inafune. Like its predecessor, it is a Platform Game of the action and run-and-gun variety, along with the predecessor's system of growth and progress via Power Copying. The plot involves the titular "Mighty Number" robots, originally peace-keeping combat androids, who go rogue after an unknown computer virus turns them against mankind. Now it's up to Beck, the ninth and final of the Mighty Numbers, to defeat his older siblings, aided by his partner Call and his creator, Dr. White.

The production is staffed by many former Mega Man developers, and Mega Man Zero developers Inti-Creates. This project had been successfully funded through Kickstarter, becoming the site's third highest funded console game project in the process. Not only had the project reached its funding goal on September 2, 2013, 29 days before the due date, but after reaching its $3.5 million stretch goal, the game will be released on Windows PC, Mac, and Linux operating systems, PlayStation 3 and Xbox 360, all three platforms of the eighth generation, and Nintendo 3DS and PlayStation Vita handhelds.

Originally scheduled for an April 2015 release, it was delayed for a September 2015 launch. However, it was announced in the backers-only private forums, and later at Gamescom 2015 that the game was delayed again and aimed to release on February 9th, 2016 on consoles, with the handheld versions releasing later on. The game was then delayed for a third time, but with the latest Kickstarter update has a firm release date of June 21, 2016 for North America and Asia and June 24, 2016 worldwide.

An animated series of the game is being produced as well. You can see the trailer here.

The official website can be found here.

A pseudo-sequel and spiritual successor to Mega Man Legends, Red Ash was announced on Kickstarter in July 2015, with different versions of Beck and Call living in a post-apocolyptic scifi world. Unlike Mighty No. 9's runaway success, Red Ash was met with Internet Backdraft and its future is uncertain. However, it was picked up by a publisher when it seemed the Kickstarter would ultimately fail, securing its release and thus switching further donation to the pursuit of stretch goals.


Mighty No. 9 harnesses the power of these tropes:

  • 2˝D: The game is presented in 3D graphics with 2D gameplay.
  • A Day in the Limelight / And Now for Someone Completely Different: One of the later stages has you play as Call. This was made possible by meeting the $3,700,000 stretch goal during the Kickstarter funding period.
  • Alliterative Name: Gregory Graham.
    • ...And William White. And Soichiro Sanda. And Bill Blackwell; it's safe to assume this was just the idea for the human cast.
  • Another Side, Another Story: Through Downloadable Content, Beck's rival Ray can be made playable for her own run through the full main campaign.
  • Anti-Frustration Feature:
    • Each time you get a new weapon, the stage it will be most effective on will gain an Advice button in the main menu. The owner of that weapon will give you hints if you listen to it, and they'll show up to back you up in the stage regardless. This makes finding the right order to fight bosses a lot easier than Mega Man games, where the player was expected to intuit the order or experiment with valuable limited ammo.
    • Special weapon energy can be refilled simply by absorbing Xel while having it equipped, rather than as a separate pickup.
    • Getting a Game Over on a stage causes Patch to show up more often if the player decides to retry. He'll pop up whenever the player dies and at predetermined locations in the stage, and each time the player dies the items improve in quality up to receiving extra lives.
  • Audience Participation: Aside from the Kickstarter funding, Mighty No. 9's community is basically a revival of Mega Man Legends 3's Devroom, complete with an enemy design contest.
  • Ax-Crazy: After their infections, the Mighty Numbers largely become this. It even shows in their voice clips, prime evidence being Pyro's "Mighty No. 9" call sounding perfectly normal while his battle dialogue is frenzied and maniacal.
  • Badass Family: The Mighty Numbers, a group of nine robotic siblings with some industrial purpose who, in their spare time, dominate in competitive robot fighting.
  • Bait and Switch: In the beginning of Mighty No. 7's design post, it is claimed that the ninja design showed off at the D.I.C.E. game design summit was fake, and that the real design was... an apple. Before long, this design was destroyed by the legitimate Mighty No. 7, and the team admitted that this fakeout was inspired by some joke fanart.
  • Black and White Morality: Averted. According to an interview with Koji Imaeda in a MIGHTYCAST podcast, the story writers will try to avoid doing a "good guy beats the bad guy" type of story, mainly concerning the 3 doctors, to make the story a bit more serious. This means that neither of the 3 doctors would become the absolute "Dr. Wily" or "Dr. Light" archetype of the story. This concept stuck. There's most certainly an antagonist of the game, true, but there is no actual Big Bad in play here.
  • Boss Rush: An optional game mode planned since they hit the $2,000,000 goal. It is unlocked after beating the final boss.
  • Brick Joke: When one of the trailers for the game when it was to be released on February 9th boasted the multiplayer capabilities of the game, they said that you could probably play with a guy named "Vernon". The "Masterclass" trailer had Vernon himself say that he was ready near the end.
  • Call Back: The initial funding goal ensures the game having six initial stages before the final one. An additional $300,000 guarantees eight initial stages. As the Kickstarter page's FAQ explains:
    In order to set our initial funding goal, we had to ask ourselves what was the cheapest we could make a game that we could still be 100% proud of, that fulfilled all the promises we wanted to make, and that could stand on its own as an evolution of this genre. To find our answer, we actually looked to the past to the amazing original wellspring where this genre first came jumping and blasting its way into this world. Long-time fans will understand, then, when the answer we came up with was "six"; Six stages and main bosses, and then...an additional final stage and challenge...
  • Character Title: Based on Beck's numerical designation in the Mighty lineup.
  • Chip Tune: The developers plan to include "retro" music and sound effects as an option.
  • Chuck Cunningham Syndrome: When it became time to vote on Call's design, the Aero-esque version that was shown beforehand was absent, prompting people to ask where she went. Word of God is that each concept artist was allowed to contribute one design for the vote, and the guy behind that version went with another one.
  • Cold Sniper: Mighty No. 8 is a robot with a sniper rifle for an arm.
  • Color-Coded for Your Convenience: The Power Ups. Also, if it has magenta static, it's lethal. This doesn't have to be Spikes of Doom; for example, the Waterworks has malfunctioning water purification systems, which are functionally identical to spikes.
  • Competitive Multiplayer: The $4,000,000 stretch goal is an online battle race where both players compete to reach the end of the level (the player's opponent is depicted as a ghost image), and an enemy defeated by one player is sent to impede on the other's progress. Both of these goals have been met.
  • Computer Virus: A nasty one is said to turn the robots in Beck's world against humans. He is one of the few who is not affected.
  • Continuing Is Painful: If you die, you take a substantial score penalty. It may not sound like much, but in stages where chances to earn points are difficult and/or slim, this can be extremely debiliating to your rank.
  • Cool Plane: Mighty No. 6 has the characteristics of a helicopter.
  • Co-Op Multiplayer: The $2,750,000 stretch goal is an online co-op version of Challenge Mode where players one and two control Beck and Call through the stage.
  • Damn You, Muscle Memory: Unlike most modern games, B is confirm and A is cancel.
  • Darker and Edgier: Compared to the original Mega Man series (though nowhere near the level of its successor series). The Mighty Numbers were made for combat in a Blood Sport as the "circuses" part of the government's Bread and Circuses policy and they were turned amok in an apparent terrorist attack.
  • Dash Attack: The Absorption Dash, which forms the crux of the gameplay and defines it as something other than a Mega Man Expy. As Beck's Arm Cannon shots are woefully inefficient at defeating enemies, he must dash into them to absorb their Xel when they become low on health. Not only does this get rid of enemies instantly, certain enemies grant Beck Power Ups, and absorbing multiple enemies in a row at 100% Xel Absorption Rate racks up a combo that earns bonus points and allows Beck to earn an AcXel Recovery I faster. This move is also vital for boss fights, as attacking them without using the Absorption Dash at the right time will cause the boss to restore its lost HP.
  • Defeat Equals Friendship: Upon defeat, not only do Mighty Numbers return to their default programming but will also help out in certain stages, mostly by dealing with background obstacles or deactivating traps.
  • Denser and Wackier: The trailer for the animated series adaptation has a dramatic voice-over while Beck comically fails to get copied powers under control. Time will tell if this'll be the case in the series proper or just for the trailer.
    • The animated Beck's personality is probably based on the backstory notes, which say that Beck "was never able to display his true talents in the Battle Colosseum, and came to be seen as the weak link holding back his team of fellow Mighty Nos. Gradually he lost more and more self-confidence...until! The global robot rampage!"
  • Dual Boss: The midboss of the Waterworks involves two robots playing Pong, with Beck in the crossfire. Each paddle has its own HP and must be destroyed separately, and when one paddle dies, the other speeds up its shots. The boss is also fought twice, the second time involving weaker robots, but alongside freezing shots from Cryo.
  • Eagleland: The game takes place in the USA, and thus far seems to be more of the mixed variety from some given NPC behaviors, such as Mr. Graham attempting to appeal to patriotism in his address and Dr. Sanda's rather persistent fondness of different fast food types.
  • Elemental Powers: About half the bosses were based on elemental themes (the other half revolve around combat technology).
    • Playing with Fire: No. 1 has fire powers of based around igniting his body, explosive waves of heat, and The Wrestler In All Of Us.
    • An Ice Person: Mighty No. 2 has freezing shots that either stop where they land or bounce around. She also has element of Making a Splash, with her hose arm and water tank, but she mostly uses that to make a frozen column of ice to attack from.
    • Shock and Awe: Mighty No. 3, based off a desk lamp and a Raijin. She throws out "electric seeds" bases on the thunder drums of her oni inspiration that act as tethers for her lightning blasts.
    • Dishing Out Dirt: Mighty No. 4, to the point where his character design carries the aesthetics of construction vehicles.
  • Elemental Rock-Paper-Scissors: Par for the course for a Mega Man style game. The game also adds an "Advice" button to the select menu for each stage whose boss is weak to one of your weapons, with the owner of that weapon being the one to help you out. The official order is Fire > Ice > Artillery > Earth > Blade > Electric > Sniper > Helicopter > Fire.
  • Emergency Energy Tank: AcXel Recoveries, which can be accessed in the pause menu and come in "I" and "II" flavors. The AcXel Recovery I can be automatically gained via absorbing lots of Blue Xel, while AcXel Recovery IIs are handed out extremely sparingly by the game. Both recharge Beck's health to full, which can mean the difference between life and death in a tough situation.
  • Expy: It comes with the territory of spiritual succession.
    • The Kickstarter page uses tons of imagery associated with the Mega Man series, such as blue borders on character portraits, the character select screen, etc.
    • Beck is one of Mega Man, being the only one of a series of robots not to be reprogrammed and has to fight them and absorb their powers.
    • Call is one of Roll being the blue hero's red/pink colored blonde haired female companion and forming a pun with her male partner (Beck and Call, Rock and Roll).
    • In place of Dr. Light/Right, Mighty No. 9 has Dr. White and Dr. Sanda. In place of Dr. Wily, Dr. Blackwell.
    • Concept art shows an enemy with a gun and shield, reminiscent of Sniper Joes. There is also a small robot similar to Eddie.
    • The virus in the backstory is basically Roboenza or the Maverick Virus with the invokedSerial Numbers Filed Off.
    • Mighty Nos. 1, 2, and 3 are, of course, expies of any and all fire, water / ice, and electricity themed bosses respectively.
    • Mighty No. 4 is one of Guts Man, being a bulky robot themed around Earth and construction with a massive underbite. He even mimics the Super Arm in battle. (Though the power he grants is totally different)
    • Mighty No. 5's appearance is most reminiscent of Napalm Man, as a heavy artillery themed robot. Though the power he grants is most similar to Crash Man (a bomb that sticks to walls), which can tie him all the way back to the original Bomb Man, as a ranged explosives and weapons expert.
    • Mighty No. 6 is one of Gyro Man with his helicopter theme.
    • Mighty No. 7 is an amalgam of Proto Man, and Cut Man, with a hint of Zero.
    • Mighty No. 8 is similar in concept to Search Man, although he might be more in line with his Battle Network incarnation, due to using a sniper rifle rather than homing missilesnote .
    • Interestingly enough, the first Mega Man game had Fire Man (Pyro/1), Ice Man (Cryo/2), Elec Man (Dyna/3), Guts Man (Seismic/4), Bomb Man (Bat/5) and Cut Man (Brand/7).
  • Eye-Obscuring Hat: Mighty No. 8 has one. Note how in this image of the bosses' basic silhouettes, all of their eyes are distinguishable except 8's.
  • Fake Difficulty:
    • The dash combo mechanic can lead to dashing into one-hit kill traps, spikes, or enemies that weren't quite killed. This can also lead to frame rate issues, making traps even harder to avoid.
    • Several bosses and rooms have one-hit-kill attacks or areas, which are made more difficult to avoid due to text boxes and dialogue obscuring the visuals and audio cues to avoid them.
  • Fashionable Asymmetry: Most of the Mighty No. models have something asymmetrical about them, ranging from the overt (like Mighty No. 5's entire body) to the subtle (Mighty No. 1's leg patterns).
  • Foil: Call is not as much of a Ridiculously Human Robot as Beck is.
  • Gatling Good: Mighty No. 5's design is based on this.
  • Guide Dang It: Every Mighty No. can be knocked on their butt if you hit them a particular way, but how you are able to achieve this isn't explained. If you manage it, you earn a "Fine Play!" bonus and the boss becomes stunned, which allows you to unload on them.
  • Handicapped Badass: Mighty No. 8 is missing an arm, but he is too confident in his abilites to fix it.
  • Have a Nice Death: The Mighty Numbers all have unique one-liners if Beck loses to them.
  • Heel–Face Turn: The Mighty Numbers pull this when defeated, a la Mega Man Powered Up. They then help out in certain stages, such as No. 1 burning his way through No. 2's stage to help Beck.
  • Joke Character: The Apple Robot. The game devs have so far used it in a Bait and Switch update and an April Fools' Day joke in 2014.
  • Long List: The credits go on for almost 4 hours, mostly because of the long list of Kickstarter backers.
  • Mercy Invincibility: If Beck takes damage, he'll flash white, during which he can't be hurt again. However, this will not protect him from Spikes of Doom or their equivalents, which many deviously-placed enemies will gladly try to knock him into.
  • Mercy Mode: If you have to restart a stage, the quality of items dispensed by your helper robot increases, including full heals, free Power Ups, and extra lives. If you have to restart again, you'll get more extra lives more often.
  • Multiplatform: Initially the game was planned to be released on Windows PC, it's now also slated for release on PlayStation 3, Xbox 360, every major platform of the eighth generation, Nintendo 3DS and PlayStation Vita, as well as on Macintosh and Linux computers thanks to raising over $3.5 million during the fund-raiser.
  • Nanomachines: The tiny Xel robots that make up all mechanics in the game's world. Also doubles as Mascot Mook.
  • New Game+: Thanks to reaching its third stretch goal, New Game+ (and Turbo Mode) will be added in the game. The Kickstarter page mentions players can carry over their abilities in a harder "second quest".
  • Ninja: Mighty No. 7.
  • Non-Lethal K.O.: How Beck defeats the other Mighty Numbers. By helping them "snap out of it", Beck saves his siblings from the virus's influence and restores their good senses.
  • Obvious Beta: Though the Wii U version definitely gets the worst of it, all version of the game are hackneyed by technical problems, most annoyingly framerate drops.
  • One-Hit Kill: Mighty No. 5's Desperation Attack is to suck in circles then fire a huge rocket/bullet thing straight. Get hit by that and you're toast no matter how much health you have. If it whiffs, it sticks in the opposing wall for the rest of the fight, and if you walk a little too close to it, Battalion can use it to call an explosion that incinerates half the screen, as well as Beck if he's within range.
  • Podcast: They have their own podcast, "The Mighty Cast" as they are called, which they update every month or so (every week when the Kickstarter campaign was still on-going). The official archive of the podcast audio recordings can be found here. They mainly talking about game development updates, what's been happening in the forums and the fan community as a whole, interviews with the staff and answering questions by the backers.
  • Psycho Electro: No. 3 is presumably cuckoo for cocoa puffs given her Shock and Awe theme.
  • Our Vampires Are Different: Ray, the mysterious DLC rival character, absorbs Xel from other robots in order to live.
  • Power Copying: Taken to new levels compared to the father series where Beck changes his whole body to match his foes powers.
    • Beck can also take the powers of mooks and use them on-site, similar to the abilities of the Z-Knuckle from Mega Man Zero 4, or Axl's ability to copy an effect or form from any enemy in Mega Man X7 and X8
  • Power-Up: The various types of Xel Beck can get from enemies can give him a variety of special effects.
    • Red: Stronger shots that pierce enemies.
    • Yellow: Increased defense and immunity to status effects.
    • Green: Increased running speed.
    • Blue: Charges AcXel Recovery I energy and restores weapon energy.
  • The Professor: Three of them, in fact — Dr. White (creator of the Mighty Numbers), Dr. Blackwell (inventor of the Xel technology), and Dr. Sanda (creator of Call).
  • Protagonist Title: No. 9 is the hero of the game.
  • Punny Name: In the same vein as Mega Man's Rock and Roll, Mighty No. 9 has Beck and Call.
    • In a meta sense, "Dr. White" puns on his Mega Man counterpart, who is "Dr. Light" in the US and "Dr. Right" in Japan.
  • Red Herring: The "supposed" first phase of the "actual" design of Mighty No. 7 in his design post is this what with it being not subtly entitled as "Red Herring", a fact which pretty much foreshadows the Bait and Switch.
  • Remixed Level: "Challenge Mode" features short missions on custom or remixed versions of levels; "Online Beck & Call" mode will be a two-player co-op mode with an added emphasis on teamwork; "Online Battle Race Mode" is said to have "slightly customized versions of single-player stages".
  • Retraux: The $3,800,000 stretch goal (which has been met) is an option to enable 8-bit music and sound effects. Note this does not include retro-style graphics, just the sound.
  • Robo Family: The Mighty series of robots created by Dr. White. The even refer to each other as siblings.
  • Robot Buddy: Beck has one named Patch that's essentially an Eddie Expy. If you come across him, he'll chuck some random items at Beck, from Power Ups to AcXel Recovery II to even extra lives. If you die repeatedly, the quality of the items he drops improves.
  • Robot Girl: Call, created by Dr. Sanda as an assistant for Dr. White.
  • Schizophrenic Difficulty: Most levels are fairly tame but have specific spots that lead to multitudes of deaths, usually right before reaching the bosses.
  • Sequel Hook: After all is well again, White visits Blackwell in prison, informing him that the source of the world's salvation was Trinity absorbing the empathy and caring nature from Beck's heart. He's determined that this has been a proving ground for his algorithm for self-delegated robots, and that it will revolutionize the world. However, the cynical Blackwell retorts in that cleaning up White's own mess isn't a cue to get on his high horse, and the very real point in that just because you give robots the ability to make ethical decisions, it doesn't mean they will. It's honestly unnecessary at best and dangerous at worst, thus he remains unconvinced. White leaves in frustration, but not before revealing in a worrisome manner that a good deal of his motivation is to "show everyone who doubted him". Left alone, Blackwell muses to himself that now only time will tell if Beck, who has ushered this in, will bring the world a bright future, or a chaotic one.
    ...Then only time will tell if this Mighty No. 9 —This "Beck"— is a blessing...or a curse. Hmph.
  • Shout-Out: Mighty No.9 is an allusion to Cyborg 009, right down to the main protagonist's serial number. One of the boss Mighty Numbers resembles a baby, the one assigned as 3 is the only clearly-visible female of the group, and several of the others appear to uphold National Stereotypes, so time will tell how tight this homage will be.
    • The No. 9 in the title may be a reference to the eight previous Mega Men: Rock, X, Zero, Vent and Aile, Grey and Ashe, Rock Volnutt (AKA: Mega Man Trigger), .EXE and Subaru/Geonote .
    • Another theory about the number, presented by Maximillian, is, Mega Man's Japanese name being Rock, which is similar to "roku", or 6. 9 is just 6 rotated 180 degrees.
    • Additionally, the "Mighty" in the title may be a reference to "Mighty Kid", one of two working titles for the original NES game.note 
      • The "Mighty" in the title may also be a reference to Tetsuwan Atom (or "Mighty Atom" in English), Astro Boy's original Japanese title (of which "Mighty Kid" was originally inspired by,) which would make it a combination of the original two classic Japanese robotic Kid Hero manga.
    • The Kickstarter video is FULL of Mega Man shoutouts. To wit:
      • The camera scrolling up the side of a building a la Mega Man 2.
      • A blonde lady and her pink poodle resembling Roll and Rush walk by Inafune (who's wearing all blue) in front of a construction yard.
      • One of the construction workers is wearing a Met helmet.
    • From what we've seen of Mighty No. 7 so far, he appears to resemble Haggleman.
    • No. 8 seems to be a shout-out to Jigen, with his beard, Cold Sniper attributes, and his eye-obscuring radar dish/hat which likely helps with his aim.
    • Comcept directly referenced Turtles in Time when talking about how they chose a "sewer" setting for Ray's stage, but not only that — in keeping with her "monster" theme with vampire aesthetics, her stage enemies and music are a clear love letter to Castlevania.
  • Slippy-Slidey Ice World: Mighty No. 2, Cryo's Waterworks level, features this in its latter half following an initial underwater segment. If you didn't like ice physics, try working with them over instant death spike pits.
  • The Smurfette Principle: Subverted. No. 3 appeared to be the only female boss, (No. 8 was going to be another one, but the concept artist made a male design that Inafune really liked.) but the dev team later revealed that No. 2 is also female, making it Two Girls to a Team for the bosses instead.
  • Spikes of Doom: Spikes are a constant hazard, and it's lights out for Beck if he so much as glances them. However, he can gain powers to circumvent their hazards.
  • Start My Own: A real life example; a bunch of ex-Capcom devs creating a successor to one of Capcom's dormant franchises.
  • Super-Powered Robot Meter Maids: According to the backstory, the Mighty Numbers were built for industrial purposes. However, they were also involved in Robot Wars-type spectator sports.
  • Take That: An update on the Kickstarter page has one towards Michael Pachter.
    • On the developer's part, the game's credits has an unintentional one to itself; the backer credits has someone who named himself "Kamiya was right," a reference to an unflattering statement Hideki Kamiya had made about Inafune.
  • Telescoping Robot: As Beck can reconfigure his xel-based body extensively to use the more exotic powers, this is a given.
  • Theme Naming: See Punny Name above.
    • Colorful Theme Naming: Two of the three doctors who built the game's robots are Dr. White and Dr. Blackwell.
  • Totally Radical: The trailer looks like it came straight out of the 90's.
  • Weak, but Skilled: Beck has been described as the weakest of the Mighty Numbers but has the unique ability to absorb Xel Nanomachines from other robots to gain their powers.
  • Wreathed in Flames: Mighty No. 1, in a way invoking muscle mass.

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