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 was successfully funded through Kickstarter, becoming the site's third highest funded console game project in the process. Not only did the project reach its funding goal on September 2, 2013, 29 days before the due date, but after reaching its $3.5 million stretch goal, the game was/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 was finally released on June 21, 2016 for North America and Asia, and worldwide on June 24 of the same year. But even at launch, the game has been accused of incredibly crazy glitches, some even going so far alleged claims of bricking entire consoles, and the final product overall has been deemed middling at best and bad at worst. Suffice to say, Keiji Inafune is taking a lot of heat from it and there's no telling if he'll ever be able to get out of the scorn and hostility.

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-apocalyptic sci-fi 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:

  • 1-Up: Appearing in this game as Xel Cores levitating above ground with colorful rays of light surrounding it.
  • 2˝D: The game is presented in 3D graphics with 2D gameplay.
  • A Day in the Limelight: 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.
  • Achievement System: The PC, Xbox, and Wii U versions have 70 achievementsnote  whereas the PlayStation versions have 31 trophies. These requirements for unlocking varies from "complete the game X difficulty", "no damage running the opening stage", "chaining X amount of combos", and "fighting the bosses with Beck's buster". The game also features some unorthodox requirements to unlock certain achievements, such "clearing a stage without using normal movement", "only dash a minimal number of times", and "not staying on ground longer than 1 second".
  • Alliterative Name: Gregory Graham, William White, Soichiro and Seijiro 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.
  • Assimilation Plot: The whole deal with Trinity prior to Beck's Xel treatment. If left alone, she will spread and absorb all of the Xels into herself and take control of any Xel-based robots she comes into contact with forever. In the games she has already covered the Battle Colosseum and has taken control of most of the weaker robots and turned stronger ones into rampaging rogue robots.
  • 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.
  • "Blind Idiot" Translation: 8-4's English localization has typos, grammatical and spelling errors in some areas, as well as even mistaking Ray as male in one of the tips for her weapons. They also left out some dialogue strings unchanged from the beta versions during Ray's DLC stage.
  • Bling-Bling-BANG!: Those that pledged at least $60 are rewarded with a Golden Beck costume that turns Beck's entire body (including his face) gold.
  • Boss Rush: An optional game mode planned since they hit the $2,000,000 goal. It is unlocked after beating the final boss, and Boss Rush mode uses the Hard mode version of the bosses.
  • 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.
  • Breakable Weapons: Using Seismic weapon against Brandish not only hurts him more than your other weapons, but can also break his swords. However, despite being wide-open for further attacks until he rebuilds his swords, he moves around much faster without them.
  • 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.
  • Chest Insignia: More like "Headphone Insignia". All of the Major Robot characters in the game are associated with a symbol/logo/insignia/emblem enclosed by a circle. You can find their symbol on their person by looking at their "heaphones" / auditory sensors and on their Xel Core though you'll only see it when their bodies are destroyed or when it's taken out.
    • Beck: White - 3 circles connected by lines forming a triangle.
    • Call: Pink - The letter C. note 
    • Pyrogen: Orange - A Y shaped symbol with a circle on top and another circle on the lower right side. note 
    • Cryosphere: Blue - 3 overlapping lines forming a simplified snowflake.
    • Dynatron: Yellow - lightning bolt.
    • Seismic: Brown - A hexagon.
    • Battaltion: Green - 3 lined up bullets.
    • Aviator: Cyan - The letter H making it resemble a helipad.
    • Brandish: Red - A scissor of ancient design.
    • Countershade: Purple - The plus sign making it resemble crosshairs.
    • Trinity: Magenta - 3 circles with lines that converge at the center.
    • Ray: Black with a purple glow - A slashed number zero. Formerly or supposed to be an upside down version of Beck's symbol.
  • 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:
    • Most of the major robot characters in the game has a color associated to them along with anything associated to them like their Power Ups and the color of their symbol.
    • The timing of absorbing enemies are colored coded to indicate who quickly or slow you absorbed them: gold (100%) being instant or near instant, green (90-70%) for being quick, and blue (60% and under) for slow.
    • If it has magenta static, it's lethal. This doesn't have to be Spikes of Doom however; For example, the Waterworks has malfunctioning water purification systems, which are functionally identical to death spikes.
  • Colorful Theme Naming: Two of the three doctors who built the game's robots are Dr. White and Dr. Blackwell.
  • 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.
  • Cut-and-Paste Environments: One criticism of the game is that almost every stage is a slightly-redressed version of the same industrial layout.
  • Cut-and-Paste Translation: The English localization has very different characterizations for a lot of the cast, especially Beck and Ray.
  • Damn You, Muscle Memory: Unlike every other game on a Nintendo platform, B is confirm and A is cancel by default on the Wii U. You can, however, swap these buttons from the Options menu.
  • 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 AcXelerate 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!"
  • Difficult but Awesome: The back jump maneuver, which is performed by pressing Jump while holding down the Action Shift button. This makes you jump away from where you are facing, but you gain invincibility frames during the jump animation, allowing you to graze through most attacks unharmed.
  • Difficulty Levels: Two additional difficulty modes were added thanks to reaching its $1,500,000 goal. You start off with Normal mode, but upon clearing Normal unlocks Hard and Hyper modes. Hard mode alters enemy and boss behavior as well as the stage hazards. Hyper mode uses the changes from Hard mode but also removes 1-Up Cores and support from Patch, and you take more damage than before. The Retro Hero DLC adds another difficulty level, Maniac, which uses the enemy behavior from Normal mode and you get access to all weapons from the start but you only have 1 HP.
  • Dishing Out Dirt: Mighty No. 4, to the point where his character design carries the aesthetics of construction vehicles.
  • 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).
  • 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.
    • Dr. Sanda has more in common with Professor Ochanomizu / Elefun in terms of appearance and role in the story as a secondary scientist/father figure to the main robot character(s).
    • In place of Dr. Wily, Dr. Blackwell. Though he has more in common with Dr. Tenma and Dr. Weil in terms of appearance.
    • 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 No. 1, 2 and 3 are, of course, expies of any and all of the elemental themed bosses.
    • 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.
  • 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).
  • Fembot:
    • Mighty No. 2 also known as "Cryosphere" or just "Cryo" though you wouldn't be able to tell from her appearance alone.
    • Mighty No. 3 has a much more defined figure under her cloak, which would be more Robot Girl if not for her torso being a lightbulb.
    • This is what Trinity is in her "true form" prior to being reconstructed into a more human-like body by Dr. White.
    • Ray borders between this and Robot Girl. She would be entirely robotic if not for her human face.
  • Feelies: The retail version of Mighty No. 9 includes a double-sided poster (one side features the artwork seen on the page article, another with a promotional art of Beck with the other Mighty Numbers behind him) and an art booklet featuring artwork of the characters, enemies, and renders of Beck's ReXelection forms.
  • Foil: Call is not as much of a Ridiculously Human Robot as Beck is.
  • From a Single Cell: From all the robots forms being basically made in Xel, as long as the Xel Core is intact, the entire rest of their body will eventually be regenerated if destroyed. Such as Beck, Call, and Ray's Xel Cores retreating to a safe spot when "killed" to heal.
  • Gameplay Grading: You're graded based on these criteria: how quickly you beaten the stage, how much damage you taken, how many enemies were defeated, how many 100% combos you racked up, and your xel absorption average. Based on your performance, you'll receive bonus points that will be added to your overall score and rank.
  • Gag Penis: A lot of Dr. White's robots have codpieces or an extra layer of armor plating on their pelvic region. Even the supposed females such as Cryoshphere and Ray.
  • Gatling Good: Mighty No. 5's design is based on this.
  • Getting Crap Past the Radar:
    • Literally in Cryosphere's stage. If you've defeated and thus saved Pyrogen before going through the water works, near the end, Pyro will tell Beck that "all that's left is to flush number two". He's referring to Mighty No. 2 (Cryo), and "flush" because they're in a water works, but you know full well what the joke here is...
    • At the end of Ray's DLC stage, there are piles of dead robots strewn about with a red liquid resembling blood splattered throughout the area. This is an E10+ game, right?
  • Goomba Stomp: When Beck uses Seismic's form, he can not only jump on enemies to damage them when charging at full speed, but also bounce off of them by holding the Jump button.
  • 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.
    • One section of Dynatron's level has a seemingly impassable turbine that you need to cross under, with a prompt telling you to use the crouch dash. The trouble is the game doesn't explain how to use the crouch dash, it was never required in any other level, and using it at the wrong distance will kill Beck anyway as he straightens up. The wonky hit box makes it worse, as Beck has to practically be on top of the turbine for the crouch dash to work properly.
  • Handicapped Badass: Mighty No. 8 is missing an arm, but he is too confident in his abilities to fix it.
  • Harmless Freezing: Not so harmless when taking damage from an ice attack that also freezes you, and you'll be left open for another attack unless you can break free in time. When Beck or Ray uses their respective weapon from Cyrosphere against enemies, it freezes in place or slows them down, while also slowing down their xel percentage rate from dropping.
  • Have a Nice Death: The Mighty Numbers all have unique one-liners if Beck loses to them.
  • Heart Drive: Due to the nature of Xel technology, the bodies of every robot in the series are largely subjective — rather, it is the Xel Core within each robot that could be considered their "true" self. Even if a robot's body is destroyed, they may respawn intact should their core survive. Ray has a strange pyramid-shaped object within herself that appears to serve the same purpose, but it's not a Xel Core, and brother, it does not work.
  • 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.
  • 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.
  • Infodump: The game breaks the Show, Don't Tell rule. The story is mostly told through virtually static cutscenes and Expospeak without even animating characters' mouths.
  • 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.
  • Limited Special Collector's Ultimate Edition: The console versions have a Signature Edition for the PlayStation 4 and Xbox One, which includes a retail copy of the game (alongside a voucher for the Ray Expansion and Retro Hero DLCs) and a Beck figurine with three interchangeable faceplates. Only 10,000 units were produced, each one having a number out of the 10,000 written under the display stand.
  • Loads and Loads of Loading: It takes anywhere up to 20 seconds to restart a stage after death in some of the ports.
  • 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.
  • Mythology Gag:
    • During cutscenes in Dr. Sanda's laboratory, you can see holographic images of Call's other proposed designs, Call A, E, and H.
    • In a cutscene involving Gregory Graham, you can see drafts of Trinity's boss pattern design.
  • 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 Modenote ) have been added in the game. The Kickstarter page mentions players can carry over their abilities in a harder "second quest". Starting the game on a difficulty level above "Normal" unlocks all of the abilities from the start (but you still have to play through the eight stages in order to finish the game).
  • 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 versions of the game are fraught by technical problems, most annoyingly framerate drops and long loading times between deaths.
  • One-Hit Kill:
    • Mighty No. 1 has an attack he can only use when he glows pink, starting when he's at half health or lower. He'll charge across the screen and if he can grab Beck, Pyro will hold on and release a huge blast that ends the fight for Beck.
    • Mighty No. 4's second phase has two more pillars drop from the ceiling to narrow the playing field. Standing under them is not advised.
    • 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.
  • One-Hit-Point Wonder: The pre-order and retail version's bonus Retro Hero DLC turns Beck into one while accompanying a voxel-styled character model.
  • Our Vampires Are Different: Ray, the mysterious DLC rival character, absorbs Xel from other robots in order to live.
  • Player Nudge: One section of Dynatron's level has a pop-up telling you to use the crouch dash to get under a turbine.
  • 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.
  • 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.
  • Power Copying: Taken to new levels compared to the father series where Beck changes his whole body to match his foes powers.
  • 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.
  • Rank Inflation: In the main game, you are graded based on your performance and score. From lowest to highest rank: D, C, B, A, and finally S.
  • 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 foreshadows the Bait and Switch.
  • Remixed Level: "Challenge Mode" features short missions on custom or remixed versions of levels; "Online Beck & Call" mode is 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.
    • The Retro Hero DLC changes Beck's character model to a blocky, low-poly voxel version of himself when playing under Maniac difficulty.
  • 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.
    • There's also Trinity in her new form and the DLC character Ray who borders between this and Fembot due to the fact that the rest of her body is robotic with the exception of her face.
  • Scoring Points: Enemies assimilated by your AcXelerate Dash awards points but their value is depends on how fast you were able to assimilate destabilized enemies, starting from 100% and it quickly lowers over time. By chain assimilating multiple enemies at once in without touching the ground, you can gain a score multiplier that boosts score, starting from x1 to x3. Performing specific feats, such as clearing an area or enemy arena quickly as possible, also rewards bonus points with a fixed value. Extra points can be earned based on your performance when clearing a stage that adds to your final total score.
  • 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.
  • 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.
  • 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 shout-outs. 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.
    • One of the game's achievements is named "Super Fighting Robot".
  • 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.
  • Sound Test: Completing the game will unlock a sound test feature within the game's main Options menu under the Audio section, which not only lets you listen to the game's soundtrack, but also lets you play the sound effects and voice samples of the game.
  • 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.
  • Spoiler Cover: Those evil set of eyes on the cover art behind the characters? They belong to the final boss.
  • 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.
  • The Virus: The primary conflict of the game is to stop to the sudden rampant robot rampage, figure out why this is happening and put a stop to it once and for all. Turns out it's being caused by a computer virus created by a dangerous perpetual assimilator robot known as Trinity.
  • Title Scream: A computer voice will say "Mighty No. 9" when greeted with the title screen. The characters of the game will also say the game's title at the title screen as well, including the Japanese voice actors who will pronounce the game's title in English.
  • Totally Radical: The trailer looks like it came straight out of the 90's.
  • Turns Red: When a boss' HP reaches a certain threshold, some will unleash their desperation attacks against Beck, or in a few cases, Dynatron creating a barrier to ward off attacks or Seismic who alters the arena in his boss battle. Bosses will sometimes attack more frequently when their HP is low.
  • Video Game Lives: You start out with 3 lives per run, but you can increase the starting amount up for Normal mode.
  • 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.
  • Who Wears Short Shorts?: Both Beck and Brandish have these.
  • Wreathed in Flames: Mighty No. 1, in a way invoking muscle mass.
  • You Are Number 6: Aside from their regular names the gladiatorial team of robots known as the Mighty Numbers ("The Mighty Robots" or just "The Mighties") are also known by their number designation similar to how sports team members have a number designated to them. It also refers to their creation order with the exception of Mighty No. 9, Beck, who had two other "siblings" (Ray and Trinity) prior to his creation.

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/MightyNo9