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Mighty No. 9

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Mighty No. 9
Mighty No. 9 cover aaarrrt
Cover Art of the Game
• Development•
Artist(s) Shinsuke Komaki
Composer(s) Shinsuke Komaki
Ippo Yamada
• Technical Information•
Release Dates PC/PS4/XB1/PS3/Wii U:
June 21st, 2016
June 23rd, 2016
Engine Unreal Engine 3

Mighty No. 9 (stylized as Mighty №9) is an action-platform video game by Comcept and directed by renowned producer Keiji Inafune. The creation of the game relied on the online crowdfunding website, Kickstarter. This was the second released game by development studio Comcept, after Yaiba: Ninja Gaiden Z. Mighty No. 9 very closely resembled another Inafune creation, Mega Man, in both gameplay and character design and was considered by many to be its spiritual successor. The game was said to be released on February 9, 2016 in the United States and February 12, 2016 in the rest of the world. However, it was announced that the game would be delayed yet again, and it was released in June 2016.

The minimum Kickstarter goal for Mighty No. 9 had successfully been funded as of September 2, 2013, only two days after the creation of the page. However, further funding was still required to accomplish additional "stretchgoals" including extra game modes and ports for Mac OS, Linux and video game consoles.


Mighty No. 9 stars an android named Beck, the ninth unit in a set of combat robots called the Mighty Number. At some point a form of computer virus attacks the rest of his fellow units, as well as machines around the world. The player, as Beck, must fight the rogue robots and discover the final villain who threatens the fate of the planet.

Beck's partner, Call, fights alongside him in multiplayer mode only. Comcept held a fan opinion poll in order to determine the most popular mockup design for Call. According to the Kickstarter's FAQ, the name Beck was chosen as "his creator [the professor] wanted him to have a human name, unlike his peers", and also because it fit his partner's name as well (as in "Beck and Call").


Gameplay in Mighty No. 9 focuses on 2D platforming. The player is able to run, jump and shoot projectiles at enemies they encounter. Additionally, the player can acquire both weapons and abilities from enemies they defeat. The game features eight stages which are freely chosen in any order by the player. At the end of each stage, Beck will face one of the other eight "Mighty Number" units in a boss battle. After completing these eight stages, players must complete three more stages (taking control of Call in one of them) in order to finish the game.

Originally, Beck's body had the ability to transform into different shapes, according to the specific Mighty Number robot that he defeats. The enemy would reveal certain weak spots that the player could shoot in order to obtain "xel" (pronounced "cel") and take on a new form. These forms, called "Mighty Skills", would grant the player new abilities and ways to tackle the levels. However, an announcement was made that due to budget issues, this feature would not be in the game.

Had this mechanic remained, a certain ability would allow Beck to adorn magnetic limbs in order to climb walk up structures or disable enemy shields, while another might have allowed Beck to shift into the form of a Tank in order to easily traverse spiked areas and move certain objects. While a feature of this mechanic does remain (transforming into forms based on the bosses, akin to classic Mega Man games), it was originally supposed to encompass not only bosses, but grunt enemies as well.


Mighty No. 9 was announced in a conference at the 2013 Penny Arcade Expo by Inafune and his team. A Kickstarter campaign for the project launched on August 31, 2013 and met its $900,000 USD target on September 2, 2013. Inafune promised to provide "unprecedented access to seeing [his] team at work" over the development cycle of the game. In the video promoting the Kickstarter, Inafune stated he wanted to do a project where he could get fans involved, following the cancellation of Mega Man Legends 3, which sought to get fans involved with the game's development process. Shortly after the success of the original Kickstarter for Mighty No. 9 another Kickstarter was created to fund a spin-off animated series.

Kickstarter GoalsEdit

MN9 StretchGoals 9-30-13

Stretch Goals (As of 9/30/13)

  • $900,000 USD (Project basic funding): Reached!!
  • $1,200,000 USD (Two additional stages): Reached!!
  • $1,350,000 USD (Ports for Mac OS and Linux): Reached!!
  • $1,500,000 USD (New Game Plus and Turbo modes): Reached!!
  • $1,750,000 USD (Production of a "Making of" Video Documentary): Reached!!
  • $2,000,000 USD (Boss Rush Mode): Achieved
  • $2,200,000 USD (Ports for Playstation 3, Xbox 360 and Wii U): Reached!!
  • $2,400,000 USD (Challenge Mode): Reached!!
  • $2,550,000 USD (Extra End Stage & Boss): Reached!!
  • $2,750,000 USD (Beck & Call Online Co-Op Challenge Mode): Reached!!
  • $2,900,000 USD (Intro Stage & Boss): Reached!!
  • $3,100,000 USD (Support Character): Reached!!
  • $3,300,000 USD (Ports for Playstation 4 and Xbox One): Reached!!
  • $3,500,000 USD (Ports for PS Vita and 3DS): Reached!!
  • $3,700,000 USD (Single Player Call Stage & Boss): Reached!!


MN9 Rewards-1

Mighty No. 9 Pledge Rewards

Pledging twenty dollars on Kickstarter guaranteed a backer a digital copy of the game at release. Pledging at least forty dollars would additionally give a backer digital copies of the game manual, artbook/strategy guide, and the original soundtrack. Sixty dollars would make the aforementioned rewards physical, and packaged inside a box adorned with art of the backer's choosing, alongside a playable golden version of Beck. Further donations would give access to special items from extra bonus content and exclusive merchandise to the right to take part in the game's development. Backers who donated at least $10,000 USD would earn the right to attend a dinner with main creator Keiji Inafune himself.

Although the game was exclusively in development for Microsoft Windows (releasing on Steam and other DRM-free markets), the PlayStation 3, Wii U and Xbox 360 also received the game simultaneously due to over-funding (i.e. through stretch goals). Mac and Linux platforms were also considered "high priority, but only if [they] can afford them via stretch goals". A Nintendo 3DS release was also possible, and the co-founder/director of Renegade Kid, Jools Watsham, offered to assist in development. It was also possible to get PS4, Xbox One and PS Vita versions, since the stretch goal was funded.

On April 28th, it was revealed the game would be delayed from Spring 2015 to September 15th for US and 18th for the rest of the world. This was because of the publisher "Deep Silver" helping on the game to add extras such as French and Japanese voice overs and other language subtitles. This was accompanied by a physical release for PS4, Xbox One, and Wii U for $30; the digital version was $20. The retail release automatically contained the Ray DLC, which was also free for all of the Kickstarter backers. [1] On January 25, 2016 however, it was announced that the game would be delayed again due to issues with the online component.

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