Frequently Asked Questions
NEW: Will you / can you / please make a PS4 / Xbox One version of Mighty No. 9! Since you aren't coming out until 2015, why not aim for those systems first, instead of PS3 / Xbox 360 / Wii U?
It's no surprise to us that this is far and away the most popular single type of question we get, as next-gen versions of Mighty No. 9 are something we've dreamed about ourselves ever since we first began work on the game.
First, a little history: One of our most important considerations before we launched our Kickstarter, and before we could confirm that our idea here would resonate with the fans, was budgeting and cost: We had to be as certain as we possibly could that we could deliver on -everything- we were promising for the initial and stretch goals we were setting. Since, like many (most?) developers, we don't have any next-gen titles under our belt yet, we thought it best to stick with what we do know, so we could make promises to our fans with confidence -- especially for what we were promising coming out of the gate. We know being able to offer next-gen versions would dramatically increase our funding, but we felt the worst thing we could possibly do was dangle the prospect of next-gen Mighty No. 9 in front of our fans and capitalize on their excitement as we head into this fall's big new system launches, only to disappoint them in 2015 when the game is delayed, or didn't live up to the higher aesthetic expectations that come with games for those systems due to problems and costs we weren't able to anticipate.
All that said, we would definitely love to see Mighty No. 9 on as many platforms as possible, and we agree the next-gen systems are a natural fit if we can make the numbers work! If we continue to see more and more people asking for next-gen versions, and then if we're able to set and clear stretch goal funding levels that include enough margin for error that we can say with confidence we can deliver on quality versions for these platforms -- that's what it would take to make next-gen versions of Mighty No. 9 a reality. This is the number one thing we will be watching for and discussing internally in the next couple weeks, so please, continue to let us know what you think, and thanks for all your feedback so far.
Oh, and as for prioritizing the current systems over next-gen, in addition to the above, there were other important considerations about our audience: We want Mighty No. 9 to reach as many fans -- old and new -- as it possibly can, all over the world. As hardcore gamers ourselves, we'll definitely have next-gen systems hooked up to our TVs by the spring of 2015, and current-gen systems still somewhere in the house (assuming the next-gen systems don't come up with some sort of eventual solution for playing current-gen games), but we didn't think it would be fair to assume the same of everyone who would want to play our game, since even the current-gen systems are a relatively expensive luxury item in many households.Last updated:
Another message we have gotten loud and clear: A portable version of Mighty No. 9 is something many of you are excited about -- and believe us, we would love to see it happen as well. Potential 3DS and/or Vita versions of the game are something we've been discussing since the earliest stages of this project, as handhelds are something our developers have plenty of experience with. Unfortunately, that experience tells us that these things cost money -- however, the road to making them a possibility is relatively straightforward: If we continue to see more and more fans asking for portable versions of Mighty No. 9, and if we're able to set and achieve stretch goals that would justify the cost, we would be thrilled to make this happen. In the meantime, we'll continue watching for more feedback and start working up more detailed budgets just in case, so please continue to let us know how much of a priority this is for you. Thanks!Last updated:
Not currently, no. As explained in the reward explanation, the retro box is just that -- a box -- with only the instruction manual in it, intended to be a showpiece and not serve all the same purposes as a full retail game you'd buy from the store. That said, we have had enough feedback about this that we have started looking into the possibility of adding a new pledge tier above the current $60 level that would include some kind of physical media with the game, ideally (but not necessarily) a USB memory device. We still need to analyze costs and gauge interest in the community to be sure this would be something worth offering, so please, let us know what you think! Thanks!Last updated:
No, the set of stretch goals we started with merely cut off at $2.5 million for our debut, and is not our final set of goals, as we have plenty of awesome ideas for things beyond that (and are adjusting those and thinking of more every day, based on all the feedback we've been getting from the community!). We altered the stretch goal chart graphic slightly to "fade out" at the bottom to try and better reflect that they don't have to end there!Last updated:
There are Japanese and English/Western versions of some rewards? Which one will I get? How do I choose?!
Certain rewards (all forms of the instruction booklet, all forms of the strategy guide/art book, the game box, and t-shirts) have two versions you can choose from: one in English and designed for the West, and the other in Japanese and designed for (surprise!) Japan.
With all these rewards, we will send a survey to all backers well before we ship anything, asking them to choose which version of their rewards they would like to receive: the Western version OR the Japanese version (though there are certain reward tiers where you will automatically get both versions of some rewards, too!). If we don’t hear anything back, we will default to sending Japanese rewards to those, and only those, with a shipping address in Japan. All others will default to the Western (English) version.Last updated:
Good question! 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...
However, the game is called Mighty No. 9, and not Mighty No.7, right? That’s because we do acknowledge that ideally, in our not-strictly-necessary-but-definitely-best-case scenario, we would have eight stages with eight main bosses, and then a few extra challenges after that—the same as most recent games of this type have been able to offer, including, in our opinion, the greatest game the genre has known to date. We are designing Mighty No. 9 to account for this hope (as well as keeping other potential stretch goal ideas in mind); whatever happens, those two other bosses will be designed. Who knows what would happen to them if we reach our minimum funding goal, but not the stretch goal? I’d sure hate to see something...bad happen to them...
OK, we’re just joking about the veiled threat to bosses you’ve never seen (who are bad guys you’re out to destroy anyway). The real answer is, we don’t exactly know yet. Perhaps they would show up as DLC later? (We have no current DLC plans, FYI.) Maybe they’d show up in a sequel? Elsewhere in this game? In other games? Or maybe we would abandon them on a distant planet and they would fade into legend...? For now, their fate rests in your collective hands. But rest assured—six stages, or eight stages, or however many we end up with—we are planning to deliver a full, satisfying experience with Mighty No. 9.
UPDATE: Thanks to you, on Sept. 2 we reached our first stretch goal, which means the final game WILL have eight stages and Mighty No. bosses! Woo-hoo!Last updated:
Good question! Let us guess—you’ve worked in the game industry? :) Yes, it’s true—our internal estimates for the full production cost of this game are greater than our initial goal, especially once you take out the fees and reward costs. But that’s OK! Both Comcept and Inti Creates have the resources to forgo full funding to make this project happen, since both companies will benefit more than they would in a typical publisher-funded setup once the game releases. To put it simply, if enough fans are excited about this game to hit our initial goal, then we, the companies developing this game, are willing to put up more of our own money as well, right along there with you.
So, no, this is not a case where the initial goal is set irresponsibly low, risking everything in the hopes that the Kickstarter campaign will pay off over expectations and get us where we secretly, actually need to be financially. We do understand that concern, though, and kept it in mind when carefully setting our initial funding goal. More money over the initial goal would be wonderful—don’t get us wrong! :)—in that it could potentially reduce what our companies have to shoulder up front, and of course more importantly make for a lot more features and platforms and other stuff we’d love to see happen. But we have run the numbers and we are fully confident that, should we hit our initial goal and nothing more, we can make a great game that fulfills the promise of this project, both for our backers and for anyone else who plays the game.
By the way—if you have some spare time, you mind talking to any folks you might happen to see ask the next question? :)Last updated:
Funny you should ask—you mind talking to any folks you see asking the question above? :)
Seriously, despite the fact that it’s a 2D game with its roots in the classic games of yesteryear, Mighty No. 9 is a full-scale production, being undertaken by professional developers—level and character designers, musicians, programmers—all with years and years of experience, who didn’t quit their jobs to make this project; in fact, it’s the companies they work for that are helping to make this happen! As mentioned elsewhere, the two primary collaborators on this project—Comcept and Inti Creates—are both indie developers willing to shoulder some of the budget in return for the profits once this game comes to market, but we still need a good amount of cash up front to make this happen. (It’s hard to think about awesome boss attack patterns when you are wondering if you will make the rent next month.)
In short, we can understand the question, but believe it or not, this is actually a very cheap minimum bar to set for this team and this project, especially after fees and reward costs are taken out. We set it as low as we could to make it happen, because we really, REALLY want to make sure it happens!Last updated:
We realize it can be hard to envision the project, since everything we’ve shown so far are mockups made for design documents. We do want to be clear this is no retro de-make; the fidelity we based our budget on to set our initial Kickstarter goal is for a game in-line with AAA current-gen console (PS3, Xbox 360, Wii U) 2D download titles. We can also safely say the plan is to use what is often called the “2.5D” setup: 3D models for characters and most objects, with the gameplay in 2D.
But maybe a better way of thinking about it is this: No matter what, Mighty No. 9 won’t be pushing the technological envelope of what the hottest AAA next-gen games are doing, but that’s not the point; the point is it’s going to look awesome—at least so awesome, in terms of both design and tech, that you won’t be thinking about how many polygons or shaders or GURPS or whatever that it’s pushing or not pushing. If you’re still wondering, you could look at the two developers working on Mighty No. 9, look at their previous games, look at the early art and overall production value you see evident on this page, and decide for yourself what they are capable of. Either way, we are confident that, if you were interested enough in the game to read this far into the page, you don’t need to worry about this.Last updated:
You guys have an amazing, pro-quality pitch video and sweet t-shirts at PAX and stuff! Do you really need my money?!
A fair question (and thanks for the compliment on the video and the t-shirts; we love ‘em, too!). The truth is this project should look a lot slicker than the amount of money we’ve actually spent on promotion and such so far, and that’s by design. The key to making this happen was asking our partners—DDM for reward fulfillment duties, advising and partner sourcing, 2 Player Productions for everything video, FanGamer for the t-shirts (and rewards if we get funded), and 8-4 for consulting, community management, translation, PR, and writing amazing copy (like this right here :)—all to take little, or, in many cases, NO money up-front in exchange for their services, unless and until we reach our minimum funding goal (and yes, we accounted for this idea in setting our minimum funding goal).
Basically, we sought out companies we not only respected and saw as being at the top of their field, but who also just -got- the project, and believed in Mighty No. 9 enough to risk their own time and money (just as we, the developers, are) in the hopes for a greater reward down the line, should this project strike a chord with the fans.
So yes, that would be why we (hopefully?) look pretty slick, even as we are asking for your help. Rest assured, from the very first steps, every dollar spent has been and continues to be scrutinized; we haven’t and won’t do anything promotion- or PR-wise we don’t feel 100% confident will more than pay for itself in the form of reaching more fans, and in a way we think they will understand and appreciate. Oh, and of course we’re also cashing in plenty of favors and using all the cheap and free guerilla tactics we can to get the word out, too—including asking people reading this text right here to tweet and post on Facebook about how awesome this project is right now! Do it!Last updated:
Will this game really take 18 months to create? So-and-so made / is making / would make it in way less time!
This is one aspect where we just have to trust our extensive past experience in development to estimate roughly how long these things take, and trust the fans to understand that we are being as honest as possible. We probably could’ve said “a year from now,” and maybe got people more excited at the prospect of a game they could play sooner—only to then have to push the date back when we got close. But what we’ve seen recently, more and more with both Kickstarter games and otherwise, is that gamers don’t want that. They don’t want to be fed unrealistic goals, and of course they don’t want to be lied to; they can be trusted with the truth, even if it’s not what they want to hear, as long as it’s explained to them openly, and in a way they can understand and appreciate.
So here’s our truth, in a way that hopefully you can all appreciate: We’ve made these types of games before, many, many, many times. This is just how long it takes, in our experience, to make a good side-scrolling action game of the scope we’re planning for. And yes, of course, it’s always technically possible it could be delayed past the projected date, but right now, we’re confident this is a safe estimate that won’t move. If it -does- move, we will tell you as soon as we can, along with the reasons why.Last updated:
This might make more sense as you learn more of the story, but the short version is Beck’s creator wanted him to have a human name, unlike his peers. Exactly why that is has to do with aspects we might share more on in the future, and yes, probably also the fact that the developers who came up with his handle don’t have all the same associations native English speakers do with certain names. But! Wasn’t that always the case with these games, especially the classics of yesteryear? Does changing that make it better? As far as our partner 8-4 is concerned (who localize games for a living), the name is fun and charming—a memorable moniker, unique in the gaming world, that quickly just BECOMES this character’s name, the more you see and learn about him. We’re confident the same will happen for anyone who was concerned enough to click on this question, too :) Plus it fits nicely with his partner’s name, Call (as in “Beck and Call” :).Last updated:
Mr. Inafune has never been one to be shy about his opinions, and as the Japanese game industry started shrinking (both in terms of international respect and in sales) over the last decade, he has continued to speak out on the reasons he sees behind the decline, and the ways he thought it might be fixed. The recurring themes of these remarks is to learn from and work with the West, embracing new ways of doing things in order to appeal to not just Japanese fans, but overseas gamers as well.
And that’s exactly what we are attempting to do here on Kickstarter; the time for talk is over—as Inafune himself was quoted saying, “Words are not enough, we must act and prove it.” It’s time to lead by example and inject some positivity into this topic. The hope of Mr. Inafune and all the creators and partners involved is that this project will be successful and not only allow us to make the great game we’re dreaming of making, but, with your help, we can also show other Japanese developers, and eventually maybe even the Japanese indie creator scene, that crowdfunding can be a viable option.Last updated:
For the purposes of anyone who backs this project, yes—you will be getting your code sent directly to you from us or one of our partners, so you don’t need to worry about anyone else getting in the way of that.
Outside of the Kickstarter backers getting the game, our plan is to publish the game ourselves, but we wouldn’t completely rule out working with a publisher or distributor under a very specific set of conditions. Those conditions would be to 100% preserve the reasons we are going to Kickstarter in the first place: to involve the fans, and to make the game that we want to make. If a publisher or distributor were to approach us with an offer that preserved these core principles, i.e. we can interact with the fans however we choose, and we retain final say when it comes to all game content—AND offered us something cool we couldn’t do otherwise (perhaps offering money or other resources to put it on another platform, or to make a physical version of the game for retail, or something else that would help us reach more fans)—we would at least be open to the right possibility, and, of course, be up front and open to all our fans and backers about it.Last updated:
Assuming we get funded, you’ll be emailed your Mighty No. in the weeks after the Kickstarter ends. We’ll just need some time to organize all the data, assign the numbers, and create a system that can automate their distribution. (BTW, if you’re wondering, the numbers will start somewhere around 900, since we “knighted” all the attendees at the PAX announcement event as honorary Mighty Numbers.)
You’ll also get a special password you can use to claim your Mighty No. on the official forum, which should go up a few weeks after the close of the Kickstarter campaign.Last updated:
Mighty No. 9 is a side-scrolling action game inspired by titles like Mega Man, and it’s being made by many developers who’ve worked on Mega Man games in the past, but it’s 100%, top-to-bottom an all-new property that shares no characters, code, fiction, or anything else besides its genre with Mega Man. So while some of us are ex-employees of Capcom, and all of us are big fans of their games, this project has nothing to do with Capcom or Mega Man.Last updated:
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