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Classic Japanese side-scrolling action, evolved and transformed by Keiji Inafune, an all-star team of veteran Mega Man devs...and YOU! Read more

Tokyo, Japan Video Games
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This project was successfully funded on October 1, 2013.

Classic Japanese side-scrolling action, evolved and transformed by Keiji Inafune, an all-star team of veteran Mega Man devs...and YOU!

Tokyo, Japan Video Games
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comcept USA, LLC
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comcept USA, LLC

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Mighty No. 9: January Update Digest

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JANUARY UPDATE DIGEST

UPDATE #1: Mighty New Year!!

The first 2015 brings Mighty No. 7 and the Highway stage, some bonus KIMOKIMO Cup content and the final Mighty Numbers wallpapers for sale!

UPDATE #2: Communi-Day: 2015, AHOY!

A jam-packed fan art update, a Mighty fan art email address, and a new forum community event, Mighty Valentine!

UPDATE #3: Development Update: BGM & Bullets Edition

Composer Manami Matsumae’s BGM check, a trek across Mighty No. 8’s stage and a spooky Community Spotlight!

FEBRUARY UPDATE PREVIEW:

UPDATE #1: All in the Mighty Family!

A look at the English voicework recording, some data on the Mighty Numbers, and a notice for the official end of the bonus content funding campaign.

Mighty No. 9: December Update Digest

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DECEMBER UPDATE DIGEST

UPDATE #1: Mighty Development Update: Becker Designed Robopalooza!

Take a look at the “Design an Enemy” backer reward results, and the third stage of KIMOKIMO Cup results.

UPDATE #2: MINI UPDATE: FINAL BETA UPDATE + NEW WALLPAPERS!

We announced the last beta update for our Beta backers, and revealed a new Mighty Numbers wallpaper for sale!

UPDATE #3: Final 2014 Update + Some Mighty Important News!

The Battle Colosseum revealed, the last stage of KIMOKIMO Cup, and some info about our new update schedule.

UPDATE #4: Happy New Year!

A short greeting from comcept’s CEO and conceptor, Keiji Inafune!

JANUARY UPDATE PREVIEW:

UPDATE # 1: Mighty New Year!!

Start off 2015 with a reveal of Mighty No. 7’s stage, bonus KIMOKIMO Cup entries, and a few fun surprises!

- The Mighty No. 9 Team

Final 2014 Update + Some Mighty Important News!

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日本語のアップデートはこちら(英語のアップデートより遅れて日本語のアップデートが更新されます。

Step right up, Mighty Beckers,

And come check out the greatest show on Earth! This time around we shed some light on the Battle Colosseum, the final KIMOKIMO CUP results, and two VERY important announcements regarding our future Kickstarter updates!

ENTER THE ARENA

First off we introduce a place at the heart of the Mighty No. 9 story, an arena where sparks fly off metal fists: the Battle Colosseum!

The Battle Colosseum is a free-for-all robot combat arena. The spectacle is sponsored by the government as a way to further advancements in robotics.

Victors of these battles gain access to a massive coffer of research funds, and a mess of special privileges to boot! The event also garners plenty of support from the masses, acting as a modern bread and circus (or a place to make a quick buck).

There are all sorts of robot fights outside of this event--high-speed races, endurance contests of pressure or cold. But none are as popular as the high-octane combat of the Battle Colosseum! Beck and the other Mighty Numbers are a popular team on this fighting circuit.

Let’s turn it over to Battle Colosseum designer, Art Director Shinsuke Komaki for a bit more on this futuristic fighting ground! Take it away, Komaki-san!

Komaki: The Battle Colosseum is both symbolic of and an essential component to the Mighty No. 9 world. This world runs on new socialism, trading up thrills and amusement for a world without inequality. In such a world, the Battle Colosseum is one of the most popular and exciting forms of entertainment, and the data collected during the event is invaluable for technological progress. That’s why we envisioned the arena at the very center of the city, from which the metropolis radiates outwards.

While many futuristic stories show starry skylines, we wanted to give Mighty No. 9 a brighter, more contemporary feel. That’s why the art is drawn in the daytime with a wide blue sky overhead.

The gear motif encircling the entire roof does well to show off the arena’s importance to robotics, and at a glance you know what you're looking at! Both of those ideas went into the Colosseum design itself.

A holograph hovers over the arena displaying the abbreviation “NBCA”, representing the National Battle Colosseum Association. This managerial organization consists of members hand-picked from the government and collaborating industries. There’s also the Japan Battle Colosseum Association (JBCA), the International Battle Colosseum Association (IBCA) running all the other regional branches, and more!

The NBCA logo contains the same gear as the arena roof. We also added a red lightning bolt to give the logo a more aggressive feel.
The NBCA logo contains the same gear as the arena roof. We also added a red lightning bolt to give the logo a more aggressive feel.

Thanks a lot, Komaki-san!

Even a single image evokes so many thoughts and ideas, huh? I guess that’s part of the Mighty magic!

The story of Mighty No. 9 begins here at the Battle Colosseum. What exactly went down there? Just what role our hero Beck play? I bet all of you are itching to know, but we’ll save it for the next installment...

Lastly, here’s a look at a Battle Colosseum poster. These are plastered all over the place, but they’re too small to really see. A shame, really... but that’s why we’re posting it here!

Try and find out where we’ve put it, if you can!

Next, speaking of robots from the Battle Colosseum…

KIMOKIMO CUP RESULTS, PART 4!!

KIMOKIMO: We’re down to the final set of KIMOKIMO CUP results! The holiday season is getting in full swing, but we’ve got one more presentation to go from the last days of Mighty Month.

Now then, what presents has Santa (Sanda?) got up his sleeve for you? More than you’d think, actually; scroll to the very end for some special Mighty news!

Here we go!

●KIMOKIMO CUP PART4: Free-for-All!

This time around we had a whopping 68 entries in total! This round let Beckers' imaginations run wild, so as you’d expect entries took a little more time to roll in. It was worth it, though: all of the entries helped us go out on a bang! Thanks to everyone for your designs!

As always we focused on entries that would be easier to tweak.

It was no small feat to choose from all of these great designs! But those bearing famous motifs and clear country representation made the choice easier.

The week 4 entries even had attack patterns thrown in. These little details were a great touch, and really got our gears turning!

Now then, who was the final choice for an Inafune finish?

 Congratulations to Mighty No. 47318 Tron Bonne! Your robot got a makeover from the man himself!

Inafune-san had this to say:

・Even if it’s a tower, such thin legs will make it look weak. That’s why I tried going for 4 legs instead. You’d get added bonuses, too, like a 4-hit combo from a spinning attack.

This time the design was drawn close to Inafune-san’s style from the get-go, so it was pretty easy for him to refine.

The overall quality of this round’s entries was too high to give much solid advice towards. Way to end on a high note!

Of course, here’s my rendition of the re-design.

I imagined this design as a huge, towering robot, and drew it as such. Something like this could act like a home base, storing all of the other robots from the Japanese team inside of it!

And last but not least, I’m really happy to see all of the fans wishing they’d participated in these contests, and say they would participate if we held another one! Actually, I have one more surprise for those of you that have been keeping an eye on this contest.

The truth is, all of your high-quality designs caught the eye of our partners over at Inti Creates, and they have something they’d like to share with you. They’re going to take my brush-ups of the robot contest designs and use them as posters somewhere in the backdrop of Mighty No. 9!!

We’re as shocked as you are!!

Right now we’ve got five robots we’re planning to make into posters: the four weekly winners and my potato robot. There are a few more designs in the works, so next time we’ll show off those designs, as well as some of the stages where the posters will appear!

Alright everyone, see you next year!

*A note on the designs:

1) These designs aren’t being presented in any particular order,

2) The designs refined by Inafune-san aren’t the “best designs”, per se, more like designs he thought needed a little extra something to be even better,

3) We ended up prioritizing designs that were both easier to refine and best matching contest specifications.

MIGHTY NO. 5 WALLPAPER!

Art Director Shinsuke Komaki has one more wallpaper for us as part of the DLC fund: the walking artillery and Mighty Numbers control tower, Mighty No. 5!

As always, this awesome wallpaper is up for sale on the Mighty No. 9 site Store page. We’d also be super stoked if you could let everyone know about it through tweets, Facebook, the works!

NEW YEAR, NEW UPDATE STYLE!

Lastly, we have two very important announcements regarding our Kickstarter updates:

1. There will be NO update on December 29th, as the comcept office will be closed from December 26th to January 5th, 2015. That being said, you can expect a special something to roll in the new year…

2. From January onwards we’ll be moving away from updates on Kickstarter, instead posting our three monthly updates on the Mighty No. 9 news page and forum. Once a month we’ll post a digest on Kickstarter with links to the previous month’s updates, as well as a preview for the first update of the current month. In addition, any 9th, 19th or 29th update that would fall on a weekend or Japanese holiday will be moved to the subsequent weekday.

These two changes will allow our team to get some much-needed R&R going into January, and the last stages of development! We’re looking forward to what the new year holds, and can’t wait to experience it with our Beckers.

That’s it for this update! As always, let us know what you think in the comments here, the Mighty forums, twitter and Facebook!

Until next year, Mighties!(`_´)ゞ

- Dina (Mighty No. 1046), Shinsuke Komaki (Mighty No. 222), KIMOKIMO (Mighty No. 299) and the Mighty No. 9 Team

Mighty Development Update: Becker Designed Robopalooza!

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日本語のアップデートはこちら(英語のアップデートより遅れて日本語のアップデートが更新されます。

Beck the halls with boughs of holly, Mighties!

We’re feeling the holiday cheer over here, and hope you are, too! This time around we want to celebrate a bit of this journey we’ve had together. It may not be Communi-Day, but we want to you some contributions to the game and the community by your fellow Beckers!

Have you been curious what the design an enemy reward entails, for example? Well wonder no more, for here are the results…

BACKER REWARD ENEMY DESIGNS! 

We offered quite a few rewards during the Mighty No. 9 Kickstarter campaign, including one some of you might remember as the “Help Design an Enemy” reward. This basically gave a few prodigious Beckers the chance to design one of the many enemy robots that would appear in the game!  

How is this different from the enemy design contests we’ve held on the forums, you ask? It goes without saying that these backers didn’t have to compete against their peers for a chance to participate, but the biggest difference lies in the fact that they got to meet with Mighty team staff from comcept and Inti Creates and hammer out a design together! 

We already showed these final designs in our pre-final beta update last time, but this time we’re here to shed some light on how the whole process went down!

PART 1: CHOOSE YOUR CHARACTER

First off, we sent a few of Inti Creates’ documents over to our intrepid designers-to-be. These documents gave simple breakdowns and concept art of the stage they’re set to appear in, Mighty No. 1’s oil refinery. We also explained each enemy’s basic movements, size and so on.

Concept art

Enemy Character #1

Basic Specs

This enemy zips around trying to run down our hero! It can even hop up over certain distances.

Take enough hits and it’ll lose track of Beck, heading in the opposite direction and scattering lingering flames in its wake. 

In-Stage Effect

Areas bathed in oil appear throughout over the stage. These are super slippery for Beck, making it hard for him to stop on a dime.

What’s more, the flames scattered by this enemy will ignite and spread along these oil fields, turning them into a sea of deadly flame!

Enemy Character #2 

Basic Specs

This stationary enemy sits on the ground, waiting until it sense Beck to begin its attack.

It fires 2 waves of projectiles towards Beck. The first volleys are spread far apart, and the second volley fills the gap between the first two. These fireballs extinguish when they make contact with the ground or Beck’s attacks.

In-Stage Effect

Same stage, same oil slicks. Not only do they make Beck lose his footing… 

…but wouldn’t you know it, these fireballs also set off the pools of oil!

PART 2: GET TO WORK! 

With designs in hand, our backers went to work at bringing these enemies to life! 

Enemy Character #1 Design by Mighty No. 50309 Mo Mou

This enemy is always moving, bashing into enemies with its body. It can also hop up vertical surfaces of a certain height. When it gets hit its armor breaks off, making it lose its bearings and shoot off fireballs haphazardly. Currently nameless.

Enemy Character #2 Design by Mighty No. 28499 Carlo Covello

With a design that sits in one place and spews fire in mind, this enemy takes on the appearance of a rust-covered metal stove. The tanks on its back are actually tanks from which it funnels in fuel. This one is called Cinder Spire.

PART 3: A MEETING OF MINDS

After we received their awesome entries, Inti Creates went to work molding them into designs that would fit seamlessly into the Mighty No. 9 world. From there, we used the magic of the internet to hold meetings with each of the backers!

The meeting was held in comcept’s Tokyo office. From comcept we had Director Koji Imaeda, Producer Nick Yu, Art Director Shinsuke Komaki, and Character Designer KIMOKIMO (the latter two called in from comcept’s Osaka office). On Inti Creates side we had Producer Yukimasa Tamura, Director Kinshi Ikegami and Designer Yuuji Natsume. You can just baaarely see it here in the picture, but our backers were phoning in from the PC in the bottom-left corner there. The meeting was a blast, everyone had a lot of fun! We even had a little time left over so we even gave our new designer friends a bit of an inside scoop about some Mighty comings and goings… 

PART 4: PYROTECHNIC PERFECTION! 

Thanks to those awesome meetings we had, we hashed out this perfected final forms! Be sure to take a glimpse at the initial designs up above. 

This design is adorned with the physical expression and luminescent Xel-laden parts reminiscent of the Mighty No. 9 world (word to the wise, all enemies in this world glow the same color as the type of Xel they contain!).

All of the awesome detail in the original design would be lost on-screen, and actually make the enemy look more silly than expected, so with that in mind we simplified the design a bit. We love the idea of the comb-over-style barcode on its head! 

We went with maintaining the overall feel of this design, adjusting the eyes to something more Mighty-like and adding glowing (yellow) Xel bits. All of the holes on the grey metallic parts blended together on the screen, so we made each individual part bigger to make them stand out.

Another thing to note is that the 3D presentation doesn’t allow for nice, thick outlines, so there was a possibility that any parts that went up against a background of the same color would blend in. To counteract this, we made the tips of the head and feet parts a different color. Also, if you think about it, everything in this world is made of Xel, not metal, so there’s no reason for this enemy to rust… that being said, there are plenty of enemies in the game that camouflage themselves into the surroundings, so we figured this particular texture wouldn’t be too farfetched! 

When we rendered these final designs in 3D, here’s what we got!

Having the enemy’s armor fall off makes it easy to tell when it’s going to switch gears. Don’t get too caught up looking at it though; take it out quick, or else…!

These enemies function not only as stoves, but double as gun batteries! Their blistering bombardment sure puts Beck in a pickle!

We hope you got a glimpse of what it was like to make some enemy characters together with the production staff! Mighty No.50309 Mighty Mou, Mighty No. 28499 Carlo Covello, thanks again for these spectacular designs!

Next up, it’s even MORE robots designed by YOU, with your regular dose of KIMOKIMO goodness! Are you ready for round 3?

ROBOT DESIGN CONTEST RESULTS 3!

KIMOKIMO: Time to show off more results for the fabulous KIMOKIMO CUP!! The third installment ended up touching on a major theme, too.

It’s a theme that’s been ever-present since the start of Mighty No. 9, and one I’m also very conscious of: the elements that make a robot. 

It’s such a tricky subject that I’d almost rather jump straight ahead to the fourth design event… but hey, let’s see how our third round of entrants fared. Here we go!! 

●KIMOKIMO CUP PART 3: Lightning or Earth

We collected a total of 59 entries this round. I’d figured that all of you would get tired out by week 3, but to my surprise the competition just got fiercer! 

High quality designs popped up on the thread almost as soon as we posted it! Backer enthusiasm certainly peaked this week, with everyone showing the sheer depth of their potential. I was shocked by the unexpected upswing in popularity… maybe even moreso than the infamous Apple Numbers! 

This time around, we focused our selection on entries from backers who hadn’t been showcased yet.

I’ve spent a bit of time thinking up Egyptian characters in the past, but there’s just something about them, I get so excited! 

Once again, Inafune-san chose a design to put a little more work into. So who is it this time?

Mighty No. 69484 Ezy, congratulations!! Your robot design got polished by the hand of the man himself.

Inafune-san had this to say: 

・I’ve seen this in quite a few designs up to now, but someone might not see this as a robot at first glance. ・Adding screws and other bits to the hand emphasizes its robotic nature. ・Round off the joints like with the Mighty Numbers. Here again, the design comes to bear the INAFKING touch. 

And like always, I give the design a Mighty Number brush-up. 

・The body seems to be made from natural materials, and figuring out how to fuse such opposing natural and mechanical elements gave me some trouble. 

・I decided to make him look like he’s made not of stone, but of concrete, and gave his robotic portions elements of a cement truck. He could throw concrete at his opponent to stop them in their tracks, and create obstacles to shield himself. On top of that, I figured he could coat himself in concrete to boost his defenses.

Since the original design seemed to be based on Germany’s national flag, I made this even more apparent in the design.

“Awwww…” I can hear some of you lament for a certain design getting passed up…hehe, I hear you. But it wouldn’t do for a comcept employee to draw that, no matter how popular it is! 

Now then, here’s another on the house! 

I tried throwing something together from all of the potato-themed robots we received. I went with a submarine design this time, thinking about all of the different types of potato robots that could appear from now on. Its special feature is its sausage-shaped inner tube. I get a bit worried thinking of what will happen when it uses its electric attacks underwater, but it’s bound to be interesting so let’s go for it! 

Here are everyone’s potato robot designs: 

The forum suddenly became a potato robot paradise! I loved seeing all the different types of potato robots the backers posted, and drawing one myself was just as fun. One of the best parts of the internet is seeing such unexpected developments drawing all sorts of people together!

See you again in part 4! 

*A note on the designs:

1) These designs aren’t being presented in any particular order,

2) The designs refined by Inafune-san aren’t the “best designs”, per se, more like designs he thought needed a little extra something to be even better,

3) We ended up prioritizing designs that were both easier to refine and best matching contest specifications. 

Thus ends another update! You know the drill, Mighties: Share your thoughts with us here in the comments, back on the forums, on twitter, or our official Facebook page

Keep spreading that Mighty holiday cheer! (`_´)ゞ

-Dina (Mighty No. 1046), KIMOKIMO (Mighty No. 299) and the Mighty No. 9 Team

Mini Update: Final Beta Update + New Wallpapers!

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※日本語は下の方にあります。 

As we’ve said in our November 29th update, we’ve been reading your feedback and making fixes to the beta, and we’re now ready to send out the patch!

FINAL BATCH PATCH IS LIVE!

Beta Beckers, your Mighty No. 9 beta copy has been updated to the newest version containing as much of your feedback as we could (check back at the Staff Cafe for more details on what fixes we were able to make)!

Enjoy, Mighties!

NEW MIGHTY NUMBER WALLPAPERS

Art Director Shinsuke Komaki is back with two new wallpapers for our project fund!

First, the electric empress, Mighty No. 3!

Next, the earth-wrecking warrior, Mighty No. 4!

As always, both of these awesome illustrations will be up for sale at the Mighty No. 9 page in a few hours! Spread the word on Twitter, Facebook, everyone you can and help us inch closer to that Ray DLC!

ミニアップデート:ファイナルβのお知らせと新しい壁紙です!

11月29日のアップデートにも書かせていただきましたが、私達は皆さんからのフィードバックをすべて読み、ベータ版の改良をおこなってきました。そして、ついに新しいパッチをお送りする用意ができました!

みなさんの声で作られたβです!

βアクセスをお持ちのバッカーの皆さん、お待たせしました!皆さんからのフィードバックを反映した新しいバージョンに、β版をアップデートしました!ぜひスタッフカフェをチェックして、どのような内容が更新されたか、ご確認下さい。

より完成度の上がったβ版を、お楽しみ下さい!

新しい MIGHTY NUMBER の壁紙追加

アートディレクターの小牧さんが、追加ファウンディングのための新しい壁紙を二枚、描き下ろしててくださいました!

一つ目は、電撃の女帝、Mighty No. 3!

そして次は、大地を揺るがす戦士、Mighty No. 4です!

前回同様、これらの素晴らしい壁紙は、『Mighty No. 9』公式ページで購入可能です。購入される以外にも、TwitterやFacebookなどでこの情報をシェアしてくださると、私達にとって、とても嬉しい支援になりますので、ぜひ拡散をお願いいたします。皆さんのご支援によって、私達はRAY のDLC実現に近づけていきます!