Funded! This project was successfully funded on October 1, 2013.

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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!

日本のファンの皆さんはこちら

FOLLOW US on twitter @MightyNo9, and use hashtag #MightyNo9, or "LIKE" US and join the fun on our official Facebook page!

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CHECK OUT OUR PAYPAL PAGE! 

PAYPAL TOTAL: $186,380 (as of 4:40pm PDT, Tues 10/1)

All money accepted through PayPal will go towards our stretch goals, and we will update the community on the amount we are able to raise.

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YOU DID IT! INCLUDING PAYPAL, WE'VE CLEARED $4,000,000! THANK YOU, EVERYONE!

MIGHTY NO. 9 IS NOW CONFIRMED COMING TO VITA AND 3DS, and PS4 & XBOX ONE!

VOTE FOR YOUR FAVORITE CALL CHARACTER DESIGN HERE!

FINAL HOURS UPDATE: THE FINAL COUNTDOWN! New stretch goals, special fan tribute video, livestream info! 

UPDATE: MIGHTY NO. 9 (very early, very rough) RUNNING IN UNREAL ENGINE! MIGHTY NO. 4 SNEAK PEEK! LIVESTREAM! LOTS MORE THINGS WORTHY OF CAPITAL LETTERS! :D

SPECIAL FINAL SUNDAY UPDATE: MEGA MAN 2 COMPOSER TATEISHI JOINS THE MIGHTY NO. 9 MUSICAL DREAM TEAM!

UPDATE #25: Making of Our Pitch Video! Exactly that -- 2 Player Productions breaks down the original plan, and shows what changed along the way in the process of filming and editing, and why!

UPDATE #22: Documentary Episode No. 0! Thirty minutes of lovin' on the making of Mighty No. 9 and our PAX debut from the ever-amazing folks at 2 Player Productions!

UPDATE #21: Comcept Concept Wednesday: A peek at the process of developing three new key characters in the Mighty No. 9 universe, plus the design for our mascot plushie!

UPDATE #20: Communi-Tuesday IV! We kick off the final 7 days of our Kickstarter campaign with our latest collection of movies, songs, animations, and artwork of all kinds, from Mighty No. 9 fans and supporters all around the world!

FINAL GOAL: $4,000,000: ONLINE BATTLE RACE MODE!: REACHED!

The ultimate online competition! You and a friend compete online, racing to the end of slightly customized versions of single-player stages. You can see your rival as a "ghost" image in your game, but you can't affect each other...save for the enemies you defeat being sent over to impede your opponent’s progress! It's an all new twist on versus mode play that will give Mighty No. 9 life well beyond the single-player campaign!

For more details on other goals, check out the Stretch Goal section further down the page, and our handy FAQ at the bottom!

  • Mighty No. 9 is an all-new Japanese side-scrolling action game that takes the best aspects of the 8- and 16-bit era classics you know and love, and transforms them with modern tech, fresh mechanics, and fan input into something fresh and amazing!
  • You play as Beck, the 9th in a line of powerful robots, and the only one not infected by a mysterious computer virus that has caused mechanized creatures the world over to go berserk. Run, jump, blast, and transform your way through six stages (or more, via stretch goals) you can tackle in any order you choose, using weapons and abilities stolen from your enemies to take down your fellow Mighty Number robots and confront the final evil that threatens the planet!
Note: All images on this page are concept art and not actual in-game screens.
Note: All images on this page are concept art and not actual in-game screens.
  • Every aspect of development—art, level design, music, programming, etc.—is being handled by veteran Japanese game creators with extensive experience in the genre, and with Mega Man in particular, all the way up to and including the project’s leader, Keiji Inafune himself! Backers will have unprecedented access to seeing this team at work through blogs, podcasts, videos, concept art—the works!
  • Mighty No. 9 is being developed for the PC with gamepad support (of course!), and will be made available through Steam and DRM-free digital distribution methods. Other platforms, including home consoles, Mac, and Linux, are a high priority, but only if we can afford them via stretch goals. Should we reach those goals, anyone funding the project will be allowed to choose which version of the game they would like to receive. The estimated release date is spring 2015.
  • This project is on Kickstarter so it can involve YOU, the fans! Not only will this make it possible, through crowdfunding, for us to make the game exactly as we envision it, but it also allows us to bring dedicated fans of this genre together to assist the team in shaping aspects of the game’s design. We need your help! Let’s make something amazing, and let’s do it together!
 

So what makes Mighty No. 9—the character as well as the game—different? Simply put: the ability to transform! Of course our hero, Beck, earns new weapons as he defeats each of his fellow Mighty Number boss robots, but more than that, his body itself can also reconfigure into new shapes, allowing for all kinds of new skills and abilities! 

For example, his limbs might become giant magnets, enabling him to walk up walls or rip away enemy shields... Or maybe extendible spring-loaded hands would allow him to activate far-away switches or work as a grappling hook... Or he could have a tank-like body, easily crossing over spikes and pushing objects around the levels... These are just a few possibilities we’re considering (the game is still in the design phase), but you get the idea!

And it’s not only killing bosses that gets Beck new powers. Taking out other enemies with a certain weapon, or hitting them in their weak spot, can expose one of three types of “xel” (pronounced “cell”) energy Beck can sap (if he’s quick enough), store, and unleash later via his own Mighty Skills! Give yourself a double-jump and speed boost for a limited time, unleash a concentrated flurry of powerful punches directly ahead, or set off a blast that hurts everything on the screen! Whatever final form it takes, this system will add depth and strategy to the action, as you choose how to approach and defeat even normal bad guys to best fuel your special powers.

Once, you worked together, side-by-side—but now, your fellow Mighty No. robots have lashed out, taking over key strategic locations across the globe and infesting them with their minions. You have no choice: the other Mighty Numbers...Must. Be. Destroyed!

But it won’t be easy. Although they were originally designed for industrial purposes, the Mighty Numbers have all become fierce warriors, seasoned through seasons in the most popular spectator sport of the future: robot-on-robot combat in the Battle Colosseo!

We can’t reveal everything about the Mighty Numbers just yet (partially because we wouldn’t want to dump it all out at once, and partially because we’re still working on their designs!), but here’s a taste of what we’re aiming for. Keep checking back for more to be revealed soon, and study what you see here closely—learning the tactics and weak points of these mechanized monsters will be your only hope of defeating them!

Overheard at recess: “Billy Backer says you can trick him into the water to make him freeze himself and he dies instantly!” (Note: Not true. ...We don’t think.)
Overheard at recess: “Billy Backer says you can trick him into the water to make him freeze himself and he dies instantly!” (Note: Not true. ...We don’t think.)
“Tommy’s brother heard if you magnet his missile back at him and pause the game right when it hits, he loses all his health down to one!” (Note: Also False. Probably.)
“Tommy’s brother heard if you magnet his missile back at him and pause the game right when it hits, he loses all his health down to one!” (Note: Also False. Probably.)

Any game of this scope takes a team—a big team, way too many to highlight here (keep an eye out for an update with more comprehensive staff info)—but here’s a sample of some key personnel for the purposes of this Kickstarter campaign:

 

That’s where you come in. As a backer to Mighty No. 9, you will become a member of the Mighty community, and in a way, an extended member of the development team, where your input—taken in aggregate along with your mighty brothers and sisters—can help shape the game. How will we get your feedback? Well, for example: 

SURVEYS: Within the first few weeks of a successful Kickstarter campaign, members of the Mighty community can take part in a survey to help judge their overall priorities: difficulty balance, length vs. replayability, favorite features of older games and what you hate—things like that.

POLLS: From time to time, the team will ask the community to choose between ideas or characters they’ve come up with. For example, the first poll planned is to choose between several designs to pick the look for Beck’s trusted partner, Call. (That’s right: Beck & Call.)

You can vote for your favorite Call from now until the end of our Kickstarter; click on the image above for details!
You can vote for your favorite Call from now until the end of our Kickstarter; click on the image above for details!

CONTESTS: Later on in production, the team will hold a contest within the Mighty community to design an enemy! Come up with your coolest or craziest design and a fun way to sell the team and your fellow community members on it, and who knows? 

AND ??? These are just a few of the ideas the team has already that all backers will have access to. (At higher pledge levels, more involved but necessarily-limited interactions like beta access and more are likewise possible.) 

What form will all the final fan interactions take? Hey, you tell us! We can’t promise we can do anything you ask for, of course, but we can promise to always be asking, and more importantly, always be listening. That’s what this project is all about! :D 

We’re proud to announce we’re working with Humble Bundle for digital reward fulfillment and Fangamer for physical items! These guys have built a name doing exactly this kind of thing—we trust them, and so can you. Now, on with the rewards!

If we can make our initial Kickstarter funding goal and nothing more, you can rest assured we are going to deliver a complete and fully satisfying game experience. But given the choice and the necessary funds to make it happen, we have a whole bunch of “really nice-to-have” ideas for additional content, features, and platforms (!) that would be extra icing on our already delicious “need-to-have” cake! Of course part of any extra money will go toward making up the budget of the game itself, but if the following funding numbers are reached, we're also excited to offer:

$1,200,000: Two More Stages: REACHED!

Our initial goal sets the table with six main stages and bosses, plus a final stage leading to the ultimate showdown—but now we can invite Mighty Nos. 7 and 8 to the party, each complete with their own, unique stage!

$1,350,000: Mac and Linux Versions: REACHED!

Why should Windows users get to hog all the fun? Now we can offer Mighty No. 9 on both Mac and Linux as well!

$1,500,000: New Game Plus and Turbo Mode: REACHED!

If we pass this goal, we’ll design a New Game Plus mode that allows those who finish the game but are still thirsty for more to carry over certain powers or items from the first play-through for a more challenging “second quest” version of the game. We’ll also work in a Turbo Mode that lets you play through the game at a faster speed for extra challenge.

$1,750,000: The Making of Mighty No. 9 Video Documentary: REACHED!

Get an in-depth look at the creation of Mighty No. 9—and an unprecedented peek into the typically ultra-secretive Japanese game development industry—with three 30-minute documentary episodes produced by the wizards at 2 Player Productions (the same team behind our pitch video and the amazing Double Fine Adventure documentary)!

$2,000,000: BONUS Boss Rush Mode: REACHED!

That’s right -- we’re adding a stretch goal here without pushing any of the other goals back! (Think of it more like a stretch reward.) :) After a lot of feedback (which we agreed with) on the big gap before the next goal of PS3/Xbox 360/Wii U console versions, the team really wanted to have something for everyone to aim for and celebrate along the way. So we took our best-bang-for-the-buck potential future goal and will include it as a bonus feature if we can hit $2 million: a separate mode where you can challenge all the Mighty No. Bosses, back-to-back, with a clock ticking to keep track of your best time, so you can share, compare, and show off your skills to your friends! 

$2,200,000: PS3/X360/WIIU CONSOLE VERSIONS: REACHED!!!

This one deserves ALL CAPS AND THREE EXCLAMATION MARKS! Now we can bring this game to the audience that made the genre what it is in the first place: console gamers! Specifically, we’ll make digital versions for release on PlayStation 3, Xbox 360, and Wii U platforms. (You’ll be given the option to choose any of these instead of the PC version.) 

Thank you so much to all the fans who made this dream possible!

$2,400,000: Challenge Mode: REACHED!

Similar to the Challenge Modes in games like New Super Mario Bros. U, this special extra mode would remix parts of existing levels and enemies to create dozens of mini-missions you can use to test your skills in a variety of enjoyably frustrating ways! 

$2,550,000: Extra End Stage & Boss: REACHED!

We’ll add another full stage, complete with an intense, original boss battle (!), to the final area Beck will take on once he defeats the other eight Mighty No. bosses!

$2,750,000: BECK & CALL ONLINE CO-OP CHALLENGE MODE: REACHED!

We’re excited about all our stretch goals, but even so, this one is really special to us: based on your feedback, we wanted to offer something that both included Call as a playable character and put her on equal footing as Beck, while not breaking our schedule or budget. We also wanted this to be something new -- something the genre has never seen before. And that’s how we came up with this: over a dozen missions you can play online with a friend, playing as Beck and his community-appointed partner, Call! Like the single-player offline challenge Mode, these missions will be parts of levels remixed, but this time around the theme of cooperative play. Players will need to use Beck and Call’s different powers to complement each other and defeat these special challenges! 

$2,900,000: Intro Stage and Boss: REACHED!

We add an epic introductory stage—complete with a closing boss encounter—that players will take on before facing any of the Mighty No. boss levels! This will help ease everyone into the world of Mighty No. 9, and serve as a nice primer on the basic game systems and controls!

$3,100,000: Support Character: REACHED!

Beck will get a faithful sidekick to swoop in with special powers at his time of greatest need! The exact form this character will take is not decided yet, so we’ll all be able to see it get conceived and designed together—but it will be some kind of assistant that will drop in for a limited time, help out somehow, and then zoom away!

$3,300,000: PS4 and Xbox One Versions: REACHED!!!

Yes! We heard your calls and are proud to report we can finally offer next-gen versions of Mighty No. 9 here! We know by the time the game ships in 2015, many of you will be proud owners of one next-gen system or the other -- or maybe both! If we reach this level of funding, we can add the PS4 and the Xbox One to the list for every backer getting the digital version of Mighty No. 9 to choose from! To recap, that would mean you could choose one of the following: PC, Mac, Linux, PS3, Xbox 360, Wii U, PS4, or Xbox One! 

$3,500,000: PlayStation Vita and 3DS versions: REACHED!

That’s right! At this level, we can make digital versions of Mighty No. 9 for the two most popular handheld systems out there: the PlayStation Vita and Nintendo 3DS! (These will both be added to the list of available systems to choose from, so every backer who is set to receive a download version of Mighty No. 9 can choose either of these as the system for their game download, instead of a home console or PC version.)

$3,700,000 SINGLE PLAYER CALL STAGE & BOSS FIGHT!: REACHED!

Yes! We heard the feedback from our community, and at this level, we would be thrilled to fulfill this popular wish -- to add an all-new single-player level, including a boss fight, where you can play as Mighty No. 9’s heroine, Call! We agree it would be a fun addition and a great way to mix up the action, so fingers crossed we can make it this far!

$3,800,000: OPTIONAL RETRO-STYLE CHIPTUNE SOUNDTRACK + FX!: REACHED!

You’ve seen the names of the legendary musicians attached to this project: Manami Matsumae, Takeshi Tateishi, Ippo Yamada... It’s a veritable who’s who of veteran game composers. So we thought, why not tap into that retro vibe and cook up an optional chiptune version of the entire Mighty No. 9 game soundtrack, including classic sound effects? That’s right – we’ll remix the entire soundtrack, retro 8-bit-style, and the game’s sound effects, for you to listen to in-game as you play, as an option you can toggle on or off in the settings menu!

$4,000,000: ONLINE BATTLE RACE MODE!: REACHED!

The ultimate online competition! You and a friend compete online, racing to the end of slightly customized versions of single-player stages. You can see your rival as a "ghost" image in your game, but you can't affect each other...save for the enemies you defeat being sent over to impede your opponent’s progress! It's an all new twist on versus mode play that will give Mighty No. 9 life well beyond the single-player campaign!

We're working out the details of our upcoming stretch goals now. More info here as soon as we have it!

Risks and challenges Learn about accountability on Kickstarter

We all know game development is inherently unpredictable—delays and unexpected costs being the two most common “known unknowns.” The good news is, in their more than 15 year history, developer Inti Creates have shipped over 30 different games on eight different platforms, and our project lead, Keiji Inafune, has either worked on or overseen 30+ games in this genre alone, as well as having lead one of the biggest Japanese studios, and some of the biggest AAA games ever. So not only do we have extensive experience with running successful game productions in general, but also experience designing, building, and shipping games of this type specifically, with an established track record of being on time and on budget.

Another challenge: we are working in two languages here—Japanese and English—with developers and backers on both sides. While we feel this is a huge plus, as it adds appeal and makes our project unique, there’s no denying it also adds unique requirements in terms of communication and workflow. The good news here: We all have experience making and marketing games for BOTH English-speaking and Japanese-speaking audiences, and are taking extra precautions in pre-planning and during development to buffer and budget for things like interpretation, translation time, etc., all to ensure we stay on the same page with our backers and with each other.

Finally, what we see as our biggest challenge: properly involving the community. How exactly do you ask for and integrate fan feedback and contributions while keeping a project like this on track in terms of vision, scope, and schedule? This is still something of a wild frontier in the game industry, as it’s only recently that any of us have had the tools to make this feasible. And especially in Japan, where we have honestly lagged behind our Western counterparts in the variety of ways we’ve been able to interact with our fans up until now.

We’ve been researching different projects’ approaches—and some of us even have experience from similar experiments in the past—but as far as we can tell, there’s really no one established “right way” to go about it. However! We do think, in this case, even knowing that we don’t know all the answers up front is important: it reminds us we need to listen, to establish methods of ensuring we hear our backers’ choices and feedback, and keeps us more flexible. We are trying to work in a new way with this project that will allow us to show more things earlier than we typically would, while ensuring that everyone seeing it will have the correct context to see it in, and that there will still be plenty of nice surprises in the final product.

One aspect we already know to account for is anytime you ask a (hopefully!) large group of people to choose between options, especially when you’re asking some of the most passionate fans in all of gaming, you are going to end up, by necessity, with some portion of them disappointed, and you’re going to hear about it. We know we’re ready for the ride, and even better, we’re excited as hell to take it. The biggest thing we believe we should all keep in mind, both as creators and as backers: we’ll be learning more and more as we go along, so let’s be patient and work together.

FAQ

  • 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.

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  • 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!

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  • 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!

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  • 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!

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  • 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.

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  • 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!

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  • 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? :)

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  • 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!

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  • 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.

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  • 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!

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  • 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.

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  • 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” :).

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  • 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.

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  • 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.

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  • 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.

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  • No.
    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.

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  • Email m9press@gmail.com

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    EXCLUSIVE MIGHTY NUMBER, FORUM ACCESS, NAME IN BACKER CREDITS & BACKER-ONLY PARTICIPATION EVENTS ============================== Get assigned your own unique Mighty Number, a special password to claim your "Backer" designation and icons for use on our forums, plus the ability to participate in Backer-only surveys and polls, and your name listed in the Backer Credits alongside your Mighty Number! (Check the reward section of the page for more details.)

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    DIGITAL COPY OF MIGHTY NO. 9! ============================== A code to download the full, final version of Mighty No. 9! Includes all previous rewards. (Check the reward section of the page for more details.)

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    DIGITAL RETRO-STYLE GAME MANUAL, DIGITAL ART BOOK/STRATEGY GUIDE & DIGITAL OFFICIAL SOUNDTRACK ============================== A digital instruction manual (English or Japanese, your choice), a sweet digital half-art-book/half-strategy guide (again: English or Japanese, your choice), and a digital download of our game soundtrack! Includes all previous rewards. (Check the reward section of the page for more details.)

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    ALL-DIGITAL REWARD SET: DIGITAL COPY OF MIGHTY NO. 9, DIGITAL RETRO-STYLE GAME MANUAL, DIGITAL ART BOOK/STRATEGY GUIDE, DIGITAL OFFICIAL SOUNDTRACK, EXCLUSIVE IN-GAME GOLDEN HERO, EXCLUSIVE IN-GAME TRANSFORMATION & EXCLUSIVE MIGHTY NUMBER, FORUM ACCESS, NAME IN BACKER CREDITS & BACKER-ONLY PARTICIPATION EVENTS! ============================== The above pretty much says it all!

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    PHYSICAL GAME BOX, PRINTED RETRO-STYLE GAME MANUAL & EXCLUSIVE IN-GAME GOLDEN HERO ============================== A classic-style game box (Western- or Japanese-style, your choice), a printed version of the instruction manual (English or Japanese, your choice), and a special Backer-only golden color variation for the game's hero, Beck! Includes all previous rewards. (Check the reward section of the page for more details.)

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    *COMPLETE* ALL-DIGITAL REWARD SET WITH BETA ACCESS: DIGITAL COPY OF MIGHTY NO. 9, DIGITAL RETRO-STYLE GAME MANUAL, DIGITAL ART BOOK/STRATEGY GUIDE, DIGITAL OFFICIAL SOUNDTRACK, EXCLUSIVE IN-GAME GOLDEN HERO, EXCLUSIVE IN-GAME TRANSFORMATION, **BETA ACCESS** & EXCLUSIVE MIGHTY NUMBER, FORUM ACCESS, NAME IN BACKER CREDITS & BACKER-ONLY PARTICIPATION EVENTS! ============================== The above pretty much says it all; the differences between this and the lower all-digital tier is at this level you get BOTH the Japanese- and Western-style versions of the digital game manual and art/book strategy guide, AND you get access to the beta version of Mighty No. 9!

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    T-SHIRT, EXCLUSIVE IN-GAME TRANSFORMATION & BETA ACCESS ============================== A special Mighty No. 9 T-shirt (Western- or Japanese-style, your choice), an exclusive Backer-only transformation for the game's hero, Beck, and Beta access to the game early via Steam! Includes all previous rewards. (Check the reward section of the page for more details.)

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    PRINTED ART BOOK/STRATEGY GUIDE ============================== A softcover, full-color version of our combination art book/strategy guide (English or Japanese, your choice). Includes all previous rewards. (Check the reward section of the page for more details.)

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    ENEMY MASCOT PLUSHIE & OTHER REGION T-SHIRT ============================== A cuddly plushie of one of our iconic mascot characters, plus the other territory's T-shirt, for a total of two shirts: one designed with Western tastes in mind, and one made especially for Japan! Includes all previous rewards. (Check the reward section of the page for more details.)

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    SIGNED HARDCOVER ART BOOK/STRATEGY GUIDE, BOSS POSTER, OTHER REGION PHYSICAL GAME BOX & OTHER REGION PRINTED GAME MANUAL ============================== A hardcover edition of our book, signed by Inafune himself, a special poster of all the Mighty No. bosses, plus another physical game box (for a total of two) and another printed instruction manual (for a total of two), so you will have both the Western-style and Japanese-style versions of both items! Includes all previous rewards, except for the softcover art book/strategy guide. (Check the reward section of the page for more details.)

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    HELP CREATE A CHALLENGE ============================== Work with our designers to come up with a challenge for our own internal in-game achievement system that everyone can try to accomplish in the final game! Includes all previous rewards. (Check the reward section of the page for more details.)

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    INAFUNE SIGNED ORIGINAL SKETCH ============================== A unique, original sketch by Keiji Inafune himself, along with his signature! Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    INAFUNE SIGNED ORIGINAL SKETCH II ============================== This reward was so popular, we’re adding a second batch! A unique, original sketch by Keiji Inafune himself, along with his signature! Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    YOUR VOICE IN THE ENDING THEME ============================== We'll use a recording of you saying a word, phrase or sound effect of our choosing, to be used in the ending theme as the credits roll! Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    YOUR FACE IN THE GAME ============================== We'll make a 2D representation of your face to use somewhere it will fit naturally into the game -- prominent enough for you to find it and show your friends, but innocuous enough not to bother other players. Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    HELP DESIGN AN ENEMY ============================== Video conference with our designers to collaborate on an enemy character based on your idea or design! Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    ORIGINAL MIGHTY NO. BOSS CONCEPT ART, 3D-PRINTED BOSS MODEL & SPECIAL BOSS NO. SERIAL T-SHIRT ============================== An original, framed piece of concept art of one of the eight Mighty No. bosses, a 3D-printed model of one of those same bosses, and a special limited edition T-shirt (same as those given out at the PAX announcement) with a Mighty No. somewhere in the range of 1 through 8. Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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    DINNER WITH KEIJI INAFUNE! ============================== Dinner and drinks with the man, the myth, the legend, Keiji Inafune, here in Tokyo. (Travel and lodging expenses are not included.) Includes all previous non-limited rewards. (Check the reward section of the page for more details.)

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