Mighty No. 9 is a 2D Side-scrolling Action game that takes the best elements from 8 and 16-bit classics that you know and love and transforms them with modern tech, fresh mechanics, and fan input into something fresh and amazing!
User reviews:
Mixed (1,472 reviews) - 52% of the 1,472 user reviews for this game are positive.
Release Date: Jun 21, 2016

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About This Game

Mighty No. 9 is a Japanese 2D Side-scrolling Action game that takes the best elements from 8 and 16-bit classics that 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 twelve stages 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!

Every aspect of Mighty No. 9’s development—art, level design, music, programming, etc.—is being handled by veteran Japanese game creators with extensive experience in the genre, all the way up to and including the project’s leader, Keiji Inafune himself!

9 Mighty good reasons to care

Classic 2D Action: Transformed! Face off against your 8 Mighty brethren and unlock new transformations as you defeat them, granting you completely different skills and abilities!

Play through 12 Challenging Stages in a single player campaign that will put both your thumbs and action platforming abilities to the test!

Unlock the New Game+ to add an additional two extra difficulty levels for those who want an even Mightier challenge.

The Single Player Challenge mode with dozens of mini missions will fully test your action platforming skills.

Boss Rush Mode: Play through each of the game‘s 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 and frienemies alike!

Show the world how Mighty you are in the 2 Player Online Race Battle where you compete online, racing through each stage together in a head to head battle - adding an all new twist on versus mode play that will give Mighty No. 9 life well beyond the single-player campaign!

2 Player Online Co-Op Challenge Mode: take on over a dozen missions online with a friend, playing as Beck and his partner, Call! Use Beck and Call’s different powers together in order to defeat these special challenges!

Leaderboards & Rankings: Use Beck's Absorption Dash skill in tandem with his abilities & transformations to chain together combos and perfect your run-throughs to earn those glorious high scores and elusive S-Ranks!

Toggle between regular and 8-bit music: this game is a veritable who’s who of veteran game composers - Manami Matsumae, Takeshi Tateishi, Ippo Yamada, so we thought, why not tap into that retro vibe? As such, Mighty No. 9 features an optional chiptune version of the entire game soundtrack which you can toggle on and off!

System Requirements

    • OS: Windows 7 64-bit or newer
    • Processor: Intel Core 2 Quad @ 2.8 GHz or AMD Phenom X4
    • Memory: 4 GB RAM
    • Graphics: Radeon HD 7770 or Nvidia GeForce GTX 550 Ti
    • Storage: 2 GB available space
    • OS: Windows 7 64-bit or newer
    • Processor: Intel Core i5 @ 3.3 GHz or AMD Phenom II X6
    • Memory: 8 GB RAM
    • Graphics: Radeon HD 7950 or Nvidia GeForce GTX 660 Ti
    • Storage: 2 GB available space
Customer reviews
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Mixed (1,472 reviews)
Recently Posted
( 0.6 hrs on record )
Posted: July 28
I'm not sure I'll be finishing this game, due to the terrible action noises from both the main character and every single boss that you have to fight. Mabye if I just get blackout drunk it will be tolerable.
Helpful? Yes No Funny
( 1.3 hrs on record )
Posted: July 27
utter ♥♥♥♥♥♥♥♥
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( 2.5 hrs on record )
Posted: July 27
This game is an enjoyable action platformer, if you'd but give it a chance.

Mighty No. 9. is not Mega Man. It doesn't have to be. They're very similar in concept, design, and plot, and they both had Inafune behind the wheel. But Mighty No. 9 is a modern take on the original ideas behind Mega Man. That's what a spiritual successor is.

If you go in expecting Mega Man, you risk being disappointed. MN9 has some different mechanics, including short-term power ups and the Dash mechanic, that encourage the player to speed through the level despite the platformer's cautious instincts. So far, I've found that what it does, it does very well.

So don't listen to the hate. If you want a fun game with some retro nostalgia mixed in, give Mighty No. 9 a shot. Go in without expectations! Buy it, try it, and if you don't like it, refund it. I went in with negative expectations, and came out pleasantly surprised.
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( 0.3 hrs on record )
Posted: July 27
All it is is an absolutely TERRIBLE rip off of mega man. And it's not even one of those games that is so terrible that it's funny. It's just HORRIBLE and frustrating! And I love mega man! It's difficult in a fun way. Mighty No. 9 is easy and only time you'll die is because of stupid game mechanics and glitches. I WANT MY TWENTY BUCKS BACK!!! ;,,(
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Eternal Yoshi
( 8.1 hrs on record )
Posted: July 26
Meh No. 9. Speaking as a $20 backer this game is not as Mighty as it should be.

Gonna try to divorce the game from the PR disaster this game has. If you must know, I played and finished this game in Early July or so and defeated all the bosses with just the normal blaster. Don't wanna boast but I thought it'd be good to have such a disclaimer.

As you can see in screenshots this is a game that's done in the style of the Mega Man games of old, but not good.

Mighty No. 9 has a good chunk of the old PC settings you'd expect, but messing with most of them isn't recommended as you risk crashing the game while trying to save the changed settings. That said, I recommend turning off Motion Blur and VSync. The latter doesn't seem to be working right in my experience and just adds a bunch of input lag.

You jump and shoot lemons just like Mega Man, but for whatever reason your lemons don't go through the entire screen...

This game centers around a dash mechanic where you damage an enemy just enough for colored pixels to appear around them and then you dash into them. This isn't a bad idea on it's own but it does cause some issues. One big one it can set you up to run into things if you misjudge how many shots you hit them with before you dash. Level design is mostly OK but still a few hiccups. The stop and go sections where you beat a bunch of enemies to advance is better suited to Beat 'em ups
than a platformer of this style, certain sections have insta kill purple spikes obstructed by character voice boxes and/or other things that make it hard to avoid falling into for a first time player, and then there's the graphics themselves.

I honestly wasn't expecting modern visuals from 4 Million because 4 MIllion was enough for cutting edge graphics.... in 2004. However, something about the graphics still feel off. Even though the poly count is OK for a game with that budget something about the way the 3d art comes together looks like an early Gamecube game. One stage has an underwater section... where the water looks really gross and polluted with poor visibilty, and I don't think it was meant to look that way considering the context of the stage. It would be one thing if they established that the water you enter is filthy or dirty but it doesn't. The water in the background you don't enter looks much cleaner too.

The bosses themselves are a mixed bag. Some are predictable, some have OK design, but others are really, really obnoxiously designed. One example would be Pyro. Visual cues alone aren't enough to deal with him as he has many attacks that start off and look the same until he gets very close to you. Halfway through the fight he ends up glowing and if he touches you in this state, He performs an instaKO command grab on you. The fact that his attacks start off identically makes this hard to dodge. He does have audio cues, but they aren't reliable when you need them because Dr. Light has a tendency to talk in the middle of battles which disrupts pattern readings on that front. This is just one example. You may need a little luck to beat Pyro and other bosses in this manner.

This game uses the lives system of yesteryear, but it really isn't necessary for this kind of game anymore. Shovel Knight and the like have shown that you don't need the lives system in a challenging game and have unique ways of punishing deaths that are less arbitrary and dated.

Another very strange persistent issue are with the Energy Tanks in this game. You charge them by defeating enemies via dashing into them when they have blue pixels into them. However, when you die, even if the game is NOT over, you lose all of them, unlike the MM games this game aspires to be. This can make bosses even more annoying because you won't be able to use the tanks you've built up previously on the rematch.

This is such a shame when put together, because this game feels ok and has moments where it plays good. It's super close to being a decent MM successor, but all the aforementioned problems and others prevent that from happening. I think that is Mighty No. 9's greatest sin. If you want something done in the style of Mega Man, I would recommend looking into the MM fan games or Azure Strike Gunvolt.

Basically this is a game that's close to being average but all the minor and moderate design issues with the game add up over time.
Helpful? Yes No Funny
( 7.2 hrs on record )
Posted: July 26
I got this game as part of its kickstarter. Like many others, I was caught up in the ferver of having a new Mega Man styled game after years of neglect by Capcom. Despite even the terrible mishandling of the community by the company making this game, this thing cost over 4 million dollars to make with over three different delays. This looks like some sort of rushed project., and it feels like that. While there are plenty of things I LIKE about this game, the shoddy and haphazard design and poor presentation makes it ot worth my time. Really, the only thing interesting is how the bosses team up with you after you defeat them. Other than that, the game is pretty bad, with frustrating level design and outdated systems that were phased out of Mega Man games as they went on, but were brought back here. Who asked for game overs that knock you back to the beginning of a particularly frustrating level? Why can't I carry energy tanks that I can carry over between lives?
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( 1.0 hrs on record )
Posted: July 26
A major disappointment after a huge hype built. An extremely (and excessively) frustrating platforming experience, with a juvenile and barely developed plot and that paradoxically revolves around the dashing mechanic, where the game requires you to dash into the enemies to absorb them but at the same time punishes you for being brash and dashing into them. The plot is really shallow and the characters are pretty uninspiring and stereotypical. A game that, for all its budget acquired through Kickstarter, really doesn't live up to the potential it could have.

If you're looking for that feeling that Megaman left in us and want more, don't buy this game. It will just tarnish your hopes of playing that once more. Keiji Inafune did some ♥♥♥♥♥♥ things during the Kickstarter for this and really let us down.
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Ninjazilla the Gmod Wizard
( 17.6 hrs on record )
Posted: July 25
This game is what it wants to be......

as we all know MN.9 is suposed to be a spiritual sucsses of the blue bomber MegaMan. I to my mined set have to say you cannt ever nail a game unless you make something almost exsactly the same. This is why I belive MN.9 is a bit more of a megaman game and more given it's dificulty and gameplay style. From a true fan of the man in blue I can honestly say this game is way more than just and average 2D side scrole game.
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( 10.5 hrs on record )
Posted: July 25
Let me preface this by saying that I backed Mighty No. 9. I threw away $120 for this kickstarter. They fed lies, empty promises, and countless delays to release a game that is far inferior to what they promised. Their marketing has been laughably atrocious. They are clearly terrible businessmen. If I could reverse my backing, I would do so in a second. Now let's put that all aside.

Looking solely at the game, I admit that I think it was pretty fun. It could be frustrating at times-some platforming sections at least- but it offered a challenge that was for the most part pretty fair-keep on trying, learn the techniques, and you will win. That is how a game should be. The graphics certainly aren't what they promised, but I don't think they are bad. The mechanics are unique enough to be similar to Mega Man without being an outright clone, and gives it it's own little twist. The music and sound is pretty good. Nothing stood out to me when I played but nothing was bad. The dialogue was absolutely terrible, however. The voice acting was hit or miss, but the misses may have been more related to the script than the acting itself. I did experience a couple tiny glitches, like being unable to progress off the airship for one, but after going back through the level it was never repeated, and I never experienced anything serious.

Looking only at the game, putting aside all the negative press and the rest of the baggage, I think Mighty No. 9 is a pretty decent game. I had fun playing it. It's short, but I guess there is replay-ability, as well as a boss rush, an alternate character, none of which I bothered trying. I don't think it's worth $20, but if it's on sale I think it would be worth it.
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(╯°□°)╯︵ ┻┻
( 0.6 hrs on record )
Posted: July 25
I waited for this game for such a long time, since it was announced on Kickstarter. Didn't put any money down on kickstarter, but definitely pre-ordered it. It kept getting pushed back and pushed back because of quality issues. However, what we received seemed to be absolutely trash.

The controls are clunky, there's noticable latency during game play, and certain features have to be unlocked by playing through. I wish they added some codes and stuff and what not for single player, and made it more keyboard and mouse friendly. Overall, kinda disappointed with this game. I couldn't stand playing it more than the first level.
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Most Helpful Reviews  In the past 30 days
222 of 252 people (88%) found this review helpful
9 people found this review funny
Not Recommended
12.9 hrs on record
Posted: June 28
Rather than getting a spiritual successor to the classic Blue Bomber, we're treated with a vanilla run-and-gun game that attempts to be clever through abuse of a single mechanic.

Sure, the dash was an integral part of Mega Man X's arsenal, but X wasn't nearly as shallow and grew as a character and a powerhouse as the game progressed. Beck -- as he's constantly called, so who cares about his mighty number? -- presents himself as a vanilla Mega Man who stole X's dash and decided it was all he ever wanted in life.

On top of that, why not abuse the dash mechanic to get clever with level design? The original Mega Man series presented stages with various challenges and puzzles to tackle, but of course gaining other robot master weapons or special items like those introduced in Mega Man 2 or Rush forms in Mega Man 3 made said obstacles easier to overcome. Mega Man X built upon this by challenging the player to dash and wall kick to reach hidden areas or simply overcome obstacles faster. Mighty No. 9, however, presents obstacles where the dash absolutely must be used, and it's often in areas where the stipulation is be precise or die. I don't exactly believe this is a terrible idea, but the execution is just poor.

Another weird juggle in the game is the bonuses to various stats such as damage, speed and defense. It was odd to see stat buffs in what is arguably a Mega Man title, but I'm not entirely against the idea. The issue, however, is that the buffs appear at what seems to be the most inane times.

On to the part that seems to grind the gears of literally everyone: the visual presentation is a trash heap. The characters look like sloppy character models from the original PlayStation era. Present each one with little to no animations, no facial expressions or mouth movements during cutscenes, and a gloss of plastic and disappointment, and we're off to play the game.

The voice acting is just crap. I don't even care to go into detail. Mighty No. 9 was funded by Kickstarter, it was Kickstarted by adults, and the crowd is then presented with dialogue that sounds like it was written for children. Bad, bad, garbage, bad.

I'm aware that I constantly compared this game to Mega Man games even though it's Inafune's new take on an old idea. But if he's willing to abuse nostalgia to sell the game, I'm willing to abuse it to tear down Mighty No. 9.
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139 of 168 people (83%) found this review helpful
7 people found this review funny
Not Recommended
23.0 hrs on record
Posted: June 29
Inafune did not learn with age
This game doesn't utilize on anything that made Megaman good. It decides to go on the frustrating way of Megaman 1 and make it worse. Now, don't get me wrong, there's nothing wrong with difficulty. I love Megaman 1, but there's a difference between frustrating difficulty and good difficulty.

Instant kill spikes everywhere
Yup, they're back and they're worse than ever. Now, instant kill sprites are nothing new to Megaman, but in this game they're noticeably atrocious. You can't beat a level without running into one at least once. Even the original megaman didn't have spikes all over the place like this. In one of the stages, there's a part where you have to slide through an instant kill spinning object, and it's one of the most frustrating parts I have ever played in a video game.

Dashing mechanic. Cool concept, terrible execution
If you didn't know, this game has a little mechanic where in order to kill enemies, you have to weaken them with your buster and then charge into them. While the idea sounds ok on paper and I admit, dashing into multiple enemies after beating them can be pretty satesfying, the overall execution is terrible if they're near a bottomless pit or an instant kill spikes (Which isn't not common). It becomes worse during bosses, since if you don't dash into them fast enough, they regain their health and you have to do it all over again. Now, yes, it is possible to shoot enemies to death (not bosses, you HAVE to dash into them), but if you do that, you won't get any power boost you could be getting if you dash into them, it takes wayy longer, you won't get any score and you won't have a chance to get an energy tank (Or Axel Recovery as the game likes to call them). Speaking of energy tanks...

Energy tanks, what have they done to you?
Ooooh boy, remember in the original megaman games where you could use an energy tank to save you from death? That was fun right? Remember willing to take challenges on to get them right? Well in this game, they're completely ruined! There are two ways to get energy tanks.
1. Dash into as many enemies as you can with a 100% score (Which you can only get if you dash into them RIGHT AFTER you weaken them) and get as many combos to charge one up.
2. Get lucky and have one of the helping robots spit one out for you.
Here's the problem. You can only have 2 energy tanks at a time, and both of those ways are ways to get one of them. Which means you can't do the second method twice and get two energy tanks. You can do both methods and get them, however, once you die, They're gone. The energy tanks dissappear when you die and then you have to get them again. Which again, Is extremely hard to do. That can lead up to so many frustrating times and overall annoyance.

The plot
The story of this game is terrible and is full of plot holes and I don't want to talk about it.

The good things this game does
Now, this game isn't completely terrible. I admit, I did enjoy playing through parts of it. Once you memorize the levels, this game can be pretty fun (Friendly reminder memorizing the levels can take thousands of lost lives and frustration). Some of the bosses for this game are pretty clever and are pretty fun to play against with their weakness (Assuming you don't die due to half of their midway-through-battle ♥♥♥♥♥♥♥t attack). The graphics are alright and it runs pretty smoothly if you have the specs for it. The music is pretty nice too, so at least someone did their job right. The game has a system where if you beat a robot master before beating another robot master who'se weakness is the robot master you already cleared, the robot master you already beat will come and help you to get rid of frustrating parts of the level. Unfortunately this is a wasted potential half of the time seeing as they only help at parts which are pretty easy, but some of the times it's a lifesaver, so I'll thank the game for that.

A bit more on this game's ♥♥♥♥♥♥♥t level design
I haven't really touched that much on this game's level design, so let's talk about that real quick.
It's overall pretty bad and frustrating until you fully learn it. Remember in past megaman games when you could find secret parts and other ways to clear a level thanks to using a robot master's power? Well there's only one stage that uses that in this game and it's only for an extra life and places you can go without it. I'd talk more about it but there's not much I can say about it without you playing it to understand.

Let's talk a bit about this game's final boss
Don't worry, I'm not spoiling anything, but this game's final boss is one of the worst bosses I have ever played. It's Yellow devil frustration for half of it and the other half if just plain terrible. Never have I ever played a video game boss that actually gave me an anxiety attack. And this game successfully did it. Good job.

TL;DR, should I buy this or not?
Well, here's a short list of the cons and pros.

Bad level design.
Instant kill spikes everywhere.
Energy tanks are handled horribly.
Terrible plot.
Dashing mechanic can be pretty frustrating at times.
This game is overall frustrating.
Final boss is one of the worst in any video game ever.

Game can be enjoyable when learning how the level is structured.
Music is pretty good.
Some bosses are well done.
The robot-helping system is pretty nice sometimes.

Overall, I wouldn't recommend this game unless you like to play really difficult games and you're not that frustrated by them. And even then, I'd say wait until this goes on sale. If you're just a megaman fan like me that like the fair difficulty in most games, don't get this game unless it goes on a 1$ sale.
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99 of 116 people (85%) found this review helpful
6 people found this review funny
Not Recommended
7.8 hrs on record
Posted: June 28
Lazy is the best word I can use to describe this game.

The level design is mediocre at best, the music is boring and irrelevant, the writing is forgettable and let's not talk about the graphics.

Most of the bosses are unfair and the upgrades doesn't matter.

Don't buy this game, there are tons of better platformers.
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125 of 164 people (76%) found this review helpful
20 people found this review funny
Not Recommended
0.8 hrs on record
Posted: June 27
Mega man made by people who just hated all of the good things about mega man. 3/10 Garbage bin, where's my refund
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55 of 63 people (87%) found this review helpful
3 people found this review funny
Not Recommended
8.5 hrs on record
Pre-Release Review
Posted: June 27
Product received for free
So Steam would'nt let me post this review when the game launched. Probably something to do with the review code. Anyways it seems to have finally worked.

So unfortuantely Might No. 9 is mighty average.

The dated graphics, lackluster design and cheap deaths overshadow the fun that can be had ocasionally.

It not the worst game I've ever played, but there are better games to buy for 20 dollars.

Check out my full video impression here
Follow my Steam curators group here
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95 of 126 people (75%) found this review helpful
4 people found this review funny
Not Recommended
7.0 hrs on record
Posted: July 2
Definitely not the successor to Mega Man.

The presentation of this game is poor, especially the dialogue-heavy cutscenes are lifeless and cheap (the ingame models just stand there and don't even move their mouth or evem blink). It's like a bad version of Mega Man Powered Up (which despite coming out in 2005 still looks and plays better than this).

The Multiplayer, which you need to unlocke, doesn't work and is just the lame challange levels for two players which means you won't play the main game together with your friend, because it simply isn't an option.

I don't see where the 4 million $ kickstarter went. Compared to some of the great games on Steam that have a much higher production value and enjoyment time than this, you will definitely regret spending 20€ on this.

I finished this game in around 5-6 hours and have no intention to go back to it. You may even be much faster than me (I actually died a lot at one point, but if you manage to breeze through at those spots you may even only play 3 to 4 hours to finish the game.)

As for the Mega Man references - Beck is a paint job of Mega Man, the "dash into enemy" technique which is the main function to destroy enemies is bad and here's why: when there are two or three enemies behind each other attacking you, you will end up just stunning the first and when you dash you will mostly always get hit. The Call level is also forgettable.

Get the Mega Man Legacy Collection instead and cross your fingers that Capcom decides to revive Mega Man ...
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81 of 114 people (71%) found this review helpful
1 person found this review funny
Not Recommended
1.2 hrs on record
Posted: July 4
A lot of people are comparing this to Megaman, but that isn't really necessary. This is just an objectively bad game all on it's own without worrying about who made it.

Obvious problems include:
* Artificial difficulty. You will die in random and unpreventable ways. You will also run into numerous unpredictable inconsistencies. Will you slide on that surface? Can you grab that edge? The only way to know is to try and and see if you die or not.
* Pointless combo system that just makes everything annoying, but not difficult
* Buggy dialogue boxes such as "Hint" boxes that are missing text
* Horrible cutscenes
* Unrefined controls
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32 of 39 people (82%) found this review helpful
1 person found this review funny
Not Recommended
12.6 hrs on record
Posted: June 27
I'm disappointed with the story, more than anything else. It somehow sours, or dampens the mood, which is otherwise fun. Even if it is a bit confusing, at first. I think this is due to Dr. White's constant emo, millenial attitude.

I have more to add to this, and expand on, but for now I don't recommend this. As a backer, on kickstarter this game is especially disappointing, though I don't find the gameplay to be as bad as others have said - with the exception of the boss battles and the effectiveness of their transformations. Also, spoiler alert, they pin the corporate, company dude as the bad guy (these types of stories I am especially sick of, though I like some of the dialogue.)
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39 of 52 people (75%) found this review helpful
3 people found this review funny
Not Recommended
2.6 hrs on record
Posted: July 7
TL;DR - It's not as horrible as some people would have you believe, but it's a far cry from being a good game. It's okay at best, bad at worst, thus the negative recommendation. It has too many bad design choices to make me consider it anywhere near good.

I don't like this game.

I say this as a Megaman fan, I say this as a backer (Mighty Number 66298), and I say this as a gamer. This game suffers so much from trying to emulate Megaman, and trying to be it's own thing. Let's go over the three main design decisions that hurt this game way too much for it to be considered good:

The game is too dependent on dashing as a core gameplay mechanic.

This is fine, except that the game isn't well designed around it. Consider other platformer games that include dashing or airdashing as a core gameplay mechanic - there's either obstacles or some form of limit to how much you can dash in midair, so to prevent you from bypassing stages almost entirely.

The game isn't well balanced around the dash. You have unlimited dashes midair, plus you also can just bypass scores of enemies by dashing through them altogether. There's also the option of fighting enemies in the way, but I'll cover that in the below point.

To MN9's credit, the obstacles come in the form of instant death spikes or enemies, but the enemies are mostly bland and the spikes can range from being obnoxiously placed (Dyna and Cryo's stages come to mind) or negligible.

The enemies point is important, because...

The game's combat isn't fun.

In game design, there's a point to be had with viscerality. What I mean by this is that impacts or hitting enemies should feel satisfying and thus have that extra "oomph" or juice to it. I have a link below to demonstrate what I mean about this.


Why am I pointing this out? Not only does Mighty Number 9 lack the said viscerality that I mention that most games do have, the sounds that do pop up are either annoying or not very satisfying. Having "good moments" in the game end up being rather mundane and boring is not fun. The sound effects and the particle effects for eliminating enemies are not satisfying.

This isn't even getting into the fundamentals of the combat itself. The dash centric gameplay means that enemies must have enough space to avoid dashing into one (unless you want to shoot an enemy enough until it disappears, not even explode), or you'll hurt yourself by dashing into the enemy behind the one you absorb, unless you have the red Xel powerup. But even then, the dash centric gameplay means that - unless you're playing for score, which seems odd considering this game seems catered toward speedrunners - you'd be avoiding combat unless you love this style.

That also doesn't include the many instances in the game where you're locked in a room and are forced to eliminate enemies before being allowed to proceed. I'd forgive this lazy attempt at padding the game's length if the game was well designed around combat...

...but it is not. The combat is dull for all the reasons I mentioned above and I made every effort to look for ways to avoid it after the first hour.

The game doesn't teach the player very well.

What I mean here is that aside from the tutorial - which seems odd considering this is on the heels of games like Shovel Knight - the game's stages do very little to teach you about the obstacles or gimmicks and how to get used to them, then be challenged with them.

Instead, the game expects you to be able to react to them the instant they appear without any learning curve. Let's go over a few examples from Megaman, since it's a relevant franchise to cover regarding this game, for examples of what I find Mighty Number 9 is lacking:
  • Guts Man's stage with his infamous moving platforms are designed in such a way so the second platform will demonstrate how it dips on the path before you even have a chance to drop down on top of it. This shows you what the obstacle is, and the danger around it.
  • Heat Man's disappearing blocks are introduced in a relatively safe area with an enemy that kills you in around 10 hits (haven't checked in a while) that you can avoid, to punish you if you fail. This leads to another obstacle course where you have to use smaller sets of disappearing blocks to climb walls with slow drones to punish you if you're too slow, topping off with a lengthier but straightforward disappearing block segment at the end.
  • Spark Man's stage has these platforms that rise up when you stand on them. The first one you see tries to put you into spikes, but you have enough time (2 seconds) to see that the platform is going to rise up and send you into spikes. If you feel unsafe when you're rising up, you can run off to the left and be completely safe. This tops off later near the end of the stage where you're going across a lengthier set of these platforms alongside enemies.
  • Dive Man's stage places you underwater and has you go with water physics alongside platforming. This gives you enough time and room to navigate through enemies and spikes at the bottom. The game increases the challenge later in the stage by adding spikes near the surface of the water and having the water level rise/lower.

There are multiple other examples of gameplay design like this in Mario and Metroid.

My point is that Mighty Number 9 fails at doing this (and the Megaman series has been consistent with this sort of game design since it's inception!), and instead wants to fill the game with pointless chatter that I don't care about for the most part, almost like the characters are just talking to fill in the dead air (especially looking at you, Sanda).

How does Mighty Number 9 fail at doing this, you ask? Two immediate examples come to mind, assuming you're tackling the stage without using any powerups (as well designed Megaman games have it so that you can beat any of the starting 8 stages first):
  • Power Plant stage. You're expected at the end of the stage to use a crouching dash to avoid the low hanging instant death rotors. This would be fine, except I had no reason to use the crouching dash before, and the game suddenly expects me to space it perfectly twice in order to avoid instant death. Having a tutorial segment of it earlier in the stage where, I don't know, across an area where you don't instantly die before throwing you into this would have helped so much.
  • Mine stage. You're expected to take the red Xel powerup from the not-Sniper Joe enemy to go through an obstacle course where the red powerup is mandatory. There is no prior buildup to this obstacle course at all, and having that available would have made this a lot more forgivable.

This isn't even going into other bad design decisions such as, off the top of my head:

  • Multiple boss fights have the characters talk more of the aforementioned pointless chatter over the actual gameplay noises. This is mostly notable in fights like Pyro's, where I need to hear his voice cues to avoid instant death and these idiots are talking over the said voice cues.

  • Fighting bosses without their weaknesses (and sometimes even with their weaknesses) are exercises in monotony. Bosses take way too many shots to finish a phase, and with the limited attack patterns the bosses have, the bosses never really change things enough to make things interesting.

  • Beck's voice clips when you absorb an enemy becomes very annoying and repetitive. This is supposed to be a core element of the gameplay, and should feel satisfying, not annoying.

I'd put more but I'm approaching the character limit. I'll just add that if your fast paced action platformer feels dull and monotonous, it failed in QA. I don't care if it's "indie" or not.

EDIT: Formating, proofreading
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Not Recommended
5.0 hrs on record
Posted: July 14
I don't normally write reviews but I was compelled to warn potential buyers. I'm one of the many Kickstarter backers to this game so I hope the warning carries weight.

There's one important reason why this game is bad; It wasn't the development delays; it wasn't the mechanics, nor the graphics.

It's because this game has incredibly CHEAP difficulty.

There are many places in the game where you will by punished by damage/instant death because you missed something by one/two pixels. Air Dashed just a hint too far? Eat an enemy shot. Jumped not exactly at the edge of the platform? Dead. Ambigous hitbox? Death by electric spikes. Thought you grabbed the ledge but missed it by a pixel? Pitfall death.

There are also numerous enemy locations that completely negate the whole 'Dash/Absorb' mechanic and damage you for even thinking of using it. Basically, if you don't play the game EXACTLY as its designers had in mind you will die over and over.

It's not a fair type of difficulty; the fun gets sucked out of it because you know YOU weren't the one that screwed up, yet you still get punished for it anyway. There basically is no difficulty ramp, no real context of learning of using your skills: you either get it DEAD ON right or you die. Again and again. It's designed as a quarter eating arcade game with none of the payoff of achieving anything. By the time a level is cleared, you will give no flying craps about your score or grade.

Other cons:
-Lackluster visuals.
-Useless story and dialogue that is more annoying than important.
-Only about 3 of the special weapons are useful at all.

-Some of the soundtrack is OK.
-Steven Blum voices one of the characters.
-Made my appreciation of the real Mega Man series much stronger.

Most of the rest of the game isn't necessarily bad but is really just lame (the characters are definitively two-dimensional, no weight to the story whatsoever), and the visuals isn't something worth hating. But I implore you, watch playthroughs of this game; the bad level and enemy design gets real obvious real fast.

I think in the end, it's not so much a BAD bad game (it is pretty FREAKING cheap though), but the fact that its producer, Keiji Inafune, had done SO much better work in the past that its flaws are inexcusable.
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