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Mighty No. 9 |OT| The Blue Bomba

wanna see the credits? ALL 3:48 HOURS OF IT?
https://www.youtube.com/watch?v=znfU6zXvVcQ

edit: ah, it was already posted in segments.

oh god i used my real name.
bFZnCmT.png
 
Thank you!
And if you don't want to memorize, just look at which stage had "advice" added to the options after beating a boss. That will be the one the boss is weak against.

And I never got my name submitted. I'm 10265, the "generous backer."
 
Just finished the game! Only two stage really bugged me and they were the fire and water level. Everything else was pretty fun!

I tried Ray again and boooyy I'm not sure I have the reflexes to beat a boss with her.
 
Just installed.

I will credit the game for being able to swap the Confirm/Cancel buttons, because I've been playing a lot of Japanese import games lately, so right now I'm used to the reverse, lol
 
I tried that, my kickstarter says I'm number 68522. But the name listed under than number isn't me or a user name I would have set. :(

More than likely I'm just some random Generous Backer :(

The number listed on the Kickstarter is not your actual "Mighty" number. You should have an email from Comcept with your actual number in it. Look for the email titled: "Mighty No.9 Forum Login Information". They address you by your number and your number is also your username for their forums.
 
Made it to the last boss. Fucking hell.

How the fuck were you supposed to know that using the sword makes you invincible to bullets? The first phase is easy as hell, but it can be a pain if you don't know that.

As for the second form, I just take too much damage. I shoot the bottom pieces so I can hit the top as it comes by, but jumping over the head seems like it has to be pixel-perfect, and he does a ton of damage.

Not to mention that when he goes into volcano-mode, you have to take out the two bottom pieces before getting on top, and it's almost impossible to dodge his sludge as it falls down from above.

I'm sure there's something I'm missing, but it's frustrating.
 
Made it to the last boss. Fucking hell.

How the fuck were you supposed to know that using the sword makes you invincible to bullets? The first phase is easy as hell, but it can be a pain if you don't know that.

As for the second form, I just take too much damage. I shoot the bottom pieces so I can hit the top as it comes by, but jumping over the head seems like it has to be pixel-perfect, and he does a ton of damage.

Not to mention that when he goes into volcano-mode, you have to take out the two bottom pieces before getting on top, and it's almost impossible to dodge his sludge as it falls down from above.

I'm sure there's something I'm missing, but it's frustrating.

Action Shift Jump also makes you invincible to bullets. I haven't made it to the end yet, but give that a try?
 
Look on the bright side, you took place in history!

Seriously though, I feel sorry for everyone involved in this disaster of a KS.
This is true, tragedy is history.

It still surprises me how much Inafune dropped the ball on this one, especially considering it was his new IP with plans of an anime, movie, potential sequel, etc. in the works. With releasing it as it was, it pretty much destroyed any potential franchise opportunities it might have had. Granted, he probably ran out of funds, which is why he couldn't develop on it further. :/
 
Woho! Found my number.
57216 it's me. Micke J (Yazuka)

Can you get any upgrades in the game for Beck? More lufe, can handle more damage.
I've only tried it a bit but both Pyro & Cryo kicked my ass.
 
I have no idea what that is (PS4 version).

Also jumping at that time is not really advised.

Check the Tips page about Action Shift. On the Wii U, it's the RT. RT + Jump performs an invincible jump back. RT + Shoot performs a non-invincible jump back while shooting diagonally downward.

It amazes me how many people don't know it exists, but not as much as it amazes me that Comcept & Inticreates didn't feel the need to explicitly tutorial it like most of the other moves. Crouch Dash would likely be the same situation if you didn't have to figure out/look up that it exists to get through exactly 1 obstacle in the electrical stage.
 
The number listed on the Kickstarter is not your actual "Mighty" number. You should have an email from Comcept with your actual number in it. Look for the email titled: "Mighty No.9 Forum Login Information". They address you by your number and your number is also your username for their forums.

Soooo if I deleted that email I'm fucked up?
 
Check the Tips page about Action Shift. On the Wii U, it's the RT. RT + Jump performs an invincible jump back. RT + Shoot performs a non-invincible jump back while shooting diagonally downward.

It amazes me how many people don't know it exists, but not as much as it amazes me that Comcept & Inticreates didn't feel the need to explicitly tutorial it like most of the other moves. Crouch Dash would likely be the same situation if you didn't have to figure out/look up that it exists to get through exactly 1 obstacle in the electrical stage.

Huh, I'll have to check that then. Yeah, it's incredibly weird that there are so many things that aren't readily apparent. Even in Mega Man games you're given an idea of how weapons work when you get them (although MM games typically don't have different moves that can be used other than jump/shoot/slide/charge/etc.)
 
Soooo if I deleted that email I'm fucked up?

Look for any email from "mightyno9@comcept.jp". They address you by your number in every single one of those emails (surveys and votes). Also, if you go to the Mighty No. 9 official site login and click "Password recovery" and enter the email you used for the kickstarter, the reset email will address you by your number. I think the catch with this method is that you had to have done the initial login with the user/pass they gave you in that email for it to work. Otherwise, it says to contact them if you don't know your username.
 
The clock just ticked past 3am on Friday the 24th of June and Mighty No. 9 finally arrived on the Australian PSN store.


And none of my backer codes work.


SnBY48C.gif

Yeah I'm Australian and the code they sent seems to be an EU one, if the stores accept both codes I guess it doesn't go live until the EU stores are updated as well... I guess
 
I'm on the last stage of this game and I'm not seeing why it got low scores. Granted it's not a perfect game but the game is overall pretty fun imo

Haven't bought it yet, but I'm under the impression it just got to a point where the hate spread over the internet would totally define it's score.

I watched the last boss battle in a thread here on gaf, before it released, and I think it wasn't particularly awesome, but it was decent enough (also, there are many games where the last boss is quite disappointing). There wasn't a single positive comment I can remember though... then I realized the game was doomed anyway.

My particular opinion about it, without playing, is that the main character doesn't feel nearly as nice as Mega Man was, and that they really fucked up with their concept art, since it was nothing like their final results, which, in terms of graphics, seems pretty underwhelming. However, the gameplay actually looks fun!
 
I played a bit of the game last night.

I don't see how this is a 60 at metacritic. It's fun and playable. It doesn't look fantastic but it seems to do the job. The game is not perfect but c'mon, this game is still far from shit like Sonic 06. Controls are tight too and the music is great.

This game is 70-75 at least.
 
Game needs more polish. It deserves the scores because it got issues it shouldn't have. Art style is great hand drawn but, it's graphics are sterile.

Voice acting and cut scene are completely unnecessary. I mean they are awful.
 
Played a bit earlier on X1. Maybe I'm weird, but I actually like it. It is hardly perfect, but neither was the original Mega Man. Underwater areas looks like you're in sewage, but other than that, I like the graphical stylings. I would've given it a 7.5 or 8.
 
I'm 32688.... And I'm 100% positive I didn't leave my name blank - but I am still "Generous Backer".

I shouldn't be surprised, but what I rip...
 
Played a bit earlier on X1. Maybe I'm weird, but I actually like it. It is hardly perfect, but neither was the original Mega Man. Underwater areas looks like you're in sewage, but other than that, I like the graphical stylings. I would've given it a 7.5 or 8.

It's a water purification plant, so that is what they were going for. Those small green enemies you run into that grow are actually sucking pollutants from the water to do that.
 
I'll just say I'm not too bothered by the game being a bit weak in the visual department, but this game has a lot of small issues that I think will add up and drag the game down that could have been dealt with through polish. I've only played through about 3 stages so far as I'm pretty bad at megaman games even though I love them.

No.1's stage I think is pretty much fine until you get to the end. What's with the fire coming from the enemies in the background from what seems to be a random pattern? No.2's stage starts you out in a underwater section that's frankly way too dark, No.3's stage seems to be mostly fine except for those damn turbines. Why did the level design people think it was okay to have that pulsing effect on the turbines, completely obscuring the boundary of where the deathzone is? Do all the remaining stages seem to be perfectly fine, except for a questionable section here and there??

I want to say I think the bosses are okay, but at the same time they've regressed a bit. They basically have 2-3 patterns that they follow, but they don't have anything else except their "desperation move" that instakills you when you get them to 50%. I remember at least from the first X game, You'd use a boss's weakness against them, they'd not only react to it hard, but they'd actually lose something and the fight itself would be changed. Example being, cutting of flame mammoth's trunk with the boomerang cutter would mean, no more trunk attacks and the boss would have no means of flinging oil around to light on fire. Do they have more attack patterns on higher difficulty levels, or just everything does more damage?
 
No.1's stage I think is pretty much fine until you get to the end. What's with the fire coming from the enemies in the background from what seems to be a random pattern? No.2's stage starts you out in a underwater section that's frankly way too dark, No.3's stage seems to be mostly fine except for those damn turbines. Why did the level design people think it was okay to have that pulsing effect on the turbines, completely obscuring the boundary of where the deathzone is? Do all the remaining stages seem to be perfectly fine, except for a questionable section here and there??

Basically. I think each level had at least one moment where I was like...this is stupid. For instance, Seismic has a section that is actually pretty easy, but it's using a tactic that you pretty much never use elsewhere in the game (well, not THIS way). The last level has a moment where you have this seemingly impossible regenerating wall to pass, and you have to use a certain boss weapon a certain way that isn't incredibly obvious. Etc.

I want to say I think the bosses are okay, but at the same time they've regressed a bit. They basically have 2-3 patterns that they follow, but they don't have anything else except their "desperation move" that instakills you when you get them to 50%. I remember at least from the first X game, You'd use a boss's weakness against them, they'd not only react to it hard, but they'd actually lose something and the fight itself would be changed. Example being, cutting of flame mammoth's trunk with the boomerang cutter would mean, no more trunk attacks and the boss would have no means of flinging oil around to light on fire. Do they have more attack patterns on higher difficulty levels, or just everything does more damage?

Yeah, nothing like MMX here. Some bosses do definitely take more damage against their weakness (Aviator, for instance, is pretty damn easy using Countershade's weapon), but for the most part nothing really ever changes up other than those insta-kill moves.

The biggest problem I have with the boss fights is if you don't know the boss's weakness, there's no SIMPLE way to change weapons easily. You have to cycle through each one as far as I can tell, since you can't pause and change weapons. So you're running, jumping, shooting, and pressing the trigger trying to cycle through the weapons to get to the one you want. It's pretty cumbersome. And since you have to change into boss weapon mode after you switch (from regular Beck), it's another step.
 
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