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Bugs:Mighty No. 9

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This page details bugs of Mighty No. 9.

What happens when you take a group of novice programmers and put them to work with an engine with no Japanese support and that was made obsolete the very next year after development started, for no less than 10 different platforms with varying levels of power (the then-current-gen and the soon-to-be next-gen, which had a quicker adoption rate than before turning the last-gen versions redundant + a console with no support for Unreal Engine + two wildly-different handhelds, one of them again with no support for Unreal), without focusing on completing the base game but instead making the ports alongside the game's development, on top of crafting a multiplayer element which had broken netcode due to support for the engine having ended?

You get a big fat technical mess that somehow looks and runs worse than not just the public beta builds, or the development alpha builds, but worse than the one-week-of-development engine test.

Hmmm...
To do:
  • Add pictures and videos.
  • Get more info on the Invencibility glitch.

Graphical Errors

Hmmm...
To do:
Move this to development oversights.
  • Dynamic shadows from enemies may sometimes break.
  • Sometimes under rare circumstances Beck's right hand might glitch out when spamming certain weapons.
ReXelection: Cryosphere ReXelection: Battallion ReXelection: Brandish
MN9 BrokenHand No2.png MN9 BrokenHand No5.png MN9 BrokenHand No7.png
  • In the Abandoned Lab DLC stage, water reflections will sometimes appear green.
  • Defeating a boss while using ReXelection: Seismic sometimes will cause Beck to briefly vibrate horizontally during his finisher's animation.
  • Defeating Countershade can have a variety of unpredictable quirks if it's beaten too quickly (namely if he's dashed into while he's about to fade out), such as him losing both of his arms or losing his whole head, or have him clip with one of his decoys that failed to despawn.
    • Similarly, Dynatron's drums may fail to despawn and be left floating around her when defeated.
  • During Countershade's boss fight, his decoys might clip through the chandelier, making them easier to tell from the real one.
  • Beck and RAY's feet always get buried in the ground after defeating Seismic.
  • RAY's default arms will appear floating on the screen where she's supposed to be when performing Variation Code: Brandish's charge attack with the HUD disabled.
  • Motion blur will cause ghosting at low resolution percentages.

Gameplay Errors

Invincibility Glitch

If the player destroys a crate when standing on it through Action Shift, they can enter a state where they cannot be hurt by any enemies or their attacks. This will revert if the player either changes their weapon, enters a different chunk of the map, enters a cutscene, climbs-up a ledge or use the Action Shift jump again. It will not protect the player from any insta-death traps, other than the drills at the Mine stage.

Golden Beck-related Glitches

The Golden Beck skin is a DLC reward exclusively for Kickstarter backers and has never been made publicly available to all customers ever since the game launched (although it can be purchased for PlayStation 4 in some Asian countries). To activate it the player must go to "Game Options", from the "Others" tab change the "Beck Costume" option. Because this can be done any time during gameplay, a series of glitches can be exploited.

Infinite jump

When on a level, if the player is to change costumes when in mid-air, Beck will become suspended in mid-air and will only revert back to its normal state if the player moves the character (walk, jump, or dash) or if Beck gets hit. This can be done infinitely to reach out-of-bounds areas, stopping the player's fall, and it's the only way to cancel a downward-dash.

Freeze the World/Prevent Loading Enemies

If the player is to shoot a weapon then immediately revert to the regular buster and before completing the animation pause the game and follow the same steps as above, it's possible to completely freeze all entities on the stage (enemies, reactive objects, cutscenes, etc.) or outright prevent them from triggering if they are far enough from the player when the glitch is performed, the timer will continue to run despite of not refreshing in real-time. This can reverted if the player either reactivates their weapon or if they get hit (this glitch will not protect from insta-death traps either), it can also cause softlocks with no access to the game menu if reactivated after getting past certain unskippable events and even cause the game to crash if it has to load too much of the missing level at once.

Miscellaneous

  • Whether playing on Co-op or Online race mode, one of the players might cling to a ladder turned 90° away from it, making them unable to climb up.
  • RAY's Variation Code: Brandish charge attack (which acts as a "screen nuke") will become increasingly offset from RAY's current position, causing it to miss some targets, based on the game resolution: it will go to the bottom-left if the resolution is below 720p (this can be further exacerbated by lowering the "Screen Percentage" value, causing it to completely disappear from the screen) and it will go top-right if the resolution is above 1080p. These can be circumvented by disabling the HUD by pressing F9, making the attack work as intended.
    • However, this will introduce a visual glitch in which RAY's default arms appear floating in the middle of the screen in a T-pose, regardless of the resolution.
400p (Full resolution %) 400p (Lowest resolution %) 720p (Full resolution %) 720p (Lowest resolution %) 1440p (Full resolution %)
MN9 BloodySquall 400p.png MN9 BloodySquall 400p Low.png MN9 BloodySquall 720p.png MN9 BloodySquall 720p Low.png MN9 BloodySquall 1440p.png