If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Mighty No. 9

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Mighty No. 9

Developers: Comcept, Inti Creates
Publishers: Deep Silver (US/EU), Spike Chunsoft (JP)
Platforms: Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Wii U, Linux, Mac OS X
Released internationally: June 21, 2016 (Windows/PS3/PS4/Wii U/360/XB1), August 25, 2016 (Mac/Linux)
Released in EU: June 24, 2016


AnimationsIcon.png This game has unused animations.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.


ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page

In the year 20XX 2013, after several game cancellations following his departure from Capcom, former producer and adoptive father of the Mega Man series Keiji Inafune unveiled his latest project to the public: Mighty No. 9, a spiritual successor to the classic Mega Man games, with many veterans from all across the history of the Blue Bomber also on board. But the biggest help of all came directly from fans through crowdfunding! That's right, YOU! Open your heart (and more importantly, your wallet) and prove to Capcom it was wrong to shelve the franchise! Needless to say, it became the highest- and fastest-funded video game on Kickstarter at the time.

Unfortunately, the rest didn't go so well...

Hmmm...
To do:
  • Add comparisons between different platforms.
  • Add regional differences.
  • Prerelease page.
  • The Wii U version was incredibly buggy at launch and would randomly cause hard lockups of the system. Add to a bug page?

Sub-Pages

Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about notable bugs and errors in this game.
Bugs

Unused Animations

Pl01_Walk

MightyNo9 P101 Walk.gif
A slow-paced walking animation for Beck. In the final game, whenever Beck is shown moving from one place to the other, his running animation is used no matter how short the distance is.

Npc03_Walk

OH LAWD HE COMIN'
A walking cycle animation for Dr. Sanda that goes unused, as he's never actually shown moving from one place to the other in the game. A variant named "Npc03_WalkToX" also exists, with the only difference being a 90° z-axis rotation.

Unused Graphics

MightyNo9 Option I6A.png

A "widescreen" button icon leftover from the 2014 beta's settings menu.

MightyNo9 StageSelect I12.png

A placeholder stage select thumbnail leftover from the beta and demo to obscure unavailable stages.

MightyNo9 CokMessage I10.png MightyNo9 CokMessage I12.png

Two progressively fading versions of Dr. White's dialogue mugshot, likely to represent a weakening communication signal (probably would have been used in the Mine stage).

MightyNo9 CokMessage I15 Final.png

A dialogue mugshot sprite that says "No Data".

MightyNo9 CokMessage I18.png

Dr. Blackwell's dialogue mugshot goes unused since in the game character mugshots are only used whenever a character is speaking through the communications link (to which Blackwell never does).

MightyNo9 CokMessage I42.png

An empty version of the dialogue mugshot sprite, likely used as a template.

Texture Oddities

Npc02Mouth00 Mockup 1 Mockup 2
MightyNo9 Base Npc02Mouth00.png MightyNo9 BlackwellSmile.png MightyNo9 BlackwellShocked.png

Dr. Blackwell's mouth texture includes some unused expressions. However, they don't seem to match the shape of his mouth.

CallEye00 CallMouth00 Mockup 1 Mockup 2 Mockup 3
MightyNo9 Base CallEye00.png MightyNo9 Base CallMouth00.png MightyNo9 CallHappyBlink.png MightyNo9 CallSmile.png MightyNo9 CallSmileOpen.png

Call's eyes and mouth texture includes some unused expressions.

In-game
MightyNo9 AfterEv04 Persistent00.png
T_Demo_Paper01 T_Demo_Paper02 T_Demo_Paper03 T_Demo_Paper04 T_Demo_Paper05
MightyNo9 T Demo Paper01.png MightyNo 9 T Demo Paper02.png MightyNo9 T Demo Paper03.png MightyNo9 T Demo Paper04.png MightyNo9 T Demo Paper05.png
T_Demo_Paper06 T_Demo_Paper07 T_Demo_Paper08 T_Demo_Paper10 T_Demo_Paper11
MightyNo9 T Demo Paper06.png MightyNo9 T Demo Paper07.png MightyNo9 T Demo Paper08.png MightyNo9 T Demo Paper10.png MightyNo9 T Demo Paper11.png
T_Demo_Paper12 T_Demo_Paper13
MightyNo9 T Demo Paper12.png MightyNo9 T Demo Paper13.png

A cutscene inside Mr. Graham's office will play after 5 out of the 8 Mighty Numbers are defeated, in it it's possible to spot some scattered papers from a secret document. On closer inspection it is revealed these are the actual design documents for the final boss' attack patterns.

Base_Boss13CEye1

MightyNo9 Base Boss13CEye1.png

Trinity's eye texture appears to have reused never-seen-before concept art of the character, including a cropped screenshot of Windows Photo Viewer.

Unused Voice Lines

An alternate voice line for when Beck defeats a boss; it can be heard on the Sound Test.

Japanese English French

Unlike its spiritual predecessor, bosses aren't destroyed by the protagonist but instead are "brought back to their senses". However, within the Sound Test there are unused voice-over lines for each Mighty Number that suggest their actual demise was planned.

Mighty No. 1 - Pyrogen

Japanese English French

Mighty No. 2 - Cryosphere

Japanese English French

Mighty No. 3 - Dynatron

Japanese English French

Mighty No. 4 - Seismic

Japanese English French

Mighty No. 5 - Battalion

Japanese English French

Mighty No. 6 - Aviator

Japanese English French

Mighty No. 7 - Brandish

Japanese English French

Mighty No. 8 - Countershade

Japanese English French

Various unused voice clips for Call.

Japanese English French