![]() ![]() ![]() However, bosses will regain the health Beck just gave them if he doesn't dash into them while they're weakened within a relatively small window of time. Just like with normal enemies throughout the game, the Mighty Number bosses as well as other stronger enemies can be weakened when enough damage has been dished out to them. 9 shines in this aspect, creating battles that are both memorable and challenging for the most part. The true enemy of Cryogen's level is that of the ice puns that will leave you out in the cold. This even goes into boss battles, where giving one of the Mighty Numbers enough damage will present them with a weakened state, allowing Beck to dash into them to not only deal permanent damage to their life bar, but also allow Beck to continue his combo, pending he's fast enough to dash into them when a boss has become weak. Keeping a combo going by dashing into weakened enemies while getting 100%'s is a lot of fun and is the main way of earning high scores in levels. Depending on how fast Beck dashes into a baddie after they've been weakened, the enemy gives him a boost as well as the player a specific percentage. When a foe has been pelted with enough of Beck's bullets, they enter a weakened state where Beck can then dash into them, defeating them while gaining points. 9 adds to the Mega Man formula with a dash mechanic that is put to use on weakened enemies. The highway is one of the more interesting levels featured in Mighty No. The vertical nature of the level and the fierce winds make it one of the most interesting in Mighty No. Another level has Beck scaling a radio tower to reach a Mighty Number to battle. I particularly enjoyed a level where Beck is moving across the tops of vehicles in a fast-paced highway level, though the frame-rate isn't always the smoothest, slightly diminishing some of the enjoyment I had. This game of cat and mouse goes on for a ridiculously long time, and the fact that death results in you being forced to start the level from the beginning makes for a needlessly tedious time. Coming into contact with him results in the Mighty Number retreating to another area. In another level, the goal is to pursue a far off sniper. The timing here is so strict that failing to perform floor dashes with the correct precision results in immediate death. One level has a place where you are required to carefully floor dash underneath two purple spinning turbines. The majority of levels are decently designed, though there are numerous instances of bad design here and there. Take out all of these foes within a fast enough amount of time to receive a Quick Clear bonus. However, many levels do reward points for completing certain challenges, such as getting a Sprinter bonus for moving quickly through a specific area of a level, or a Quick Clear bonus for taking out a room full of enemies with swift timing. ![]() The levels don't have as much in the way of secrets, as they're linear just like many of the classic Mega Man series games. This is seen throughout the gameplay, where you control Beck as he shoots, runs, jumps, and dashes through one of a dozen or so side-scrolling platforming levels. 9 would take a lot of concepts and mechanics from his past works. When an unknown virus infects numerous machines as well as the other Mighty Numbers, the unaffected Beck must combat against the threat by taking down each corrupted Mighty Number and discover the reason for the virus breakout.īeing a game created by former Mega Man mastermind Keiji Inafune, it only makes sense that Mighty No. 9 follows Beck, the ninth robot of a unit of warriors known as the Mighty Numbers. 9 is hardly what I'd say awful, for a four million dollar Kickstarter-backed game, most of us can easily expect more from this project. 9 even released, and community manager mishaps. ![]() With a beautiful piece of concept art, fans quickly backed the project, contributing more than four million dollars total.įollowing this was a lot of controversy, from Inafune asking for even more money, multiple delays, the launch of a second Kickstarter before Mighty No. Keiji Inafune, one of main minds behind the Mega Man franchise of old, put a lot of passion behind a Mega Man-like game called Mighty No. One of the most infamous Kickstarter projects started out so innocently and with a lot of hope. ![]()
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