The Mighty No. 9 Adds PlayStation 4 And Xbox One Stretch Goal

By Ishaan . September 9, 2013 . 4:05pm

The Mighty No. 9, Keiji Inafune’s spiritual successor to the Mega Man series, has a new stretch goal—Xbox One and PlayStation 4 versions. The stretch goal for these next-gen versions of the game is $3.3 million.


Prior to that goal, at the $2.2 million mark, Comcept will greenlight Xbox 360, PlayStation 3 and Wii U versions of the game.


The Mighty No. 9’s’ very first stretch goal starts at $1.2 million, adding two bonus stages to the game. A second stretch goal, at $1.35 million, adds Mac and Linux versions. Further stretch goals add features like New Game Plus, a behind-the-scenes documentary, console versions and more.


At present, the game has acquired close to $2 million in Kickstarter contributions.

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  • Placido Michael Cortorreal Flo

    Even though i am glad that they are making it…i still dont understand why do they need so much money to port the game from the xbox360, ps4 and wiiu to ps4 and xbox one.
    I understand they are really different platforms and all but….are they really THAT different?
    And with all the money they are getting for the game…will be this game be free or something, or at least be so cheap that no one can say ¨no¨ to buy it? since they are working on an almost unlimited budged right now

    • SlickRoach

      After Skullgirls I’m kind of iffy about donating towards this (console gamer still waiting for DLC that PC gamers received on release) but I never thought of exactly why it costs millions just to put the same game on a slightly different system/handheld.

      • AkuLord3

        You do realize that PC and consoles are two different things, you can’t just slap one version to another so easily. You know you can research this stuff and find out (OMG) and with skullgirls, it takes a while, they have to get things passed with Sony/Microsoft. Until they say the ok, it will be a while…once again, you should research this

      • Judgephoenix

        Policies and transportation and such. Production cost are just to high now a days. Have you seen movie cost its terrible. Most movies barely make over what they paid to do the movie. Its not just what the cost of the workers. ART is not cheap not unless you want generic COD characters.

      • BlackC#Bro

        So when you type code into a computer, eventually it has to be read by the processor. Different processors have different architectures, which leads to them having different Instruction Sets. To tell two different computers to do the same task isn’t always simple, because how you do math and things with computers can be arbitrary (there are standards, but these do not extend to EVERYTHING computers do, which is why you have Arm, a RISC based architecture and X86, a CISC based architecture.)

        Consoles are all different and not generic x86 machines. Each has it’s own pipeline to the CPU and works differently. It’s not the same to render a sprite on a 3ds as it is on a PS3, which is also different from a PS4. Therefore, while the code for the game can be generic, lots of code dealing with making the game even show up will have to be specific to each platform.

        In the case of handhelds, it will have to be VERY specific because the architecture is completely different. So, if you dedicate one programmer to handle the entire port over a year and pay him 50 thousand dollars, that is what your port will cost.

        And that is if were being extremely frugal here.

        They are actually being pretty cheap with the price they are using to port the game, most likely because they are using cross platform tools where a lot of the work was done for them.

        And that is why ports are so expensive.

        • BlackC#Bro

          Oh, I also forgot to mention sometimes you have to do things like remake the graphics for different expected resolutions and other things so you may have to pay more people.

        • Mr_SP

          It’s not even just the code architecture for handhelds – their physical design is different, so while it’s possible to port a PS3 game to Vita relatively easily, excluding the touch functions, the 3DS requires you to go back to the drawing board and design how the game would work with a second screen. Now, what they’d do is obvious – putting the weapon select/status screen on the bottom – but it’s clear that it would take significant reprogramming of the game.

      • InfectedAI

        You’re really underestimating what it takes to port a game. Different systems have completely different architectures. This pretty much means rebuilding the game from scratch. Aside from art assets and game logic you pretty much have to make a new game. That staff doing it has to get paid. Not to mention costs associated with a new system like licensing. Plus every update needs Sony and Microsoft’s approval for their respective systems.

    • EtroAnime

      Probably cost that much because those developers also have to get paid as well as the fees that would come with porting.

    • Kaitsu

      Yes, they are that different. It still hasn’t been confirmed that PSN purchases will carry over. My guess is that it won’t.

    • Mental

      Well, here’s how I look at it.
      The kickstarter not only funds Mighty No. 9, but future comcept titles as well. Soul Sacrifice must not have sold that well due to the low sales of the Vita. With this kickstarter, comcept may be able to use some of the money for Mighty No. 9, and the rest to fund future titles.

      • AkuLord3

        For a new IP…it did pretty well…Japan sales, USA/EU like you u said low vita sales but still

      • InfectedAI

        No way. That would be very shady of them. The money is going to Mighty No. 9. Aside from that being a scumbag move, they’ll need more money than they currently have to fulfill all those goals. You’re underestimating how much game development costs.

    • Tatsuya1221

      Licensing fees probably is the biggest problem, keep in mind they have to pay MS and sony for putting them on psn/xbl, as well as a pay per download factor.

    • Göran Isacson

      You actually think this budget is “unlimited”.

      Oh you sweet summer child. 2 million dollars is pretty much what most game START with these days. They agreed to 900,000 despite knowing that this would mean they would have to self fund A LOT of the budget if 900,000 was all they got. Believe me, 2 million is just about what they SHOULD need to produce the game, and then they’ll probably have to use every penny AND self-fund other parts.

      • Placido Michael Cortorreal Flo

        Wow…then if i ever want to make a game that its at least worth the time, im srewed then, 2 million of dollars is a lot of money if you ask me.
        But i guess thats just how things are nowadays, with people asking for the best of the best…the most dazzing visual presenatation and outmost gaming experience on your favorite platform.its only natural they ask for that kind of money.
        mmm i also understand this aint charity work either so, i got your point on that one

        • Göran Isacson

          Yeah, I’ve seen the faces of people who hear what actual game budgets for a HD-level game is. They’re not pretty, that’s for sure. There’s a reason most games on kickstarter aren’t that advanced, graphically speaking, and are usually focused on one small idea instead of being a big, sprawling game. Keeping your game small is most often the best way to keep budgets down, you’d be surprised what even the most simple-looking games can end up costing. There’s a reason the big publishers so often have developers in their claws, they’re often the only ones with the cash to actually get games done… at least, games that look like AAA games.

    • InfectedAI

      I think you’re seriously underestimating how much game development costs and how much work goes into it.

      • Placido Michael Cortorreal Flo

        maybe i am…or maybe development of such projects are being way overestimated
        either way, that doesnt change the fact they´re asking for help, they are receiving the help and in the end, a product will be delivered…i just wish to understand more about how the system works in the inside, nothing more…nothing less

        • InfectedAI

          Think about the amount of employees necessary to make a full video game. Their hourly wages will be pretty high. These are talented people doing something complicated. Now imagine paying all those people hourly for a full week, then a month, then a year. That’s a lot of money.

          Now for every system they release on, imagine doing that all over again. When you port to another system aside from maybe the art assets, you pretty much have to recreate most of the game from scratch again. PS3 code and PC code and so on are not the same. Completely different. So that initial cost in my first paragraph, imagine paying that all over again per system.

          Sound expensive yet? There’s more. Not only might they have to hire extra people per platform who specialize in it, but there’s also licensing costs. Thousands of dollars per platform that they have to pay to release on it.

          There’s many more costs involved. That’s just a simplified version of some of the main costs. Hopefully you have a slightly better understanding of what game development entails now.

  • SlickRoach

    Hope this Kickstarter money goes to good use. I’m not that much of a Megaman fan but if it stays as an independent project I can see myself getting into it.

    • Testsubject909

      Since it seemed as though the downvote you got was unwarranted. Here’s an upvote to balance it out.

      • SlickRoach

        Thanks. I believe it was because I said I wasn’t that much of a Megaman fan people think I meant I didn’t like the series.

        • Tatsuya1221

          Nah, siliconera has a downvote bandit downvoting people on here.

          • Kai2591

            Yeah, I noticed a trend where some comments seemed to have been down-voted for no particular reason.

  • KO Kid! Kassius OooohNooo!

    I’m glad the game will be green lighted to every home consoles very soon. Making games like these cost alot of money just to deliver them to Ps3 and other systems and I’m happy that the game is being supported through unlike Capcom’s say on Megaman.

  • MaverickD

    I’m surprised there was no mention of the coop challenge mode goal.

  • MaverickD

    I’m surprised they didn’t mention the coop challenge mode goal.

  • New stretch goals means Mightier Motivation. Best of luck and may you defy the boundaries, Mighty Beckers.

  • TheExile285

    After this hits, we need Vita & 3DS stretch goals.

    Not sure why Shantae was tagged, but the kickstarter for the HD version had an update saying it was coming to Vita.

  • ShawnOtakuSomething

    YEAHHHH WE GOT THIS lets keep going!

  • CirnoLakes

    And playable Call.


    • This~! (I am disappointed there doesn’t seem to be offline Call though.)

      • Arcana Wiz

        i really think that they will let us chose, in the kickstarter oage playable call is the most asked thing, and the devs are giving a special attention to her in their posts.

        • I hope so, that’d be really nice! Especially since they set they were trying to give her equal footing or something like that. (And doesn’t make sense to make her playable in co-op, but not in a mode of her own.)

      • InfectedAI

        What do you mean by offline Call?

        • It sounds like she’s go for online, but they didn’t imply an offline, playable Call it seemed like.

          • InfectedAI

            I need to pay closer attention to this game. I didn’t even realize there was an online mode.

          • I’m not sure if the online mode was just added as a stretch goal with Call or mentioned before actually, so that makes two of us that need to pay closer attention. >u<'

  • anthony apduhan

    Gambatte Keiji! Gambate Comcept!

  • Flynn Scifo

    This deserves a 3ds and Vita version.

    • British_Otaku

      It does, but I’m sure that either it is one of the goals or it is bound to happen if the project goes through and is super successful.

      We have seen kickstarters fall short of console goals and still pursue to land it on more platforms recognising the money to be made and that fanbase even if it didn’t make that extra few (thousand) dollars for an arbitrary benchmark.

  • Mr_SP

    Personally, I have been interested in Mighty No. Nine, but I haven’t donated yet, because I’m not that big of a PC gamer. I might still do so, but I’m mostly waiting for that PS3 stretch goal.

    • Yan Zhao

      Or you could, maybe, actually pledge a mere 20 bucks so that it reach that goal faster? If everyone think like you the stretch goal would never reach anywhere.

  • leingod

    I don’t care much about a next-gen version, but I’d love a portable one.

  • Göran Isacson

    And the news just keep coming and they keep being awesome. Haven’t quite decided which version I want yet… will probably wait and see what formats it ends up coming on.

  • JMaster3000

    Thou i’m still waiting for the 3DS version.

  • InfectedAI

    I was hoping the next stretch goals would be portable versions. Would love to also have this on my 3DS.

  • artemisthemp

    I hope Mighty No. 9 will reach it’s PS4/Xbox One goal.

    Guess 3DS and Vita will be $4.4 Millions :P

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