Mighty No. 9 Gets Extra End Stage And Separate Challenge Mode

By Ishaan . September 26, 2013 . 9:30am

Mega Man spiritual successor Mighty No. 9 has hit two more of its stretch goals on Kickstarter—a Challenge Mode and an extra end stage and boss.

 

The Challenge Mode is described as being similar to the Challenge Mode in New Super Mario Bros. U, in that it remixes parts of existing levels and enemies to create mini-missions that you can use to challenge yourself.

 

Meanwhile, the extra end stage will take Beck to one final area after he defeats the other eight Mighty No. bosses in the game.

 

Mighty No. 9’s next stretch goal will be met at the $2.75 million mark, and will add an online co-op Challenge Mode where you can play as both Beck and his partner Call.


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  • Laer_HeiSeiRyuu

    Cool, how many days left?

  • TheExile285

    SWEEEEEEET! :D

  • EdgeKun

    I personally would love to see the intro stage + boss stretch goal be met, though it seems unlikely at this point we’ll see it reached. Happy that they reached 2.5 mill though. This game is going to be fantastic!

    • pimpalicious

      Kickstarters generally get a big boost in numbers during the last couple days so it’s entirely possible but not certain. I think it’ll meet the 2.75m goal atleast.

  • FitzpatrickPhillips

    How do they have a strech goal for an intro stage? How is that not standard?

    • Ni ~UNREAL BLACK THINGS~

      so. I was not the only one thinking that

    • ChiffonCake

      None of the original NES Mega Man games had intro stages either. One is not absolutely necessary in such games.

      • FitzpatrickPhillips

        So? After a certain point they all did. It should have been standard by now. They just seem kind of greedy at the point.

        • ChiffonCake

          Greedy? Do you not understand that adding extra content to the game would require more time and resources? As I said, an intro level is not absolutely necessary – yes, the recent Mega Man games have them, but they’re not absolutely necessary, as I just said. This game would do just fine without one, so of course it’s a stretch goal.

          • FitzpatrickPhillips

            I know how stretch goals work. My point is that it should have been standard and not a stretch goal. Every Megaman game after a certain point has had an intro stage. Granted, this isn’t Megaman but its stupid to offer up something that is normal at this point as “extra” when you’re saying the game is practically new megaman.

            And this is coming from someone who donated $100. I just find it greedy and a way to make extra bucks.

          • pimpalicious

            Mega Man games also cost more than $20 (other than 9 and 10 which didn’t have intro stages). I think your point is moot.

          • Philip Elthorpe

            Something to consider. The only reason the Intro Stage is that low down is priority, not price. It’s the Next-Gen and Handheld versions that WILL cost a pretty penny.

          • pimpalicious

            I think we might see support character at 3.1 get reached but really don’t think the PS4/One/Vita/3DS goals will be met. There would have to be a massive boost in the last few days for those to happen. I think 2.9m will be the last one that’s hit.

    • http://2donly.com/ Mahdrills

      I can forgive them for making it a stretch goal. Maybe initially, it wasn’t even part of the idea, but they added it on the table while trying to come up with stretch goals. What I don’t understand is why they had to make it such an expensive stretch goal.

      I mean, yeah a documentary, boss rush, and new game + sounds cool, but not when you put them before something like an intro stage and an end stage.

  • Chow

    I haven’t played NSMBU, but is Challenge Mode (as described here) similar to the side missions in Sonic Generations?

  • Sergio Briceño

    I don’t really care about the Xbox One/PS4 versions at 3,300,000.00, but I’d like that goal fulfilled if it means we find out what the final stretch goal is.

    • InfectedAI

      I hope it’s mobile versions. I’d love to play this on my 3DS.

      • Sergio Briceño

        Yeah, me too. They did say they were looking into it but never made it a stretch goal.

  • GameTaco

    I hope the extra stage is a good one; I have my reservations, if you will. I always find the “Wily Stages” to be my least favorite part of a game. A series of stages done in sequence, typically a mix of being far too long and bringing back some of the worst traps and sections from previous stages. The bosses are rarely memorable either.

    The exceptions are when the Mega Man X games did it right. While the first Sigma stage can be a bit of a pain at times, the Vile fight early in it made it something special. Later games had you rematch extra bosses that could be fought earlier in the game (unless you managed to kill them with their weaknesses, in which case they would be replaced by something… Less eventful). Also, the Classic series had Yellow Devil, so there’s that.

    I guess my point is that I would rather have had the extra stage belong to a ninth boss/tenth Mighty Number… Think Yoku Man. :P

  • Eddie

    We must combine our efforts and reach the Beck and Call Online CO-OP challenge mode goal!

    • http://shadious.tumblr.com/ Vince

      Let the call for Call be indeed heard loud and clear.

  • https://twitter.com/Onyzora Ony

    Gonna get mine on Wii U :3 Awesome project

  • Göran Isacson

    Aaaww yes. Now we’ll reach the co-op goal, and next the mysterious question marks… can’t say that I am that hungry for a XBone or PS4 version though, at least not at this point.

    EDIT: ha ha and then they went and revealed the other goals too! Intro stage and boss are kinda meh goals, I can have or lose them. I am pretty interested in the support character goal though, and what it could mean… something along the lines of Beat or Rush?

    • http://shadious.tumblr.com/ Vince

      Others guess that it might be the Mighty No. 0. But I lean more on Not-Rush.

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