the cutting room mirror

September 1, 2014 prototype

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This is a sub-page of Proto:Mighty No. 9.

This page is rather stubbly and could use some expansion.
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To do:

  • Add comparison screenshots for each level.
  • Clean-up

Beta version, available to all $80 tier level at above backers; dated September 1, 2014. It originally featured the Military Base as its sole playable stage, but later added the Water Works Bureu on September 22, 2014 and finally the Power Plant on October 14, 2014.

General Differences#

  • No voice acting.
  • No score screen music.
  • Sound options screen sliders are non-functional.
  • Some camera angles have been adjusted.
  • Bosses and mid-bosses do not affect the combo counter, despite still counting absorption percentage.
  • AcXel Recovery (Health Stock) doesn't have a hotkey, it needs to be consumed directly from the pause menu.
  • AcXel Recovery (Health Stock) smoothly refills your life bar frame-by-frame instead of instantly in a single frame.
  • Support for 4:3 aspect ratio resolutions, with the FOV scaled to expand vertical view (however, it may expose the limits of the map and the UI itself. Cutscenes will be letterboxed).
  • Pickup items don't glow.
  • Mighty Numbers are never referred directly by name in conversation, only by number.
  • There's a small delay between text boxes popping-up and displaying the dialogue.
  • Dialogue for Beck's finisher animation, post-death boss' taunts and post-defeat boss' lines are absent.
  • The Capitol Building stage is named "Official Residence" instead.

Prototype

Final

  • The effect for enemies became destabilized wasn't noticeable enough, in the final game enemies would burst in colored particles to indicate they have been weakened.

Prototype

Final

  • Enemy bullets are identical to the player's, their colors were inversed to avoid confusion.

Title Screen#

Prototype

Final

  • The title screen menu is prompted directly from boot without pressing another button.

Beck#

Proto

Final

MightyNo9_Beck_Beta.png MightyNo9_Base_BeckBody1_Beta.png

MightyNo9_Beck_Final.png MightyNo9_Base_BeckBody1_Final.png

Beck's color scheme is bluish grey with blue gloves, whereas in the final it's pure white with fewer blue highlights.

[https://www.siliconera.com/mighty-no-9-producer-on-calls-co-op-and-saving-robots-instead-of-trashing-them/#:~:text=From%20there%20the%20tweaking%20began.%20Some%20enemies%20seemed%20to%20deal%20out%20too%20much%20damage%2C%20and%20others%20still%20seemed%20to%20have%20too%20much%20health.%20We%20also%20changed%20Beck%E2%80%99s%20color%20from%20light%20blue%2Dgray%20to%20whitish%2Dsilver%2C%20since%20so%20many%20backers%20said%20that%20Beck%20blended%20in%20with%20the%20background%20too%20much. According to producer Nick Yu], the change was made due to player feedback reporting that Beck's model would blend into the background, while [https://www.kickstarter.com/projects/mightyno9/mighty-no-9/posts/1046097#:~:text=Imaeda%3A%20From%20the%20very%20beginning%20we%20designed%20Beck%20to%20have%20a%20neutral%2C%20grey%20base%2C%20with%20the%20idea%20of%20wanting%20to%20make%20something%20completely%20new%20and%20unique. director Koji Imaeda noted] that the grey color was meant to represent "neutrality" while the new white represents "containing all possibilities" since white is a combination of all colors of light and Beck's signature ability is to transform.

It's probably a coincidence that the color changes also made Beck resemble Mega Man a bit less.

Stage Select#

Prototype

Final

The thumbnails for each stage appears to be recycling concept art from the Kickstarter pitch.

Dialogue Portraits#

Prototype

Final

HUD Icons#

Prototype

Final

MightyNo9_CokMain_I96_Beta.png MightyNo9_CokMain_IBB_Beta.png

MightyNo9_CokMain_I79_Final.png MightyNo9_CokMain_I96_Final.png

MightyNo9_CokMain_I119_Final.png MightyNo9_CokMain_I11C_Final.png

AcXel Recovery#

Prototype

Final

Script Differences#

English dialogue text seems to match the original Japanese script more literally than the final game's localization, this is due it being translated by game's producer Nick Yu. The final version of the game would end up being localized by 8-4 Ltd. and was adjusted for the recording of the English voice-over.

(Source: "Mighty No. 9" Official Site)

Water Works Bureu#

Beta

Final

Dr. Sanda: What the, the doors are all frozen!!

Call: Beck, continue on ahead. The purification facility will lead you to the water treatment plant.

Dr. Sanda: What's this'?! The main entrance is frozen shut!!

Call: Beck, proceed east. I've located an alternate route into the waterworks via the reservoir.

Dr. White: Some of the purification equipment are also malfunctioning. Be sure not to touch them, Beck.

Dr. White: Careful, Beck -- Contact with any of that malfunctioning purification equipment could be fatal.

Dr. Sanda: Phew, just watching is nerve-racking! He still hasn't reached the water treatment plant?

Call: It is right after this area, Doctor.

Dr. Sanda: Gadzooks! just watching this gives me the heebie-jeebies! How much farther into the waterworks?

Call: Just ahead, Dr. Sanda. Beck should be entering the facility shortly.

Dr. Sanda: Wait a minute, where is the door!? There's ice all over the place!!

Dr. White: No. 2 is certainly enjoying herself... There's no mistaking it, she's somewhere ahead.

Dr. Sanda: What the?! It's not just the entrance -- the entire place is like one giant ice rink!

Dr. White: This is Cryo's handiwork, alright. Careful, Beck -- you know how she loves her pranks.

No.2: KYAHAHAHAHA! Intruder aleeeeeert!

No.2: Good timing! I was getting bored over here. C'mon, let's have some fun together!

Cryo: Well, well -- "ice" to see you, Beck! Hya ha ha ha!

Cryo: You're on the thin ice here, runt, so try not to get cold feet, ok? Hya ha ha ha!

No.1: Hmph, you think this is enough to put out my flames, ice brat?

No.1: RAAAAAAAAAAAAHH

No.1: Beck, I'll work on restoring plant functions. I'm counting on you to handle No. 2!

No.2: Lookie lookie, here comes another one!!

No.2: There's more where that came from! KYAAAHAHAHAHAHA

No.1: Burning...

No.1: Spirit

No.1: Alright, everything's back online. All that's left is No.2, Beck!

Beck: Found you, No. 2!

No.2: HAHAHAHAHA!

No.2: Good job getting this far, widdle Becky! As a reward, how about I play with you for a bit?

No.2: You prefer drippy-drippy? Or how about chilly-willy? Take your pick and bring it on!

No.2: KYAAAHAHAHAHAHA

No.2: Not bad, Becky, not bad at all! Now, how do you like this!?

Cryo: Not bad, now that we've broken the ice, it's time to gave you the cold shoulder!

Beck: C'mon! Snap out of it...now!

Cryo: Beck? *Whew* Am "ice" glad to see you.

Power Plant#

Beta

Final

Dr. Sanda: Yow! Wha-wha-what's going on!?

Call: Please calm down, Doctor, it's only a power outage. The power supply in this area is very unstable.

Call: It may have affected the robots in this area. Please be careful, Beck.

Dr. Sanda: Sacré bleu! What-- What happened to the lights? I'm scared! ...Mommy!

Call: Relax, Dr. Sanda. It's a temporary blackout caused by the erratic power supply.

Call: It may also trigger irregularities in other robots on-site. Proceed with due caution, Beck.

No.7: Keep on going this way, Beck. I'll take the lead from a different route.

Brand: Ah, Beck! You forge ahead that way. Fate has else in store for my blades and I...

Dr. Sanda: What the!?

Dr. White: What's all the ruckus about, Sanda? ...Ahh I see, so he's locked inside.

Dr. White: Beck, do something about these robots, would you? I'll use their electricity to open the door.

Dr. Sanda: Nyaaaaaaaaah!

Dr. White: Sanda, get a hold of yourself! What are you... Hmm, I see. He's locked inside...

Dr. White: Beck, destroy all robots in the area. You'll need their energy to unlock the door.

No.7: Hiyaaahhhh!!

No.7: Hmph...piece of cake. Leave the small fry to me. Onward, Beck!

Brand: Haah!

Brand: Heh. All fall before my blade. Onward. Beck -- onward!

Dr. Sanda: What massive turbines! Don't get caught in those, it won't be pretty...

Dr. Sanda: Great googly-moogly! Look at the size of those turbines! Careful you don't get sucked in, Beck!

Dr. Sanda: !!?? Phew... heh heh, not gonna get me a third ti--

No.3: Hey, you! Loudmouth yapping it up somewhere! Put a cork in it, will ya!?

Dr. Sanda: Eek! Sorry, sorry, I didn't mean tooooo

!

No.3: Can't you see a lady's trying to eat over here? Talk about rude! You raised in a barn?

No.3: Ti-ti-tiii, la-la-la, troo-laaa-laaaa Oh this is niiiiice, what a haul!

No.3: And all of it's juuuust for me♪ Keeheeheeheehee

Beck: B-big sis?

No.3: Hmm? Well what a surprise, you're still alive and kicking? In that case...

No.3: Give me all of your juice

No.3: Grrrr... why you little! JUST! GIVE! ME! THAT! ELECTRICITY!!

Dyna: Annoying little mozzzquito! Time to meet the big bug zzzapper in the zzzky!

Beck: C'mon! Snap out of it...now!

Dyna: Beck, you...you zzzaved me.

Military Base#

Beta

Final

Beck: Where am I?

Dr. Sanda: A military base abandoned quite some time ago. It should be empty inside, but...

Call: Beck, I'm detecting several readings ahead. Proceed with caution.

Beck: What is this place?

Dr. Sanda: A military base they shut down years ago. It should be all but empty inside.

Call: Beck, I'm reading multiple robot signatures ahead. Proceed with caution.

Dr. Sanda: Hey now, what's going on? Those are clearly combat robots!!

Dr. White: Looks like that "abandoned" part was a ruse, even thought the government had officially disarmed.

Dr. White: No. 5... could it be, are you planning to...

Dr. Sanda: What in the Sam Hill?! Those are clearly military bots!

Dr. White: And should have been scrapped as part of the disarmament...or was that all a government ruse?

Dr. White: If that means that Bat... Hmmm.

No.2: Hmmm, this place looks pretty fun, huh? Yo Beck, better keep up or you'll eat my dust!

Cryo: Time to dip my slush fund and create some frozen assets! Pretty cool, right Beck? Hya ha!

Beck: The doors!

No.5: Seems little lost mouse has wandered in... No matter, an army of you couldn't stop us!

No.5: Prepare to be exterminated!

Dr. Sanda: We'll handle the doors, Beck! You just hold on until we finish!

Beck: The doors! I'm trapped!

Bat: Is that fear in your voice, Private Beck? A robot soldier does not feel fear!

Bat: A robot soldier does not feel pain! Now fight like you've got guts

Dr. Sanda: Beck, we're working on unsealing those doors! Try to hold on!

No.2: KYAHAHAHAHA! Better pay attention or you'll end up a popsicle!

Cryo: Hey, you -- don't move! In other words: freeeeze! Hya ha!

Dr. White: Cryo, I've told you... Ah, never mind. You'll serve as an adequate distraction. Proceed, Beck.

No.5: Hmph, how persistent... but you're too late. Comrades, the time has come!

No.5: Let loose the dogs of war! All hands... chaarrrgeee

Call: I'm getting massive readings from the base. It seems they are heading toward the city.

Dr. Sanda: That's ridiculous, does he want to start a war? Hurry, Beck!

No.5:...So you've made it this far, have you? You cur, why do you want to stop me?

No.5: Those hunks of junk out there and I were made to fight! And fight we shall!

No.5: As long as there is a battle to fight! If there is none, then I shall make one!

No.5: Fighting is my way of life!

Bat: So, maggot, you crawled all the way here.

Bat: What is your major malfunction, Private Beck?! Why would you try and stop this glorious war?

Bat: Fighting is in our programming. It's in our circuits. It's what we were made for!

Bat: Battle is our destiny!

No.5: That power, was it not also made for war!? You should follow the same path as I!

Beck: S-stop it, brother! I don't want to fight for no reason...

No.5: What kind of combat robot refuses to fight!?

No.5: I'll turn a coward like you into scrap, right here and now!

Bat: Yes, maggot, fight! You are a war machine! WAR! MACHINE! A tool of senseless destruction!

Beck: No, Bat! I'm not like you! I'd never fight without good reason!

Bat: Yours is not to reason why, Private Beck.

Bat: Yours is but to do...and DIE!

Beck: C'mon! Snap out of it...now!

Bat: My army... The war must be stopped, Private Beck!

Unused Graphics#

MightyNo9_CokMain_IF3.png MightyNo9_CokMain_IF6.png MightyNo9_CokMain_IF9.png MightyNo9_CokMain_IFC.png

Wireless communication signal icons.

Prototype

Final

Prototype

Final

Graphics for the "new form" screen, particularly the "ReXelection: Cryosphere" form.

Prototype

Final

The technical bonus message graphic, name changed from "Nice Beat" to "Nice Clear" in the final game. Goes unused as this technical bonus is only available on the Highway and Robot Factory stages (the former which was already completed for the PAX 2014 showcase), neither present on this demo.

Stage Select#

Prototype

Final

While there are only 3 available stages to play on the beta, all of the other stages' thumbnails have been obscured by a "no data" placeholder. However the remaining thumbnails are present (except for the Capitol Building, Robot Factory and Battle Colosseum stages) and once again are recycled from the concept art.

HUD Icons#

Prototype

Final

MightyNo9_CokMain_I7E_Beta.png MightyNo9_CokMain_IA3_Beta.png

MightyNo9_CokMain_I69_Final.png MightyNo9_CokMain_I86_Final.png

MightyNo9_CokMain_I81_Beta.png MightyNo9_CokMain_IA6_Beta.png

MightyNo9_CokMain_I6B_Final.png MightyNo9_CokMain_I88_Final.png

MightyNo9_CokMain_I84_Beta.png MightyNo9_CokMain_IA9_Beta.png

MightyNo9_CokMain_I6D_Final.png MightyNo9_CokMain_I8A_Final.png

MightyNo9_CokMain_I87_Beta.png MightyNo9_CokMain_IAC_Beta.png

MightyNo9_CokMain_I6F_Final.png MightyNo9_CokMain_I8C_Final.png

MightyNo9_CokMain_I8A_Beta.png MightyNo9_CokMain_IAF_Beta.png

MightyNo9_CokMain_I71_Final.png MightyNo9_CokMain_I8E_Final.png

MightyNo9_CokMain_I8D_Beta.png MightyNo9_CokMain_IB2_Beta.png

MightyNo9_CokMain_I73_Final.png MightyNo9_CokMain_I90_Final.png

MightyNo9_CokMain_I90_Beta.png MightyNo9_CokMain_IB5_Beta.png

MightyNo9_CokMain_I75_Final.png MightyNo9_CokMain_I92_Final.png

MightyNo9_CokMain_I93_Beta.png MightyNo9_CokMain_IB8_Beta.png

MightyNo9_CokMain_I77_Final.png MightyNo9_CokMain_I94_Final.png

While none of Beck's transformations are available on the beta, multiple placeholder icons exist for them, which in classic Mega Man fashion amount to a recolor. As well as unused icons for Call, the other Mighty Numbers not in the beta (No.1 Pyrogen and No.6 Aviator), the City boss and the Radio Tower mid-boss. Most likely leftovers from the PAX 2014 showcase.

Unused Models#

  • All Mighty Numbers (except No.4 Seismic) and mid-bosses are present in the game's files.
  • Enemies from stages not available in the demo (including those from the late-game Prison stage) are present in the game's files.

Prototype

Final

MightyNo9_Call_Beta.png MightyNo9_Call_Shot_Beta.png

MightyNo9_Call_Final.png MightyNo9_Call_Shot_Final.png

  • Call's model is present in the game's files. Her arm turns into a cannon when shooting, in the final game she uses a bow-like gun. Most of her animations were tweaked as well.

Music#

Allies Obstruct#

Prototype

Final

The boss battle theme lacks the percussion-heavy intro and the main verse was more synth-based, the final version replaces it with an electric guitar and adds a stronger percussion.