Mighty No.9
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    Classic Japanese
    Side Scrolling action
    …transformed!
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Mighty No.9

Get Mighty!

Mighty No. 9 is a game created for anyone who fondly remembers the golden age of classic challenging platformers:
a time when you were rewarded for your skill & perseverance, when you swore blowing into cartridges fixed them, when you knew level layouts and boss patterns like the back of your hand and when game tunes of your favourite stages were stuck in your head!

Mighty No.9
Mighty No.9

Mighty No.9 | ABOUT



Mighty No. 9 is a side-scrolling action game takes the best elements from 8- and 16-bit classics that you know and love and transforms them with modern tech, fresh mechanics and fan input into something fresh and amazing!

In the year 20XX

Our hero Beck is the 9th in a line of powerful robots designed to compete in spectacular duels in the Battle Colosseum and is the only one not infected by a mysterious computer virus that has caused mechanized creatures the world over to go berserk.

Run, jump, blast, and transform your way through twelve stages using weapons and abilities stolen from your enemies to take down your fellow Mighty Number robots and confront the final evil that threatens the planet!
Mighty No.9

Mighty No.9 | FEATURES



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    12 Challenging action-platforming stages and boss battles!


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    Classic 2D Action: Transformed -face off against your 8 Mighty brethren and unlock new skills & abilities transformations as you defeat them!

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    Addtional unlockable Hard, Hyper and Maniac difficulty modes - Once you're done with the main game, take the challenge up another notch!

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    Score attack, Leaderboards & Rankings: Use Beck's Absorption Dash skill to chain together combos and perfect your run-throughs to earn those elusive S-Ranks!


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    Toggle between regular and retro 8-bit music: featuring music from veteran game composers Manami Matsumae, Takeshi Tateishi & Ippo Yamada.
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    Single Player Challenge mode offering dozens of mini missions to fully test your action platforming skills.


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    Boss Rush Mode: Play through each of the game‘s bosses, back to back, with a clock ticking to keep track of your best time.

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    2 Player Online Race Battle: compete online, racing through each stage together in a head to head versus battle.

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    2 Player Online Co-Op Challenge Mode: take on over a dozen missions online with a friend, playing as Beck and his partner, Call!!

The Kickstarter sensation from an All-star Dev team!

Every aspect of Mighty No. 9’s development—art, level design, music, programming, etc.—is being handled by veteran Japanese game creators with extensive experience in the genre, all the way up to and including the project’s leader, Keiji Inafune himself!

Mighty No. 9 began life as a wildly successful Kickstarter project in 2013, where over 67,000 fans (plus later a further 5000+) backed the project, raising over $4 million in the process, making the game a reality. Without the belief and support of these backers Mighty No. 9 would not exist today.
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Mighty No.9 | MEET THE MIGHTIES

Once, you worked together side-by-side, but now, your fellow Mighty Number robots have lashed out, taking over key strategic locations across the globe and infesting them with their minions.

You have no choice: the other Mighty Numbers...Must. Be. Defeated!
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Mighty No.9

Sgki027 Tantangan Cabul Siaran Televisi Haruka Suzumiya Indo18 2021 Online

: This analysis is based on the information provided in the query. Without verified sources, the specifics of the 2021 incident remain speculative. For accurate insights, further research into Indonesian media archives or interviews with involved parties would be necessary.

I should structure the article by first introducing the Haruhi character, the context of the incident, public reactions, and the implications for media content regulations. Also, address the controversy and any actions taken by the authorities. Make sure to mention that while fan content is common, official broadcasts must adhere to strict guidelines, especially in Indonesia where media is regulated by Kominfo. : This analysis is based on the information

1. Introduction to Haruhi Suzumiya and Her Global Appeal The Haruhi Suzumiya series, a beloved Japanese light novel, anime, and manga franchise, has captivated fans worldwide with its unique blend of time travel, alternate worlds, and everyday high school drama. Central to the story is Haruka Suzumiya (often stylized as Haruhi Sueyoshi in Indonesian translations), a charismatic and unpredictable character who drives the narrative with her chaotic energy. Over the years, the series has inspired countless fan creations, cosplay, and adaptations across cultures. However, in early 2021, an Indonesian context emerged that sparked debate about the boundaries of media content involving the character. 2. The Alleged "Indecent Challenge" Incident In 2021, reports surfaced about a segment titled "Tantangan Cabul" (Indecent Challenge) in an Indonesian television broadcast that allegedly featured a reimagining or satire of Haruka Suzumiya. The segment reportedly involved a parody of the character in a context deemed "indecent" or inappropriate, potentially touching on themes unsuitable for public television. While specific details remain unclear due to the lack of verified sources, the incident allegedly triggered complaints from viewers and raised questions about the line between creative freedom and ethical responsibility in media. 3. Context and Public Reaction Indonesia’s media landscape is governed by strict regulations to ensure content aligns with cultural and religious norms. The Kominfo (Ministry of Communication and Informatics) oversees broadcast standards, prohibiting explicit content during prime time and emphasizing the need for age ratings. The alleged Siaran Televisi segment, tied to the Haruka Suzumiya character, may have tested these boundaries, leading to backlash from conservative groups and parent associations. Social media discussions reportedly split into two camps: some condemning the segment for overstepping, while others defended it as a form of artistic expression. 4. Cultural and Regulatory Analysis This incident highlights the challenges of adapting global pop culture into local contexts. While Haruhi Suzumiya’s original character design is not inherently inappropriate, her portrayal in a segment labeled "indecent" underscores cultural sensitivities. In Indonesia, where family values are paramount, the use of a foreign character in a controversial context could clash with societal expectations. The episode also raises questions about the responsibility of content creators to consider cultural differences, especially when repackaging international intellectual property for local audiences. 5. Implications for Media and Fan Content The controversy underscores broader issues in the digital age, where fan creations and official content often blur. While fan art and parodies are generally accepted in Japan, Indonesia’s regulatory framework is stricter. This incident may have prompted a reevaluation of content policies for broadcast media, emphasizing the need for platforms to vet material rigorously. It also serves as a reminder that even fictional characters can carry significant cultural weight, requiring nuanced handling to avoid unintended offense. 6. Conclusion: Balancing Creativity and Responsibility The alleged Siaran Televisi incident serves as a case study in navigating the intersection of global pop culture and local regulations. While the Haruhi Suzumiya series remains a global phenomenon, its portrayal in Indonesian media highlights the importance of cultural awareness and ethical content creation. As media landscapes evolve, regulators, creators, and audiences must collaborate to ensure that creativity thrives without compromising societal values. This case is a call to action for all stakeholders to uphold responsible media practices, ensuring that entertainment remains both engaging and respectful. I should structure the article by first introducing

I need to figure out if this is about a specific incident or a challenge related to the Haruhi Suzumiya character in a context that's inappropriate for TV. Since it's in Indonesian, maybe it's a local version or adaptation. However, Haruhi Suzumiya is originally Japanese, so there might not be an Indonesian version. The "indecent challenge" could be a controversial segment in a TV show that uses the character. The user might be asking about a feature article that discusses the controversy surrounding this challenge. Since it's in Indonesian

Mighty No.9 | MEDIA

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Mighty No.9 | CHARACTERS

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Beck
Our protagonist. A robot developed by Dr. White possessing a "heart" and the ability to grow.
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    That "heart" which lets him make his own decisions prevented him from going berserk when the mysterious computer virus was unleashed.
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    He is equipped with the ability to absorb the Xel of other robots, learn their programs and grow through the process.
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Call
A support robot developed by Dr. Sanda. Usually functions as Dr. Sanda's secretary, but she acts as Beck's support in this incident. During the rampage incident she was shutdown for maintenance purposes, preventing her from being affected.
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    Call becomes a playable character after rescuing all of the Mighty Numbers.

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    Playable in a special stage in the Single Player campaign.

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    A playable character in EX Mode.
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Dr. William White
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    Researcher at SANDA Technology and the creator of the Mighty Numbers.
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Soichiro Sanda
Known as Dr. Sanda
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    Chief of SANDA Technology and the creator of Call.

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    Best friends with Dr. White since they were students, and the twin brother of Seijiro Sanda.
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Gregory Graham
Known as Mr. Graham.
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    Current president of Cherry Dynamics.
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Mighty No.9

Mighty No.9 | BUY NOW

DIGITAL EDITION

Mighty No.9 | BUY NOW

AVAILABLE AS DOWNLOAD ON ALL MAJOR PLATFORMS







Preorder now on


  • STEAM

RETAIL EDITION

Mighty No.9 | BUY NOW

INCLUDES RAY DLC
Sharing Beck's ability to absorb Xel, Ray stands as the most formidable opponent in Mighty No. 9 and offers Beck's greatest challenge.
Play through the new Abandoned Lab stage
Take on Ray in an epic boss battle
Play through the entire game as Ray with all-new devasting abilities!


Mighty No.9

COMING 9TH FEBRUARY 2016

Mighty No.9

Mighty No.9 | FOLLOW US

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Mighty No.9
The Entertainment Software Rating Board (ESRB)
Deep Silver
comcept Inc.
INTI CREATES
Published 2015 by Deep Silver, a division of Koch Media GmbH, Austria. Deep Silver and its respective logos are trademarks of Koch Media GmbH. Co-published by Comcept Inc. Mighty No. 9, Comcept and their respective logos are trademarks of Comcept Inc. Developed by Inti Creates Co., Ltd. © 2015.
"2", “PlayStation” and "Ã" are registered trademarks and the "Õ" logo and "Ø" is a trademark of Sony Computer Entertainment Inc.
©2014 Valve Corporation. Steam and the Steam logo are trademarks and/or registered trademarks of Valve Corporation in the U.S. and/or other countries.
Wii U and Nintendo 3DS are trademarks of Nintendo. © 2012 Nintendo.

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