Yesterday XBLA Fans reported on the horribly botched Mighty No. 9 launch that followed in the footsteps of many equally horrible review scores. Though we initially reported that the game’s creator, Keiji Inafune, said through a translator that “it’s better than nothing,” it now appears that Inafune’s translator added that little line that promptly set the internet ablaze with anger and memes.

Eurogamer reports that translator Ben Judd tossed out the line in question all on his own rather than translating it from something Inafune said. That didn’t stop it from becoming so widespread that even Sonic the Hedgehog’s always-snarky Twitter handlers smelled blood and took a bite. It wasn’t long before Wired’s Chris Kohler pointed out in pretty hilarious fashion that maybe Sonic isn’t exactly in a position to be dumping on other game releases, given The Blue Blur’s own penchant for disappointing releases.

Regardless, there is no debating that Mighty No. 9‘s launch has been nothing short of a hot mess. Not even Inafune is debating that reality. Judd did his best to convey Inafune’s honest feelings: “You know, I want to word this in a way to explain some of the issues that come with trying to make a game of this size on multiple platforms. [Inafune’s] like, ‘I’m kind of loath to say this because it’s going to sound like an excuse, and I don’t want to make any excuses. I own all the problems that came with this game, and if you want to hurl insults at me, it’s totally my fault. I’m the key creator. I will own that responsibility.'”

Continuing, Judd also attributed part of the game’s woes to the decision to simultaneously create and release on 10 different platforms. Judd said this was “a huge amount of work, more than [developer Comcept] actually estimated. Definitely, when they looked at the project, they were wrong about a lot of things. They underestimated how much work, time and money was going to be necessary. All of those things create a huge amount of pressure.”

Finally, the translator shot down accusations that Inafune had stretched himself too thin by paying too much attention to the business side of things and working on multiple projects at once. Judd said that “the key creative pieces” were put together during the first 70 percent of the game’s development cycle, with everything after that being tied to porting and bug testing.

Source: Eurogamer