Half Minute Hero Super Mega Neo Climax Ultimate Boy (3 DVD)
The moment you start playing Half-Minute Hero: Super Mega
Neo Climax, you're presented with a situation in which you have only 30
seconds to save the world. This is a predicament that you find yourself
in at the start of every level, so it goes without saying that this is a
game that's rarely played at anything but a frantic pace. At a glance,
Half-Minute Hero might easily be mistaken for a traditional role-playing
game, but features like side quests, random battles, and party
management are all boiled down to their bare essentials; thus, the
resulting experience is almost unrecognizable. It's also a lot of fun,
and because there are multiple ways to complete every bite-sized quest,
as well as leaderboards that compare fastest times, there's plenty of
replay value.
Despite the fact that each quest starts with only 30 seconds on the
clock, most take longer than that to finish successfully. Your hero
works closely with an amusingly materialistic Time Goddess who, when you
pray to one of her statues and make a cash donation, has the power to
reset the timer. The size of the required donation increases every time
you pray, so you certainly can't afford to take it easy as you navigate
the world map. But provided you're collecting plenty of currency from
slain enemies, you can at least take some time to level up (typically
you gain at least one level after every fight) and to acquire better
gear before confronting the boss. A different boss awaits you at the end
of every quest, and they all have one thing in common: They've either
deliberately or unwittingly cast the same world-ending-in-30-seconds
spell after coming into contact with the game's truly evil antagonist.
Boss locations are pointed out to you as each quest
gets underway, but heading straight to them is never a good idea because
if you lose the fight (or indeed any fight), you're returned to the
start point with minimal health. Rather, your first move should be to
make your way to a nearby town where local folks can not only impart
knowledge of the area and its dangers, but also sell you weapons, armor,
and life-restoring food and herbs. Time stops when you're in towns, but
you rarely need to hang around them for long because all of the useful
stores, quest givers, Time Goddess statues, and such are simply arranged
in a straight line, with no filler in between. That might sound dull,
but it's very much in keeping with how Half-Minute Hero treats all RPG
tropes; these towns serve much the same purpose as those in more
traditional RPGs but in a streamlined fashion. Often while in towns,
you're offered optional side quests that, while time consuming, are well
worth undertaking because of the rewards they offer. If you take 15
seconds out of your busy schedule to kill a sea monster that's
terrorizing fishermen, you might earn yourself a powerful spear, for
example.
If you prefer a more direct form of competition, Super Hero Wars is a competitive multiplayer mode that lets you go head-to-head with up to three other heroes in 10 specially designed quests. Incredibly, multiplayer games are even more frantic than solo games, not only because they're essentially races to the finish, but also because weapon and armor upgrades are only available in limited quantities. If another player purchases a powerful sword in town, that sword is sold out when you show up two seconds later, so you're stuck using an inferior weapon either until you find another or the player who purchased it runs out of time and it returns to the store. Even when you're clearly behind your opponents, all is not lost; you can shadow other players and force your cooperation upon them as they go up against enemies that are guarding treasure chests and the like, and you can even attack each other. Playing alongside other heroes is a blast and adds another layer of strategy to the fast-paced proceedings. Although 10 quests might not sound like a lot, they offer plenty of variety.
While your hero's level is reset to one at the beginning of each quest, any weapons and armor that you collect are retained in solo play. You're not permitted to replay quests using gear earned later in the timeline--that would not only cause a paradox but also render the leaderboards far less interesting until you had access to endgame equipment--but finding and acquiring all of the equipment that's available during quests is still one of the most compelling reasons to replay them. Some weapons make it possible to kill enemies of a specific type with a single blow, whereas others simply do more damage or have higher critical hit ratings that can make winning battles in subsequent quests a little bit quicker.
Any gear that you find or purchase during a quest is automatically equipped, and there's no way for you to customize your armor or weapons once a quest is underway. This does away with inventory management and introduces an interesting element of strategy in situations where new gear isn't obviously an upgrade. It's easy to avoid wasting money on a shield made of glass when shopping in town, but picking up an inferior weapon from a treasure chest might be unavoidable on your first attempt and is something that you want to remember for subsequent plays. On other occasions, you might find that equipment can benefit you in different ways; wearing a heavy suit of armor protects you from damage and makes it harder for enemies to knock you back in combat, but swapping the armor out for an inflatable ring enables you to swim and take shortcuts across the water to reach areas that are otherwise inaccessible. Figuring out the most efficient routes through each quest is really satisfying, but the action eventually gets repetitive even if you avoid replaying quests and just progress through the story as quickly as possible.
The main story-driven mode, Hero 30, comprises 40-plus quests (including those on alternate paths, you only need to finish 30 to beat the game) that all follow much the same formula, so the repetition is inescapable. With that said, many quests do at least one thing that separates them from the rest. Some give you the option to procure a horse, a boat, or even a dragon, which all afford different movement benefits; others feature characters who can become powerful allies, not only for the duration of the quest in which you meet them, but also later in your adventure. A couple of quests force you to think of 30 seconds as an in-game day and only let you complete certain objectives at morning, noon, or dusk. One that's especially memorable sees a two-color retro visual style emanating from the boss's castle and altering scenery in subtle game-changing ways as it spreads.
Super Mega Neo Climax also offers a much less impressive array of unlockable bonus modes than the 2009 game. Upon finishing Hero 30 mode, you can gain access to, in order, Evil Lord 30, Princess 30, Knight 30, Hero 300, and Hero 3 modes. On the PSP, Evil Lord 30 is a real-time strategy game of sorts, Princess 30 is a shooter, and Knight 30 is an action game in which you can issue simple commands to a sage that you're escorting. These modes comprise 30 levels each, and while none of them are great, they still add significant value and variety to the package. On the Xbox 360, however, these modes have not only been trimmed down to a single level each, but all of them also play in much the same way as Hero 30. So, in effect, you're unlocking three additional levels rather than three additional games. The Hero 300 and Hero 3 modes have survived the transition to the Xbox 360 intact, but again, they play in much the same way as Hero 30. The former affords you 300 seconds to complete a relatively lengthy quest with multiple bosses and strips you of your ability to pray to the Time Goddess for extra time. The latter differs only from Hero 30 quests in that the timer maxes out at three seconds. All of these unlockables are fun for the short time that they take to beat, but it's hard not to feel a little shortchanged when you consider what they were two years ago.
