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.  
  
