Retro Fighting games: Sailor Moon Series

Of all the retro fighting games I've played, there has yet to be a game with as many shenanigans as the Sailor Moon franchise.  Today's post isn't about just one title — it's about three: Sailor Moon R, Sailor Moon S, and Sailor Moon SS.

Sailor Moon is an old series with a lengthy history.  I remember reading about the side scrollin' beat-em-up back in the olden days of EGM, when EGM was still young and sophomoric.  If you can imagine Final Fight with peachy high school girls shooting beams out of their hands, then you're already halfway there in the Sailor Moon universe. 

Today though, I'm just gonna talk shop about Sailor Moon R.

Sailor Moon R has five buttons: punch, kick, jump, block, and special attack.  We quickly learned that punching is top-tier in this game, since if you land one lucky punch, you can land a million of them — until they die!  As such, in order to avoid a fate worse than death, it's imperative that you have an excellent zoning game so you're always keeping the slap chop at bay.

A healthy plethora of kicks can help keep those hands of death away.  Kicks are the perfect counter to punching, as they reach much further than punches do.  You can't kick someone to death in this game though, so don't go thinking kicks are the be-all-end-all in this game (although that would be unbelievably funny). 

Special attacks are pretty much relegated to fireballs and some kind of…uppercut move.  We couldn't figure out how to do those "uppercut moves", so we just stuck to chucking plasma.  Blocking and jumping were much more important however, since blocking was the only get-out-of-jail-free card against punches, and jumping can't be punished by a majority of the other attacks.  Needless to say, extremely important.

So how do you win at this game?

For starters, don't get punched!  Every character in the game can kill you with an endless barrage of punches in this game; don't take it lightly!  The moment you get hit is the moment you lose — which makes zoning an extremely important strategy.  It's imperative that you don't get cornered, because when you get to the corner your movement options become extremely limited, increasing your chances of getting slap-chopped. 

All in all, Sailor Moon R is extremely simple and extremely fun to play.  It's easy to get into, and rewarding for people who catch on really quickly.  It doesn't take much to win in this game, so even the smallest mistake can mean instant death. 

Seriously, who knew Sailor Moon could be so deep?

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2 Responses to “Retro Fighting games: Sailor Moon Series”

  1. 1 .黒幕メイコ December 24, 2009 at 9:51 pm

    omg this is nostalgic! i had this back in high school. i think the cartridge was either for SNES or SEGA. I also had the Sailor Moon SuperS. I was a big fan then. LoL!

  2. 2 patapete December 25, 2009 at 8:53 am

    Wow, nice! I think all of them were available on SNES, with a few here and there on other systems.Although I've never played on anything else except the ones on SNES…

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