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Bishoujo Senshi Sailor Moon S (Game Gear)

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Title Screen

Bishoujo Senshi Sailor Moon S

Developer: Shimada Kikaku
Publisher: Bandai
Platform: Game Gear
Released in JP: January 27, 1995

GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
SoundtestIcon.png This game has a hidden sound test.

NotesIcon.png This game has a notes page

Magical girls walking right ... S!!


Miscellaneous tidbits that are interesting enough to point out here.


Context Graphic
Level 1 Bishoujo Senshi Sailor Moon S GG filler-level1.png
Level 2 Bishoujo Senshi Sailor Moon S GG filler-level2.png
Level Sprites Bishoujo Senshi Sailor Moon S GG filler-levelobj.png
Ending Bishoujo Senshi Sailor Moon S GG filler-ending.png
Chibi-Usa Transformation Bishoujo Senshi Sailor Moon S GG filler-chibiusa.png
Minigame Menu Bishoujo Senshi Sailor Moon S GG filler-minimenu.png
Find Tuxedo Kamen Bishoujo Senshi Sailor Moon S GG filler-findtuxedo.png
Usagi Ending Bishoujo Senshi Sailor Moon S GG filler-ending.png
Usagi Transformation Bishoujo Senshi Sailor Moon S GG filler-usagih.png
Password/Level Results Bishoujo Senshi Sailor Moon S GG filler-tuxedo.png

Faithfulness to the source material seems to have been foremost on the developers' minds, as the game's graphics contain lots and lots of filler. It comes in a few different flavors depending on context, but simple colored Xes or boxes are most common. Exceptionally, Usagi's transformation sequence uses the letter S, while the Tuxedo Kamen password/results screen uses the letter T. It's not clear if they indicate material that was deleted or simply mark free space in the graphics.

Graphic Description
Bishoujo Senshi Sailor Moon S GG moon-tiles.png Bishoujo Senshi Sailor Moon S GG moon-mockup.png These tiles are loaded with the sprite graphics for the title screen. They seem to be meant to make up a circular object, or at least one-quarter of one, as the mockup above illustrates. Most likely these were supposed to be used to create a moon backdrop to better imitate the show's opening. The idea may have been scrapped for technical reasons; since the Game Gear can't flip sprites in hardware, creating a complete moon background would mean composing it as a tilemap with the logo graphic overlaid as sprites, which may have been more than the system (and/or programmers) could handle.
Bishoujo Senshi Sailor Moon S GG filler-lunap1.png Bishoujo Senshi Sailor Moon S GG filler-lunap2.png Bishoujo Senshi Sailor Moon S GG filler-lunapbig.png These tiles appear in the Luna-P Ball's Picnic minigame graphic set. Judging by their colors and sizes, they may have been placeholders for Luna, Artemis, and Luna-P before their graphics were completed.
Bishoujo Senshi Sailor Moon S GG rightarrow.png A right-facing arrow is stored with the level sprite graphics. The game's other menus use right-facing arrows as cursors, so this might have been meant for a pause menu.
Bishoujo Senshi Sailor Moon S GG tuxedo-cursor.png This vertical line is the second of the two tiles in the graphic set that contains the horizontal line indicating the selected number on the password screen, so it was presumably meant to be some sort of horizontal cursor.
Bishoujo Senshi Sailor Moon S GG unused-ending.png This curl of smoke(?) is part of the graphic set for Usagi's ending. Probably meant to appear around one of the bubbling beakers in the ending scene.
Bishoujo Senshi Sailor Moon S GG filler-boss1.png A few filler tiles appear in the boss projectile graphic set near the first boss's projectile (shown on the far left for context). These seem to clearly be a case of material being deleted, since the rest of the graphic set just uses blank tiles as padding. Either there were supposed to be more projectiles, or this one was supposed to be animated.
Bishoujo Senshi Sailor Moon S GG smalltsu.png A small っ character is included as part of the Usagi/Chibi-Usa graphics in the Find Tuxedo Kamen minigame. It's loaded at the same position that that character would normally appear in menus and is clearly meant to be used, but it so happens that none of the dialogue in that minigame uses it.


Japanese Translation

In the Find Tuxedo Kamen minigame, this placeholder message is associated with the door that Tuxedo Kamen hides behind. It would show up if the "normal" message display routine was called on that door, but doesn't because the game uses an alternate routine when the correct door is picked.

Japanese Translation
He's on floor 1.
He's on floor 2.
He's on floor 3.

Also in the Kamen-hunting minigame, these three hints would indicate which floor Kamen is hiding on. The game selects from a handful of premade door layouts instead of actually randomizing the placement, but these messages aren't assigned to a door in any configuration. Messages for the fourth and fifth floors are used, though.

(Translations: GlitterBerri)

Sound Test

Sounds, music, and THREE voice clips

Sound Test

Enter the password 9999 to access a sound test. The options, from top to bottom, are for music, sound effects, and voice clips, with the last returning to the main menu.

(Translation: GlitterBerri)

Disabled Password?

The game recognizes 9876 as a valid password, but entering it does nothing except clear the first byte of the string used to check whether memory has been initialized, then reset the game, causing it to reinitialize memory as though it was starting up for the first time. This comes directly after the 9999 password for the sound test in the internal password list, so it may or may not have done something more interesting during development.