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''Bishoujo Senshi Sailor Moon'' is a series of BeatEmUp video games developed by Angel and released for the [[UsefulNotes/SuperNintendoEntertainmentSystem Super Famicom]] in 1993. The first one was based on the first season and released in August 27, 1993, published by Bandai. The sequel, ''Bishoujo Senshi Sailor Moon R'', based on the eponymous second season, was published by [[Creator/BandaiNamcoEntertainment Bandai]], and was released on December 29, 1993.

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first Final Fight game (two if you count ''Final Fight Guy'') didn't had).

The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano and new music by Takanori Arisawa, who had all worked on the anime, plus new and exclusive youma designs by Creator/NaokoTakeuchi herself. It also incorporates some attacks from the manga that didn't make it to the anime, such as Sailor Jupiter's Flower Hurricane in the first SNES game and Venus' Rolling Heart Vibration in the second.

The first game was also ported to the [[UsefulNotes/SegaGenesis Sega Mega Drive]] by Creator/ArcSystemWorks (yes, [[VideoGame/GuiltyGear THAT]] [[VideoGame/BlazBlue Arc System]] [[VideoGame/BattleFantasia Works]]) with TNS, on July 8, 1994, published by MA-BA. The Mega Drive version had a slightly different art style and arguably better presentation, but had larger sprites and did not have a two-player option.

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''Bishoujo Senshi Sailor Moon'' is a series of BeatEmUp video games developed by Angel and released for the [[UsefulNotes/SuperNintendoEntertainmentSystem [[Platform/SuperNintendoEntertainmentSystem Super Famicom]] in 1993. The first one was based on the first season and released in on August 27, 1993, published by Bandai. The sequel, ''Bishoujo Senshi Sailor Moon R'', based on the eponymous second season, was published by [[Creator/BandaiNamcoEntertainment Bandai]], Bandai]] and was released on December 29, 1993.

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy Platform/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling labeling it as a copy of VideoGame/FinalFight of'' VideoGame/FinalFight'' and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first Final Fight game (two if you count ''Final Fight Guy'') didn't had).have).

The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano Tadano, and new music by Takanori Arisawa, who had all worked on the anime, plus new and exclusive youma designs by Creator/NaokoTakeuchi herself. It also incorporates some attacks from the manga that didn't make it to the anime, such as Sailor Jupiter's Flower Hurricane in the first SNES game and Venus' Rolling Heart Vibration in the second.

The first game was also ported to the [[UsefulNotes/SegaGenesis [[Platform/SegaGenesis Sega Mega Drive]] by Creator/ArcSystemWorks (yes, [[VideoGame/GuiltyGear THAT]] [[VideoGame/BlazBlue Arc System]] [[VideoGame/BattleFantasia Works]]) with TNS, on July 8, 1994, 1994 (During the ''Sailor Moon S''-era), published by MA-BA. The Mega Drive version notably had a different story in which Usagi had a dream that the Dark Kingdom was unexpectedly revived, and somehow her dream turned out to be true, causing her and the other guardians to re-live the struggles of that arc. This version also had a slightly different art style style, a different soundtrack, and arguably better presentation, presentation but had larger sprites and did not have a two-player option.
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* DeathIsASlapOnTheWrist: Even though there are lives, you have completely unlimited continues and no penalty for continuing, effectively making lives infinite. The only way to lose is to not continue when you run out of lives.
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The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano and new music by Takanori Arisawa, who had all worked on the anime, plus new youma designs by Creator/NaokoTakeuchi herself. It also incorporates some attacks from the manga that didn't make it to the anime, such as Sailor Jupiter's Flower Hurricane in the first SNES game and Venus' Rolling Heart Vibration in the second.

The first game was also ported to the [[UsefulNotes/SegaGenesis Sega Mega Drive]] by Creator/ArcSystemWorks (yes, [[VideoGame/GuiltyGear THAT]] [[VideoGame/BlazBlue Arc System]] [[VideoGame/BattleFantasia Works]]) with TNS, on July 8, 1994, published by MA-BA. The Mega Drive version had a different art style and presentation, but did not have a two-player option.

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The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano and new music by Takanori Arisawa, who had all worked on the anime, plus new and exclusive youma designs by Creator/NaokoTakeuchi herself. It also incorporates some attacks from the manga that didn't make it to the anime, such as Sailor Jupiter's Flower Hurricane in the first SNES game and Venus' Rolling Heart Vibration in the second.

The first game was also ported to the [[UsefulNotes/SegaGenesis Sega Mega Drive]] by Creator/ArcSystemWorks (yes, [[VideoGame/GuiltyGear THAT]] [[VideoGame/BlazBlue Arc System]] [[VideoGame/BattleFantasia Works]]) with TNS, on July 8, 1994, published by MA-BA. The Mega Drive version had a slightly different art style and arguably better presentation, but had larger sprites and did not have a two-player option.
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*EasyModeMockery: In the first game, you can only complete the first two levels in easy mode before the game ends. However, a special version of the easy mode can be used to complete the full game...but you won't see the full version of the kiss scene.

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* GameOverMan: Tuxedo Mask in the first game and its Genesis port, while the second game features Luna and a crying Chibiusa.



* GameOverMan: Tuxedo Mask in the first game, while the second game features Luna and a crying Chibiusa.
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Whip It Good has been disambiguated


* WhipItGood: Sailor Venus, of course. It's her main attack in the first SNES and Mega Drive game. But in the SNES sequel she uses it less often.
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* TheFourthWallWillNotProtectYou: The commercial for the game has Sailor Moon herself delivering her "I'll Punish You" line to the audience if they don't play the game, much to the embarrassment of her friends.

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* TheFourthWallWillNotProtectYou: The commercial for the game has Sailor Moon herself delivering her "I'll Punish You" line ''herself'' threatening to [[InTheNameOfTheMoon punish the audience viewer]] if they don't play the game, much to the embarrassment of her friends.
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* TheFourthWallWillNotProtectYou: The commercial for the game has Sailor Moon herself delivering her "I'll Punish You" line to the audience if they don't play the game, much to the embarrassment of her friends.

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Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first Final Fight game (two if you count ''Final Fight Guy'') didn't had). The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano and new music by Takanori Arisawa, who had all worked on the anime, plus new youma designs by Creator/NaokoTakeuchi herself.

to:

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first Final Fight game (two if you count ''Final Fight Guy'') didn't had).

The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano and new music by Takanori Arisawa, who had all worked on the anime, plus new youma designs by Creator/NaokoTakeuchi herself.
herself. It also incorporates some attacks from the manga that didn't make it to the anime, such as Sailor Jupiter's Flower Hurricane in the first SNES game and Venus' Rolling Heart Vibration in the second.



* BearHug: Dumbles from the sequel can do this to the player, although it does less damage than its standard kicks, you can't escape from grabs in this game.

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* BearHug: Dumbles from the sequel can do this to the player, although it does less damage than its standard kicks, you can't kicks (though each attack consists of a quadruple hit). It's next to impossible to escape from grabs in this game.



* MarshmallowHell: A villainous variation of it. A Jamanen (or Jellax for those who grew with the [=DiC=] dub), can envelope a player with her...body. Fittingly, this is one of the ''most'' dangerous attacks in the game.

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* MarshmallowHell: A villainous variation of it. A Jamanen (or Jellax for those who grew with the [=DiC=] dub), can envelope a player with her...body.body, for a triple hit. Fittingly, this is one of the ''most'' dangerous attacks in the game.


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* MotorMouth: The voice actresses for the Sailor Guardians had to [[CallingYourAttacks say the names of their attacks much faster than they did in the anime]] in order to conserve memory.
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Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first Final Fight game (two if you count ''Final Fight Guy'') didn't had). The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano and new music by Takanori Arisawa, who had all worked on the anime.

to:

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first Final Fight game (two if you count ''Final Fight Guy'') didn't had). The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano and new music by Takanori Arisawa, who had all worked on the anime.anime, plus new youma designs by Creator/NaokoTakeuchi herself.
Is there an issue? Send a MessageReason:
None


Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first Final Fight game (two if you count ''Final Fight Guy'') didn't had).

to:

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first Final Fight game (two if you count ''Final Fight Guy'') didn't had).
had). The game featured key animation by Creator/ToeiAnimation staffer Yukihiro Kitano, new character design work by Kazuko Tadano and new music by Takanori Arisawa, who had all worked on the anime.
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* GameOverMan: Tuxedo Mask in the first game, while the second game features Luna and a crying Chibiusa.
* ItsAWonderfulFailure: On the continue screen in the second game, Luna tries to comfort a crying Chibiusa, but the letters spelling "GAME OVER" crash into Luna and knock her out, causing Chibiusa to cry louder.


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* ShaveAndAHaircut: In the second game, this plays when you get a GameOver and refuse to continue.
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A minor correction: only the first Final Fight (and Final Fight Guy) didn't had co-op.


Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first two Final Fight SNES games (three if you count ''Final Fight Guy'') didn't have).

to:

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first two Final Fight SNES games (three game (two if you count ''Final Fight Guy'') didn't have).
had).
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Cry Cute now dewicked


* CryCute: The girls' defeat animations when you lose a life.
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Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first two Final Fight SNES games (three if you count ''Final Fight Guy'') didn't had).

to:

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first two Final Fight SNES games (three if you count ''Final Fight Guy'') didn't had).
have).
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%%Image kept on page per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1651066610079274300
%%Please don't change or remove without starting a new thread.
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Added Expressive Health Bar.

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* ExpressiveHealthBar: Depending on the game, the portrait of the chosen Senshi changes upon being hit or losing a life:
** The first game only has a crying portrait and animation.
** The second game has a pained expression of the Senshi upon being knocked down to the floor, and another crying one for losing a life.
** The Mega Drive port only has a pained portrait upon being hit, no crying portrait or animation either.
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* ChristmasEpisode: Stage 1-2 of ''R'' is set in the Juuban Christmas Market.
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* TheUnfought: In ''R'', despite being a part of the overall backstory, Wiseman doesn't even appear at all. Demande is the Final Boss instead.
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[[quoteright:279:https://static.tvtropes.org/pmwiki/pub/images/sailormoongames01.jpg]]

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Added more gameplay tropes.


* ClassicCheatCode: There're extra modes for Chibiusa that are only activated as a Cheat Code, this mode allows to play both players as Chibiusa, or to have another character play as the second player.
* CombinationAttack: Only in two-player mode (and only if Chibiusa isn't one of the players), one player can grab the other and throw her, allowing the thrown player to do a unique special attack.



* MarshmallowHell: A villainous variarion of it. A Jamanen (or Jellax for those who grew with the [=DiC=] dub), can envelope a player with her...body. Fittingly, this is one of the ''most'' dangerous attacks in the game.

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* FlunkyBoss: Many bosses in the two games fight alongside youmas or droids. In the second game, Rubeus and Demande, the third and final bosses, are notorious for this, refusing to fight until the player clears two to four [[DemonicSpiders Jamanen/Jellaxes and Fuuraiki/Thunderclaps]], respectively...and then more enemies spawn during the fight.
* MarshmallowHell: A villainous variarion variation of it. A Jamanen (or Jellax for those who grew with the [=DiC=] dub), can envelope a player with her...body. Fittingly, this is one of the ''most'' dangerous attacks in the game.game.
* MercyMode: Playing as Chibiusa has shades of this: most enemies can't damage her, her attacks can damage every enemy, and she can't be grabbed. However, her attacks have the lowest damage in the game (except for her Smart Bomb) and she can't perform a Combination Attack.
* PlayingWithFire: Mars with her charged and bomb attacks, obviously. The second to fourth variations of the Fuuraiki (Thunderclap if you follow the [=DiC=] dub) can also do this to the player, and it's one of the most dangerous attacks in the game.
* ShockAndAwe: As with Mars and her fire attacks, Jupiter can instead shock the enemies with her charged and bomb attacks. On the enemies' side, the red and white Fuuraiki enemies can do a long jump and shock the player, and these attacks ''hurt'' (although the fire does more damage than the electrical one).
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The game doesn't have a join-in feature, my bad.


* SmartBomb: Only in the second game's single player mode. The player can use the Senshi's second season SignatureMove to wipe out all enemies on the screen and cause heavy damage to bosses. But its use is very limited (credit-based instead of lives-based, so you had to continue to get your supply back) and there're very few items in the game to replenish it. Also, you can't use the Bomb when there're two players, not even if you join at the middle of a game.

to:

* SmartBomb: Only in the second game's single player mode. The player can use the Senshi's second season SignatureMove to wipe out all enemies on the screen and cause heavy damage to bosses. But its use is very limited (credit-based instead of lives-based, so you had to continue to get your supply back) and there're very few items in the game to replenish it. Also, you can't use the Bomb when there're two players, not even if you join at the middle of a game.players.
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None


Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first two Final Fight SNES games didn't had).

to:

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first two Final Fight SNES games (three if you count ''Final Fight Guy'') didn't had).
Is there an issue? Send a MessageReason:
Correcting namespace


* WrestlerInAllOfUs: The games were notorious for this. It wasn't common for the time that a young heroine could execute piledrivers, slams, and other popular wrestling techniques to defeat enemies. And this was way before Franchise/PrettyCure started to make the physical fights popular. [[WordOfGod Producer Jouji Yuno]] said in an interview that the fighting techniques were based from pro-wrestling magazines.

to:

* WrestlerInAllOfUs: The games were notorious for this. It wasn't common for the time that a young heroine could execute piledrivers, slams, and other popular wrestling techniques to defeat enemies. And this was way before Franchise/PrettyCure ''Anime/PrettyCure'' started to make the physical fights popular. [[WordOfGod Producer Jouji Yuno]] said in an interview that the fighting techniques were based from pro-wrestling magazines.

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Added more tropes, still working on it.


The first game was also ported to the [[UsefulNotes/SegaGenesis Sega Mega Drive]] by Creator/ArcSystemWorks (yes, [[VideoGame/GuiltyGear THAT]] [[VideoGame/BlazBlue Arc System]] [[VideoGame/BattleFantasia Works]]) with TNS, on July 8, 1994. The Mega Drive version had a different art style and presentation, but did not have a two-player option.

to:

The first game was also ported to the [[UsefulNotes/SegaGenesis Sega Mega Drive]] by Creator/ArcSystemWorks (yes, [[VideoGame/GuiltyGear THAT]] [[VideoGame/BlazBlue Arc System]] [[VideoGame/BattleFantasia Works]]) with TNS, on July 8, 1994.1994, published by MA-BA. The Mega Drive version had a different art style and presentation, but did not have a two-player option.


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* BearHug: Dumbles from the sequel can do this to the player, although it does less damage than its standard kicks, you can't escape from grabs in this game.
* BottomlessPits: Only in the sequel's Stage 2. At the second half you will have to fight enemies on a raft. Falling from the raft will take a large chunk of the player's health, but the enemies die instantly.


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* MarshmallowHell: A villainous variarion of it. A Jamanen (or Jellax for those who grew with the [=DiC=] dub), can envelope a player with her...body. Fittingly, this is one of the ''most'' dangerous attacks in the game.


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* TraintopBattle: Stage 3 starts with the player in top of two trucks who are always moving, considerably limiting your movement.
* TrueFinalBoss: If played on Hard difficulty, the player will face Metallia after beating Queen Beryl.
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Initial Creation, your contributions will be highly appreciated.

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''Bishoujo Senshi Sailor Moon'' is a series of BeatEmUp video games developed by Angel and released for the [[UsefulNotes/SuperNintendoEntertainmentSystem Super Famicom]] in 1993. The first one was based on the first season and released in August 27, 1993, published by Bandai. The sequel, ''Bishoujo Senshi Sailor Moon R'', based on the eponymous second season, was published by [[Creator/BandaiNamcoEntertainment Bandai]], and was released on December 29, 1993.

Notable for being the first time the ''Sailor Moon'' series was brought to a home console, following the earlier UsefulNotes/GameBoy game. It was released to cash in the popularity of the anime without the limitations of the previous game. The player can control one of the five Inner Senshi to fight across five stages (four in the SNES sequel) to defeat either the Dark Kingdom or the Black Moon Clan and its assorted set of youmas. Critical reception was mixed, with some people labelling it as a copy of VideoGame/FinalFight and criticizing the sound quality (but at least the Sailor Moon games had local co-op, something that the first two Final Fight SNES games didn't had).

The first game was also ported to the [[UsefulNotes/SegaGenesis Sega Mega Drive]] by Creator/ArcSystemWorks (yes, [[VideoGame/GuiltyGear THAT]] [[VideoGame/BlazBlue Arc System]] [[VideoGame/BattleFantasia Works]]) with TNS, on July 8, 1994. The Mega Drive version had a different art style and presentation, but did not have a two-player option.

----
!!The ''Sailor Moon'' 1993-94 video games provide examples of:
[[foldercontrol]]
[[folder:Tropes common to all versions]]
* CastFromHitPoints: In the SNES games, using a special attack only drains health if it connects. In the Mega Drive game, it will always drain health, regardless if it connects or not.
* ChargedAttack: The SignatureMove is used like this. In both SNES games there's a charge bar above the LifeMeter, the player must hold the attack button to charge it to full before using it. In the second SNES game the bar charges faster, but it's somewhat weaker in power to compensate. The Mega Drive version also uses this, but without the charge bar.
* WhipItGood: Sailor Venus, of course. It's her main attack in the first SNES and Mega Drive game. But in the SNES sequel she uses it less often.
* WrestlerInAllOfUs: The games were notorious for this. It wasn't common for the time that a young heroine could execute piledrivers, slams, and other popular wrestling techniques to defeat enemies. And this was way before Franchise/PrettyCure started to make the physical fights popular. [[WordOfGod Producer Jouji Yuno]] said in an interview that the fighting techniques were based from pro-wrestling magazines.
[[/folder]]
[[folder:Tropes exclusive to the Super Famicom/SNES games]]
* CryCute: The girls' defeat animations when you lose a life.
* SmartBomb: Only in the second game's single player mode. The player can use the Senshi's second season SignatureMove to wipe out all enemies on the screen and cause heavy damage to bosses. But its use is very limited (credit-based instead of lives-based, so you had to continue to get your supply back) and there're very few items in the game to replenish it. Also, you can't use the Bomb when there're two players, not even if you join at the middle of a game.
[[/folder]]
[[folder:Tropes exclusive to the 1994 Mega Drive/Genesis game]]
* LavaPit: At the end of the second half of Stage 4, the floor suddenly begins to collapse revealing a lava pit underneath. If the player doesn't break the wall at the end of the room, you will lose a life and return to the start of the section.
* HeartContainer: In a rare example for a Beat'em up, if you find a ''rare'' Silver Crystal item, your LifeMeter will increase by 50%. [[spoiler:[[SuspiciousVideoGameGenerosity A free one is given to you at the beginning of Stage 5...]]]]
[[/folder]]

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