In the name of the moon, where did this come from?!
So, I have absolutely zero authority to talk about anything Sailor Moon. I feel it is important to preface the open with this statement, out of truthfulness and honesty. My history with Sailor Moon as a series began when I was a kid, I remember seeing episodes of it on satellite TV, as I was clearly one of the privileged few. It was actually my younger brother who was watching it, he couldn’t have been much older than 4 at the time. I have a memory of my initial reaction being quite incredulous, he was watching a girl’s show, society had clearly trained me well to perpetuate patriarchal viewpoints. On reflection, I do feel great shame in this, being an ignorant child is an excuse that only takes me so far. At the time, however, I may have even told him that this was a cartoon for girls, but he didn’t care or pay me any attention, he was always the more progressive of the three of us boys. Alternatively, just like I was a dumb, 10-year-old child, he was a dumb younger child and didn’t care what he was watching. I wish my memory was better at times, I’d love to dissect what happened next or even the thought processes at the time. It might have been a few days or weeks later, but at some point, I sat down with him and watched an episode. Perhaps multiple episodes. I can’t say for certain how many episodes I watched in total of the DIC dub of Sailor Moon, but I had clearly taken in enough for it to leave a reasonable imprint on me. Despite this, I had never really followed up too much on the show or media, even when I entered my full-blown weeb era. Perhaps this was because my springboard at that point was Love Hina and Azumanga Daioh, romantic comedies and slice of life are, and remain, my bread and butter when it comes to Anime and Manga.
I say I never followed up too much, when I learnt about emulation from friends at school, I was lucky enough to acquire a hand-me-down laptop from my Dad. It was an old Windows 95 machine, but it was just enough to get 16-bit games emulating on it (perhaps poorly). I went to a known, totally “100% trusted and safe”, site for ROMs at the time and I remember finding the Sailor Moon RPG, Sailor Moon Another Story, translated from the French version and I played that for a couple of hours. Back then I wasn’t particularly good at finishing what I started, which is still true to this day but I am getting better at it. The game itself was enjoyable from memory, it is probably exactly what you want from a Sailor Moon RPG. From there, I was always one to clock Sailor Moon stuff whenever I saw it, but I always kept the series just beyond arms reach. I am not sure why I did this, and I am sure some psychiatrists could have a field day with my thoughts and behaviours. I am reminded of the line from “The Goes Wrong Show”, where one of the characters, Dennis, is described as “Medically Fascinating”. That’s a phrase the Wife and I use to describe me quite often. So, despite years since then, with my peak-weeb phase, my time spent studying Japanese and being, possibly problematically, a typically white boi with an interest in Japan. My actual knowledge and experience with Sailor Moon had not progressed any further. So, with this all in mind, shall we talk about a Sailor Moon game?
Sailor Moon La Luna Splende is, in my opinion, an absolute anomaly. Developed by Open Sesame, a Japanese developer who I had initially struggled to find much information on. I was fortunate enough to find a GameFAQs entry for the developer with a list of games they had developed. Most of these were games exclusively for the Japanese market, with the odd game here or there for North America, like Reel Fishing II and III. On GameFAQs’ list they state that Sailor Moon La Luna Splende was released in March 2011, about two weeks after the Japanese release date for the 3DS. This late release date into the DS’ life is important, and I will swing back to that later. I haven’t actually mentioned why this game is such an anomaly, and that is because it was only released in Europe, specifically, it was an Italian release. I would love to understand more about this, how this game came into being and why was it the first and last Sailor Moon game after a massive drought of games?
During the 16-Bit era, there was a plethora of Sailor Moon games, at least 9 of them on the Super Nintendo alone, these came in a variety of different genres. Beat-em-ups, puzzle games, 1v1 fighting games, and a JRPG (As referenced earlier). Incidentally, of all these types of games, it seems that the 1v1 fighting games were the most prolific, with fighting games extending into the next generation with PS1 and Sega Saturn fighting games. I’ve always that quite the curious choice, particularly as these fighting games tend to focus on the Sailor Senshi fighting each other, perhaps for strange story reasons, fighting games love to have weird stories to justify everything going on. I would be awfully remiss if I did not acknowledge that there were numerous educational or edutainment games in the mix as well, in fact there is possibly more of these kinds of games than there were of the fighting games. By 1998, there were 20 Sailor Moon video games, mostly, in the Japanese market. It is a few more years after this point, 2001, that the Sailor Moon games go quiet. Which, actually, shouldn’t be too surprising. The Manga and Anime had finished their run in 1997, and there wasn’t a new series until Sailor Moon Crystal in 2014, three years after Sailor Moon Le Luna Splende’s release. There is a logic to stop doing games as the Manga and Anime stop and the series slowly leaves the mainstream, being replaced by other similar or more popular shows.
That’s exactly what I would be thinking if the series had almost never left popular consciousness. Are you aware of the Live Action show from 2003, or the years of Sailor Moon stage shows? To a certain extent I almost feel like a live action adaptation of Sailor Moon was a given, due to the popularity of it, and as for stage shows, well, slight digression, but we are so far from the actual original topic I feel no shame in taking us on an additional detour. When I was studying abroad in Japan, some of my friends took me to a theme park, in part because there was a Hatsune Miku event happening there and they knew I had fallen into the Vocaloid pit, I was able to purchase a really nice Senbonzakura shirt at the time, shame it doesn’t fit me anymore and god knows where it is now. But whilst I was there, we also watched a stage show of Kamen Rider, which I won’t lie, I didn’t understand a single word of, but the stage craft and choreography was absolutely top notch. Stellar content and I was enthralled. The point being, I am not surprised that Sailor Moon stage shows were, not only a thing, but ran from 1993 up to 2005, which were produced by Bandai, and then picked up again, being produced by Nelke Planning from 2013 onwards. I should note that there are elements of this that don’t come as a surprise, but when I was scrolling down the Wikipedia article on the Sailor Moon Musicals, I did have a moment where I had to ask myself, when does this all end?!
So, I somewhat reiterate my earlier question, why was there this massive drought of Sailor Moon games? That I can’t answer and anything else I say on the matter would be purely speculation on a subject I know even less about than I do on Sailor Moon itself. It does make the release window of Sailor Moon La Luna Splende even more baffling though, that it is in the middle of the period of time where Sailor Moon was “absent” in terms of new media. At this point I refuse to accept that it had ever disappeared or become diminished from public consciousness. A Sailor Moon game released during 2005 and 2013 would not have done badly, is what I am trying to suggest and assume. So, shall we finally talk about La Luna Splende? This feels like the longest time I have ever spent rambling about other areas tangentially connected to a game I have talked about. Fire Emblem Shadow Dragon was a long ramble about mechanics, but was still relevant to the game in question. The last 1,500 words here, god knows what is going on there.
Sailor Moon La Luna Splende is a puzzle platformer game for the DS. The title itself is apparently based off the 2nd season of the anime in Italy, though the characters and events are more grounded in the 1st season. I was actually quite excited to start this game, and I did have to have a bit of a think about the DS’ capabilities as I have spent so much time in the last two years playing older games that I forget that the DS is capable of reasonable music and video quality. Luminous Arc was a DS game that features an animated introduction with a vocal song and featured voice acting throughout the game. I bring this up because I wanted to set a bar that could be expected and, as if anticipating something, I lowered that bar ever so slightly. After all, I was not expecting Moonlight Densetsu to come out of the speaker. If anything, this got a different kind of anticipation brewing, perhaps the Italian opening for Sailor Moon? That would be rather novel, wouldn’t it? So, after a quick initialisation screen, developer and publisher screens, it jumps straight into the title screen of the game. Is that it? The music on the title screen may be something from the series, I can’t confirm, but this was not a good sign. “Disappointment is an understatement” would be a cliché to say, it feels like a missed opportunity, and I don’t know enough about licensing fees for games, perhaps the developers could get the name and characters, but other elements would have cost significantly more.
Starting the game, you have a choice between the adventure mode and images. I assumed images would be a form of CG gallery, but images is a very tacked on mode where you can create and save “custom” images utilising a variety of stickers. These stickers are collectible in adventure mode and is the only part of the game that utilises the touch screen. This is somewhat reminiscent of those parts of those activity packs you would find on PC. I should note that a DS game that under utilises or doesn’t use the touch screen should not be taken as a red flag. New Super Mario Bros uses the touch screen for the main game very sparingly, providing you that additional item slot that you can tap in to switch power-ups. Though that game also featured a collection of mini-games that were all touch screen focussed. Sailor Moon’s implementation almost feels bottom of the barrel, the kind of thing I imagine someone would do if they had just learnt that the game there were developing for the GBA was going to be either have a dual release on the GBA and DS, or that the development was shifting to the DS after spending the last 8 months as a GBA game and a looming deadline. This is when I remember, that this game came out in 2011. The last published GBA game was in 2008, and I have reason to believe this game probably started development in 2010. I feel like I am falling down some kind of rabbit hole and flinching at my own shadow.
So, let’s finally talk about the game, I apologise this does all come across as a whole load padding, but I want you to understand the mental journey I undertook since completing this game. Going into the Story mode we are presented with an introduction that utilises a static screenshot of Sailor Moon’s friend Naru, laying in a bed at the nurse’s office at school. She has apparently collapsed at school and not woken up. Dialogue is delivered in small little cut outs of images of the various characters, credit where it is due, they is a number of different images used to convey emotions of the lines being delivered, even if a few of them are just Sailor Moon and Mars jabbing at each other. Luna explains that Naru seems to have been put in this state by Youma, and that Sailor Moon and her companions will need to unite their hearts so they can enter Naru’s dream world to save her. With the premise out of the way, you are given the first world you can enter, the Flower Garden, upon selecting the world you also get to pick which of the 5 Sailor Senshi you want to play as. Having character choice in games is always nice. Interestingly, on the character select screen, you can only scroll through them in one direction, so if you decide, I want to play as Sailor Mercury after scrolling to Mars, you can’t scroll backwards, you must cycle through all the other characters again. A decision had to be made to have it work that way. After you select a character you are, and I hesitate to say it this way, treated to that character’s transformations sequence, from the anime, with one screen displaying their transformation phrase and the 2nd screen playing a rather crunchy looking video clip. The music used is possibly something from the original soundtrack, though it doesn’t feel like the appropriate music to play for the transformation sequences. If this wasn't the correct music, there was an opportunity here and I don’t know for what reasons these music or voicelines were not incorporated, perhaps cart size limitations? DS roms range from 8MB to 512MB, so if you did skimp on the cart size, I can see there being limiting factors. The lack of an all bells and whistles opening is becoming more apparent.
Before we start playing, we are given a quick overview of the game controls and some mechanics. We can jump, drop down through certain platforms, we have a projectile attack and we can push blocks, either by walking into them or shooting them. Walking into them will move them along a tile at a time and shooting them will push them until they can go no further. On the top screen, there is a number of squares, 20 for the Flower Garden, this functions as a map for the world. In 10 of those squares you can see blue crystals. At the bottom of these squares is a tally showing how many of those blue crystals you have collected. A square is also highlighted in blue shows you which square you are currently starting in, and a little border around the square highlights which square you occupy. As you go through into new squares, you will see what squares they branch into. Now, depending on which Sailor Senshi you select will define which square you start in, and what areas you can access. From there, you need to gather what crystals you can and make your way to the world exit. This sounds pretty cool, but I should note that all Senshi play the same, and the only limiting factor blocking off certain areas and items are blocks that only a specific Senshi can destroy. For example, Sailor Moon can destroy yellow moon blocks. What this ultimately means is that for each world you play through, you will be going through several of the same rooms and puzzles multiple times. This probably wouldn’t be too bad, but if you are playing this, the first thing you may notice is how slow certain things are. Moving platforms and even your character move at the speed of dozing sloth. Tedious repetition doesn’t bother me too much, I am a Musou game fan, but slow-moving tedium is teeth extracting levels of pain.
So, after you have cleared a world with one character and collected a number of crystals you are expected to do the same with each and every character until you get all 10 crystals. After you have acquired them all, you are taken to the a story event and a boss fight against Lord Kunzite (Or Kaspar in the Italian version), our reoccurring boss encounter for this game. The boss fights are all simple affairs, though, execution is once again a little questionable. You spend some time dodging some projectiles, attacking Kunzite when he stops attacking for a moment to dramatically swish his cape. After you have hit him once, you switch to another Sailor Senshi and repeat the process another 4 times. Once for each character. Once you deal the last hit, a video clip of that Sailor Senshi’s signature attack will play, once again, in silence, and the battle will be over. Play the next story beat and unlock the next world, in which you repeat the structure of collecting 10 crystals by utilising all five characters, to fight Kunzite to then unlock the final world. Wait. Final world? Yes, there is only three worlds in total. Now, something I will admit, with each new world, a new element is introduced, in the second world, there are explosive blocks, and in the final world there is a lance “enemy” that you can bait into stabbing into nearby walls and use it as a platform. It adds some extra dimensions to it all and means that the game doesn’t get too stale, I guess. Another thing to note is that each subsequent world is slightly larger than the previous one, meaning more rooms to traverse, though the final world doesn’t have as much repetition to it, graciously.
So, with all that, you can understand there a fair amount to feel a bit meh about when it comes to Sailor Moon La Luna Splende. But. I’m struggling. Mostly with some of the puzzles, and that is not a lie. Typically, when you enter a room, you’ll pause the game to allow you to scout out the map, and try to figure out what you are supposed to do, and there will be times when you say to yourself, “What do they expect from me here” and you’ll reset the room in frustration as you box yourself in once again. There are times that this is not the easiest game in the world, it does provide some level of challenge, or perhaps I have severely underestimated my acumen when it comes to puzzle solving. You are not just solving puzzles to traverse the rooms and get crystals, there are also treasure chests that pose additional levels of challenge and consideration, though admittedly, all these contain are the stickers used for the Image mode, and the only reason I went out of my way to collect them all was because someone within the RetroAchievements community created achievements for this game. That’s also why I know this game exists.
There is something about all this that feels low effort, almost a bit of a cash grab. If this was released as a budget game, I probably wouldn’t be terribly offended, though I cannot say for certain what the cost of this game was on release. The thing is, and this is what really bothers me. Sailor Moon was undergoing an international revival around this time, my knowledge of how prolific Anime was in western culture around this time is slightly skewed, I know major chain bookstores were heavily expanding their Manga sections around this the late 2000s, so maybe this all makes sense. But for Sailor Moon in particular, it was decided that Italy would be the place to start this revival, in 2010. A game tied into this revival makes sense. Pokemon proved that a multi-media onslaught works quite well, saturating the space with media and merchandise. With a series like Sailor Moon, this also strikes me as a bit of a no-brainer. You’d be capturing a new generation as well as hitting at nostalgia for my generation. But with the overall quality of this game, it feels like the attempt was doomed to fail, whilst I admit the game itself was challenging enough, more could have been done and it could be little things. Adding in voice lines and Music from the Anime would go a long way here. Ultimately, the entire package feels like a game that had been canned at some point, and then they slapped a Sailor Moon coat of paint on it, shipping it out with minimal effort.
I can’t remember if there was an actual revival of Sailor Moon around the early 2010s, but the introduction of Sailor Moon Crystal in 2014 and the Netflix Movies Sailor Moon Eternal and Cosmos in 2021 and 2023 respectively, the re-release of the original Manga and special editions, say that Sailor Moon has re-injected herself into the public consciousness, domestically and internationally. So, I suppose the next real question is, why have there not been any new Sailor Moon games since?