Bishoujo Senshi Sailor Moon SuperS - Zenin Sanka!! Shuyaku Soudatsusen
Bishoujo Senshi Sailor Moon SuperS - Zenin Sanka!! Shuyaku Soudatsusen is a Super Famicom fighting game released in 1996 developed by Monolith. It centers on combat encounters, story, case, or mission progress, and local connection or multiplayer interaction, with controls, information, and pacing arranged around television output, a directional pad, shoulder buttons, and a six-button controller.
- AI score · out of 10
- 6.8 / 10
About this game
Bishoujo Senshi Sailor Moon SuperS - Zenin Sanka!! Shuyaku Soudatsusen is a Super Famicom fighting release centered on combat encounters, story, case, or mission progress, and local connection or multiplayer interaction. Short bouts use character differences and rising difficulty for variety, with progress divided into stages, tasks, matches, or growth milestones that make its immediate goals understandable. Its value depends on whether these rules continue to create judgment and room for mastery rather than on campaign length or series recognition. Short campaigns are judged by repeat-challenge value, while longer ones are judged by variety, pacing, and recovery after failure. Animation, hit feedback, and readable arenas create match tension, while sprite animation, scrolling, color, and chip-based audio jointly carry readability and atmosphere. The main genre-specific friction is that button mapping, move recognition, and cpu behavior can affect match balance. In addition, password or battery saves, multiplayer accessories, manual dependence, regional language, and cartridge enhancement chips can affect original-hardware use. This description covers only this release and excludes emulator features, modern-port conveniences, and content from other platforms.
Collected in series
Sailor Moon games bring the Sailor Guardians’ battles, friendships and signature powers into several kinds of play. Side-scrolling action, fighting, role-playing and puzzles offer different ways to spend time with the cast. The shared appeal is seeing familiar characters take the lead, even as the controls and pace change between games.
Recommended games
Related game recommendations on this platform
Super Famicom / SNESAI review
AI reviews are subjective assessments, not player ratings. See each review for its evidence and limitations.Published date:
Rich character staging, with balance and practice limitations
Watching familiar Guardians fight on livelier stages is the immediate attraction. Fountain effects, animated background figures, additional attack voices and Saturn's solemn music give matches distinctive atmosphere. The underlying exchanges still reward reading attacks and answering them, while ability settings offer support rather than merely decorative customization. New projectiles frequently start slowly and fit poorly into combinations, however, and Saturn's zoning and repeated sequences dominate serious matchups. Story, versus, tournament and training offer different goals, but Outer Guardians cannot become story protagonists. Training functions remain inconvenient, and Neptune's command priority can turn an intended antiair into another attack. Fans accepting uneven rules can enjoy the character atmosphere and tactical exchanges; players seeking reliable practice tools or equitable competition need more patience and agreed restrictions.
Strengths
- Lively stages, voices and musical atmosphere
- Meaningful attack reading and responses
- Ability settings support strengthening
Weaknesses
- Uneven new moves and character balance
- Limited story character selection
- Inconvenient practice and some command execution
Who it is for: Sailor Moon fans willing to explore uneven fighting matchups
Play notes: Outer Guardians are not story protagonists; Saturn has a pronounced advantage, and low volume may require playback adjustment.
View scoring basis
| Dimension | Review state | Score | Weight |
|---|---|---|---|
| Dimension Several modes and character scenes have fan value, with limited story access and uneven tournament rules. | Reviewed | 6.8 / 10 | Not provided |
| Dimension Exchanges retain depth, but uneven new moves and Saturn's dominance restrict competitive variety. | Reviewed | 6.6 / 10 | Not provided |
| Dimension Lively stages, voices and mysterious music strengthen atmosphere despite audio-quality and volume compromises. | Reviewed | 7.8 / 10 | Not provided |
| Dimension Ability settings help access, while inconvenient training and ambiguous commands hinder reliable practice and execution. | Reviewed | 6.1 / 10 | Not provided |
Review sources
Not provided
Core information
- Developer
- Monolith
- Publisher
- Angel
- Release date
- 1996
- Platforms
- Super Famicom / SNES
- Content kind
- Game
- Release state
- Released
- Region
- Worldwide
- Official website
- Not provided
- Offline minimum players
- Not provided
- Offline maximum players
- Not provided
- Online minimum players
- Not provided
- Online maximum players
- Not provided
- Categories
- Fighting · Primary genre
- Tags
- Main Story Under 10 HoursReal-time CombatFast-pacedCombosStory-drivenMelee CombatSolo-friendlyShort SessionsReplayableFantasy2D GraphicsPlayer versus Player
- Supported game languages
- Not provided
- Requires base game
- Not provided
- Standalone
- Not provided
- Age ratings
- Not provided
- Play modes
- Not provided
- Perspectives
- Not provided
Release editions
- Super Famicom / SNESWorldwide1996
Game gallery
Sources
Not provided