Some magical girl stories are content with sparkly transformations and heartfelt speeches. This is not one of those stories. This time on Play Comics we’re warping through the glitter-strewn chaos of Sailor Moon: Another Story, the Super Famicom RPG that took the 90s manga and anime vibes, mashed them with branching timelines and turn-based redemption arcs, and asked, “What if destiny needed a save state?” It’s console combat where emotional baggage weighs more than your inventory, and every villain monologue comes with a friendship discount.
Chris isn’t battling cosmic paradoxes solo though. Cass Proffitt from Distant Echoes jumps into the senshi squad to help unpack how this game balances moon crystal lore with JRPG grind, and whether it’s a radiant tribute to Sailor Moon or just the sparkliest timeline meltdown in gaming history. Together they’re digging into what survived the trip from Naoko Takeuchi’s pages to console controllers, complete with overdramatic plot twists and Jupiter’s undefeated punch stat.
Dust off your brooch, queue the theme song, and prepare for senshi squad analysis laced with villain rehab debates and moon prism power-ups that hit different on pixelated screens.
Learn such things as:
- Why Another Story might actually be canon. Sort of. Maybe.
- How localization shaped the Western Sailor Moon fandom.
- What the point of it all is if you don’t even have a cat to help guide you along the way.
- And so much more!
You can find Cass on their podcast Distant Echoes.
If you want to be a guest on the show please check out the Be a A Guest on the Show page and let me know what you’re interested in.
You can read the full thoughts from CountZeroOr here:
Why we never got them? Well, I’d probably say it’s a combination of a couple factors: First, for much of the 16-bit console generation (and the 8-bit console generation before that), there was still a very considerable anti-Japan bias in terms of marketing of console games, based on the idea that American audiences wouldn’t buy anything actively presented as being Japanese, so Anime presentations were out (this is part of the reason why the first Ranma 1/2 fighting game was changed into “Street Combat”) – the Golgo 13 games were viewed as something of an outlier.
While some later titles in the 90s would take chances on presenting themselves as being more anime (i.e. Ranma 1/2 Hard Battle), they were also titles for properties generally marketed to guys, as also around this time video game marketing was increasingly getting more gendered, something that would continue throughout the 90s and into the 2000s and beyond. As a property targeted for girls, Sailor Moon didn’t fit in the gender essentialist marketing plans of the video game industry.
The fact that, since it’s a RPG, it also has a ton of text to localize and translate (versus to the Sailor Moon beat-em-ups), certainly didn’t help.
The next episode is going to be Uncanny X-Men. That’s right, we’re taking another look at the NES game. What are your experiences with this one? If they remade it today what characters would you want included that weren’t in the original?
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If you want to hear Chris talk with Karrington Martin about the lessons we learned from children’s media and how crazy it is that we’re supposed to just forget about that now that we’re adults, then Sugar, Spite, and Everything is Fine is probably something you should check out.
A big thanks to Anime Field Guide and To the Batpoles! for the promos today.
Intro/Outro Music by Backing Track, who saves every cat just in case it’s magical. Especially the one that’s a Red Lantern.
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