Pretty Soldier Sailormoon Sailorstars Light Panic 2 for SNES Sufami Turbo

Or

Bishoujo Senshi Sailormoon Sailorstars Fuwafuwa Panic 2 for SFC Sufami Turbo

Also know as

Bishojo Senshi Sailormoon Sailorstars Fuwafuwa Panic 2 for SFC Sufami Turbo

Introduction

This
is a sequal to the Pretty Soldier Sailormoon SuperS Light Panic game, as such it is also a puzzle game. Visually it is very similar to the SuperS Light Panic game, however there are some important differences in game play which will be expounded upon below. The game concerns Sailormoon Sailorstars and is the only currently know game based on the Sailorstars portion of Sailormoon. Sailorstars fans can rejoice because the Sailorstars are playable characters, unfortunately fans of the Outer Planet Sailors are out of luck since they are only featured in cameo roles in the game. Like in SuperS Light Panic all characters are Chan/Super Deformed.

Notice
the addition of Sufami Turbo, to the SNES/SFC designation. This is because this game is designed to run on a SNES/SFC add-on peripheral known as the Sufami Turbo. The Sufami Turbo unit connects into the game cartridge slot and sits on top of the SNES/SFC. The Sufami Turbo has two slots in which you can insert small game cartridges into. One of the interesting features about this device is that you can use resources from one game in a second game which you insert into the second slot. This could mean some fabulous things as far as this game is concerned, in theory there could be add-on cartridges which would allow you to play more levels, have animations, play as Sailors not included in the game, or play as Sailormoon characters in other games. Of course this is all theory, we are not sure that this feature was ever used by the game manufactures. Thankfully for emulation users games designed for the Sufami Turbo are playable on SNES emulators, currently the combinability of Sufami Turbo cartridges is not an option to emulation users.

Main Menu

To
display the main menu press the Start button or "Control" Key in SNES9X.

1. Story mode. Play the game in story mode.

a. Play. Play a new game.

b. Password. Enter a previously obtained password.

2. Competition mode. Play the game in non-liner mode.

a. 1st vs 2nd.

b. 1st vs COM.

3. Puzzle mode. Play alternate puzzle game, this is explained in detail later.

a. Play game.

b. Explanation. In Japanese, don't bother with it, rules explained below.

4. Options.

a. Attack. Use to re-map the attack button, by default set as the A button or "D" key in SNES9X.

b. Certain Kill Technique. Same as above but applies to special Sailor attacks.

c. BMG. Sound test the background music.

d. SE. Sample sound effects.

e. VOICE. Listen to voice clips.

f. Voice. Use to set sound output from Stereo to Mono, default is Stereo.

g. Certain Kill Techinique. Use to set the usage of a Sailors special attack to Automatic or Manual, default is Automatic.

h. Return To. Use to return to the main menu.

Story Mode

The
first screen which appears when this mode is chosen brings up a screen with Eternal Sailormoon and two choices.

1. Left side of the screen. Selecting this enables game play rules similar to the the first Supers Light Panic game in that balloons can be popped singly.

2. Right side of the screen. Selecting this enacts the new rules for popping balloons, balloons can only be popped if the are touching another balloon of the same color or a grey balloon.

Competition Mode

When
you have selected your Sailor press the Select button or "Shift" key to access the Comepetition Establishment menu:

1. Number of Matches. Sets the number of matches which a competition can have.

2. Color of fuusen?. Direct translation. Set the number of balloon colors which can occur during a match.

3. Power Rate. Sets the amount of balloons which must be chained together and the burst inorder to increase the balloon meter.

4. Return To.

Playing the Game

Story or Competition Mode

There
are some very interesting changes which have been introduced in this second offering of the Pretty Solider Light Panic series, most of them have to do with gameplay rules. One of these differences has to do with building up the Certain Kill Technique meter, in the old game it did not matter how many balloons were chained together after popping two they would add up to one balloon on the meter, now balloons must be chained inorder to build up the meter. To pop balloons use the Attack button A button or "D" key, unless you have remaped the keys in the option menu. (Quick refresher: we use the term "chaining" to describe the state of two or more balloons of the same color being in direct contact with each other, this allows the balloons to be burst in a group with one shot; remember that a single balloon or a color group of balloons will also burst any grey balloons which they are in contact with.) In story mode three or more balloons must be chained and burst inorder to build up the Certain Kill Technique meter, in competition mode this can be defined by the user. Of course balloons do not have to be burst in chains, this is only the most effective method for removing them, they can be burst singily (unless the user has chosen the 2 option).

Certain Kill Technique Meter

The
term "Certain Kill Technique", a direct translation by us, appears in many of the Sailormoon game it describes what can best be defined as a Sailors elemental attack. The meters, one for the first player and one for the second, are in the center of the screen they hold balloon icons. Balloon icons are earned by bursting a chain of balloons. The meter is built up in levels, marked with pink arrows, by bursting several different chains of three or more balloons consequetive, this builds up the meter more quickly than non-consequetive bursting. The pink arrow marker will drop down to just above the current level of the meter if a number of balloons is less than three (or the number which the user has set). The point of building up the Certain Kill Technique meter is so that your Sailor can preform her Certain Kill Technique, each one is different such as Sailormercury's Aqua Rapsohdy, they will effect your opponent in different ways. Certain Kill Techniques are performed automatically by default or, if you change this in the option menu, by pressing the B button or "C" key.

Weapons

As
in the first Light Panic game there are several weapons which can be earned by chain bursting patterns of balloons in the correct order. To see a list of possible weapons press the Start button or "Shift" key.

Password

When
a match between your Sailor and her opponent is over you are given two options the first option is to continue with the game, the second one is for quiting. When you quit you are taken to a screen which displays your password, in Hiragana, and your record of wins and losses. Write down your password and input it in the password screen to return to a previous competition.

Playing the Game

Puzzle Mode

In
this mode a pattern of balloons is in the playing field, the object is to rid the playing field of the balloons on it with the amount of attacks you are given. Remember that in this game single balloons cannot be burst by your normal attack, balloons must be chained together before they can be burst, at least two balloons. If you go over the limit you lose and are given the opportunity to retry the puzzle (the first option) or to quit (the second option). As would be expected the puzzle patterns you are challenged with progressivly increase in difficulty and require more stragedy. Always study a puzzle carfully before using any of your attacks they all have a method for solving them. Remember which balloon chains produce weapons and know when to utilize an earned weapon or when to let them go. When you quit you will be given a password to return to the puzzle which you did not solve, write this down.


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This page was created on August 25, 1998.