Sailor Moon S (Game Gear)
At the beginning of the game, the player was given a choice between two playable characters: Sailor Moon and Sailor Chibi Moon. Sailor Moon was weaker than Sailor Chibi Moon; while Sailor Chibi Moon could destroy most enemies with one kick, it took Sailor Moon two kicks. Once Sailor Moon became Super Sailor Moon she was equal in strength to Sailor Chibi Moon. Sailor Chibi Moon could crawl into pipes, but Sailor Moon could not. After holding down the attack button (which powered up the power meter) Sailor Moon threw her tiara; if this is done with Sailor Chibi Moon, she would then perform her Pink Sugar Heart Attack. There were also special power-ups which looked like Spiral Heart Moon Rods, which allowed Sailor Moon to perform Moon Spiral Heart Attack once instead of throwing her tiara. Some of these power-ups could also be earned by winning the mini-game after a stage.
The game consisted of five levels, each of which had three sub-levels. During a level the three talismans (Space Sword, Deep Aqua Mirror, and Garnet Orb) could be collected. If all three were collected, Sailor Moon would turn into Super Sailor Moon at the level's end (before the fight with a boss). Even though Sailor Chibi Moon also had to collect the three talismans, they did nothing for her. The Super Sailor Moon transformation did not carry over to the next stage.
The first level's boss was Eudial. She jumped into air and threw little energy charges, but they were not difficult to avoid.
The second level's boss was Mimete.
The third level's boss was Viluy. She used her special attack, Mosaic Buster, whenever she got close. The best strategy was to hit her before she got close, as after each hit received she returned to her side of the screen.
The fourth level's boss was Tellu.
The fifth level's boss was Cyprine & Ptilol. Each time one was hit, she jumped off the screen and the other one of the pair appeared from the opposite side of the screen. After they were defeated, Kaolinite appeared and had to be fought immediately, without a break. She teleported constantly, and it was best to hit her at the moment she appeared after each teleport.
There was a mini game after each level except for the last. A certain Sailor Senshi explained the rules before each mini-game.
- Spinning Wheel Game - Match the picture of the Senshi in the picture box with the one on the spinning wheel. To do this, the player had to stop the wheel so that the pointer would stop at the correct one.
- Memory Game - There were four floors each with four doors, and each floor was reached by riding an elevator in the middle of the screen. One of the Senshi would be behind the door (including the Outer Senshi and Tuxedo Mask). The object of the game was to find the matching Senshi. If Tuxedo Mask was found behind one of the doors, he would run off screen and the player won the game automatically.
- Sailor Moon Quiz - This involved several multiple choice questions pertaining to the Sailor Moon series.
- The Luna P Race - The object of this game was to keep Luna P between Artemis and Luna without touching them. This was done by pressing the attack and jump buttons; the attack button moved forward and the jump button moved back. The game was won by reaching the goal without having touched Artemis or Luna.