Pretty Soldier Sailor Moon S
Credits
Extracted from the Shift-JIS staff roll source file on the disc. Romanizations of lesser-known staff are best-effort readings; entries in quotes are pseudonyms as credited.
- Original Work Naoko Takeuchi (武内直子)
- Sailor Moon / Super Sailor Moon Kotono Mitsuishi (三石琴乃)
- Sailor Chibi Moon Kae Araki (荒木香恵)
- Sailor Mercury Aya Hisakawa (久川綾)
- Sailor Mars Michie Tomizawa (富沢美智恵)
- Sailor Jupiter Emi Shinohara (篠原恵美)
- Sailor Venus Rika Fukami (深見梨加)
- Sailor Uranus Megumi Ogata (緒方恵美)
- Sailor Neptune Masako Katsuki (勝生真沙子)
- Sailor Pluto Chiyoko Kawashima (川島千代子)
- Luna Keiko Han (潘恵子)
- Artemis Yasuhiro Takato (高戸靖広)
- Tuxedo Mask Toru Furuya (古谷徹)
- Theme Song "Moonlight Densetsu" — Lyrics: Kanako Oda (小田佳奈子), Music: Tetsuya Komoro (小諸鉄矢), Arrangement: Yuzo Hayashi (林有三), Performed by Sakurakko Club Sakura-gumi (Columbia Records)
- Executive Producer Eisaku Maniwa (間庭英作)
- Producers Makoto Asanuma (浅沼誠), Masato Utsunomiya (宇都宮将人)
- Game Coordinators Takatomo Shun (俊孝朋), "Haruka Mirai" (はるかみらい), "Minato" (みなと)
- Programmers Masaki Miyabi (雅真沙樹), "HIGASHI" (ヒガシ), Shoko Mitaku (三択昌子)
- Designers Akira Yoshida (吉田晶), Seitaro Hashizume (橋爪征太郎), Seira Konno (紺野青羅), Megumi Saijo (西城恵), Raita Takatori (たかとり雷太), "Gatans" (ゲータンズ), "Saga Beans" (サガビーンズ)
- Composers FLYING SYMPHONY, SWITCH・E, "Sailor Chatoru" (セーラーちゃとる), "Bishoujo Club" (微少女倶楽部)
- Movie Kumiko Nao (奈緒久美子), Ryoko Wakui (和久井良子), "CINEPAKMAN" (シネパックマン), "Mabara" (まばら)
- Test Players Yasuyuki Magami (馬上安幸), "TIN", "Tomoe Maa-tan" (土萠まあたん)
- Opening CG — NHK Enterprise Producer Misako Saka (坂美佐子)
- Opening CG — Technical Director Yoshishige Matsuno (松野美茂)
- Opening CG — Director Toshio Shinma (新間敏雄)
- Opening CG — Designer Daisuke Kishi (岸大輔)
- Opening CG — Staff Kazusuke Takasu (高須一輔), Hiroshi Matsumoto (松本弘)
- Opening CG — Digital Editing Junji Kojima (小島淳二)
- Opening CG — Companies Nihon Effect Center Co., Daikin Industries, Beck Co., Heavy Gauge
- Cooperation Kodansha "Nakayoshi" Editorial Dept., Toei Animation — Konosuke Uda (宇田鋼之介), Tadao Matsumoto (松元忠雄), Nobuyoshi Hoshikawa (星川信芳), Munehisa Higuchi (樋口宗久), Mutsumi Kido (木戸睦)
- Special Thanks Yasuo Miyakawa (宮河恭夫), Joji Yuno (湯野譲司), Hirofumi Inagaki (稲垣浩文), Michihito Okamoto (岡本倫人)
- Production Bandai Co., Ltd. (株式会社バンダイ)
Disc Archaeology
Findings from a byte-level analysis of the Japanese retail disc image (597,999,616 bytes / 291,840 blocks).
A complete debug menu ships on the disc
The disc root contains gmdebug — an 83,104-byte standalone debug program, pressed onto every retail copy. Its menu strings describe a full development tool:
- Modes:
BATTLE/DEBUG BATTLE/TITLE/DATA BASE/DEBANIM-1/DEBANIM-2(animation viewers) /GAME/STAFF ROLL/SUPER ENDING/EXIT - Per-player cheats:
MUTEKI(invincibility),TIME INFINITY, handicap, speed and color overrides - Live memory readouts:
SYS_FREE/VRAM_FREE/DRAM_FREE NOW=%06d - Full character and stage select lists (see below)
The main executable (launchme) contains the strings TaskDebug and gmdebug, indicating it can spawn the debug program directly. A leftover development-kit string sits alongside: "Cannot communicate with Mac" — the tether check for 3DO's Macintosh-based debugging link.
The debug menu preserves earlier stage names
The debug stage list reads: GAME CENTER, SCHOOL, JINJYA, PARK, TAIIKUKAN, CERKIT, YACHT, DOOR, NEO CRYSTAL, CRYSTAL PALACE. Position 7, "YACHT", corresponds to the shipped file 06_Pool.pak — the pool stage apparently began life as a yacht/harbour setting and kept its old name in the debug tool. "CERKIT" (circuit) is a romanization slip that also survives in the shipping filename 05_Cerkit.pak.
NUPTUNE
Sailor Neptune is spelled "NUPTUNE" throughout — in the debug menu's character roster and in the shipped animation archives (Nuptune1P_0.pak, Nuptune2P_1.pak, etc.). The misspelling was evidently entrenched in the project's asset pipeline.
A Japanese-named folder in the filesystem
The directory /data/SE35ウラヌス ("SE35 Uranus", in raw Shift-JIS katakana) sits in the Opera filesystem alongside its ASCII siblings — a working folder holding four Uranus voice samples (Uranus11.ADPCM–Uranus14.ADPCM) whose name was never romanized before mastering. Opera filesystems are meant to carry ASCII names; on non-Japanese systems this entry renders as garbage bytes.
Superseded assets pressed to disc
The team's backup convention — appending (org) — shipped along with the game:
08_NeoCrystal.pak(org1)through(org5)— five successive revisions of the Neo Crystal stage alongside the final, a complete iteration history of one arena.03_Kouen.pak(org),07_Door.pak(org),SE60.PAK(org)— older versions of a stage, a door arena and a sound bank.
The credits are shipped as C source code
The /data/FONT directory turns out to contain the game's text system in raw development form:
StuffRoll.data("Staff Roll" misspelled as "Stuff Roll") is not compiled data but a fragment of C source code — achararray literal, closing brace and all — containing the complete staff roll as Shift-JIS text, from 【原作】武内直子 (Original Work: Naoko Takeuchi) through the full anime voice cast to 【製作】株式会社バンダイ. The entire credits list is readable with a hex editor (see the Credits section of this page).Mes.datais likewise C source:char ProFile00[] = "誕生日:\n星 座:\n血液型:..."— the character-profile screens (birthday, star sign, blood type, school, hobbies...) as source-code string arrays.MoonFont(99 bytes) is the build script that processed them:FontTool StuffRoll.data -Fhzm12.4pl -OStuff.Font.OBJandFontTool Mes.data -Fhzm12.4pl -OMoon.Font.OBJ— the developers' actual command lines, showing FontTool subsetting the system 12-dot kanji font down to just the glyphs each text needs, producing the shipped.OBJfont files.
Multi-program architecture
Beyond launchme, the disc carries several cooperating ARM programs: sub (161,024 bytes), and the parenthetically-named movie players MovieDemo(Main) and MovieDemo(Sub) (identical 71,872-byte sizes). A launch command survives in the executable: MovieDemo(Main) MoonOp.Film 18 12 5fff.
Filesystem notes
The redundant directory copies ("avatars") of /System/Drivers, Folios, Programs and Scripts, plus rom_tags, disagree between copies — stale older generations from multi-pass mastering, pressed into every disc. The root directory copies verify hash-identical, so this is a mastering artifact, not dump damage.
Unallocated space
63,351 blocks (~124 MB, 22% of the disc) belong to no file. Every byte was checked: 100% standard iamaduck mastering filler, nothing hidden inside.