Published by
Developed by
Released

Platforms
MobyRank MobyScore
Game Gear
...
0.0
SEGA Saturn
73
2.9
SNES
...
0.0

Description

In the land of Cephiro, the world was kept in peace and harmony by the wishes of Princess Emauraude, the Pillar of Balance. But the evil priest, Lord Zagato, has kidnapped Emauraude, and Cephiro is being invaded by deadly beasts. If this continues, Zagato will gain complete control of Cephiro! The only ones who can stop him are the legendary Magic Knights...

And those Magic Knights are three young girls from Earth. Hikaru Shidou, Umi Ryuuzaki, and Fuu Hououjii have been plucked from modern-day Tokyo and brought to Cephiro by Emauraude, and they're the only ones who can defeat Zagato...as the Magic Knights!

This game is based on the famous anime and manga by renowned magna artists CLAMP.

Alternate Titles

  • "魔法騎士レイアース" -- Japanese Spelling
  • "Mahou Kishi Rayearth" -- Japanese Title

Part of the Following Groups


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User Reviews

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The Press Says

GameFan Magazine SEGA Saturn Oct, 1995 95 out of 100 95
Objectif-SEGA SEGA Saturn Apr 10, 2009 9 out of 10 90
Electronic Gaming Monthly (EGM) SEGA Saturn Jan, 1999 7.1 out of 10 71
Defunct Games SEGA Saturn Aug 09, 2007 60 out of 100 60
GameSpot SEGA Saturn Jan 06, 1999 5.1 out of 10 51

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Trivia

Corrections to above and additional notes from the programmer of the english language version:

Of all the hacking I've done over the course of my career, I'm most proud of the hacks I did to port "Magic Knight Rayearth" into english.

It wasn't the code that was lost, but the animation data for the cinepak movies. This data was never recovered, so I eventually wrote special software to allow me to replace the audio track with the english language audio track without changing the video at all. I also wrote another program to insert new video data in the middle of an already compressed movie. This is why you get that brilliant digital wipe when it transitions to the US logo... we didn't have a key frame and the background of the US Rayearth logo was brighter than the logo as it appeared in the movie!

As noted, the main delays actually came from Kadokawa Shoten's insistance that the same names be used as the english language dub they were trying to sell to television. Unfortunately, the english dub they had done was horrible, and we refused. The names they wanted us to use were "Marine", "Anemone", and "Luce". Never mind that they are all sea-based names even though they had air, water, and fire based powers, the last thing you want to call a 14 year old girl is "loose"... no matter how you spell it!

Every time they would make noises about the names, Victor would stop production and start working on something else till it was ironed out. So it ended up taking nearly over two years, but I don't think it ever actually went to court... I think they just gave up on trying to sell the TV show. Maybe Victor could clarify this.

During all the extra time, I worked on many different games, including "Dragon Force", "Albert Odyssey", and the Playstation version of "Lunar: The Silver Star Story". But I was always working on Rayearth a little bit, so a lot of work got done! The save system was rewritten to allow for more than three saves on a card. I wrote a complete map editor just so I could reduce the number of trees in some levels to get the frame rate up. I wrote special text tools to re-render the text for names of places on the map screens and special dialog boxes.

But the coolest thing I wrote was a program to listen to the recorded dialog and make the mouth movements match what was being said. In the Japanese version, the mouth movements were all hand animated by typing a string of letters into a file: lower case vowels were 2 frames long, upper case vowels were 3 frames long, and the letter N was a closed mouth.

I had originally written a system to use the saturn netlink keyboard to type these symbols into the game and save them out on a memory card. I realized, however, that we just didn't have anybody in-house who was skilled enough to handle it.

So I wrote the lip-flap matching tool. It worked by performing a frequency analysis on each actor singing the vowel sounds and then doing it's best to match those to the recorded dialog and pick the best sound. It wasn't perfect, but it worked pretty well, and it saved us a lot of work!

Alas, it only got used for part of the game, because Victor decided not to dub all of the dialog in the game.

I think that, if I hadn't been pushing him to release the game, he would have canned it after the first year of delays...

I still think that it's one of the best games ever released for the Sega Saturn. Certainly, it's one of the few games to really use Sega's hardware to it's fullest potential. Despite all the setbacks, I'm still really proud of the results.

-- Tim Trzepacz --

(BTW: The english release available in stores now is available from Media Blasters / Anime Works and not Pioneer, so I don't think Pioneer worked on the 2nd dub. Somebody should check on that)


This entry was contributed by JRK (8148), Satoshi Kunsai (1856) and Unicorn B. Lynx Bronze Star Contributing Member (53164)
 

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