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atari aquventure
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Released
Platform
Teen
ESRB Rating
Genre
Perspective
Art
Setting
Misc

User Reviews

There are no reviews for this game.


Our Users Say

Category Description User Score
Acting The quality of the voice or video acting. 3.7
AI The quality of the game's intelligence, usually for the behavior of opponents. 3.8
Gameplay How well the game mechanics work and the game plays. 3.8
Graphics The visual quality of the game 4.3
Personal Slant A personal rating of the game, regardless of other attributes 4.2
Sound / Music The quality of the sound effects and/or music composition 4.1
Story / Presentation The main creative ideas in the game and how well they are executed. This rating is used for every game except compilations and special editions which don't have unique game content not available in a standalone game or DLC. 4.0
Overall User Score (9 votes) 4.0


Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
95
GameFan Magazine (Oct, 1995)
Dazzling graphics, tons of animation, a cute storyline, and lots of surprises make Rayearth the benchmark by which future 32-bit action-RPG's will be judged.
93
Consoles Plus (Feb, 1999)
Cette perle est enfin traduite en américain ! Tout possesseur de Saturn se doit d'y jouer.
90
MKRE en version US est, en plus d'être un excellent jeu, un véritable objet de collection. Revers de la médaille, son prix est à la hauteur de sa réputation... Mais honnêtement l'investissement vaut vraiment le coup !
85
RPGFan (Dec 15, 1997)
Overall, Magic Knight Rayearth is a lot of fun to play and I urge fans of action RPGs, 2D games, or anime in general to pick this up. Aside from the bad voice acting and unintelligent script, this game remains one of the better 2D games released for the Saturn. Also, I thought the idea of the diary was cute, though the pictures in them are my favorite. Each girl has her own unique drawing style, which is very neat.
82
RPGFan (Oct 31, 1999)
Magic Knight Rayearth is a solid action RPG, and, taking into account the relative lack of quality action RPGs on 32 bit systems in the US, definitely one to consider. Though it won't blow away anyone other than perhaps die hard fans of the anime, it makes a fitting swan song for the US Saturn, as it allows the system to go out on a positive note.
75
Video Games (Feb, 1999)
Grafisch wie musikalisch zählt Rayearth zu den Spitzenreitern des 2D-Sektors. Im Gegensatz zur Nippon-Version bestückte man beim US-Port lediglich wichtige Dialoge mit einer Sprachausgabe. Ein witziges wie nützliches Feature ist das illustrierte Tagebuch, in dem jedes Mädel seine persönlichen Erlebnisse protokolliert. Auf Wunsch werden die Einträge auch vorgelesen. In den Genuß des subtilen bis derben Humors werden allerdings nur Spieler mit versierten Fremdsprachkenntnissen kommen.
75
RPGFan (Oct 31, 1999)
Overall, Rayearth isn't an awful game, it just isn't that good. I hold Working Designs games to a higher standard because Working Designs is excellence, but Rayearth is far from excellence. You can argue all day about which game is Working Designs' worst, but I would say (for now at least) that it's Rayearth. Mixing "A" graphics with "D" gameplay is not my idea of a good game, and I really can't recommend it to anyone. If you want a good Action/RPG from Working Designs get Alundra, and if you've played that then save your money. As hard as it is for me to say it, Rayearth was not a very good RPG and I didn't enjoy it very much at all.
71
The sprite-based graphics in this action/RPG are among the most amazing I've seen on the Saturn. Everything from the characters to the terrain is amazingly crisp, colorful, detailed and just plain beautiful. Otherwise, MKR is an ultra-cutesy, anime-heavy game and at times the story and characters are too sickeningly sweet for my tastes, while the entire quest is a bit short and easy. Still, it's a fun little game that packs hilarious dialogue.
70
Sega-16.com (Dec 10, 2020)
Considering that Magic Knight Rayearth was the last game to be released for the Saturn in North America, it saw only a very limited print run. As such, it is pretty rare and extremely in demand among collectors, with complete CIB releases easily asking obscene prices of $800 or more on eBay! That’s a shame, really, as this prevents more players from getting to enjoy it. Is it worth shelling out hundreds of dollars for? Certainly not! For that, the game is too short, the plot progression too linear, the setting not explored well enough and the replay value too nonexistent. I wouldn’t mind a modern re-release on another platform though! All in all, this is still a very decent, if short, action/RPG, and a game that even girls can enjoy without having to feel looked down upon.
60
Magic Knight Rayearth is a game that Saturn owners shouldn't lose any sleep over for not having to get a chance to play it. We're not talking about Shining Force 3 scenarios 2 and 3 here. It's a game that probably won't spawn a sequel if it were release in the prime days of the Saturn.
60
Defunct Games (Aug 09, 2007)
Collecting scattered Rainbow Amulets permits access to hidden items (including a hilarious set of voice-acting outtakes), but it's doubtful that your average player would play long enough to find them all. Nothing about the game is expressly awful. The graphics, music, sound, and gameplay aren't bad - just competent to a fault. Die-hard fans of Working Designs or the Clamp series might love the title, but all others should be wary.
51
GameSpot (Jan 06, 1999)
The story of Magic Knight Rayearth's localization is perhaps unmatched in gaming history. Filled with embroiled legal entanglements (Working Designs demanded use of the original manga's character names), backstabbing surprises (WD and Sega's infamous "E3 booth fiasco"), shifting alliances (WD switched development from the Saturn to the PlayStation, leaving MKR's future uncertain), and righteous stands for rarely held ideals (WD has finally published the game, at a loss, because it gave its word). The story of Magic Knight Rayearth itself, on the other hand, is a generic anime tale of 14-year-old Japanese schoolgirls. And here's the rub: In the end, the game seems little more than a final punctuation mark to the localization saga. MKR can't fairly be called "old school." After nearly three years of delays, it can only be called "old."


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