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SOJ Magic Knight Rayearth · The Saturn Game
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How did Rayearth become the last Saturn game in America?

By being announced first and arriving last.

When Sega unveiled the Saturn at the June 1994 Tokyo Toy Show, Magic Knight Rayearth was one of the twelve games shown with it. The adaptation was directed by Rieko Kodama, of Phantasy Star fame, in her first job as a game director; she recalled being assigned partly because Sega thought a woman should direct the shōjo adaptation, and when the schedule tightened she drew pixel art for the event scenes herself. Japan got the game on August 25, 1995.

America got it on December 11, 1998, from Working Designs, the publisher famous for lavish, slow localizations. In June 1996 the company was already calling it one of the biggest localization projects it had ever undertaken, and the planned July 1996 release slipped by more than two years. By the time the discs shipped, the Saturn was dead in North America, and Rayearth’s RPG closed the catalogue: the last game officially released for the console in that market.

INSIDE THE LOCALIZATION

Working Designs · 1996 to 1998
The lost source code
The translation notes in the North American manual record the production’s most famous mishap: part of the Japanese game’s source code was lost in a hard drive crash, and the missing code was rebuilt from scratch for the American version.
Harder than Japan’s
Working Designs judged the Japanese game too easy, and answered by speeding its enemies up and sharpening their behavior for the American release. The diaries gained English voices, minor town dialogue lost its Japanese ones, and the localization cut both ways the way theirs always did: argued about then, collectible now.
The song that could not cross
The rights to Naomi Tamura’s “Yuzurenai Negai” could not be secured, so the American opening keeps the melody under new English lyrics, “Daring Dreams.” Three recordings of the opening were made; two are hidden on the game disc itself.
Three discs, three girls
The North American discs were printed with three different artworks, one for each Magic Knight, expressly to give collectors variants to hunt. It worked: a complete Rayearth set today means three discs, and the game the Saturn ended on is collected like it.

THE RECEPTION

1995 · 1998
Famitsu: 26 of 40
Japanese reviewers were polite rather than wild: Famitsu’s cross-review gave the 1995 original 26 out of 40, while Sega Saturn Magazine’s Japanese readers scored it far warmer.
Too little, too late?
American critics split on the calendar rather than the game. GameSpot’s 5.1 called a three-year-old localization a wasted effort; EGM and Game Informer scored it around 7. Retro Gamer later put it on its list of ten essential Saturn imports, praising exactly the localization that had made it late.
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