Magic Knight Rayearth
Reviewed by Marcus Webb & Elena Castillo ·
Working Designs' final Saturn localization and one of their most elaborate productions — Magic Knight Rayearth blends action RPG combat with the CLAMP manga's distinctive art style, featuring three playable Magic Knights and Sega's impressive Saturn production values. A Saturn exclusive that became a collector's trophy for Working Designs completionists.
💡 Magic Knight Rayearth — Key Facts
- → Magic Knight Rayearth was developed by Sega and published by Working Designs
- → Released in 1998 on SEGA-SATURN
- → Genre: Action, Jrpg
- → We rate it 8.1/10 — highly recommended
- → Working Designs' final Saturn localization and one of their most elaborate productions — Magic Knight Rayearth blends action RPG combat with the CLAMP manga's distinctive art style, featuring three playable Magic Knights and Sega's impressive Saturn production values. A Saturn exclusive that became a collector's trophy for Working Designs completionists.
Overview
Working Designs received Magic Knight Rayearth in 1995, when CLAMP’s manga was at peak Western awareness and Saturn was the company’s primary platform. They delivered it to Western stores in 1998, three years later, after adding voice acting, additional content, and the full Working Designs production treatment.
By 1998, the Saturn was commercially dead in the West. The PlayStation had won. Working Designs’ next projects would be PlayStation titles.
Magic Knight Rayearth was their Saturn farewell.
The Three Knights
Hikaru, Umi, and Fuu arrive in Cephiro as middle schoolgirls and leave as Magic Knights — magic-wielding warriors bonded to elemental spirits. The game cycles between them, each controlling differently: Hikaru’s speed, Umi’s water magic, Fuu’s wind and support abilities.
The isometric combat environments let the three fight together with companion AI while the player controls one at a time. The system isn’t deep by action-RPG standards, but it captures the manga’s energy — three characters who each bring something different, fighting together toward a shared destination.
The Working Designs Treatment
Working Designs was famous for two things: bringing Japanese RPGs to Western audiences who would otherwise never play them, and doing so with a level of care and additional content that often exceeded the Japanese original’s production.
Magic Knight Rayearth received that treatment. Voice acting was added for every cutscene. Additional content was integrated. The packaging was premium. The localization had personality — Working Designs’ writers gave the characters voice that matched the manga’s character chemistry.
The Saturn Exit
The collector’s market for Magic Knight Rayearth exists because it’s the intersection of two collectible categories: Working Designs’ Saturn catalog and Saturn exclusives. Players who want complete Working Designs Saturn collections need it. Players completing Saturn libraries need it.
The game itself is enjoyable but modest. The historical positioning is exceptional.
Our Review
Gameplay
Magic Knight Rayearth is an action-RPG adaptation of CLAMP's manga. Three Magic Knights — Hikaru, Umi, and Fuu — alternate as the player-controlled character through isometric combat environments, with companion AI controlling the others. Combat uses real-time action attacks with special magic abilities fueled by a gauge. The RPG layer involves equipment upgrading through ores found in dungeons and towns providing story context and equipment shops. Mashin (giant mech-like spirits) are summoned in boss battles as a climactic combat layer. The narrative follows the manga's isekai premise — three Tokyo schoolgirls summoned to the magical world of Cephiro.
Graphics
Magic Knight Rayearth's Saturn production was visually ambitious — detailed anime character portraits, fluid sprite animation in combat, and Sega's characteristic attention to battle presentation. Working Designs added voiced cutscenes and animated sequences for the Western release.
Audio
Working Designs added English voice acting to the localization alongside the game's original Japanese audio. The soundtrack provides appropriate JRPG adventure accompaniment for the magical world setting.
Replayability
Three playable characters with different combat styles create some replay motivation. The narrative is linear, but completionist equipment collection and the full Working Designs localization treatment encourage complete play.
Historical Significance
Magic Knight Rayearth (Saturn 1995 Japan, 1998 West) was Working Designs' last major Saturn localization and one of their most elaborate productions — a 3-year gap between Japanese release and Western localization allowed for additional content, full voice acting, and the premium Working Designs packaging treatment. The game was released alongside a limited-edition bundle that has become a collector's item. As a Saturn exclusive with a legendary localizer's final Saturn work, original copies are significantly valued in the collector's market.
✅ Pros
- + CLAMP's distinctive art style faithfully adapted
- + Working Designs' highest-quality Saturn localization treatment
- + Three distinct Magic Knight playstyles
- + Mashin summoning creates memorable boss encounters
- + Collector's value as Working Designs' Saturn farewell
❌ Cons
- - Simple action RPG systems compared to contemporaries
- - 3-year localization gap meant outdated visuals on Western release
- - Saturn exclusive with no modern re-release
- - Narrative assumes familiarity with the manga/anime