Magic Knight Rayearth (Sega Saturn)
Magic Knight Rayearth |
---|
Developer: Sega[1] This game has debugging material. This game has a prototype article |
One of a surprisingly large number of video game adaptations of Tokyo Movie Shinsha's take on CLAMP's successful effort to combine the magical girl and giant robot genres, the Saturn Magic Knight Rayearth is an action RPG that's unusually high budget and solidly produced for a licensed title. Join everyone's favorite Magic Knights on their quest to inspect every kitchen in Cefiro!
The English version, which came over three years after the Japanese version's release, was the last Saturn game to be released in North America which also marked the first time anything related to the anime came there, a year before Media Blasters released the show on video.
Contents
Sub-Page
Prototype Info |
Debug Leftovers
To do: Check for code referencing these. |
ROUND CINEPACK SOUND AREA SOUND BANK SOUND SONG 0123456789ABCDEF EVENT CHK VOICE CDAD SOUND STOP nakamura * INITMENU
These strings for what seems to be a debug menu appear around 0xA56E8 (US version) in 0, the main code/data file.
Regional Differences
Forgive us, we tried.
Short version: Working Designs.
Long version: Working Designs rather infamously took two-and-a-half years to actually produce the US version of the game after licensing it, due at least in part to Sega losing some of the source code in a hard drive crash. Never fear, though - nothing could stop Working Designs from cranking up a game's difficulty!
General
- As with all Working Designs releases, the script was rewritten. This game is noticeably more restrained with its changes than some, with relatively few injected "jokes", but there are still many, many cases of dialogue being arbitrarily altered or added. For example, an instance of Umi simply exclaiming "Alcione!" in the Japanese version was turned into "This evil suits you well! I'm not surprised you would use children to further your agenda!" in the US version.
- In the Japanese version, almost all dialogue by characters that have a portrait is voiced. The US version cuts out all of it except for the intro, FMVs, and a handful of lines from the villains. The manual attempts to spin this as a feature ("It slowed down the flow of the game").
- Supposedly as a replacement for the missing voice acting, the US version adds optional voice-overs for the game's diary entries. While the manual claims this was done using disc space "reclaimed" from the dialogue voice-overs, all the Japanese lines that weren't dubbed are still present on the US disc unaltered.
- A few portraits have extra animation that was removed in the US version, probably due to a combination of difficulty generating lip flaps and the fact that these animations are very rarely used (e.g. Hikaru has an arm-raising animation that's used exactly once, during the intro sequence).
- There are a handful of instances where one character's portrait was swapped for another for no apparent reason, such as in the dialogue shown the first time the "island" in Lekuido is moved (where Hikaru's "shocked" portrait is switched with Umi's).
- FMVs are unskippable in the Japanese version, but can be skipped with Start in the US version.
- The US version increases the number of save slots from three to six and adds the ability to save using the Back-Up RAM Cartridge.
- What the manual describes as "sprite consolidation and reduction" was performed in the US version to reduce lag. The exact changes made aren't clear.
- An option to listen to voice acting outtakes was added as an additional reward for collecting all the Rainbow Amulets.
- Working Designs wasn't willing to shell out the bucks to license the Japanese opening theme, "Yuzurenai Negai", so it was replaced with an original composition.
- An alternate version of the new opening theme was added and made unlockable via a button code. From the Saturn bootup menu accessed by turning on the console and holding A, select "Start Application", press Start, then hold X + B + Z + L + R until the intro begins.
- For some reason, the ending cutscene was re-encoded (or perhaps re-sourced from VHS?) in the US release - the video quality is significantly degraded from the Japanese version. The visual content doesn't seem to have changed, so it's not clear why this was done.
Enemies
Apparently, the two-and-a-half years Working Designs spent putting together the US version weren't for nothing, as this game contains some of the company's most elaborate and involved difficulty changes. Not only do nearly all the enemies do more damage, they've actually been sped up, making them extremely fast and aggressive. The above comparison video demonstrates selected changes - since nearly every enemy in the game was altered in this way, a comprehensive video would be far longer.
(One can't help but wonder how much sooner the game might have been ready without these changes, especially if they had to be hacked into the game using 1996 technology.)
The following sections list the exact changes made.
Stats
First, these changes stem from alterations to constants embedded directly in code stored in various OLXX.BIN files. The "Attack" value is simply the amount of damage the attack does per hit. Offsets are for the US version.
Offset | Name | Attack | Offset | Name | Attack | Offset | Name | Attack | ||
---|---|---|---|---|---|---|---|---|---|---|
OL05.BIN
0x2572 |
Caldina Fight 1 Projectile 1 | 1 -> 3
(+2) |
OL05.BIN
0x2A8E |
Caldina Fight 1 Projectile 2 | 1 -> 2
(+1) |
OL09.BIN
0x1C0E |
Caldina Fight 3 Fan | 1 -> 2
(+1) | ||
OL14.BIN
0x884 |
Rafargar Body | 1 -> 2
(+1) |
OL14.BIN
0x5de |
Rafargar Standing Swing | 3 -> 4
(+1) |
OL14.BIN
0x190E |
Rafargar Sliding Swing (1) | 3 -> 4
(+1) | ||
OL14.BIN
0x19BA |
Rafargar Sliding Swing (2) | 3 -> 4
(+1) |
OL14.BIN
0x1090 |
Rafargar Projectiles | 3 -> 4
(+1) |
OL13.BIN
0xB4F6 |
Zagat Electric Balls | 3 -> 6
(+3) | ||
OL13.BIN
0xBDDE |
Zagat Fireballs | 5 -> 10
(+5) |
OL13.BIN
0x2C16 |
Zagat Machine Body | 1 -> 2
(+1) |
OL13.BIN
0x3316 |
Zagat Machine Sword | 4 -> 8
(+1) | ||
OL13.BIN
0x4B1A |
Zagat Machine Minions | 2 -> 4
(+2) |
OL13.BIN
0x586E |
Final Boss Left Horn | 3 -> 12
(+9) |
OL13.BIN
0x5926 |
Final Boss Right Horn | 3 -> 12
(+9) | ||
OL13.BIN
0x5a06 |
Final Boss Head | 3 -> 12
(+9) |
OL13.BIN
0x5fa2 |
Final Boss Laser | 3 -> 12
(+9) |
OL13.BIN
0x622E |
Final Boss Star 1 | 2 -> 8
(+6) | ||
OL13.BIN
0x629A |
Final Boss Star 2 | 2 -> 8
(+6) |
OL13.BIN
0x7278 |
Final Boss Electric Beams | 2 -> 8
(+6) |
OL13.BIN
0x7D00 |
Final Boss Spread Attack | 3 -> 12
(+9) | ||
OL13.BIN
0x60e4 |
Final Boss Orb 1 | 3 -> 12
(+9) |
OL13.BIN
0x6142 |
Final Boss Orb 2 | 3 -> 12
(+9) |
OL13.BIN
0x7972 |
Final Boss Small Projectiles | 1 -> 4
(+3) |
The remainder of these entries are stored in a table at the specified offsets in 0, the game's main code/data file.
In addition to Attack, there is a second statistic associated with each object that was occasionally changed. Its effect isn't currently known, but it's listed here for completeness.
To do: Enemy names. |
Offsets | Attack | ? | Offsets | Attack | ? | Offsets | Attack | ? | Offsets | Attack | ? | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
JP: 0x67888
US: 0x68A04 |
1 -> 2
(+1) |
1
|
JP: 0x67C90
US: 0x68E0C |
1 -> 3
(+2) |
6
|
JP: 0x67D08
US: 0x68E84 |
1 -> 5
(+4) |
8
|
JP: 0x67E10
US: 0x68F8C |
1 -> 3
(+2) |
1
| |||
JP: 0x683F8
US: 0x69574 |
1 -> 4
(+3) |
100
|
JP: 0x68440
US: 0x695BC |
1 -> 3
(+2) |
3
|
JP: 0x693B8
US: 0x6A534 |
3 -> 4
(+1) |
20 -> 15
(-5) |
JP: 0x693D0
US: 0x6A54C |
1 -> 4
(+3) |
9 -> 10
(+1) | |||
JP: 0x693E8
US: 0x6A564 |
1 -> 3
(+2) |
6
|
JP: 0x69400
US: 0x6A57C |
1 -> 3
(+2) |
1
|
JP: 0x69418
US: 0x6A594 |
1 -> 3
(+2) |
1
|
JP: 0x69430
US: 0x6A5AC |
1 -> 3
(+2) |
1
| |||
JP: 0x69448
US: 0x6A5C4 |
3 -> 4
(+1) |
30 -> 23
(-7) |
JP: 0x69478
US: 0x6A5F4 |
1 -> 3
(+2) |
2
|
JP: 0x69508
US: 0x6A684 |
2 -> 4
(+2) |
10 -> 12
(+2) |
JP: 0x695E0
US: 0x6A75C |
1 -> 2
(+1) |
60 -> 45
(-15) | |||
JP: 0x695F8
US: 0x6A774 |
1 -> 5
(+4) |
79 -> 60
(-19) |
JP: 0x69610
US: 0x6A78C |
1 -> 8
(+7) |
44 -> 22
(-22) |
JP: 0x69628
US: 0x6A7A4 |
1 -> 5
(+4) |
32 -> 11
(-21) |
JP: 0x69640
US: 0x6A7BC |
2 -> 10
(+8) |
103 -> 78
(-25) | |||
JP: 0x69658
US: 0x6A7D4 |
1 -> 2
(+1) |
0
|
JP: 0x69670
US: 0x6A7EC |
1 -> 2
(+1) |
0
|
JP: 0x696A0
US: 0x6A81C |
2 -> 3
(+1) |
123 -> 93
(-30) |
JP: 0x696B8
US: 0x6A834 |
1 -> 12
(+11) |
100 -> 79
(-21) | |||
JP: 0x696E8
US: 0x6A864 |
1 -> 8
(+7) |
55 -> 30
(-25) |
JP: 0x69700
US: 0x6A87C |
1 -> 3
(+2) |
120 -> 96
(-24) |
JP: 0x69718
US: 0x6A894 |
1 -> 2
(+1) |
20 -> 15
(-5) |
JP: 0x69730
US: 0x6A8AC |
1 -> 5
(+4) |
57 -> 34
(-23) | |||
JP: 0x69778
US: 0x6A8F4 |
1 -> 9
(+8) |
10 -> 18
(+8) |
JP: 0x698F8
US: 0x6AA74 |
2 -> 5
(+3) |
7
|
JP: 0x69910
US: 0x6AA8C |
1 -> 3
(+2) |
1 -> 3
(+2) |
JP: 0x69BE0
US: 0x6AD5C |
2 -> 4
(+2) |
12
| |||
JP: 0x6BB48
US: 0x6CCC4 |
2 -> 3
(+1) |
255 -> 191
(-64) |
JP: 0x6BB60
US: 0x6CCDC |
2 -> 5
(+3) |
40 -> 31
(-9) |
JP: 0x6BB90
US: 0x6CD0C |
4 -> 8
(+4) |
4 -> 8
(+4) |
JP: 0x6BBA8
US: 0x6CD24 |
2 -> 6
(+4) |
127 -> 95
(-32) | |||
JP: 0x6BC68
US: 0x6CDE4 |
1 -> 3
(+2) |
127 -> 95
(-32) |
JP: 0x6BC80
US: 0x6CDFC |
1 -> 3
(+2) |
127 -> 95
(-32) |
JP: 0x6BC98
US: 0x6CE14 |
1 -> 4
(+3) |
127 -> 95
(-32) |
JP: 0x6BCB0
US: 0x6CE2C |
1 -> 4
(+3) |
127 -> 95
(-32) | |||
JP: 0x6BCC8
US: 0x6CE44 |
1 -> 4
(+3) |
127 -> 95
(-32) |
Additionally, one object had a number of other unknown parameters changed:
Offsets | Attack | ? | ? | ? | ? | ? | ? |
---|---|---|---|---|---|---|---|
JP: 0x69778
US: 0x6A8F4 |
1 -> 9
(+8) |
10 -> 18
(+8) |
1 -> 3
(+2) |
1 -> 2
(+1) |
1 -> 0
(-1) |
1 -> 2
(+1) |
17 -> 16
(-1) |
Speed
The values given here are approximated from the game's native representation of speed (fixed-point pixel/subpixel, with 16 bits of precision for each). An offset of N/A for the Japanese version indicates a new constant was introduced in the US version (due to the quirky nature of constants in the SH-2 CPU architecture).
Note that apart from the changes listed, the fireballs in Bewildering Cave had their speed doubled (by multiplying it in code, hence their exclusion from the tables below).
Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
JP: 0x3AC00
US: 0x3EF4C |
0.50 -> 1.05
+0.55, ×2.10 |
JP: 0x3AE0C
US: 0x3F158 |
0.50 -> 1.05
+0.55, ×2.10 |
JP: 0x3B268
US: 0x3F5B4 |
1.60 -> 2.40
+0.80, ×1.50 |
JP: 0x3B5A4
US: 0x3F8F0 |
1.60 -> 2.40
+0.80, ×1.50 |
JP: 0x3B8E8
US: 0x3FC34 |
0.80 -> 1.20
+0.40, ×1.50 | ||||
JP: 0x3B8F0
US: 0x3FC3C |
1.60 -> 2.40
+0.80, ×1.50 |
JP: 0x3BA40
US: 0x3FD8C |
1.60 -> 2.40
+0.80, ×1.50 |
JP: 0x3BC3C
US: 0x3FF88 |
1.60 -> 2.40
+0.80, ×1.50 |
JP: 0x3BD44
US: 0x40090 |
1.60 -> 2.40
+0.80, ×1.50 |
JP: 0x3BE70
US: 0x401BC |
1.60 -> 2.40
+0.80, ×1.50 | ||||
JP: 0x3C02C
US: 0x40378 |
1.60 -> 2.40
+0.80, ×1.50 |
JP: 0x3C3F8
US: 0x40744 |
1.60 -> 4.80
+3.20, ×3.00 |
JP: 0x3C7E8
US: 0x40B34 |
0.80 -> 2.40
+1.60, ×3.00 |
JP: 0x3C7F4
US: 0x40B40 |
1.60 -> 4.80
+3.20, ×3.00 |
JP: 0x3D054
US: 0x413A0 |
2.00 -> 6.00
+4.00, ×3.00 | ||||
JP: 0x40698
US: 0x449EC |
1.00 -> 1.12
+0.12, ×1.12 |
JP: 0x407B8
US: 0x44B0C |
1.00 -> 1.12
+0.12, ×1.12 |
JP: 0x41558
US: 0x458AC |
1.00 -> 2.25
+1.25, ×2.25 |
JP: 0x420C0
US: 0x46414 |
1.50 -> 2.25
+0.75, ×1.50 |
JP: 0x422D8
US: 0x4662C |
1.50 -> 2.25
+0.75, ×1.50 | ||||
JP: 0x4293C
US: 0x46C90 |
0.50 -> 0.75
+0.25, ×1.50 |
JP: 0x42AF4
US: 0x46E48 |
0.50 -> 0.75
+0.25, ×1.50 |
JP: 0x42F20
US: 0x47278 |
0.50 -> 0.75
+0.25, ×1.50 |
JP: 0x431C0
US: 0x47518 |
2.00 -> 3.00
+1.00, ×1.50 |
JP: 0x43648
US: 0x479A0 |
3.00 -> 4.50
+1.50, ×1.50 | ||||
JP: 0x43650
US: 0x479A8 |
2.50 -> 3.75
+1.25, ×1.50 |
JP: 0x43658
US: 0x479B0 |
2.00 -> 3.00
+1.00, ×1.50 |
JP: 0x43DE0
US: 0x48138 |
1.50 -> 2.25
+0.75, ×1.50 |
JP: 0x46488
US: 0x4A7E0 |
3.00 -> 4.50
+1.50, ×1.50 |
JP: 0x46690
US: 0x4A9E8 |
3.00 -> 4.50
+1.50, ×1.50 | ||||
JP: 0x467D4
US: 0x4AB2C |
3.00 -> 4.50
+1.50, ×1.50 |
JP: 0x46B90
US: 0x4AEE8 |
1.00 -> 3.00
+2.00, ×3.00 |
JP: 0x46CBC
US: 0x4B014 |
1.00 -> 3.00
+2.00, ×3.00 |
JP: 0x46E80
US: 0x4B1D8 |
0.50 -> 1.12
+0.62, ×2.25 |
JP: 0x47314
US: 0x4B66C |
1.00 -> 3.00
+2.00, ×3.00 | ||||
JP: 0x473EC
US: 0x4B744 |
1.00 -> 3.00
+2.00, ×3.00 |
JP: 0x47510
US: 0x4B868 |
1.00 -> 3.00
+2.00, ×3.00 |
JP: 0x47628
US: 0x4B980 |
4.00 -> 6.00
+2.00, ×1.50 |
JP: 0x47CBC
US: 0x4C014 |
1.60 -> 2.40
+0.80, ×1.50 |
JP: 0x47CC4
US: 0x4C01C |
0.80 -> 1.20
+0.40, ×1.50 | ||||
JP: 0x48154
US: 0x4C4AC |
3.00 -> 4.50
+1.50, ×1.50 |
JP: 0x48248
US: 0x4C5A0 |
1.00 -> 1.50
+0.50, ×1.50 |
JP: 0x48EB0
US: 0x4D208 |
0.60 -> 0.90
+0.30, ×1.50 |
JP: 0x4A370
US: 0x4E6F4 |
0.80 -> 1.60
+0.80, ×2.00 |
JP: N/A
US: 0x4E6EC |
1.00 -> 2.00
+1.00, ×2.00 | ||||
JP: 0x48DFC
US: 0x4D154 |
0.30 -> 0.45
+0.15, ×1.50 |
JP: 0x3E00C
US: 0x4235C |
0.01 -> 0.02
+0.01, ×2.00 |
JP: 0x3E13A
US: 0x4248E |
0.02 -> 0.03
+0.02, ×2.00 |
Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
JP: 0x688
US: 0x688 |
3.00 -> 4.50
+1.50, ×1.50 |
JP: 0xB24
US: 0xB24 |
1.80 -> 2.70
+0.90, ×1.50 |
JP: 0xB2C
US: 0xB2C |
1.00 -> 1.50
+0.50, ×1.50 |
JP: 0xC24
US: 0xC24 |
1.80 -> 2.70
+0.90, ×1.50 |
JP: 0xC30
US: 0xC30 |
1.00 -> 1.50
+0.50, ×1.50 | ||||
JP: 0xC34
US: 0xC34 |
3.00 -> 4.50
+1.50, ×1.50 |
JP: 0x3A44
US: 0x3A4C |
1.00 -> 1.50
+0.50, ×1.50 |
JP: 0x3A48
US: 0x3A50 |
2.00 -> 3.00
+1.00, ×1.50 |
JP: 0x4064
US: 0x406C |
1.00 -> 1.50
+0.50, ×1.50 |
JP: 0x4068
US: 0x4070 |
2.00 -> 3.00
+1.00, ×1.50 | ||||
JP: 0x6A4
US: 0x6A4 |
-1.00 -> -2.50
-1.50, ×2.50 |
JP: 0x405C
US: 0x4064 |
-2.00 -> -3.00
-1.00, ×1.50 |
JP: 0x4060
US: 0x4068 |
-3.00 -> -5.50
-2.50, ×1.83 |
Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
JP: 0x40C
US: 0x40C |
1.00 -> 2.25
+1.25, ×2.25 |
JP: 0xCC0
US: 0xCC0 |
4.00 -> 9.00
+5.00, ×2.25 |
JP: 0x1044
US: 0x1044 |
1.00 -> 2.25
+1.25, ×2.25 |
JP: 0x166C
US: 0x166C |
4.00 -> 9.00
+5.00, ×2.25 |
JP: 0x1A3C
US: 0x1A3C |
2.00 -> 3.00
+1.00, ×1.50 | ||||
JP: 0x1B9C
US: 0x1B9C |
2.00 -> 3.00
+1.00, ×1.50 |
JP: 0x1BA4
US: 0x1BA4 |
4.00 -> 6.00
+2.00, ×1.50 |
JP: 0x1CEC
US: 0x1CEC |
4.00 -> 6.00
+2.00, ×1.50 |
Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
JP: 0x814
US: 0x814 |
1.60 -> 2.50
+0.90, ×1.56 |
JP: 0x1D78
US: 0x1D6C |
2.00 -> 3.00
+1.00, ×1.50 |
JP: 0x1F7C
US: 0x1F68 |
2.00 -> 3.00
+1.00, ×1.50 |
JP: 0x2990
US: 0x29A4 |
2.50 -> 4.50
+2.00, ×1.80 |
JP: 0x2C3C
US: 0x2C50 |
2.50 -> 4.50
+2.00, ×1.80 | ||||
JP: 0x2D88
US: 0x2D9C |
2.50 -> 4.50
+2.00, ×1.80 |
JP: 0x1E90
US: 0x1E7C |
-2.00 -> -3.00
-1.00, ×1.50 |
JP: 0x1F90
US: 0x1F7C |
-2.00 -> -3.00
-1.00, ×1.50 |
JP: 0x1C80
US: 0x1C7C |
2.00 -> 3.00
+1.00, ×1.50 |
JP: 0x1D64
US: 0x1D58 |
-2.00 -> -3.00
-1.00, ×1.50 |
Offsets | Speed | Offsets | Speed | Offsets | Speed | ||
---|---|---|---|---|---|---|---|
JP: 0x8E0
US: 0x8DC |
1.50 -> 2.25
+0.75, ×1.50 |
JP: 0x179C
US: 0x1774 |
3.00 -> 4.50
+1.50, ×1.50 |
JP: N/A
US: 0x1E58 |
1.00 -> 1.50
+0.50, ×1.50 |
Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
JP: 0x7AC
US: 0x7AC |
2.00 -> 3.00
+1.00, ×1.50 |
JP: 0x9A4
US: 0x9A8 |
4.00 -> 6.00
+2.00, ×1.50 |
JP: 0xD30
US: 0xD34 |
1.20 -> 1.80
+0.60, ×1.50 |
JP: 0xE9C
US: 0xEA0 |
3.00 -> 4.50
+1.50, ×1.50 |
JP: 0x2EBC
US: 0x2EC0 |
4.00 -> 6.00
+2.00, ×1.50 | ||||
JP: 0x3978
US: 0x397C |
3.00 -> 4.50
+1.50, ×1.50 |
JP: 0x44A0
US: 0x44A4 |
4.00 -> 6.00
+2.00, ×1.50 |
JP: 0x86C
US: 0x870 |
-2.00 -> -3.00
-1.00, ×1.50 |
JP: 0xEA4
US: 0xEA8 |
-3.00 -> -5.50
-2.50, ×1.83 |
JP: 0x2184
US: 0x2188 |
-3.00 -> -5.50
-2.50, ×1.83 |
Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | Offsets | Speed | ||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
JP: 0x791C
US: 0x7928 |
2.00 -> 4.00
+2.00, ×2.00 |
JP: 0x7A80
US: 0x7A88 |
3.00 -> 6.00
+3.00, ×2.00 |
JP: 0x7BC4
US: 0x7BC8 |
1.00 -> 2.00
+1.00, ×2.00 |
JP: 0x7DBC
US: 0x7DC4 |
2.00 -> 4.00
+2.00, ×2.00 |
JP: 0x790C
US: 0x791C |
-2.00 -> -4.00
-2.00, ×2.00 |
Offsets | Speed | Offsets | Speed | Offsets | Speed | ||
---|---|---|---|---|---|---|---|
JP: 0x534
US: 0x534 |
1.00 -> 4.00
+3.00, ×4.00 |
JP: 0x1850
US: 0x1858 |
5.00 -> 20.00
+15.00, ×4.00 |
JP: 0x184C
US: 0x1854 |
-5.00 -> -20.00
-15.00, ×4.00 |
CD Warning (Japan)
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
If you put the Japanese version of the game on a CD player, other than a Sega Saturn, a warning featuring the voices of Mokona and Hikaru Shidou will play. The US version instead has the same CD warning used in all Sega Saturn games released by Working Designs.
References
The Magic Knight Rayearth series
| |
---|---|
Game Boy | Magic Knight Rayearth • Magic Knight Rayearth 2nd: The Missing Colors |
Game Gear | Magic Knight Rayearth 2: Making of Magic Knight |
Sega Saturn | Magic Knight Rayearth (Prototype) |
- Games developed by Sega
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- Games published by Working Designs
- Sega Saturn games
- Games released in 1995
- Games released in August
- Games released on August 25
- Games with debugging functions
- Games with regional differences
- Games with hidden bonus content
- To do
- Articles needing translation/ja
- Magic Knight Rayearth series
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Cleanup > To do
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