The game has a strange unfinished feel, as two of the environments offer up no exploration. The girls aren't able to wander around any sort of "world map" - instead locations are selected via a cursor, similar to Ys III. Constantly.Īs for the game itself, it's a Japanese RPG crafted in that tried-and-true Dragon Quest fashion. But here in Sega-land they all just shout out generic "let's do it!" slogans in tandem. In the source material, all three were strong-willed (albeit in different ways), with their clashing personalities leading to some fascinating tensions and subsequent resolutions. Even worse, the girls never really converse with each other.
There's a surprisingly large amount of dialogue and exposition contained within this bite-sized RPG (fan-translated in 2018), but most of it is needless filler. The goal of this specific Game Gear exclusive quest is to rescue Makona, the adorable rabbit-esque mascot-y buddy, who's apparently been captured. They land in the magical world of Cephiro, where plenty of hijinks ensue. Three Japanese school girls - Hikaru, Umi, and Fuu - are sucked into another dimension while on a field trip to Tokyo Tower. Instead, it's presented as more of a brief sidequest or a piece of alternate history. The story of Magic Knight Rayearth (the game) doesn't follow the plot of the manga/anime from beginning to (unexpected) conclusion. Not only does this little gray (or red) cartridge house the worst game of the Rayearth series, it also contains one of the weakest JRPGs of the era. But Nintendo's Rayearth games were developed by the obscure outfit Pandora Box surely the brain geniuses at Sega managed to churn out a more quality product? 'Fraid not. Indeed, in my review of the Game Boy Magic Knight Rayearth I called the game mediocre, recommending it only to diehard fans of the source material. Now, with this huge cluster of licensed games being dumped at once, one would expect some rather low-quality titles. This red Game Gear is now a pricey collector's item, exponentially cooler than the game itself. In addition to a standard release, there was also a limited edition red cart, which came bundled with a matching red Game Gear system. There were high hopes for this one, apparently. In fact, it's the only one with a 1994 release date (barely, mid-December), while the other six(!) landed in 1995. Of all the Magic Knight Rayearth (Mahou Kishi Rayearth) games to arrive during the mid-90s, the eponymous Game Gear title was released first.
Johnny Turbo's Arcade: Joe and Mac Caveman Ninja (Switch eShop) Arcade Archives: Moon Cresta (Switch eShop)ĥ0.
Planetarian: The Reverie of a Little Planet (Steam)Ĥ8. Xak III: The Eternal Recurrence (PC Engine CD)Ĥ6.
Johnny Turbo's Arcade: Super Burger Time (Switch eShop)Ĥ2. Dragon Quest V: Tenkuu no Hanayome (Super Famicom)ģ3. Arcade Archives: Donkey Kong (Switch eShop)ģ2. King Kong 2: Ikari no Megaton Punch (Famicom)ģ1. Bio Senshi Dan: Increaser tono Tatakai (Famicom)Ģ8. Oishinbo: Kyukyoku no Menu 3bon Syoubu (Famicom)Ģ6. Mississippi Satsujin Jiken: Murder on the Mississippi (Famicom)ġ8. Portopia Renzoku Satsujin Jiken (Famicom)ġ2. Esper Dream 2: Aratanaru Tatakai (Famicom)ġ1. Dragon Scroll: Yomigaerishi Maryuu (Famicom)Ħ.