is a role-playing game (RPG) released in Japan on March 11, 1995 for the Super Famicom and in North America on August 22, 1995 for the Super Nintendo Entertainment System. The game was re-released in 1999 for the Sony PlayStation in Japan and in 2001 as a part of the Final Fantasy Chronicles package in North America with Final Fantasy IV. It has never been released in PAL territories.
Chrono Trigger was developed by a group named the "Dream Team" by Squaresoft, consisting of Hironobu Sakaguchi, producer of the Final Fantasy series, Yuji Horii, director of the Dragon Quest games, Akira Toriyama, character designer for Dragon Quest and Dragon Ball, producer Kazuhiko Aoki, and Nobuo Uematsu, composer of Final Fantasy games. Assisting the team were music composer Yasunori Mitsuda, who completed most of the score, and scenarist Masato Kato, who would later helm the game's sequels. At the time of its release, certain aspects of the game were seen as revolutionary—including its multiple endings, dramatic plot with character-developing sidequests, novel battle system, and detailed and beautiful graphics.Nintendo Power: ...it improves on Final Fantasy in almost every area...the award-winning development team at Square made dramatic improvements to the graphics, sound, and game play...this is it, the game for which all adventure fans have waited. Review of Chrono Trigger. Nintendo Power. Volume 74, July 1995. It is still hailed by fans as one of the greatest games of all time.IGN: While many credit the Final Fantasy series for bringing role-playing games to the masses, Chrono Trigger is considered by many to be the best console RPG of all time. It has all the requirements of a great Japanese RPG -- time travel, animal morphing and a brilliant soundtrack. With character designs by Akira Toriyama and a score by Yasunori Mitsuda and Nobuo Uematsu, this dynamic adventure has the perfect pedigree. Featuring more than a dozen unique endings, vivid characterization and great gameplay, it's no surprise Chrono Trigger is our highest-ranked RPG. IGN's Top 100 Games, IGN.com. Retrieved July 2 2006.
Chrono Trigger features standard role-playing gameplay. Players, controlling the protagonist and his friends, move the characters around a two-dimensional world filled with dungeons, cities, and other areas. Traveling place to place is accomplished through the use of a "world map", which depicts the lay of the land from a bird's eye view. When in cities, players can converse with locals to procure items or other services. Many tools exist to help the player, including weapons, armor, helmets, consumable items, and accessories that provide a special effect in battle (such as adding strength). Many items can be found in outdoor areas, littered throughout in treasure chests. In certain areas, monsters wander the land or lay hidden in ambush. Contact with enemies causes a battle, in which players must defeat the monsters or the game ends. To this end, players can use physical or magical attacks and items to wound foes. For both player and enemy, each attack reduces the hit points of its victim; they can be restored through potions or spells. When a player character loses all his or her hit points, he or she faints; if all characters fall, the game ends and must be restored from a previous saved chapter. By exploring new areas and combating enemies, players experience Chrono Trigger's story and progress through the plot until a final battle with the strongest enemy occurs.
Chrono Trigger uses an Active Time Battle (ATB) system, which before Chrono Trigger was a staple of Square's Final Fantasy game series beginning with Final Fantasy IV. However, the battle system is strikingly different than previous battle systems bearing the same name. In fact, Chrono Trigger is defined on-screen as running Active Time Battle 2.0. Each character can take action during battle once a personal timer counts down; this timer is dependent on the character's speed statistic. Magic in Chrono Trigger is handled through a Techs system, which includes special physical techniques—such as a sword lunge—and magic spells, taught early in the game. Tech usage depletes a character's Magic Points according to Tech strength. Techs often have special areas of effect; some spells damage monsters huddled closely, while others, such as Crono's "Slash" Tech, can harm enemies in a line. As a result, the positions of the player's characters relative to monsters are important to strategy. Enemies often change positions during battle, opening opportunities for tactical Tech use. A unique feature of Chrono Triggers Tech system is that numerous cooperative spells are possible.Nintendo Power': One innovation used in Chrono Trigger is the Combo attack. Combos make use of the strengths of two of your party members by combining their attacks. For instance, the Fire Whirl Combo uses Crono's Cyclone attack and Lucca's Flame Toss. The result is an attack with far more power and range than either of their individual moves. Review of Chrono Trigger. Nintendo Power. Volume 74, July 1995. Characters receive eight personal Techs which can be used with others' to create Double and Triple Techs. For instance, Crono's "Cyclone" Tech (a sword spin) can be combined with Lucca's "Fire Toss" to create "Fire Whirl" for greater damage. If characters are available to perform actions in battle, the game automatically displays cooperative Tech options.
In addition to the unique battle system, Chrono Trigger featured other defining gameplay traits, including time travel. Players have access to seven different eras of the Chrono Trigger world's history. Actions in the past affect future events, and throughout history, players find new allies, complete peripheral quests and search for the keynote villains. Travel is accomplished via portals ("gates"), pillars of light, or the Epoch time machine. Chrono Trigger also broke past convention by featuring no random battles. Enemies appear on maps in real-time. Battles can often be avoided if players do not make physical contact with these monsters. Scripted battles and ambushes are frequent, however. Once a battle is engaged, the enemies jump into combat directly on the present map—instead of the game moving to a removed and generic battle screen.Nintendo Power: When you see an enemy, you can avoid it in many cases, or at least get prepared to battle the beast. The actual battle takes place right there in the encounter screen. Your characters take up battle positions and the battle menu pops up with your options. Review of Chrono Trigger. Nintendo Power. Volume 74, July 1995. This was unique at the time and is still one of the most identifiable aspects of this game, as modern games (including Chrono Cross) continue to use generic battle venues. Chrono Trigger also took advantage of Mode 7, employing the technique in a racing minigame and a few cut scenes. Another identifiable attribute of Chrono Trigger is the New Game + option. After completing the game, the player may choose to start a new game using data from the previous session, including character levels, techniques learned, and equipment and items gathered. Money and some story-related special items are discarded.
Another unusual feature of the game is that it can be completed without the protagonist in the party. Chrono Trigger contains multiple endings.Nintendo Power: More than ten endings have been discovered so far, making this one of the best RPGs for replay value. Review of Chrono Trigger. Nintendo Power. Volume 74, July 1995. The player's progress through the storyline prior to the final confrontation determines which of the thirteen endingsList of Chrono Trigger endings. Retrieved 7 May 2006—some with minute variations depending on game choices—the player will receive. Some endings are not accessible on a regular game session, as the final enemy must be challenged before players can access it. These endings can be viewed on a New Game +, in which the final boss can be challenged early in the game. Square has used the New Game+ concept in later games, such as Chrono Cross, Parasite Eve, Final Fantasy X-2 and Radiata Stories.
Chrono Trigger begins with the Millennial Fair, an event celebrating one thousand years since the founding of the Kingdom of Guardia, the game's setting. The protagonist, Crono, wakes up for the fair's opening and proceeds to Leene Square, where he accidentally bumps into a girl named Marle. They quickly become friends and visit the main attraction of the fair, a teleportation device constructed by Crono's inventor friend Lucca. An eager volunteer, Marle disappears when the invention goes awry and reacts with her pendant. Determined to find his new friend, Crono scoops up the discarded pendant and orders the machine activated, disappearing as well. He is taken to a forest grove, and upon finding a nearby town learns that he has gone back four hundred years in time. At Guardia castle, he discovers Marle dressed in royal wear; she divulges that the queen of Guardia had gone missing, and a search party found her and mistook her for her ancestor. She then blinks out of existence, apparently due to the Grandfather paradox. Lucca then arrives, explaining the predicament to Crono, and revealing that Marle is actually the princess of Guardia in their time. With the help of a talking Frog, they save the original queen, rescue Marle, and return to the present.
There, Crono is placed on trial for allegedly kidnapping Marle. Through the guiles of the evil chancellor, Crono is given the death sentence, but later breaks free of prison. While making his escape, he locates Lucca and Marle; they steal away to the forest, but are cornered by royal soldiers. There, the king admonishes his daughter Marle to return his side; she flatly refuses due to his ill treatment of her friends. In the forest, the three adventurers find a time gate, and with Lucca's "Gate Key" invention, they escape to an era far in the future. There, they are shocked to find a devastated world filled with futuristic ruins. While searching a dome, they discover a video recording the destruction of their planet, effected by a being that erupted from the crust—a creature named Lavos. Determined to stop Lavos from destroying their world in the past, they recruit a robo from the future and—via another time gate—locate the mysterious "End of Time", where an enigmatic old man guides them on their quest. With his help, they travel across time in search of Lavos, recruiting allies—including cave woman Ayla and the knightly Frog. Tipped by a monster that a powerful sorceror created Lavos in their world's "Middle Ages", they challenge this man (named Magus), only to discover that he was merely summoning Lavos.
Their search renewed, they discover in their world's prehistoric era that Lavos fell from the sky. On their successive travels, they visit an ancient, enlightened kingdom, where they learn more about the enemy creature. This kingdom (named Zeal) recently discovered Lavos, and seeking to sap the creature for energy, they constructed an Ocean Palace. The activation of the palace causes Lavos to awaken, where a confrontation results in protagonist Crono's death and the kingdom's destruction. Distraught over his death, they visit the old man at the End of Time, who gives them a device called the "Chrono Trigger", which can transport users through time. Following his instructions, they take the Chrono Trigger to the future era. Once activated, it allows the party to visit the moment of Crono's death, frozen in time, and extract him from peril. With the team reassembled, Crono's group seeks empowerment from various eras in history and prepares for the final battle. After defeating Lavos's protective shell at the site of his eruption, they discover that Lavos's purpose was to harvest DNA in self-directed evolution. Presented with the results of Lavos's controlled genetics, they confront its ultimate form and eradicate Lavos once and for all. The team members then say goodbyes at the last night of the Millennial Fair and return to their own eras in time.
Chrono Triggers team of heroes includes characters from all its historical eras. The game begins in 1000 A.D. with Crono, Marle, and Lucca. Crono is the silent protagonist, and is characterized as a brave, fearless hero. Having grown up in the Kingdom of Guardia, he practiced swordsmanship and later met Marle at the Millennial Fair. Though he is killed by Lavos, he is later revived before the final battle. Marle is princess Nadia of Guardia royalty, and is depicted as an active, spirited tomboy often at odds with her father, the king. She eventually makes up with her father by saving him from a kangaroo court. Lucca is a genius inventor and is a friend of Crono's whose house is virtually a laboratory. Her interest in science fueled by an accident that claimed her mother's legs, she later is able to go back in time and remedy the incident. Hailing from the future is Robo, a robot created to assist humans. Having a curious and bright personality, he was rendered dormant by the apocalypse in 1999 A.D., but is found and repaired by Lucca in the year 2300 A.D. He later visits his place of origin and defeats his corrupt AI constructor. At the other end of the historical spectrum is Ayla', a prehistoric woman characterized as fiercely courageous, decisively confident, and morally pure. She helps defeat the Reptites, a race challenging early humanity for control of the land.
Two characters come from 600 A.D.—Frog and Magus, though the latter was born in 12000 B.C. Frog is a former squire who was changed into an amphibian after Magus slew Cyrus, his knight. Frog then dedicated his life to protecting the queen of Guardia and vowed to avenge Cyrus by killing Magus. Blaming himself for failing Cyrus, Frog is depicted as chivalric but mired in regret over the past. He later comes to terms with history. Magus is a sorceror and leader of the Mystics, a race of intelligent animals and demons who war with humanity in this timeframe. Magus is originally Janus, the young prince of Zeal in 12,000 B.C. After an encounter with Lavos as a boy, he was sent through a time gate to a point in time prior to 600 A.D., where he was groomed to be leader over the Mystics. Vindicative and vengeful against Lavos, and eternally concerned over the fate of his sister, he is portrayed as brooding, potent, and gloomy. He later returns to his home era, though is unable to save his sister or defeat Lavos. He later joins the party to exact his revenge.
Chrono Triggers soundtrack was scored by Yasunori Mitsuda and Nobuo Uematsu, who composed ten songs after Mitsuda contracted stomach ulcers.Yasunori Mitsuda: And I worked so hard that I got stomach ulcers, and I was sent to the hospital. And after that, Uematsu-san came in to help out. Kohler, Chris. Power-Up: How Japanese Video Games Gave the World an Extra Life. BradyGames, 2004. It was the first time Mitsuda had scored a video game.Yasunori Mitsuda: ...I didn't like being stuck as a sound programmer. And one day I finally snapped, and I went to Sakaguchi, and I told him that if he didn't let me compose songs, I'd quit. And so he said, okay, you're going to do Chrono Trigger. Kohler, Chris. Power-Up: How Japanese Video Games Gave the World an Extra Life. BradyGames, 2004. The impressive amount of tracks and sound effects were seen as unprecedented.Nintendo Power': As for the music, it challenges Donkey Kong Country and Killer Instinct as the best for any video game. There is so much music and so many sound effects that you might wonder how Square manages to compress it all. Review of Chrono Trigger. Nintendo Power. Volume 74, July 1995. The soundtrack was released in 1995 in a three-disc edition and a one-disc acid-jazz arrangement called the Brink of Time. Later, a one-disc soundtrack was released to complement the Final Fantasy Chronicles port of the game; it featured orchestral tracks used in the cut scenes. Yasunori Mitsuda also composed four additional pieces for the Extras menu of Final Fantasy Chronicles, though they were not included on that soundtrack. The main theme of Chrono Trigger later appeared in the score to Chrono Cross. Recently, Yasunori Mitsuda arranged versions of Chrono series music for Play! video game music concerts, presenting the main theme, Frog's Theme, and To Far Away Times.The arrangement started off with the main theme from CT, and then went into "Time's Scar" from Chrono Cross, complete with electric guitar and Rony Barrak, who had done the percussion on the Battlefield arrangement. Barrak really made the piece perfect, throwing in a level of percussion that existed in the original track but elevating it with a lot more technical notes and fills. From there, we went into a fan-pleasing short snippet of "Frog's Theme," which sounded incomprehensibly majestic, and then marched into Trigger's "To Far Away Times," an absolutely gorgeous rendition of the ending theme which capped the whole suite excellently...The suite received a very large and enthusiastic standing ovation. [http://www.n-sider.com/articleview.php?articleid=518&page=2 PLAY! Concert Review, Brandon Diker. N-Sider.com, 2006.
The soundtrack has been heavily remixed by fans on both sides of the Pacific, whose tributes number over 300.Music (Chrono Trigger), Chrono Compendium. Retrieved 8 May 2006. North American and European fans of the game create and submit most their work to remixing sites such as OverClocked ReMix and VGMix, while a handful of cover performance CDs have been sold at retail, including Time & Space - A Tribute to Yasunori Mitsuda. Japanese fans often sell their work in remix compilation albums popularly called dojin by Western fans. OverClocked ReMix released a Chrono Trigger remix compilation album titled Chrono Symphonic on January 3, 2006, which sought to orchestrally score an amateur script for a hypothetical Chrono Trigger movie. Another tribute came from hip hop production team Compromised who took original songs from Chrono Trigger and created a bastard pop album known as The Chrono Trigger Mixtape, Vol. 1 by mixing vocals stripped from rap songs with remixed versions of songs from Chrono Trigger. The Chrono Trigger Mixtape. Retrieved 7 May 2006
Chrono Trigger sold 2.36 million copies in Japan, 200,000 in North America, and 90,000 in all other locales.Square Enix IR Roadshow Document, July 28-July 30 2003. Square Enix. Retrieved July 6 2006. The re-release on the PlayStation bundled with Final Fantasy IV as Final Fantasy Chronicles topped the NPD TRSTS PlayStation sales charts for over six weeks. Final Fantasy Chronicles Tops Sales Charts Six Weeks in a Row, RPG Gamer. Retrieved 8 May 2006. Chrono Trigger was received with much success upon release in the United States. Chrono Trigger reviews, Game Rankings. Retrieved 7 May 2006. Final Fantasy Chronicles review, IGN. Retrieved 7 May 2006. Chrono Trigger placed highly in all three versions of IGN's top 100 games of all time. The first version in 2002 listed it as the fourth greatest, the second in early 2005 as the sixth, the third in late 2005 as the thirteenth. "IGN's Top 100 Games", IGN. Retrieved 6 May 2006. It was also included in GameSpot's The Greatest Games of All Time list released in April 2006. "The Greatest Games of All Time", GameSpot. Retrieved 6 May 2006. Japanese critics have also been very positive, rating it among their top picks for greatest video game ever made. Japan Votes on All Time Top 100, Next Generation. Retrieved 7 May 2006. Some players consider its short play time to be an issue.What is Chrono Trigger's worst flaw? Chrono Compendium. Retrieved June 27, 2006. It takes approximately 20 to 30 hours to complete the game, which is a very short time span for an SFC/SNES role-playing game—Dragon Quest VI, for instance, takes about 100 hours. The presence of multiple endings and the New Game + mode mitigates this problem through increased replay value.
Entitled Nuumamonja: Time and Space Adventures, the Chrono Trigger OVA is a 16-minute cartoon detailing the humorous antics of a Kilwala and Nu as they cause trouble at the Millennial Fair. Its authorship and purpose are unknown, as the credits have not been translated to English and no sources for the video's history are available. It was fansubbed in 2003, and was shown by a few anime conventions afterwards.Review of Chrono Trigger OVA, Gamer-girl.org. 2003.
Radical Dreamers is a side story for Chrono Trigger released for Nintendo's Satellaview add-on for the Super Famicom. It was created to resolve a loose subplot of its predecessor.Kato: There's a long story behind that, but to keep it short... After finishing Chrono Trigger, we created a game called "Radical Dreamers". Although we hadn't planned it that way initially, Radical Dreamers eventually ended up as a sort of sequel to one of the subplots in Chrono Trigger which we weren't able to tie up in Chrono Trigger itself. When Radical Dreamers was finished, we did Xenogears, and when talk turned to what to do after that, we decided to redo Radical Dreamers properly. Weekly Famitsu, July 1999. Retrieved from Chrono Compendium July 3 2006. Though at one time planned for inclusion with Final Fantasy ChroniclesMasato Kato: I also received this request during a meeting with the team making the PSX re-make of Chrono Trigger - they wanted to put in "Radical" as a little bonus game to "Trigger", but I humbly declined. I mean... there's no way that I could allow people to play that game. I read my scripts from back then, and it's embarassing (laughs). So... for those of you who were maybe looking forward to "Radical" being included in either "Trigger" or "Cross", sorry to disappoint you, but it's not. Interview with Yasunori Mitsuda and Masato Kato, Procyon Studio. Retrieved July 1 2006., the game was never released in the United States. Radical Dreamers is a short, text-based game relying on minimal graphics and atmospheric music. It was later translated to English through a fan translation.Radical Dreamers Fan Translation, Sourceforge.net. Retrieved July 2 2006. Parts of its story, setting, and characters were later adapted to form the beginning sequence of Chrono Triggers better known PlayStation sequel, Chrono Cross. Radical Dreamers was subsequently removed from the main continuity of the series, referenced as another dimension in Chrono Cross.Kid: Kid: Radical Dreamers...!? And me name's on here, too! What the bloody hell is goin' on?
Kid': ......This seems to be an archive from a different time than our own.
Kid: Aside from the two worlds we already know about...there may be other worlds and times which exist... Chrono Cross. Square Co., 1999.
Chrono Cross is the official PlayStation sequel to Chrono Trigger, released in 1999 in Japan and in 2000 in the United States. The game follows a new protagonist in a previously nonexistent part of the Chrono series world. Chrono Cross was largely acclaimed by critics and fans. However, a minority of Chrono Trigger fans were disappointed in that Chrono Cross broke convention defined by Chrono Trigger, as it featured significantly more characters and less double and triple techs, and also took place in a new part of the world without allowing the player to control the original team. This reinvention was the result of a conscious effort, as Hiromichi Tanaka and Masato Kato aimed to provide an experience different from Chrono Trigger.Masato Kato: ...the whole point in making Chrono Cross was to make a new Chrono with the best available skills and technologies of today. I never had any intentions of just taking the system from Trigger and moving it onto the PlayStation console. That's why I believe that Cross is Cross, and NOT Trigger 2. Interview with Masato Kato and Yasunori Mitsuda, Procyon Studio. Retrieved July 1 2006.Hiromichi Tanaka: Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with the hardware...If our team were to make a sequel, I think you can imagine from Chrono Cross that it will not be just a sequel, but something completely new. Interview with Chrono Cross Development Team, GamePro. Retrieved from Chrono Compendium (original page removed) July 1, 2006. Other criticisms took issue with the complex plot and direction, noting that understanding the game's overall story could only be accomplished with much difficulty.Chrono Cross: The Good, The Bad, and The Fans, Chrono Compendium. Retrieved July 1 2006. Masato Kato, director and scenarist for the series, anticipated certain expectations of Chrono Trigger fans and rebuffed this discontent in an interview on Yasunori Mitsuda's website. He wondered what the Chrono title meant to these fans, and whether his messages had gotten through to them at all.Masato Kato: OK. Since I may never have the chance to say this kind of thing anywhere else... I'll go ahead and say it. After the announcement of "Cross" this time, I heard a lot of voices out there that were saying things like, "Man, this isn't CHRONO". To tell you the truth, I was gravely disappointed. Yes, the platform changed; and yes, there were many parts that changed dramatically from the previous work. But in my view, the whole point in making Chrono Cross was to make a new Chrono with the best available skills and technologies of today. I never had any intentions of just taking the system from Trigger and moving it onto the PlayStation console. That's why I believe that Cross is Cross, and NOT Trigger 2. The thing that I can't understand is how could people possibly declare that this isn't Chrono? And for these people, I can't help but wonder what it was that Chrono meant to them...? Is it possible that none of the messages that I tried to send out to these people never really got through to them?
Cross is undoubtedly the highest quality Chrono that we can create right now. (I won't say the "best" Chrono, but) If you can't accept that, then I'm sorry to say this but I guess your Chrono and my Chrono have taken totally different paths. But I would like to say, thank you for falling in love with Trigger so much. Interview with Masato Kato, Procyon Studio. Retrieved July 1 2006.
1995 computer and video games | 1999 computer and video games | 2001 computer and video games | Chrono Trigger | PlayStation games | Super NES games
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