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Chrono Trigger

aka: The Dream Project
Moby ID: 4501
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Description official descriptions

A young man named Crono is about to enjoy a carefree day: he plans to go to the Millennial Fair, where his friend Lucca intends to demonstrate her newest scientific invention: a teleporter. Upon his arrival, Crono meets a young girl named Marle, who volunteers to be the first to test Lucca's new device. However, Marle's pendant affects the teleporter's mechanism in a mysterious way, and as a result, she is teleported four hundred years into the past. Crono and Lucca quickly recreate the time portal and follow Marle. They find out that her unexpected appearance has created some confusion, and proceed to fix the error, which in turn leads to unforeseen consequences, eventually compelling the heroes to travel to different time periods and change the history of the world.

Chrono Trigger is a Japanese-style role-playing game in which the player takes control of a party consisting of up to seven characters, developing the combat skills of its members and managing their equipment. There are no random encounters in the game: all the enemies are either visibly walking on the field maps and can be avoided by the player, or are waiting to ambush the party. No enemy encounters occur when the player navigates characters over the world map.

The game utilizes the ATB (active time battle) combat system from Final Fantasy games as one of the combat style selections offered to the player in the beginning. The other selectable battle mechanic pauses combat whenever the player accesses the menu, effectively removing the real-time element and rendering the battles fully turn-based.

As the characters grow in power, their parameters increase, and they learn new "techs" - special powerful attacks and maneuvers which cost them magic points to use in battle. Techs may target a specific formation of enemies (e.g. a line) and can be used tactically depending on the enemies' positioning in combat. Characters may execute techs individually or perform double or triple techs, where each character contributes a tech which is combined with one or two others to unleash a powerful attack.

Once player-controlled characters acquire the ability to travel freely between time periods, the game's plot develops in a non-linear fashion. From that point on the player may opt to face the game's final adversary in combat and complete the story, or perform other plot-related quests. Depending on the moment of the story when the player decides to proceed to the final battle, the game may be concluded with thirteen different endings. The New Game+ option allows the player to start the game anew after having previously completed it, carrying over levels, techs, and equipment of the characters.

The PlayStation version features an anime-style introduction movie and cutscenes, a "movie theater" mode which allows the player to re-watch these movies and listen to the game's songs, as well as an unlockable bestiary, dungeon maps, and art gallery. The Nintendo DS version retains these changes and adds two new dungeons and a new possible ending that foreshadows the events of Chrono Cross.

Spellings

  • ć‚Æćƒ­ćƒŽćƒ»ćƒˆćƒŖć‚¬ćƒ¼ - Japanese spelling
  • ę—¶ē©ŗä¹‹č½® - Simplified Chinese spelling
  • 超Ꙃē©ŗ之鑰 - Traditional Chinese spelling
  • ķ¬ė”œė…ø ķŠøė¦¬ź±° - Korean spelling

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Credits (SNES version)

103 People (97 developers, 6 thanks) · View all

Reviews

Critics

Average score: 93% (based on 103 ratings)

Players

Average score: 4.1 out of 5 (based on 551 ratings with 13 reviews)

Gotta Go Back In Time....

The Good
Released in 1995, Chrono Trigger was one of the SNESā€™ last good games. From long time RPG designer Squaresoft, it easily stands as the best game they ever produced. It often even exceeds their flagship series Final Fantasy. And seems to have been the model for all of there games since. With the three member party. And punk hairdo swordsmen. As well as many other features.

In Chrono Trigger, you play the aptly named Crono. Whom awakens late of the day of the Millennial Fair. He heads out with his allowance to have fun and meet his friend Lucca. (How old is Crono supposed to be?) At the fair he bumps into (literally) a young woman who says her name is Marle. You can play mini-games, and how you treat young Marle will be key later in the game, and I will mention later.

Once you meet Lucca, Marle agrees to use her teleport machine, and is inadvertently sent to the past! Crono being either brave or stupid, silently agrees to go after her. And thus begins his romp through time that will change the future, and the past.

You will travel to the past, the stone age, the future, and even to another land. Along the way you will meet many new friends and villains. You will put right the mistakes of the past to make a better future.

One of the most interesting features of the game has to be when Crono is on trial. Here is were how you Marle comes into play. Unfortunately, even if you are found innocent your fate is the same. Multiple paths would have made this truly innovative alas there are none.

You can form three character parties, really just two others besides Crono. Exploring the world map there are no enemies. In dungeons and forests and the like, you see the monsters before they attack. Therefore, battle can often be avoided but, it is best not to avoid to many fights. The game uses ATB from Final Fantasy, kind of a lame system but it does the job. In battle you can attack, use techs, items, and flee. Techs are like magic but not exactly. You will gain access to magic later in the game however. Both techs and magic use up MP. You can also combine techs to make combos. Not 100% original as Phantasy Star IV featured combos as well. At least they are used differently in CT. When a combo is available the ā€˜techā€™ will become ā€˜combā€™. This makes finding combos easier than in PSIV. Instead of having to experiment to find them, they are given to you. This can be a good and bad thing. Bad for those that donā€™t mind a little extra work. Good for those to lazy to look at a FAQ. The more powerful ā€œtriple techsā€ need be unlocked first.

There are not many side quests to speak of. Only about ten or so. And most of which can not be completed until the end of the game. Itā€™s kind of funny that people always complain about PSIVā€™S lack of side quests, but not Chrono Triggerā€™s.

The Graphics in Crono Trigger are very good. Some of the best of the 16-bit era. Even better than those of FFVI.(FFIII for those in the USA.) The sprites while still ā€œsuper deformedā€ tend to show more detail, and are more well proportioned. Areas look even better. The magic/tech effects are nice too. The game is colorful without being too colorful. It is also dark when necessary.

The Music well done. The tunes are memorable, and generally fit the situations. This is likely the best score produced for a Square game. The sound effects may not win any awards but they get the job done.

The Bad
All is not well in CT however. The game at times feels a little childish. Look at the box art, is Crono 12? He couldnā€™t be any older than 15. And there seems to be a developing love interest with Crono and Marle. But it never goes anywhere beyond a middle school crush.

There are also some plot holes here. The motivations of some characters is either non-existent. Or just does not make since. For instance, the villain Magusā€™ motivation for being evil is quite lame. I wonā€™t divulge it here as I donā€™t want to confuse you.

The ATB system has got to be one of the lamest battle systems ever conceived. It is really cool when the enemies get to take ten turns before you get oneā€¦not.

This game is short. With all the side quests completed, and the best ending achieved it only clocks in about 20-25 hours. Less if you know the game well. There are multiple endings but the first time you play only about two are available. At least they add somewhat to replay value. Itā€™s ironic that Squareā€™s best game was made almost entirely by the Dragon Quest staff.

The Bottom Line
I would not say that this is the best RPG ever. Frankly a phrase like that should not exist. I will tell you however, that it is in my top 5 favorite 16-bit RPGS list. Probably about #3. Avoid the PS version if possible. The scattered FMVS are not worth the horrible load times you must endure. Plus the opening of the SNES version is way cooler.

SNES · by MasterMegid (723) · 2006

Good ol' Chrono Trigger - with a little more

The Good
Chrono Trigger is by far one the best RPGs I've had a chance to play. With a cool cast of characters and an interesting storyline, you can't go wrong with this one. Now, I admit, it's a little dated, being originally released in 1995, but there are some subtle changes with bring new life into this seemingly worn out title. The most notable ones a huge variety of extras, including the game's entire amazing soundtrack, and all of the animated cutscenes which you can access at your own free will. I found the DS interface a lot more comfortable than the original because you can finally attack an enemy simply by tapping the touch screen rather than having to find them using the pointer, which often didn't move in it's intended direction. The added side missions were also quite fun, and offered a new ending which finally made some solid connection to Chrono Cross.

The Bad
Something... Maybe not...

The Bottom Line
This game is a "must play" for any RPG fan. Now it doesn't really matter what version of the game you play, but the DS version is my favorite, and is the most accessible version at the time. The characters, storyline, gameplay, and perhaps graphics (though they are rather old and unchanged from the original) are just great, and the music quality will blow you away (they had Yasunori Mitsuda AND Nobuo Uematsu working on the soundtrack!). This game is a masterpiece and has stood the test of time (and travelled it!). If you're looking for a fun, entertaining RPG, this is a top choice.

Nintendo DS · by Idkbutlike2 (18) · 2009

Derivative! Simplistic! Two traits that help make this a supreme classic for all time.

The Good
Innovation and interactivity have long been what I find most valuable in games, and Chrono Trigger is almost completely deficient in both. Why put this in the "good" section?

Because narrative-driven RPGs rely almost solely on passive content. Attempts to bloat up the interactivity or innovate on the tried-and-true "plucky heroes against the foozle" formula are not necessarily good or bad on their merits, but rather live or die by how they fit with the old standby of the genre--passive content. What I mean by "passive content" is the scripted plot and its supporting graphics, music, and atmosphere--stuff I like to rail against as having usurped resources from gaming's most valuable and unique quality, interaction. Taking time to think about what games I actually -enjoy- the most, however, I find that in certain genres interactivity is the last thing I care about, and an inappropriate focus in that direction can actually spoil the game.

How does it happen? The crucial factor here in narrative-based games is that the player's motivation is not at one with the avatar's. The avatar might care about a random girl's slow vaporization via temporal dissonance, but the player doesn't, not to anywhere near the same degree. The player is invested in advancing the plot, and experiencing the passive content. This is why the player will reload to play out unexplored branches of a scripted plot, to try all the significant available paths, without much regard for the avatar's established motivations. Who cares about my supposed squeamish "goodness" when there's more delicious content to experience?

Which brings us to Chrono Trigger's interactivity--there's not much, and that's fine. You don't have to schmooze with some King Guardia simulacrum for hours, carefully massaging his "personality" stat-bundle while mowing mindlessly through a vast plain of mostly barren dialogue menus--you get all the content written for His Guardia-ness just by waltzing up and hitting a button. This is less interactive than an exhaustively subtle dialogue system complete with procedural NPC personality stat matrices, sure, but let's be honest--for some genres, it's better not to have all that crap.

Why? Because NPCs have no agency in a narrative RPG. They have no life outside the player. They simply stand around and wait for you to throw logic switches, then provide you with the requisite quest/bauble/info to throw more logic switches. They're boolean vending machines for the game script. They're never going to break free, form goals, and alter the gameworld in any significant way. They have no agency or life in the world outside of the player, and thus asking the player to relate to them emotionally via subtle mechanics is ridiculous. They are soulless robots in terms of mechanics--to ask the player to navigate a comprehensive conversation system with them would be akin to having blowup dolls require thoughtful gifts, stimulating nights out and long foot rubs from their sad misfit owners. Some reasonable facsimile of life is necessary to justify any game's demand for a player to relate to its NPCs on a more human level. Complex mechanics should not be a shameful disguise for playing tea-party with empty mannequins.

So why not give them more agency, more life? Because that kills any well-structured RPG narrative dead. The player need only waltz into the world and kill vermin for six hours before killing the foozle--if NPCs are equal agents to the player, then -anyone- could have killed such a pushover foozle at any time. Why not allow the player more freedom then? Because the amount of plot-branches would quickly become staggering, precluding the highest levels of quality in the passive content, or making all paths drably alike. If Crono could decide "nuts to Frog; screw that guy, I'm not taking him along," then all the work on the 600AD Magus sequence goes up in smoke, all Frog's passive content characterization is for naught, and alternate paths must be scripted and fleshed out with passive content to an agreeable standard. Now imagine this necessity repeated for every major plot point in the game--if there are only ten major yes/no decisions, that's 1024 discrete paths. You could lower the standard of content, make it more abstract and modular, merge the paths into only a few fleshed-out endpoints, etc.--but then many of Chrono Trigger's NPCs and much of its drama would be as faceless as some of their counterparts in Wasteland, and something valuable, for me at least, would be lost.

As great as Wasteland is, if the passive content is good enough to justify a heavily scripted narrative I don't mind at -all- if I'm led by the nose through an exclusively linear plot. If the signpost NPCs are charming, well-written and relatable even in the most non-interactive sense, then I don't care if I can't micromanage the inflection of my greeting. I don't care if the conversation always goes the way the script demands. I don't care if my avatar is mute! If the content's good enough, exhaustive interactivity isn't the be-all end-all.

Chrono Trigger's content is definitely up to that standard. This is the absolute pinnacle of 16-bit art--sprites are well-designed via Akira Toriyama, environments are lush and evocative, the music is jaw-droppingly gorgeous, and the time-travel plot, complete with varied and lovable characters, reaches mind-boggling levels of fun and JRPG charm. The battle system is remarkably versatile and deeply strategic in design, even though (as usual for JRPGs) its full subtleties are never required of the player by the actual encounters. All these isolated components are derivative, but who cares? If you can do derivative to the highest standard, then count me in. I won't praise you as innovative, but I -will- praise you as good!

The game's few innovations (and there are some) serve mainly to streamline delivery of that wonderful content. Gone are many of the random dungeon fights--a surprising number of monster encounters are realistically visible and may be avoided, drawing down the tedium of sidling up to those logic switches, keeping the focus on the content. Side quests are kept to a bare minimum prior to having an easy means of locomotion, and the main motivation for completing those that exist after the Black Omen rises is--you guessed it--a better ending! The large number of endings and constant accessibility of the final battle go hand in hand in emphasizing the value of passive content--who wouldn't want to see Nobuo Uematsu in sprite form? :-P Even the "New Game +" option's primary value is in providing the player an easy way to march merrily down those almost wholly non-interactive alternate paths, and I would wager most people who enjoy this game have done exactly that. I have!

This game was designed and fleshed out with love and awe-inspiring talent. To experience it is worthwhile even if you're dead-set against kiddy, derivative, linear RPGs. You can't stab Frog to death and take his stuff, sure, but he's a lot more memorable than Mayor Pedros, and that may well encapsulate the trade-off heavily narrative-based games are forced to make.

The Bad
There's very little I didn't like. A few sequences are tedious, such as the aftermath of the "soup-eating" contest where you must follow little footprints through a jungle of slow, unavoidable monster encounters. The Reptite palace is similarly slow in pacing, with (again) too many unavoidable encounters, complete with some backtracking. Catching the rat and the bike race in the future are reminiscent of action sequences in Sierra adventures--not exactly thrilling and incredibly frustrating if you can't hack them. The bike race is pretty, though!

The Bottom Line
Chrono Trigger epitomizes the best qualities of the 16-bit era JRPG. Sometimes, a lack of interactivity and a "childish" theme are exactly what allows for passive content of the highest quality. When the non-interactive art is at such a high level, even the most utterly linear gameplay feels somehow justified.

SNES · by J. P. Gray (115) · 2009

[ View all 13 player reviews ]

Discussion

Subject By Date
A small issue I have with this game. Simoneer (29) Sep 29, 2010
Trivia disagreement Joshua J. Slone (4666) Sep 24, 2009
The origin of the Rick (rocket?) Roll J. P. Gray (115) Jun 2, 2008

Trivia

1001 Video Games

The SNES version of Chrono Trigger appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Chrono Cross

Exactly one week after Chrono Trigger was released on the PlayStation in Japan (November 11th, 1999), its sequel, Chrono Cross, was released in Japan (November 18th, 1999).

Cover art

Notice that the cover art shows Marle casting a Fire spell on Crono's sword; presumably a combo from the game. The only problem is that Marle cannot cast Fire magic since she uses Ice magic. Lucca is the only one who can cast Fire magic.

Chrono Resurrection

An unofficial remake/sequel to the game, called Chrono Resurrection, was planned and being developed by Nathan Lazur and his team. The game, which was to use the Nintendo 64 console and technology, had progressed to include a trailer, but on September 6th, 2004, the team had to cancel the project, due to a cease-and-desist letter they received from Square Enix, Inc.You can still visit the project's website, which includes the trailer, screenshots and interviews with the team, here.

Enix

Although the game was officially developed (and published) by Squaresoft, the development was in fact done by people from two companies: Squaresoft and Enix. If you check the credits, you'll see names like Akira Toriyama, the character designer of Dragon Warrior series, or Yuji Horii, Enix' producer.

Game Informer

Game Informer was going to put Chrono Trigger on its cover, but the cover was so amazingly well done, the artist thought that people would sell the magazine for profit. He pulled the cover back, and the cover was never released. Game Informer has the only version of this cover framed in their offices.

Millennial Fair race

At the millennial fair's racing stand, you can go faster than the runners just by walking. If you're running, you'll be able to run two turns while the runners do only one.

Nintendo DS version

The Nintendo DS version of the game marks the first time that Chrono Trigger has been released in any PAL territory. That's about fourteen years.

Nu

The game's engine featured an event tracking system, which was used to update the save screen's "chapter title", change certain characters' dialogue, and alter the maps to conform to the current point in the story. It was also used for checking bugs and consistency within the game.

If events happen out of order (if the cartridge's save RAM (SRAM) is corrupt, or if the player uses a Game Genie code to walk through walls and skip over certain events, for example), a creature called a Nu will appear in front of the doorway to Epoch's construction bay in 2300 A.D. and state that the Time Axis is out of alignment. Aside from this warning, the game will still continue, cheats/hacks included

PlayStation version

The PlayStation version of Chrono Trigger was rather unique technically from other SNES-PS1 Squaresoft ports.

First, if you popped this CD into your PC, you'd find a file with the extension ".ROM". It's actually the Super NES version's ROM! The PS1 version uses the ROM for most of its data, while the game code is PSX data. Changes were mostly made to have the anime cut scenes play when appropriate.

While there is additional data on the disc, most of it is dummy data, but it shows (quite interestingly) that Square at first intended to fully port CT as a full-fledged PS1 game, but cut the project either due to lack of time, laziness, or both.

Pre-order

Those in Japan who pre-ordered the game received a limited edition holographic foil collector's card from Square, with each card having a piece of game artwork on the front: a character's portrait, the American box cover, the battle with Magus found on the inside of the American manual, or the flight in the Epoch.

References

  • Gaspar, Balthasar, and Melchior (three characters from the game) take their names from the three wise men of the Bible. The characters Ozzie, Slash and Flea are, assumedly, named after rockstars: Ozzy Osborn, Slash (Guns 'N Roses) and Flea (Red Hot Chili Peppers). A woman you speak to in the game refers to them as "Tone-deaf, evil fiends!"
  • The Day of Lavos occurs in the year 1999 in Chrono Trigger - a very obvious reference to Nostradamus' prediction of the end of the world in July, 1999.
  • If you talk to Doreen (the big-headed creature) in Ehansa (Kingdom of Zeal, 12000 AD) several times, he'll tell you: "Am I a butterfly who is just dreaming it is human, or a human who is just dreaming he is a butterfly?" This is a quote from a famous book written by the Chinese Daoist philosopher Zhuang Zi (also known as Chuang Tse).
  • Anyone who played Chrono Trigger knows that one of the most important characters of the game is Janus, Schala's little brother. "Janus" was also the name of one of Roman gods - this god had two faces, and was therefore often referred to as "Two-Faced Janus". Later, this name became quite a common description of a person who can not be trusted -somebody who switches sides. Doesn't the name fit this Chrono Trigger character quite well?
  • When you get the Programmer's Ending, one of the characters will say something like, "If you think this is hard, try Final Fantasy II!"
  • If you go to the Millennial Fair's "Show tent" and spend 10 silvers points, you'll have a game where 3 soldiers, Vicks, Wedge and Piette, and they'll mix themselves up. Vicks and Wedge also are here in Final Fantasy 6, 7, 8, 9 and 10 (and possibly other games by Square). They are all characters from the Star Wars trilogy. And this mini-game isn't found only in Chrono Trigger. Actually, it already came out with Hanjyuku Hero, a strategy game made by Square just after the very first Final Fantasy.
  • Biggs (sometimes named VIcks), Wedge and Piette, from the Fair tent, are all characters from the Star Wars trilogy. Biggs and Wedge were pilots who flew with luke(Wedge was flying the X-wing that helped the Millennium Falcon destroy the 2nd Death Star) and Piette was an Imperial officer who was quite prominent in Empire and Jedi.
  • In the prehistory you meet a cave girl called Ayla. Interestingly enough, this character seems to be based upon the main character from the popular Earth's Children novels by Jean M. Auel, which are about a cave girl called Ayla. Much like the character from the books, Ayla is a good-looking prehistoric girl with blond hair who is skilled at hunting.

Rumours

Many rumours surround the game since its development, due to its plot depth and seemingly unresolved ends. While some of these claims, such as a rumoured mountain area accessible in 65,000,000 B.C., were true, though only in the beta. Others are simply untrue.

For instance, it has long been held that at one time the traveler Toma and the princess Schala were intended to be playable characters, due to manipulation of the player character selection screen via Game Genie or Pro Action Replay codes. However, closer inspection and the aid of ROM hackers have revealed that while faculties in the code for an eighth character exist, the game is hardwired and designed specifically for the featured seven.

There is also no corroborating evidence from the beta version of the game released to stores or preview screenshots in magazines. Examination of the beta's code also establishes that no extra animations for Toma or Schala existed.

Save games

The memory card requirements on the back of the PlayStation box are wrong; a saved game takes only one block on a card, not two.

Title

Why "Chrono"? Well, there couldn't be a more appropriate name for an adventure where the heroes travel through time: "chrono" is old Greek for "time". Zeus' father, who ate his children, just like the time "eats" everything, was called Chronos.

Awards

  • 4Players
    • 2009 ā€“ #3 Best DS Game of the Year
  • Electronic Gaming Monthly
    • August 1995 (Issue 73) - Game of the Month
    • November 1997 (Issue 100) - ranked #29 (Best 100 Games of All Time)
  • Game Informer
    • August 2001 (Issue #100) - voted #15 in the "Top 100 Games of All Time" poll
  • Game Players
    • Vol. 8, No. 13 - 1995 - Best Role-Playing Game of the Year
  • GameSpy
    • 2008 ā€“ Nintendo DS Game of the Year (Readers' Vote)

Information also contributed by atadota, BenK, Big John WV, Bregalad, Cameron Rhyne; CaptainCanuck; kbmb, PCGamer77, Rensch, sealboy6, Tiago Jacques and Unicorn Lynx

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Contributors to this Entry

Game added by Satoshi Kunsai.

PS Vita added by Fred VT. Wii added by ResidentHazard. iPad, tvOS, iPhone added by Sciere. Android added by Kabushi. Nintendo DS added by Bregalad. DoJa added by Ms. Tea. PlayStation 3, PSP added by MAT.

Additional contributors: Unicorn Lynx, Shoddyan, Alaka, CaptainCanuck, Leandro S., David Lloyd, DreinIX, Patrick Bregger, Rik Hideto, FatherJack.

Game added July 15, 2001. Last modified March 30, 2024.