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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

  • ă‚Żăƒ­ăƒŽăƒ»ăƒˆăƒȘă‚ŹăƒŒ - Japanese spelling
  • 时ç©șäč‹èœź - Simplified Chinese spelling
  • 超時ç©șäč‹é‘° - Traditional Chinese spelling
  • 크로녾 íŠžëŠŹê±° - 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)

Quirky Anime-style Time Travel

The Good
Released in the mid-90s during the Golden Age of 16-bit titles, Chrono Trigger stands out in Squareenix' library of console-RPGs as one of the most original and best loved titles of all times.

Starting with a simple setting and hero, a young, sword-wielding boy who goes to a fair in his home town, Chrono Trigger goes on to create an original plot that requires no knowledge of a long-winded backstory or the history of the land it's set in as is sometimes the case with role-playing games. As a matter of fact, an important reason for the game's universal appeal and accessibility is that all plot elements needed to understand the unfolding story are created and established while players play the game.

Not bogged down by complicated relationships between characters and historic world events from the get-go, players enter a rather charming and friendly world and through their actions set in motion bigger and bigger conflicts which culminate in the game's finale. Time travel plays a major part in the adventure and even though the narrative generously glosses over the gaping logic holes and paradoxes the theme invariably creates, the game uses it well to open paths to new worlds and its characters from which a memorable cast is assembled. On his way through time Chrono enlists the help of nerdy inventor, a spunky princess, an eldritch sorcerer with unclear motifs, a chivalrous knight who has been transformed into a man-frog, a robot torn between between his programming and self-determination and a tough as nails cavewoman.

As is indicated by famed Akira Toriyama's art direction, the game's overall style is humorous and cartoony and, while never taking itself too serious, leaves some room for drama. The game's graphics are crisp and clear, creating some beautiful 16-bit scenarios and boss enemies.

The combat system, a slightly condensed version of the classic Active Time Battle that has been used in the Final Fantasy series since FFIV, allows for some challenging climatic fights in which the characters' numerous special abilities must be put to use to develop strategies. As a first in a Square game there are no random encounters while players travel the overworld or specific scenarios. Although some battles cannot be evaded, all enemies are either on screen all the time or enter visibly; a separate combat screen doesn't exist. This allows players to evade some encounters and makes travelling and exploring in general a much smoother experience. Another first is the inclusion of multiple endings depending on some of the players' decisions.

The Bad
As is the case with other Square RPGS, whether or not Chrono Trigger really is a classic "role-playing" game is up for debate. The fact that all characters are predetermined in terms of starting stats and weapons they wield and that they automatically level and learn new abilities leaves very little room for customisation. Even though there are side quests players are free to play especially towards the end of the game, the plot itself remains very linear.

The quality of the combat system varies. Boss and group battles require tactics and carefully estimating the opponents' next moves but quite a lot of fights are against only two or three weak enemies that can be defeated by repeatedly using the characters' basic attacks. Encounters like that seem to exist mostly to add game time.

Although its plot is quite original, Chrono Trigger uses of a lot of anime RPG clichés like the spiky-haired, adolescent swordsman hero, the androgynous older companion character and the rebellious princess who all learn to use epic powers that lay waste to enemies several times their size. Whether or not one likes those clichés is a question of taste, but even though Chrono Trigger light-heartedly plays with its story and conventions this can get a bit much. Another question of taste is Akira Toriyama's art style. In spite of being funny and mostly fresh, connoisseurs will notice the artist seems to be not quite able to detach himself from the Dragon Ball style he became famous for, leading to some Chrono Trigger characters bearing a resemblance to characters already established in other Toriyama franchises.

The Bottom Line
Light-hearted, simple and yet captivating, Chrono Trigger is refreshingly different from Square's more serious and florid Final Fantasy-style RPGs. Although many conventions and clichés of the genre still adhere to the game, its accessible plot developing right before players' eyes and its endearing yet not too complicated characters achieve something that is rare in games so linear: it has replay value. It is a pity Chrono Trigger was never officially available for PAL territories as it's one of the best and most memorable the 16-bit era has to offer.

SNES · by Kit Simmons (249) · 2008

Gotta Go Back In Time....

The Good
Released in 1995, Chrono Trigger was one of the SNES’ 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 ‘tech’ will become ‘comb’. 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 don’t mind a little extra work. Good for those to lazy to look at a FAQ. The more powerful “triple techs” 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. It’s kind of funny that people always complain about PSIV’S lack of side quests, but not Chrono Trigger’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 “super deformed” 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 couldn’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 Magus’ motivation for being evil is quite lame. I won’t divulge it here as I don’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 one
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. It’s ironic that Square’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

A very shallow RPG. Too easy, too kiddy, too dull.

The Good
Ah what can I say? I enjoy RPGs, and while I've always been a PC guy, there's always been a spot in my heart for them good ol' console RPGs. Chrono Trigger was a game that had been thoroughly recommended to me via friends and relatives, and I'd seen such praise about it here on Mobygames and on various message boards, I thought it was finally time that I tried it out for myself.

Right from the very beginning, this game glowed with that "SNES classic RPG" feel that I'd gotten so many times, from so many games, and for most of them I have Squaresoft to thank. Nostalgia instantly hit me as I saw the ticking of that thing in those grandfather clocks (you know what I mean - that bar with the circle on it? It goes tick-tock? Erm...anyway...) even though I'd never played this game before. I knew I was going to enjoy this romp.

So I began my game and...well, I'll finish this paragraph in "The Bad". For now, let me reflect on the good parts of the game.

It's a console RPG. If that ain't a "good" thing, I don't know what is. None of these new-fangeled game engines with wacky rules that are too confusing to understand. Nope, instead, this is a very simple game that takes absolutely no time to figure out. Once you begin playing, you understand the game. Anything "new" that the game might bestow upon you (such as spellcasting) is introduced with a warm in-game tutorial, so you're never lost. Good ol' console RPGs.

If you didn't know already, the game's plot revolves around time travel. (I'm not giving too much away here - you figure this out two minutes into the game) This is one of the few RPGs, or games in general I've played for consoles that involved time travel, and being an ol' kiddy sci-fi whacko, I loved the idea, and I felt the game did it very well. I also liked traveling back in time to see what the land was like, say, one thousand years ago...or foward in time, to see what it's like several thousand years in the future. Familiar landscapes and cities are a welcome treat. Some of your events in the past are even retold by people in the far future! This added a great thrill to the game.

You can fight the "big bad boss" at almost any point in the game, and possibly kill him (though I wasn't able to until I'd completed all the other parts of the game). I love this sort of open-ended gameplay.

The Bad
Now, where was I? Oh, right. So I began my game and was instantly disappointed. Why? Because there is absolutely no atmosphere in this game at all. Almost nothing to entrance me, nothing to bring me into this game. RPGs have a way of making you feel something about the characters in it, they have a way of making you become the character you play. I've never seen an RPG fail at this so horribly as this game. Now, don't get me wrong, the game was fun...but it completely lacked the atmosphere RPGs tend to have. Every NPC you talk to spits forth the most boring and unrealistic series of dialogue I've ever read. You never have any sense that what you're doing really matters because the people that your actions affect never seem to care about anything. Walk up to someone and they might say, "Did you hear about the weather? Yeah, it might rain. Oh, and I hear there's a secret entrance underneath a bush near the cave to the East."

I've played plenty of console RPGs, so I know that dialogue (particularly in Squaresoft games) is never really "realistic", but this is way below par. Never in the game do YOU ever acomplish anything on your own, except perhaps defeat a boss. Everyone directs you wherever you need to go, everyone tells you all the secrets, and if they're not doing that, they're dropping little "hints" that are so obvious that if you didn't get them perhaps you shouldn't be playing video games anymore.

Even worse than the NPCs in the game are the ones you get in your party, which include two annoying girls, a frog and a robot, none of which I gave a damn about. One girl is some sort of scientist, the other's some psycho hyperactive princess whom I got rid of as soon as I got more than three party members (as per the norm, you can only have three fighting at a time), and the other is some sort of robot that has feelings. Every time a part in the game comes along that requires one of my party members participates in a dialogue exchange, I want to just turn the television off so I don't have to endure their childish, boring, unrealistic and unimaginitive stories and obvious questions.

The characters are also all about five to eight years old, I would suspect. That, or they all escaped from the short bus. It's a personal pet peeve of mine in games when the "hero" is some eight year old kid with a sword. And by the way, why do you start with a sword? What happened to the whole "I wielded this sword to defend myself!" acquiring of your weapon that happens in so many classics? Link grabbed a sword to fight those ball-spitting things. That Secret of Mana kid pulled one out of the thing to defend himself. In Final Fantasy 2 you were a knight, fighting for justice or something. In this dumb game, you're just an eight year old kid who happens to have a sword with him and gets himself into a whole lot of trouble. I wonder what his mother thinks of him wielding that thing around? And another eight year old kid is armed with a pistol!

One of the "key scenes" to this game was one in which you race someone in a post-apocalyptic ruined highway. This has got to be the most overrated worthless "scene" I've ever bothered to watch. First of all, it's not a damn race. It's a two minute animation of two guys on bikes (which, to their credit, did look pretty cool for SNES games) who are constantly getting ahead of each other. There's no strategy involved here. You just try and be the one "in front" when you reach the finish line. Here's a funny story - I set the controller down and just won the race.

The game is also painfully easy. You get tons of cash for killing easy monsters, and aside from boss battles, I've never lost a fight, and typically, I just hit the "A" button until the battle is over. Strategy? Tactics? Who needs'em? Well, actually, they come in handy in boss battles...

This game has the setup for a really great story, and it almost comes together at times, but it's completely ruined by the fact that your actions seem to have no affect on anyone but your damn annoying party members. And while it's typical for console RPGs, the entire setup at times just seems way too unrealistic.

"Let's save the world!"
"Okay!"
"Do you know how to use a weapon?"
"Nope, but let's save the world!"

Save the world? I say let'em burn. Maybe they'll give a damn then.

The Bottom Line
It's obvious that this game was targeted at a younger audience, but old farts like me still love to play these games, so guys over the age of eight still make up at least half the market. I just can't see this game appealing to anyone over eight years old, unless they REALLY enjoy console RPGs and don't mind stupid kiddy dialogue, ininteresting (and uninterested) NPCs and annoying party members.

The time travel thing is a great idea, and it comes together in some places, but not enough for me to care.

SNES · by kbmb (415) · 2003

[ 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 – #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 – 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. tvOS, iPhone, iPad 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.