Chrono Trigger

aka: The Dream Project
Moby ID: 4501
Note: We may earn an affiliate commission on purchases made via eBay or Amazon links (prices updated 4/18 1:22 PM )

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

  • クロノ・トリガー - Japanese spelling
  • 时空之轮 - Simplified Chinese spelling
  • 超時空之鑰 - Traditional Chinese spelling
  • 크로노 트리거 - Korean spelling

Groups +

Screenshots

Promos

Videos

See any errors or missing info for this game?

You can submit a correction, contribute trivia, add to a game group, add a related site or alternate title.

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)

One of the few good japanese style RPG's

The Good
I usually stay away from anything resembling manga or anime in an RPG, because every such game I've played has been a dumbed down, linear affair with lots of badly translated, boring dialogue and a really screwed up and unintelligible story. But Chrono Trigger changed my opinion on these kind of games. It is fairly open ended, has a great "intro level" (the amusement park right at the beginning) and features lots and lots of clever problems and fantastic milieus. The battles are turn based, a la Final Fantasy, but for once I didn't hate that system and it was actually possible to use a little battle tactics. The story and game world are among the best I've ever seen and the characters are believable enough for you to start liking them.

The Bad
The graphics are way too cute and the battle system resembles Final Fantasy too much, but other than that this is a great game.

The Bottom Line
A japanese style RPG that's actually not overly japanese when it comes to the gameplay. It features a story and a world strong enough for you to believe in and fall in love with. Probably the best RPG you'll find for the SNES.

PlayStation · by Mattias Kreku (413) · 2003

Still a timeless and masterful RPG that doesn't feel dated at all, regardless of whether you're a newcomer or a veteran.

The Good
The role-playing game (RPG) genre is not quite the most accessible genre in video games. Some older games like the early entries in the Final Fantasy series feel dated and are incredibly hard by today's standards. Random battles every few steps and constantly leveling up your characters keep the pace out of these old RPG's. There are a few exceptions to this rule though, and Chrono Trigger is probably the finest example of an older RPG that is still accessible and fun to play to this very day. And it does an amazing job at storytelling, too.

Released in 1995 for the Super Nintendo Entertainment System, Chrono Trigger was a big breath of fresh air for RPG fans and newcomers alike. While still being a traditional RPG at its core, it reinvented the genre in several ways and made it much more accessible and playable to those unfamiliar with it.

That is, for those living in Japan and North America. Players in places such as Europe or Australia never got to play this game, resulting in it being one of the most sought-after SNES games. Even if you could find a copy of the game on Ebay, you had to cough up some serious dough for it. The PlayStation version released a few years later suffered the same fate and also had some technical issues as it was a rather badly ported edition of the game. It was not until 2009 that Square-Enix released it in these territories via the new DS port. And this time it was ported correctly.

So what makes this game hold up so much even to a European like me who plays it for the first time ever? Well, One of the things Chrono Trigger does different is that it eliminates the random battles other RPG's constantly throw at you. Instead, you see your foes walking around the various areas of the game and you can just approach them whenever you want to fight them directly on the map. In other words: There is no battle screen. Sometimes you can even avoid them by simply walking past them, without the fear of enemies popping up out of nowhere all the time. Another massive RPG-annoyance that Chrono Trigger doesn't have is that you don't have to do too much additional leveling of your characters. Usually you can figure out the correct strategy to defeat a boss after a few tries. In many other RPG's, like Final Fantasy or Pokémon, you often end up under-leveled forcing you to grind up your experience level, which usually takes hours of boring and repetitive gameplay. In Chrono Trigger however, this only happens scarcely, keeping the pace in the game intact.

Instead, Chrono Trigger takes the time to tell a compelling story about time-travel and the quest to save mankind from certain doom. You take control of Crono, a young boy living in the year 1000 A.D. In the case of this game that means 1000 years after the establishment of the kingdom of Guardia where Chrono lives. While visiting the Millennial Fair in commemoration of the 1000th anniversary of the kingdom, Crono stumbles upon Marle, a cute yet mysterious girl who keeps him company while he checks out his inventress friend Lucca's teleporting device. After Crono is successfully teleported, Marle wants to try it out as well. However, things go horribly awry when Marle's blue pendant reacts to the teleporter and creates a rift in time and space, sending Marle back in time. Crono is determined to save Marle and goes after her. This is only the beginning of one of the most engaging video gaming quests ever made. Little does Crono know that he eventually doesn't have to save only a girl but the very future of mankind.

After a few hours of gameplay you will strand in the year 2300 A.D. where you will find a grim and devastated, post-apocalyptic future. Computers rule supreme and the few humans who still live hide in the ruins of what were once their cities. You will find out that this is the fault of a mysterious being called Lavos who destroyed civilization in the year 1999 A.D. However, since you have the ability to travel through time, you can prevent this from happening.

The story spans across several different time periods:
- Prehistory (65.000.000 B.C.): This is an age when humans and the dinosaur-like Reptites fight for supremacy over the planet.
- Antiquity/Ice Age (12.000 B.C.): Here you will find a frozen age when an evil sorcerer queen rules on floating islands above the heavens. This is an advanced age where magic and technology go hand in hand. Those who do not possess magic powers however, live under oppression and are forced to live on the cold tundras on the ground.
- Middle Ages (600 A.D.): After following Marle you get sent to a dark age where noble knights fight a war against the hordes of Magus, the evil Fiendlord.
- Present (1000 A.D.): This is an age where everything is happy and peaceful. This is where the game starts.
- The Cataclysm (1999 A.D.): An ancient evil ascents from the bowels of the earth and destroys civilization in a giant holocaust. This is what you must prevent from happening.
- Future (2300 A.D.): This is a gloomy age after the great destruction in 1999 A.D. Computers and robots now rule the earth while the last remnants of humanity are losing all hope.
- End of Time: This acts like a hub where all of time's flows come together. From here you can travel back in time to all ages previously visited.

Each world has its own unique look and feel and sometimes you can trigger an event that alters history. This can have an effect on the course of history and when you travel into the future, something might be changed in a later age. While this aspect doesn't affect the game in a huge, game-changing way, it does play an important role in the plot of the game and which out of more than a dozen different endings you get.

This forces you to travel through the various ages finding allies and level them up and eventually travel to 1999 A.D. to destroy Lavos before he can destroy human civilization. There are seven different playable characters in total:
- Crono: This is the silent protagonist of the game. He has spiky hair and carries a huge katana sword around.
- Marle: A mysterious girl whom Crono meets at the Millennial Fair in his hometown.
- Lucca: Crono's best friend and a brilliant inventress. Everything technological is her area of expertise.
- Frog: A knight from the middle ages who is turned into a frog by his nemesis, the evil Fiendlord Magus.
- Robo: A robot from the year 2300 A.D. Lucca, Marle and Crono find him completely broken. After repairing him, Lucca reprograms him. This results in Robo being much more human than one would think from his appearance.
- Ayla: A prehistoric chieftain. She has to struggle against the evil Azala and his reptites for supremacy over the planet.
- Magus: The evil Fiendlord that wages war against the king of Guardia in 600 A.D. This is an important enemy in the game, but it is possible to use him as a playable character as well.

Each character can use a basic physical attack using a weapon such as a sword. But there are also the so-called techs. These are more powerful moves but some may consume magic points. Magical techs can be learned by Crono (lighting), Marle (ice), Frog (water), Lucca (fire) and Magus (shadow) The latter can use some of the other characters' magical techs as well. Ayla and Robo can't use magical techs but will still learn rather powerful physical techs instead.

You can never have more than three characters with you, but you can freely swap them outside battles. It's important to think about what combinations to use as they influence what techs will be available. There are special techs called double techs and triple techs. Double techs have two characters join their forces to create more powerful attacks. Triple techs even combine the powers of three characters for truly devastating moves. Naturally, these double and triple techs consume much more magic power. This adds lots of depth and fun to the game without making it overly complicated.

The battle system is a variation of the Active Time Battle system from Final Fantasy where you have to wait until your time bar fills up before you can use another attack. Fast characters like Crono will be quicker to attack than slower ones like Lucca. The way you fight enemies on the map directly, instead of a battle screen like in most RPG's, gives this game an added touch. Many enemies keep on walking around during battles. You might want to wait before you attack until all your enemies are close together, then attack them all at once using a wide-range tech. This gives a new layer of depth to the game that many other RPG's don't have.

Purists can still use the old controls but using the new DS touch-control scheme works like a dream. You can find attacks much quicker since all the menus have their own screen and simply tapping them gives you a much quicker and much more intuitive way to attack. This is very useful in a battle system like this, which is not completely turn-based like in games such as Pokémon.

Other than that Chrono Trigger leaves most RPG-conventions intact. There are still numerous equipment items to find and you will still crawl through dungeons, visit towns and defeat the occasional boss. However, it is just much less complicated and much more fun than in many other RPG's from the 90's.

Visually, it's mostly the character designs that stand out. Particularly the bosses show some truly impressive sprite work. Even now they are very nice to look at. The reason for this may be the fact that they were designed by Akira Toriyama, who is best known for his famous Dragon Ball comics. Many characters in Chrono Trigger resemble characters from those comics. Take Crono for example, he looks a lot like Goku, Dragon Ball's protagonist. Marle and Lucca show some similarities to Bulma while many of the bosses reminded me of Dragon Ball villains. It's nice to see Akira Toriyama's unique style shine through and fans of his comic books will appreciate that.

It's not just their appearance though. Chrono Trigger is one of those few games that actually make you fall in love with the characters. When something sad happens, you feel sorry for them. When the cute and cheerful Marle gets all excited about something you get excited as well. When Robo turns out to be much more human than many flesh-and-blood characters in the game, you feel touched at an emotional level. While the story itself is nice, it is the characters that really make it come alive. Like many of SquareSoft's (now Square-Enix) RPG's they are all likable, believable characters with different character traits, likes and dislikes.

The quest is long, fun to play and engaging. There are several side-quests, colourful worlds, and many different endings (including all-new DS-exclusive ones) to unlock to keep you occupied, even after completing the game once. Several new areas en features have been added to the original game as well to make this version longer and better than ever. Notable is the Dimensional Vortex, a new, extra long, extra hard dungeon unlocked by beating the main quest once. Furthermore, there is a little monster battling game called the Arena of the Ages, that you can play against friends. Pokémon this ain't, but it is nice to see the developers taking time to add something to an already great package. What fans of the original may or may not like is the new transation. For newcomers at least, it is much more accurate than in the console versions, but purists may be slightly dissapointed with this. There are new endings and you can find a media gallery featuring official art for the game and a theatre function that includes those pretty cut-scenes from the PlayStation version to watch whenever you want. You can also listen to the amazing sound track of this game anytime you want.

Composed by Yasunori Mitsuda with assistance of Final Fantasy composer Nobuo Uematsu, the sound track is seriously impressive. While it may sound a bit dated from a technical viewpoint, the compositions still hold up so incredibly well, you won't mind at all. From the epic main theme to the rustic theme in 1000 A.D. and from the cheerful theme of the Millennial Fair to the foreboding theme of Lavos, every song fits its scene seamlessly and creates the perfect atmosphere for every situation you come across in the game. Most impressive!

The sound effects are OK. Perhaps they are a bit dated by today's standards, but for something coming from the SNES they are surprisingly good.

The Bad
While the characters still look nice, the environments are not nearly as impressive today as they were back in the SNES age and the map screen looks downright dated. While by no means an ugly game, it is unfortunate to see nothing has been done to give the game a graphical upgrade. When you look at the impressive 3D remakes of Final Fantasy games on DS, it's kind of a letdown to see that Chrono Trigger looks exactly the same as in 1995, regardless of how visually impressive the game was back then. While I personally would not have liked the chibi style used in the Final Fantasy remakes, they could have at least polished up the edges that have become rough over the years. Don't get me wrong, it holds up well, but it could have been even better, especially if you're a European, like me, and the game is still all-new to you.

While I love how they retained the anime cut-scenes from the PlayStation version in the DS version, there's only so much of them. This is a shame as the game is so full of memorable moments, you just wish you could see more of them rendered in those pretty anime clips as well.

The Bottom Line
Chrono Trigger is amazing! Whether you are a veteran looking for the definitive edition of the game, or if you've never played it before and are just curious why all the yanks go all crazy about this game, you owe it to yourself to pick it up. It is truly one of the most impressive, if not THE most impressive RPG quest ever.

With a colourful world, lovable characters, excellent storyline, long and engaging quest, fantastic sound track and a battle system that is better and more accessible than ever before, there is no reason not to pick up this timeless classic!

Nintendo DS · by Rensch (203) · 2010

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 – #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

Analytics

MobyPro Early Access

Upgrade to MobyPro to view research rankings!

Related Games

Richman 4: Chao shi kong zhi lv
Released 2000 on Windows
The Wheel of Time
Released 1999 on Windows
Trigger Witch
Released 2021 on PlayStation 4, Xbox One, Nintendo Switch...
Chō Jikū Yōsai Macross
Released 1985 on NES
Chō Jikū Yōsai Macross 2036
Released 1992 on TurboGrafx CD
Tower of Time
Released 2018 on Linux, Windows, 2020 on PlayStation 4...
Neon Abyss: Chrono Trap
Released 2022 on Windows, PlayStation 4, Nintendo Switch...

Related Sites +

Identifiers +

  • MobyGames ID: 4501
  • [ Please login / register to view all identifiers ]

Contribute

Are you familiar with this game? Help document and preserve this entry in video game history! If your contribution is approved, you will earn points and be credited as a contributor.

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.