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Chrono Trigger: Difference between revisions

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==Development history==
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''Chrono Trigger'' was produced by [[Kazuhiko Aoki]] while director credits were attributed to [[Akihiko Matsui]], [[Yoshinori Kitase]] and [[Takashi Tokita]]. Supervisors included [[Hironobu Sakaguchi]], producer and creator of the Final Fantasy series, and [[Yūji Horii]], director and creator of the Dragon Quest series. The game was originally developed without involvement from Tokita and Kitase, the latter being busy directing Final Fantasy VII.
 
A fan of time travel fiction, Horii fostered the theme of time travel in his general outline of ''Chrono Trigger'' with input from [[Akira Toriyama]]. [[Masato Kato]] subsequently edited and completed the outline by writing the majority of the game's story, including all the events of the 12000 BC era. Kato devised the system of multiple endings because he could not branch the story out to different paths. [[Yoshinori Kitase]] and [[Takashi Tokita]] then wrote various subplots. The characters of ''Chrono Trigger'' were designed by Akira Toriyama, creator of the manga [[Wikipedia:Dragon Ball|Dragon Ball]] and a longtime contributor to the Dragon Quest series. Other notable designers include [[Tetsuya Takahashi]], the graphic director, and [[Yasuyuki Honne]], [[Tetsuya Nomura]], and [[Yusuke Naora]], who worked as field graphic artists.
 
Early alpha versions of ''Chrono Trigger'' were demonstrated at the 1994 and 1995 V-Jump festivals in Japan. A few months prior to the game's release, Square shipped a beta version to magazine reviewers and game stores for review. An unfinished build of the game, it contained unused music tracks, locations, and other features changed or removed from the final release—such as a dungeon named "Chanting Mountains", and its eponymous song entitled "Singing Mountain". The ROM image was uploaded to the internet, prompting fans to explore and document the game's differences, including two unused world maps, several character sprites, and presumed additional sprites for certain [[NPC|non-player characters]]. Rumors of a planned eighth character exist, but are wholly unsubstantiated.
 
''Chrono Trigger'' used a 32-megabit cartridge with battery-backed RAM for saved games, lacking special on-cartridge coprocessors. The Japanese release of ''Chrono Trigger'' included art for the game's ending and running counts of items in the player's status menu. Developers created the North American version before adding these features to the original build, inadvertently leaving in vestiges of ''Chrono Trigger'' 's early development such as the song "Singing Mountain". Hironobu Sakaguchi asked translator [[Ted Woolsey]] to localize ''Chrono Trigger'' for English audiences and gave him roughly thirty days to work. Lacking the help of a modern translation team, he memorized scenarios and looked at drafts of commercial player's guides to put dialogue in context. Woolsey later reflected that he would have preferred two-and-a-half months, and blames his rushed schedule on the prevailing attitude in Japan that games were child's toys rather than serious works. Some of his work was cut due to space constraints, though he still considered the game "one of the most satisfying games I ever worked on or played." Nintendo of America censored certain dialogue, including references to breastfeeding, consumption of alcohol, and religion. Square shipped the game with two world maps, and Japanese buyers who pre-ordered received holographic foil cards.
 
A Nintendo Power reader poll conducted in April 2008 identified ''Chrono Trigger'' as the third-most wanted game for the Virtual Console. There have been two notable attempts by ''Chrono Trigger'' fans to unofficially remake parts of the game for the PC with a 3D graphics engine. [[Chrono Resurrection]], an attempt at remaking ten small interactive cut scenes from ''Chrono Trigger'', and [[Chrono Trigger Remake Project]], which sought to remake the entire game, were forcibly terminated by Square Enix by way of a cease and desist order.
 
===PlayStation release===
[[Image:Ayla Cutscene.png|thumb|right|[[Ayla]], as seen in one of the [[FMV|cut-scenes]] from the [[PlayStation]] version.]]
Square released an enhanced port of ''Chrono Trigger'' developed by [[TOSE]] in Japan for the Sony PlayStation in 1999. Square timed its release before that of [[Chrono Cross]], the 1999 sequel to ''Chrono Trigger'', to familiarize new players with story to leading up to it. This version included anime cut scenes created by original character designer Akira Toriyama's Bird Studio and animated by Toei Animation, as well as several bonus features, accessible after achieving various endings in the game. Scenarist Masato Kato attended planning meetings at Bird Studio to discuss how the ending cut scenes would illustrate subtle ties to ''Chrono Cross''. The port was later released in North America in 2001—along with a remastered version of ''Final Fantasy IV'' under the package title ''Final Fantasy Chronicles''. Reviewers criticized Chronicles for lengthy load times and an absence of new in-game features.
 
===Nintendo DS release===
{{main|Chrono Trigger (DS)}}
On July 2, 2008, Square Enix announced that they were officially planning to bring ''Chrono Trigger'' to the Nintendo DS. Composer [[Yasunori Mitsuda]] was pleased with the project, exclaiming "finally!" after receiving the news from Square Enix and maintaining, "it's still a very deep, very high-quality game even when you play it today. I'm very interested in seeing what kids today think about it when they play it." Square Enix touted the game by displaying Akira Toriyama's original art at the 2008 Tokyo Game Show.


==Music==
==Music==
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