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Chrono Trigger: Difference between revisions

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==Development and releases==
==Development and releases==
''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 [[Yuuji 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]]'', which at the time was for the Super NES.{{citation needed}}<!-- see talk page --> When ''Chrono Trigger'' became a larger project than planned, Kitase halted development of his game and joined the ''Chrono Trigger'' staff along with his team and Tokita.{{citation needed}}<!-- see talk page --> Due to this, some ideas initially planned for ''Final Fantasy VII'' were implemented in ''Chrono Trigger'' instead.{{citation needed}}<!-- see talk page -->
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 [[Yuuji 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 [[w:c:finalfantasy:Final Fantasy VII|Final Fantasy VII]].


A fan of [[time travel in fiction|time travel]] fiction (such as the TV series ''[[Time Tunnel]]''), Horii fostered a theme of time travel in his general outline of ''Chrono Trigger'' with input from [[Akira Toriyama]].<ref>{{cite web | title=Yuji Horii interview | url=http://www.playmagazine.com/index.php?fuseaction=SiteMain.showGamePage&Game_ID=169 | author=Play staff |work=[http://playmagazine.com/ play Magazine Online] | publisher=Fusion Publishing, Inc. | accessmonthday=February 16 | accessyear=2007}}</ref><ref name="ultimania" /> [[Masato Kato]] subsequently edited and completed the outline by writing the majority of the game's story, including all the events of the 12,000 B.C. era.<ref name="procyon" /> Kato devised the system of multiple endings because he could not branch the story out to different paths.<ref name="weeklyfamitsu" /> [[Yoshinori Kitase]] and [[Takashi Tokita]] then wrote various [[subplot]]s.<ref name="procyon" /> The characters of ''Chrono Trigger'' were designed by Akira Toriyama, creator of the [[manga]] ''[[Dragon Ball (manga)|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.<ref>{{cite web |url=http://www.chronocompendium.com/Term/Chrono_Trigger_Credits.html |title=Chrono Trigger Credits |accessdate=2007-02-16 |author=Chrono Compendium staff |work=[http://www.chronocompendium.com/ Chrono Compendium]}}</ref>
A fan of time travel fiction, Horii fostered a 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 12,000 B.C. era. Kato devised the system of multiple endings because he could not branch the story out to different paths. Kitase and Tokita then wrote various subplots. The characters of Chrono Trigger were designed by Akira Toriyama, creator of the manga 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 [[Software release life cycle#Alpha|alpha versions]] of ''Chrono Trigger'' were demonstrated at the 1994 and 1995 [[V-Jump]] festivals in Japan.<ref name="alphaversion">{{cite web | title=Alpha Versions | url=http://www.chronocompendium.com/Term/Alpha_Version_Screenshot.html | work=[http://www.chronocompendium.com/ Chrono Compendium] | accessmonthday=January 14 | accessyear=2008}}</ref> A few months prior to the game's release, Square shipped a [[Software release life cycle#Beta|beta version]] to magazine reviewers and game stores for review. An unfinished build of the game, it contains unused music tracks, locations, and other features changed or removed from the final release—such as a dungeon named ''Singing Mountain'', and its eponymous song.<ref>{{cite web | editor=Chrono Compendium staff | title=Chrono Trigger Prerelease | url=http://www.chronocompendium.com/Term/Chrono_Trigger_Prerelease | work=[http://www.chronocompendium.com/ Chrono Compendium] | accessmonthday=May 7 | accessyear=2006}}</ref><ref name="singing-mountain">{{cite web | editor=Chrono Compendium staff | title=Singing Mountain | url=http://www.chronocompendium.com/Term/Singing_Mountain | work=[http://www.chronocompendium.com/ Chrono Compendium] | accessmonthday=May 9 | accessyear=2006}}</ref> The [[ROM image]] was uploaded to the internet, prompting fans to explore and document the game's differences, including two unused world map character sprites and presumed additional sprites for certain [[non-player character]]s.<ref name="exploration">{{cite web | editor=Chrono Compendium staff | title=Explore (CTP) | url=http://www.chronocompendium.com/Term/Explore_(CTP).html | work=[http://www.chronocompendium.com/ Chrono Compendium] | accessmonthday=July 3 | accessyear=2006}}</ref> Rumors of a planned eighth character exist, but are wholly unsubstantiated.<ref name="playableextras">{{cite web | editor=Chrono Compendium staff | title=Characters (CTP) | url=http://www.chronocompendium.com/Term/Characters_(CTP).html | work=[http://www.chronocompendium.com/ Chrono Compendium] | accessmonthday=May 9 | accessyear=2006}}</ref>
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 contains unused music tracks, locations, and other features changed or removed from the final release—such as a dungeon named [[Singing Mountain]], and its eponymous song. The ROM image was uploaded to the internet, prompting fans to explore and document the game's differences, including two unused world map character sprites and presumed additional sprites for certain non-player characters. Rumors of a planned eighth character exist, but are wholly unsubstantiated.


''Chrono Trigger'' used a 32-[[megabit]] [[cartridge (electronics)|cartridge]] with battery-backed [[Random access memory|RAM]] for [[saved game]]s, 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.<ref name="translationcc">{{cite web |url=http://www.chronocompendium.com/Term/Translation_Differences.html | title=Translation Differences | accessdate=2008-02-08 | year=2007 |month=April | work=[http://www.chronocompendium.com/ Chrono Compendium]}}</ref> Developers created the North American version before adding these features to the original build, inadvertently leaving in vestiges of ''Chrono Trigger''<nowiki>'</nowiki>s early development (such as the song ''Singing Mountain'').<ref name="translationcc">{{cite web | author=Yasunori Mitsuda | url=http://www.chronocompendium.com/Term/Singing_Mountain.html | title=Singing Mountain (Music) | accessdate=2007-04-02 | work=[http://www.chronocompendium.com/ Chrono Compendium]}}</ref>  Hironobu Sakaguchi asked translator [[Ted Woolsey]] to localize ''Chrono Trigger'' for English audiences and gave him roughly thirty days to work.<ref name="p1woolsey">{{cite web | author=Ted Woolsey | url=http://www.playeronepodcast.com/forum/index.php?showtopic=145 | date=2007-02-16 | title=Interview with Ted Woolsey | accessdate=2008-01-14 | work=[http://www.playeronepodcast.com/ Player One Podcast]}}</ref> 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.<ref name="p1woolsey" /> 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 children's toys rather than serious works.<ref name="p1woolsey" /> Some of his work was cut due to space constraints, though he still considered ''Trigger'' "one of the most satisfying games I ever worked on or played."<ref name="woolseycut">{{cite web | author=Ted Woolsey, Bob Rork | url=http://www.chronocompendium.com/Term/Bob_Rork_Woolsey_Interview.html | title=Interview with Ted Woolsey | accessdate=2007-04-02 | work=[http://www.chronocompendium.com/ Chrono Compendium]}}</ref><ref name="p1woolsey" /> [[Nintendo of America]] censored certain dialogue, including references to breastfeeding, consumption of alcohol, and religion.<ref name="translationcc" /> [[ROM hacking|ROM hackers]] released a literal [[Fan translation of video games|fan translation]] patch and annotated script in 2007 to clarify key differences.<ref name="retranslationx">{{cite web | author=KWhazit | url=http://www.chronocompendium.com/Term/Retranslation.html | title=Retranslation of Chrono Trigger | accessdate=2007-04-02 | work=[http://www.chronocompendium.com/ Chrono Compendium]}}</ref><ref name="translationcc" /> Square shipped ''Trigger'' with two world maps, and Japanese buyers who preordered received [[holography|holographic]] foil cards.
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. 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 children'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. ROM hackers released a literal fan translation patch and annotated script in 2007 to clarify key differences. Square shipped the game with two world maps, and Japanese buyers who preordered received holographic foil cards.


{| class="infobox bordered" style="width: 18em; font-size: 90%; text-align: left; float: right; margin-right: 1em;" cellpadding="3"
{| class="wikitable"  
|-
|-
! colspan="2" style="background-color: #ccccff; font-weight: bold; font-size: 110%; text-align: center;" | Super Famicom release
! Super Famicom release
|-
|-
| colspan="2" style="text-align: center;" |[[Image:Ctsnesjapanboxart.jpg|129px]]
| [[Image:Ctsnesjapanboxart.jpg|129px]]
|-
|-
! colspan="2" style="background-color: #ccccff; font-weight: bold; font-size: 110%; text-align: center;" | ''Final Fantasy Chronicles''
! Final Fantasy Chronicles
|-
|-
| colspan="2" style="text-align: center;" |[[Image:Ffcbox.jpg|129px|Final Fantasy Chronicles box art]]
| [[Image:Ffcbox.jpg|129px|Final Fantasy Chronicles box art]]
|}  
|}  


[[Image:Chrono trigger ayla fmv.png|206px|left|thumb|Ayla, as shown in an anime cut scene in the PlayStation release]]
[[Image:Chrono trigger ayla fmv.png|206px|left|thumb|Ayla, as shown in an anime cut scene in the PlayStation release]]
Square released an enhanced [[porting|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 ''Trigger'', to give new players familiarity with the story of its predecessor.<Ref name="ultimania" /> 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]]''.<ref name="ultimania" /> The port was later released in North America in 2001—along with a [[remaster]]ed 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.<ref name="loadtime" /><ref>{{cite web | title=Final Fantasy Chronicles Review for PlayStation | url=http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=psx&game=ffc | work=[http://www.gaming-age.com Gaming Age] | accessdate=July 2 | accessyear=2007}}</ref>
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]] to give new players familiarity with the story of its predecessor. 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.


Whether ''Chrono Trigger'' will appear on the [[Wii]]'s [[Virtual Console]] service depends on the settlement of certain copyright issues.<ref name="cubed3">{{cite web | author=Adam Riley | date=[[2007-02-01]] | title=No FFXI on Wii, FF Anniversary Projects on Nintendo Systems, Chrono Update & Much More! | url=http://www.cubed3.com/news/6729/ | work=[http://www.cubed3.com/ Cubed3.com] | accessdate=2007-04-23}}</ref> A ''Nintendo Power'' reader poll conducted in April 2008 identified ''Trigger'' as the third-most wanted game for the Virtual Console.<ref name="npvc">{{Cite book | date=June 2008 | title=Nintendo Power | language=English | publisher=Nintendo}}</ref> There have been two notable attempts by ''Chrono Trigger'' fans to unofficially remake parts of the game for [[personal computer|PC]] with a [[3D computer graphics|3D graphics]] engine. ''[[Chrono Resurrection]]'', an attempt at remaking ten small interactive cut scenes from ''Trigger'', and ''Chrono Trigger Remake Project'', which sought to remake the entire game,<ref name="resurrection">{{cite web | date=2004-09-06 | author=Chrono Trigger: Resurrection staff | title=Project discontinued | url=http://www.opcoder.com/projects/chrono/ | work=[http://www.opcoder.com/projects/chrono/news/ Chrono Trigger: Resurrection] | accessmonthday=May 7 | accessyear=2006}}</ref> were forcibly terminated by Square Enix by way of a [[cease and desist]] order.<ref>{{Cite book | year=2004 | author=Jones, Darran | title=games October 2004; issue 24 | language=English | publisher=Highbury Publishing | pages=130}}</ref><ref>{{Cite book | year=2005 | author=Baker, Chris | title=Electronic Gaming Monthly February, 2005 | language=English | publisher=Ziff Davis Media}}</ref><ref>{{cite web | date=2006-03-20 | author=Ragan, Jess | year=2006 | title=Singin' the Brews: The History and Philosophy of Homebrew Game Development | url=http://www.1up.com/do/feature?pager.offset=6&cId=3148820 | work=[http://www.1up.com/ 1UP.com] | accessmonthday=November 9 | accessyear=2006}}</ref><ref>{{cite web | date=2006-04-17 | author=Shoemaker, Brad | year=2006 | title=The Greatest Games of All Time: Chrono Trigger | url=http://www.gamespot.com/features/6147770/index.html | work=[http://ign.com/ IGN] | accessmonthday=November 9 | accessyear=2006}}</ref> Since then, fans have created a few [[ROM hacking|ROM hacks]].<ref>{{cite web | date=2007-10-01 | author=Colette Bennett | title=Chrono Trigger: Now retranslated | url=http://www.destructoid.com/chrono-trigger-now-retranslated-with-six-sets-of-subtitles--47246.phtml | work=[http://www.destructoid.com/ Destructoid] | accessmonthday=January 14 | accessyear=2008}}</ref><ref>{{cite web | date=2008-01-08 | author=ZeaLitY | title=Chrono Trigger: Prophet's Guile | url=http://www.chronocompendium.com/Term/Chrono_Trigger:_Prophet%27s_Guile.html | work=[http://www.chronocompendium.com/ Chrono Compendium] | accessmonthday=January 14 | accessyear=2008}}</ref>
Whether Chrono Trigger will appear on the Wii's Virtual Console service depends on the settlement of certain copyright issues. A Nintendo Power reader poll conducted in April 2008 identified the game 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 the game, 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. Since then, fans have created a few ROM hacks.


On [[July 2]], [[2008]], Square Enix announced that they were officially planning to bring Chrono Trigger to the [[Nintendo DS]] handheld platform.<ref name="DS" /> The updated rerelease is set to take advantage of the Nintendo DS hardware with a new dual-screen presentation, support for the touch screen, and a wireless play mode.<ref name="DS" /> The game will also add a brand new dungeon.<ref name="DS" />
On July 2, 2008, Square Enix announced that they were officially planning to bring Chrono Trigger to the [[Nintendo DS]] handheld platform. The updated rerelease is set to take advantage of the Nintendo DS hardware with a new dual-screen presentation, support for the touch screen, and a wireless play mode. The game will also add a brand new dungeon.


==Music==
==Music==