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Chrono trigger endings chrono compendium
Chrono trigger endings chrono compendium











chrono trigger endings chrono compendium

The time travel idea almost didn’t happen and it wasn’t originally one of the ideas sketched out for the game. On Chrono, he’d be part of the team involved in actually composing music for the game, a team that also included Final Fantasy maestro, Nobuo Uematsu. Yatsuhiro Matsuda worked on Final Fantasy V and Secret of Mana in a sound effects/programming capacity. In addition to the Three Musketeers above, it included Masato Kato who had previously worked on games such as the Ninja Gaiden trilogy on the Famicom/NES and Princess Maker 2 in ’93. The rest, as they say, is history.Ĭhrono Trigger’s team was a “dream team” of industry veterans and genre all stars. They “had almost given up” when they heard from Kazuhiko Aoki that he was interested in bringing their project to life. Inevitably, the three began talking about making a game together and over the next year or so, brainstormed a number of ideas. It bragged about being 70 hours long, though your mileage may vary depending on which paths you took through the game, yet was a fair estimate especially if you were like me and wanted to explore every possibility within the game and pry as many secrets from its convoluted relationships between its characters and the plot triggers.Īccording to a 1994 interview in V-Jump, a manga and video gaming magazine in Japan, and archived over at mega-fansite, Chrono Compendium, the initial kernel of the idea came about in 1992 as Hironobu Sakaguchi (Final Fantasy) recounts an event where he traveled to America with Dragon Quest creator, Yuji Horii, and manga artist, Akira Toriyama (Dragon Ball) on a research mission checking out the latest in graphics tech.

chrono trigger endings chrono compendium

It boasted multiple endings, something that a number of other iconic RPGs have to their credit ranging from Black Isle’s adaptation of Planescape to others such as Obsidian’s Fallout: New Vegas and BioWare’s Dragon Age: Origins. It wasn’t just a great “JRPG” - it was a great RPG that had many of the hallmarks that others within its general genre in both the East and West have often pulled from their developer’s toolbox of tricks to amaze, motivate, and inspire players involved in exploring their respective worlds. It’s been 20 years since Chrono Trigger landed in Japan on this calendar date and for those that remember their halcyon days spent on the SNES with it, is regarded by many as one of the best titles ever made for the console. Slump, Dragon Ball) and the 10 endings that players could discover across 70 hours of play. Along the left side, it played up character designs by Akira Toriyama (Dragon Quest, Dr. This is one of the two page spreads that appeared in North America to promote Chrono Trigger’s entry into the market in 1995.













Chrono trigger endings chrono compendium