Chrono Cross
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is a PlayStation RPG created by Square Co. (now Square Enix). It expands upon the plot of its prequel, Chrono Trigger. Unlike its predecessor's "Dream Team", Chrono Cross was developed primarily by scenarist and director Masato Kato and other programmers for Chrono Trigger, such as art director Yasuyuki Honne and sound planner Minoru Akao. Composer Yasunori Mitsuda scored the game, while character design for Chrono Cross was done by Escaflowne character designer Nobuteru Yūki.[Credits for Chrono Cross], MobyGames. Retrieved July 1 2006.Chrono Cross was released in Japan in 1999 and the United States in 2000 to high ratings and critical acclaim.[Chrono Cross Reviews], Gamerankings.com. Retrieved July 1 2006. Chrono Cross sold well in the United States, leading to a Greatest Hits re-release and continued life in Japan as part of the Ultimate Hits re-release series.[Square-Enix adds 16 titles to Ultimate Hits], RPGFan.com. Retrieved July 1 2006. As of 2003, it has cumulatively sold 1.5 million copies.[Square Enix IR Roadshow Document], July 28-July 30 2003. Square Enix. Retrieved July 6 2006. Chrono Cross was not released in PAL territories; Square cited a combination of economic and technical expenses as the cause.[PS2 RPG Union]. GameSpot, 6 September 2005. Retrieved July 5, 2006.
Chrono Cross employs certain stories, characters, and thematic elements from Radical Dreamers, a side story to Chrono Trigger released in Japan for the Satellaview add-on to the Super Famicom. It was an illustrated text adventure meant to wrap up loose ends from its predecessor.Kato: There's a long story behind that, but to keep it short... After finishing Chrono Trigger, we created a game called "Radical Dreamers". Although we hadn't planned it that way initially, Radical Dreamers eventually ended up as a sort of sequel to one of the subplots in Chrono Trigger which we weren't able to tie up in Chrono Trigger itself. When Radical Dreamers was finished, we did Xenogears, and when talk turned to what to do after that, we decided to redo Radical Dreamers properly.[Interview with Chrono Cross development team]. Weekly Famitsu, July 1999. Retrieved from [Chrono Compendium] July 1 2006. Though it borrows from Radical Dreamers in its exposition, Chrono Cross is not simply a remake of Radical Dreamers, but moreover a larger effort to fulfill the purpose of that game.Kato: There's a long story behind that, but to keep it short... After finishing Chrono Trigger, we created a game called "Radical Dreamers". Although we hadn't planned it that way initially, Radical Dreamers eventually ended up as a sort of sequel to one of the subplots in Chrono Trigger which we weren't able to tie up in Chrono Trigger itself. When Radical Dreamers was finished, we did Xenogears, and when talk turned to what to do after that, we decided to redo Radical Dreamers properly.[Interview with Chrono Cross development team]. Weekly Famitsu, July 1999. Retrieved from [Chrono Compendium] July 1 2006.
Gameplay
As a standard RPG, the player, controlling Serge, explores the tropical archipelago of El Nido by foot and boat, battles monsters, and generally interacts with people and objects. Amongst the islands are many villages, outdoor areas, and dungeons, which the player moves through in three dimensions. Traversing between islands is done through the use of a "world map". While in town, players may converse with the locals, buy and sell items, or otherwise procure whatever services are available in that town. In the various areas of the game, monsters often visibly scurry around, sometimes with the intent to confront the player. If Serge touches the monster, the game switches to a battle screen, where Serge must fight the monster(s) or run away. Battles are turn-based, allowing the player ample time to select an action from the available menu before it takes place.Elements are a major feature of Chrono Cross. Similar to the materia of Final Fantasy VII, elements are items that must be equipped in order to cast the spell they contain. Elements are divided into six types, or "colors," each with a natural effect. They include Red (fire/magma), Blue (water/ice), Green (wind/flora), Yellow (earth/lightning), White (light/cosmos), and Black (darkness/gravity). Each character has an innate color, enhancing the power of same-color Elements used. These devices can be purchased from shops or found in treasure chests littered throughout areas. Elements are equipped onto a character's element grid, which grows in size and power as the player advances the plot. Characters also innately learn some special techniques, called "Techs", that are unique to each character but otherwise act like Elements. Like Chrono Trigger, certain Techs can be combined to make a Double or Triple Tech, powerful attacks involving multiple characters, though there are a very few number of combinations compared to that game.
Unlike Elements, weapons and armor cannot be purchased; instead, the player must purchase or find base materials—such as copper, bronze, or bone—and take them to a blacksmith to be forged for a fee. The item can later be disassembled into its original components at no cost. The strongest items require hard to find materials. In addition to these, certain accessories can be equipped with special effects, such as the Power Seal, which upgrades attack power. Many items can be found, like Elements, in the wild within treasure chests. The last element of battle is the Stamina bar. At the beginning of a battle, each character has seven points of stamina. As a character attacks or uses an Element, stamina is decreased until other characters or the enemies attack; it is then slowly recovered. Characters with very low or no Stamina must wait before they can fight again. Additionally, some Elements require a certain Stamina level to use. The level up stars, weapons and armor forging, stamina bar, and Elements distinguish Chrono Cross as having a unique combat system, the result of a conscious effort to innovate.Hiromichi Tanaka: Actually, I'm the one who incorporated the original summon magic system into Final Fantasy. At the time, summon magic was designed to be an "ace-in-the-hole" move because of its high MP casting cost. The battle system concept in FF VIII takes a totally different approach and is only similar in name. The system concept in Chrono Cross is also designed from a different perspective than the original FF, or the newer FF VIII or IX. Therefore, there was no conscious incorporation of any particular system from other recent titles when we designed the system for Chrono Cross. [Interview with Chrono Cross Development Team], GamePro. Retrieved from [Chrono Compendium] (original page removed) July 1, 2006.
The existence of two dimensions also plays a significant role in the game, akin to the role of time periods in Chrono Trigger. Through the course of Chrono Cross, the player must go back and forth between two parallel dimensions to recruit party members, obtain items, or undertake other advancements in the story. Much of the population of either world have counterparts in the other; some party members can even visit the other version of him or herself. The player must often search for items or places that can be only found in one of the worlds. Additionally, events in one dimension sometime have an impact in another—for instance, cooling the scorched ground on an island in one world can allow vegetation to grow in the other world. Using these faculties, the player travels through the game while learning the story, eventually taking part in a final showdown and watching a cinematic ending.
Story
The story of Chrono Cross begins with a boy of seventeen years named Serge who is instructed to collect colorful scales on the beach. The setting is El Nido, a topical archipelago inhabited by ancient natives, colonists from other continents, and anthromorphic, sentient beings called Demi-humans—often the subject of racial prejudice.Direa: 'Tis sad...The mainland teachings state that humans and demi-humans are incompatible species. Chrono Cross. Square Co., 1999. While meeting up with his girlfriend after the trip, Serge slips into an alternate dimension in which he drowned ten years before the present at the same spot. Baffled at the existence of this world and desiring to know more, Serge meets up with a famous thief Kid, a teenage girl intent on finding a mysterious artifact known as the Frozen Flame. In search of this item, they recruit help and infiltrate Viper Manor, the home of the Acacia Dragoons—the combative, affluent, and revered self-proclaimed protectors of the island. While there, a mysterious man known as the prophet of time revealed that ten years from the present, the universe split into two dimensions—one in which Serge lived (Home world), and one in which he perished (Another world).Prophet: In your home world, you survived to live a happy and prosperous life. That is how you made it to the present point in time. However, here in this '"alternate"' world, you are, in fact, very dead and buried. You died 10 years ago, but this world's time line has flowed on regardless. Chrono Cross. Square Co., 1999.
As the game progresses, Serge continues to learn more about his past while searching for the Frozen Flame. Along the way, he switches bodies with the main antagonist, and later learns after retrieving his old form that all the events of the game were masterminded for one purpose. Serge's quest is meant to empower him to save Schala from the Time Devourer—a fusion of Lavos, the alien parasite from Chrono Trigger with the capacity to destroy the planet, and Schala, a princess of Zeal and sister of Magus with immense magical power who has disappeared into the Darkness Beyond Time.Lucca: And now, about '"Project Kid"'...the time control project Belthasar planned out. The whole project existed to lead you to this one, special point in time! The founding of Chronopolis, the Time Crash, and the battle between FATE and the Dragon Gods...It was all coordinated so that you would get your hands on the Chrono Cross and come to this place! Chrono Cross. Square Co., 1999. Years in the future, Belthasar, a former guru of Zeal, discovered that the two were merging into a being capable of consuming all spacetime; he thus set in motion a massively complex chain of events meant to give rise to and guide Serge to confront the Time Devourer and use an artifact known as the Chrono Cross to restore the dimensions to one and free Schala from Lavos's grasp.Crono: The Chrono Cross...It alone can combine the sounds of the planet that the six types of Elements produce! The melody and harmony that brim within all life-forms... Use the '"song of life"' to heal her enmity and suffering...We entreat you, Serge! Please save Schala... Chrono Cross. Square Co., 1999.
While Chrono Cross incorporates elements from Radical Dreamers, the stories of the two games are incompatible. To resolve the scenario continuity issue and to acknowledge the existence of Radical Dreamers, the designers suggested that the events of Radical Dreamers did happen, but took place in a parallel dimension.Kid: Kid: Radical Dreamers...!? And me name's on here, too! What the bloody hell is goin' on?
Kid: ......This seems to be an archive from a different time than our own.
Kid: Aside from the two worlds we already know about...there may be other worlds and times which exist... Chrono Cross. Square Co., 1999. The most notable difference is that Magus, present in Radical Dreamers as Magil, is absent from the game. Magus does not assume the identity Guile in Chrono Cross, as is commonly assumed. It was noted in an interview that the developers originally planned for Magus to appear, but scrapped the idea due to difficulties in presenting his story.Masato Kato: To let the cat out of the bag, in the early stages of development, Guile was indeed meant to be Magus. In our original plan, the true identity of Guile was supposed to be Magus after the events in Trigger. (At the end of Trigger, Magus [a.k.a. Janus in Trigger and Magil in Radical Dreamers] disappeared into a Time Gate to go searching for his big sister, Schala, who was lost somewhere in time.) However, as the game's development progressed and we decided to use such a huge number of playable characters, we decided not to make him be Magus. We thought it was impossible to portray the relationship between Magus and Schala adequately in this game. So we changed tracks, made the colors of the Magus character design paler, and turned him into Guile, the magician. In a way, it's a pity, as I really would like to have seen the valiant figure of Magus come to life again. [Interview with Chrono Cross Development Team], GamePro. Retrieved from [Chrono Compendium] (original page removed) July 1, 2006.
Characters
Chrono Cross features a large and diverse cast with forty-five possible party members available. To create the cast, the developers thought of archetypes and brainstormed interesting traits which were later fleshed out to full characters.Masato Kato: Take Pierre, for example: we started off by saying we wanted a wacko fake hero like Tata from Trigger. We also said things like "we need at least one powerful mom," "no way we're gonna go without a twisted brat," and so on so forth. Basically a bunch of selfish wishes (laugh). Also, the staff as a whole came up with many ideas of what types of characters we wanted to put in the party. Mojo was actually a test 3D model of a doll made by one of our staff early in development. I decided, based on personal taste, "This guy's cool. Let's make him join the party!" Everyone probably thought I was just making a joke, though (laugh). [Interview with Chrono Cross Development Team], GamePro. Retrieved from [Chrono Compendium] (original page removed) July 1, 2006. Originally, sixty-four were planned.Masato Kato: After all, the original idea during the initial development stage was "let's go for 64 characters!" (laugh). [Interview with Chrono Cross Development Team], GamePro. Retrieved from [Chrono Compendium] (original page removed) July 1, 2006. Each character is outfitted with an innate Element affinity and three special abilities of his or her own. Some techniques can be combined into Double and Triple Techs in battle. Additionally, characters react to their other world counterparts (if available). Many party members tie in to crucial events; since it is impossible to obtain all forty-five in one playthrough, the player must replay the game to witness everything. Through use of the New Game + feature, all characters can eventually be obtained on one save file.[Character FAQ], Daredevil3811. Retrieved July 1 2006.
While the presence of six elements is a departure from Chrono Trigger
Ghost: The development of Elements, using the energy of the natural world... Chrono Cross. Square Co., 1999. Because of the incredibly vast number of possible party combinations, the North American version of the game contains a system to modify base text for each character's accent. Whereas other games would need to program different blocks of text for each character, Chrono Cross uses a basic text template and modifies it based on the character speaking.Richard Honeywood: But the biggest challenge with this project was that the characters' speech patterns had to be auto-generated, real-time by the program. The reason for this was that 40 or so different lines for each character would not fit into memory, so, for a large part of the game, we had to use one piece of common text and change it on the fly into all those funny accents, depending on which character was speaking. You can imagine coming up with different accents is hard enough (especially expressing them in text only). Working out a computer algorithm that can change one piece of text into multiple accents (with limited memory and speed constraints) was just mind-boggling. [Interview with Chrono Cross Development Team], GamePro. Retrieved from [Chrono Compendium] (original page removed) July 1, 2006. The templates were very complicated, as several periods had to be inserted to reflect the huge array of changes that could arise from an accent. For example, a basic line appeared like this in the script, compared with actual text:[Chrono Cross Script], Chrono Compendium. Ripped by Terminus Traduction. Square Co., 1999.
Member Name: Member Name: l.et's2 .go.suffix, Serge.. Let's go, Serge. the w.ater1 .Dr3agon .mus1t .be. The Water Dragon must be be.yondth1is1 .point... beyond this point...
Main characters
- Serge
- Kid
- Lynx
- Harle
Returning characters
Six characters from Chrono Trigger return in the sequel, two playing major roles behind the scenes. They are not playable and only make brief appearances. Due to the gap of twenty years between Chrono Trigger and Chrono Cross, it is conclusively unknown what became of the main cast from the prequel. In order of importance, these characters return for the new game.
- Lavos and Schala - Lavos returns as the main villain, but does not appear until the end. By accident during Chrono Trigger, Schala was banished to the Darkness Beyond Time, where later, the defeated Lavos arrived and began merging with the former princess of Zeal to create a new being. The resulting lifeform—the Time Devourer—would have been capable of devouring all spacetime once matured. Though unknown to Serge for most of his quest, the entire events concerning the dimensions and the creation fo El Nido were set in motion to empower him to defeat the Time Devourer and free Schala. Using the Chrono Cross, he accomplished this mission. Lavos was decisively defeated, though Schala's fate is unknown due to an ambiguous ending. In the complete ending, it is vaguely implied that she is freed from Lavos—after which she narrates the rest of the ending—but this event leads to a Deus Ex Machina resolution where history is "set right" in some manner which is never really confirmed or explained.
- Belthasar - Belthasar returns as the mastermind behind the game's events. When he arrived in the future of 2300 A.D., he constructed Chronopolis and discovered the Time Devourer. He then created Project Kid and planned out the events necessary to empower Serge. After setting up the experiment that would cause Chronopolis to go back in time, he departed to the modern era of 1020 A.D. to watch his plan unfold. He speaks to the party a few times, eventually giving them the Time Egg necessary to find and challenge the Time Devourer.
- Crono, Marle, and Lucca - These heroes of the original game appear as childlike apparitions at the Dead Sea, in an illusion created by Belthasar at Terra Tower, and upon Opassa Beach, the site of the dimension split. While they chide Serge at the Dead Sea, they instruct him otherwise, notifying him of the Chrono Cross Element, his role in stopping the Time Devourer, and other important points of history. Since whether these three died in the fall of the Kingdom of Guardia is a mystery, it is unknown whether they are true ghosts or are merely projections of an unknown source.
- Robo - Robo appears in Chronopolis, under the name Prometheus. In the future, he agreed to become an integral part of Project Kid by keeping FATE locked out from using the Frozen Flame once Serge made contact with it. He briefly speaks to the party before being executed by FATE after Serge finds the facility.Masato Kato: Prometheus was the one who had protected the Frozen Flame from FATE ever since the young, dying Serge had come into contact with the Flame all those years ago. FATE dared to delete the defiant Prometheus right in front of Serge and friends. Of course, on seeing the death of Prometheus, Serge and friends...(Well, I don't want to give away the story any more than I already have...) [Interview with Chrono Cross Development Team], GamePro. Retrieved from [Chrono Compendium] (original page removed) July 1, 2006.
- Magus - In a letter sent by Lucca, she says to Kid that Janus may be watching over her, and "if so, hello, Janus!" Some claim that he was in the room during the letter's reading, based on a player character-indicative shadow that appears when the letter is being read.[Magus Shadow and Screenshots], Chrono Compendium. Retrieved July 1 2006.
- Ozzie, Slash, and Flea - Appearing in a hidden boss fight, the three have no bearing on the plot. Sprigg can learn to transform into any member of the trio after dueling them. As Slash, she can perform the "Z Slash" triple tech when teamed up with Serge and Kid.
Music
Chrono Cross was scored by Yasunori Mitsuda, who drew from many influences in shaping the soundtrack. A three-CD official soundtrack was released soon after the game. Mitsuda noted in the OST's liner notes that he was happy to accomplish even half of what he envisioned in terms of transferring his ideas to the PlayStation's sound capabilities.Yasunori Mitsuda: If I can only do half of what I envisage, I'm satisfied. Chrono Cross Original Soundtrack. DigiCube, 1999. In this task he was ably assisted by Ryo Yamazaki, a synthesizer programmer for Square Enix. He also named several influences in the liner notes, including Mediterranean and Fado music, African percussion and old music from several cultures—most notably Celtic. A few themes from Chrono Cross were also ported outright from Radical Dreamers, including Gale, Frozen Flame, and Viper Mansion. Other songs in Chrono Cross borrowed certain parts from its predecessor's music. For example, the notes in Far Promise ~ Dream Shore appear in a few tracks—namely The Dream That Time Dreams and Voyage ~ Another World.
After the developers completed Chrono Cross, Mitsuda personally undertook a playthrough to observe how the tracks matched up to their correspondent scenes and settings in the game. His reactions to each song were recored in the liner notes.Yasunori Mitsuda: Prisoners of Fate — When I heard this song during the battle, my hands faltered in inputting the commands. In any case, I used the emotion of this scene to shape the chord progressions and string arrangement. So sad, so sad... Chrono Cross Original Soundtrack. DigiCube, 1999. Square Enix recently reissued it due to popular demand through Amazon.com Japan.[Chrono Cross OST], Amazon.co.jp. Retrieved July 1 2006. In January 2005, Mitsuda announced a new arranged album of the game's music was on the way, and touted a July 2005 release date.Translation: Aspirations for 2005! In 2005 I'm thinking about many items [i.e. music] I want to make and send out. To start with, for the first item on the list, I've done a collaboration CD called "Kirite" with Mr. Kato [Masato Kato] who did Chrono Trigger and Chrono Cross's scenario and supervision, and it will come out this spring. The speech, photos, and music are having the finishing touches put on them right now. [sorry, shaky here, but that's the general gist] One more thing, a Chrono Cross arrange version CD is also planned to go on sale around July. No matter which month, it will be on sale from Procyon Studio (Sleighbells Label). I'm deciding right now whether to participate in works for 3-4 other games, but I can't say the names of those. Sorry (laughs). In all the things I've mentioned, I feel like I want to keep tirelessly working my best in 2005. [New Year News], Dengeki Online. Retrieved July 1 2006. It did not materialize in 2005, though at a Play! concert in May 2006, he notified an interviewer that it would be out within the year and would have an acoustic sound.[Play! Concert Interviews], N-Sider. Retrieved July 1 2006.
Reception
Chrono Cross was widely acclaimed by critics upon its release. Electronic Gaming Monthly gave Chrono Cross a Gold Award, scoring it 10/10/9.5 in their three reviewer format.[Chrono Cross], Gamestats. Retrieved July 1 2006. GameSpot awarded the game a perfect 10, one of four out of over 1100+ games.[Chrono Cross], GameSpot. Retrieved July 1 2006. Weekly Famitsu rated the game 36 out of 40 from four reviewers.Chrono Cross Review. Weekly Famitsu, August 1999. As of July 2006, Rottentomatoes.com and Gamerankings.com both give a rating of 92% for Chrono Cross.[Gamerankings.com Chrono Cross], Gamerankings.com. Retrieved July 1 2006.[Gamerankings.com Chrono Cross], Gamerankings.com. Retrieved July 1 2006.
Fan reaction was largely positive—the game sold 850,000 and 650,000 units in Japan and the United States respectively.[Square Enix IR Roadshow Document], July 28-July 30 2003. Square Enix. Retrieved July 6 2006. Sales in excess of one million units warranted a re-release as a Greatest Hits title and a second release as part of the Japan-only Ultimate Hits series for PlayStation games.[Square-Enix adds 16 titles to Ultimate Hits], RPGFan.com. Retrieved July 1 2006. However, a minority of Chrono Trigger fans were disappointed in that Chrono Cross broke convention defined by Chrono Trigger, as it featured significantly more characters and less double and triple techs, and also took place in a new part of the world without allowing the player to control the original team. However, this reinvention was the result of a conscious effort, as Hiromichi Tanaka and Masato Kato aimed to provide an experience different from Chrono Trigger.Masato Kato: ...the whole point in making Chrono Cross was to make a new Chrono with the best available skills and technologies of today. I never had any intentions of just taking the system from Trigger and moving it onto the PlayStation console. That's why I believe that Cross is Cross, and NOT Trigger 2. [Interview with Masato Kato and Yasunori Mitsuda], Procyon Studio. Retrieved July 1 2006.Hiromichi Tanaka: Of course, the fans of the original are very important, but what innovation can come about when you're bound to the past? I believe that gameplay should evolve with the hardware...If our team were to make a sequel, I think you can imagine from Chrono Cross that it will not be just a sequel, but something completely new. [Interview with Chrono Cross Development Team], GamePro. Retrieved from [Chrono Compendium] (original page removed) July 1, 2006. Other criticisms took issue with the complex plot and direction, noting that understanding the game's overall story could only be accomplished with much difficulty.[Chrono Cross: The Good, The Bad, and The Fans], Chrono Compendium. Retrieved July 1 2006. Masato Kato, director and scenarist for the series, anticipated certain expectations of Chrono Trigger fans and rebuffed this discontent in an interview on Yasunori Mitsuda's website. He wondered what the Chrono title meant to these fans, and whether his messages had gotten through to them at all.Masato Kato: OK. Since I may never have the chance to say this kind of thing anywhere else... I'll go ahead and say it. After the announcement of "Cross" this time, I heard a lot of voices out there that were saying things like, "Man, this isn't CHRONO". To tell you the truth, I was gravely disappointed. Yes, the platform changed; and yes, there were many parts that changed dramatically from the previous work. But in my view, the whole point in making Chrono Cross was to make a new Chrono with the best available skills and technologies of today. I never had any intentions of just taking the system from Trigger and moving it onto the PlayStation console. That's why I believe that Cross is Cross, and NOT Trigger 2. The thing that I can't understand is how could people possibly declare that this isn't Chrono? And for these people, I can't help but wonder what it was that Chrono meant to them...? Is it possible that none of the messages that I tried to send out to these people never really got through to them?
Cross is undoubtedly the highest quality Chrono that we can create right now. (I won't say the "best" Chrono, but) If you can't accept that, then I'm sorry to say this but I guess your Chrono and my Chrono have taken totally different paths. But I would like to say, thank you for falling in love with Trigger so much. [Interview with Masato Kato], Procyon Studio. Retrieved July 1 2006.
Sequels
There is currently no planned sequel to Chrono Trigger or continuation of the Chrono series. In 2001, Square Co. Executive Producer Hironobu Sakaguchi told the press that some of the company's staff wanted to make a new game, and that script ideas were being considered. He also noted that one of the original directors was very interested in a new title, but the project had not been greenlighted yet.[New Chrono game in planning stages], Gamespot.com. Retrieved July 1 2006. Square applied for a trademark for the name Chrono Break in the United States the same year, resulting in much fan speculation over a new sequel. However, the trademark was dropped on November 13, 2003, confirmed by the United States Patent and Trademark Office.[Chrono Break], United States Patent and Trademark Office. Retrieved July 1 2006. The trademark still stands in Japan.[Japanese Patent and Trademark Office]. To find the Chrono Brake patent, search "Japanese Trademark Database" for "chronobrake". Click Index to find the result, and click the result. It is possible that the comparatively low sales of Chrono Cross—totaling 1.5 million—to the performance of contemporary Final Fantasy games—each achieving over 5 million sales[Square Enix IR Roadshow Document], July 28-July 30 2003. Square Enix. Retrieved July 6 2006.—contributed to a decision to suspend the series. Some fans continue to hope for a new game, as series director Masato Kato recently returned to Square Enix to work on Seiken Densetsu 4 and Children of Mana.[Children of Mana Team Announced], RPGamer.com. Retrieved July 2 2006. Additionally, series composer Yasunori Mitsuda stated in 2006 that he is interested in scoring a new Chrono series game.N-Sider: Speaking of Chrono, if Square were to approach you to compose a new Chrono game, would you do it now even though you're an independent composer?Mitsuda: (laughs) Of course, i'm willing to! [Play! Concert Interviews], N-Sider. Retrieved July 1 2006.
Packaging artwork
Sony PlayStation
Japan, 1999 Image:chronocrossbox.jpg|Chrono Cross
Sony PlayStation
North America, 2000 Image:Chrono Cross Square Millennial Collection box art.gif|Chrono Cross: Square Millennium Collection
Sony PlayStation
Japan, 2000
References
- Chrono Cross. Tokyo: Square Co., 1999.
- Driker, Brandon. "[PLAY! Concert Review & Interviews]." N-Sider.com 30 May 2006.
- "Interview with Chrono Cross Developers." Weekly Famitsu July 1999.
- "[Interview with Chrono Cross Development Team]." GamePro.com 15 September 2000. [Archived].
- "[Interview with Masato Kato]." Cocoebiz.com November 1999.
- Radical Dreamers. Tokyo: Square Co., 1996.
- [Square Enix IR Roadshow Document]. Square Enix: July 28-30, 2003.
- Notes
See also
External links
Official sites
Unofficial sites
- [Chrono Compendium], a Chrono series Wiki with plot guides
- [Chrono Cross] at the Open Directory Project
[Chrono Cross Original Soundtrack] (disc [2] & [3]) at MusicBrainz
| Harle | Kid | Lynx | Serge |
| FATE | Lavos | List of Chrono Cross characters |
| Other information |
| Chrono Cross Plot & Timeline | Frozen Flame | New Game Plus |
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