Difference between revisions of "Supporting Material Translation"

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[[Chrono Trigger Ultimania]] was released in January 2009, and featured interviews and concept art among other new content.
 
[[Chrono Trigger Ultimania]] was released in January 2009, and featured interviews and concept art among other new content.
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====Table of Contents====
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Translated by Lorenz.
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===V-Jump Video 1===
 
===V-Jump Video 1===

Revision as of 00:45, 29 July 2009

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While translated information is added to several relevant places in the encyclopedia, it is centralized here for easy access and tracking. Contributing translators are listed above image; we owe them everything!

Chrono Trigger Prerelease

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Chrono Trigger Prerelease Translations

The CT Prerelease is a beta version of Trigger distributed by Square in 1994. Check out this incredibly fascinating look from GlitterBerri at an earlier stage of development, with all sorts of goodies that didn't make it in or were changed for the final!

Chrono Trigger

Chrono Trigger Ultimania

Chrono Trigger Ultimania was released in January 2009, and featured interviews and concept art among other new content.

Table of Contents

Translated by Lorenz.

V-Jump Video 1

Transcribed by GekkaHikko and translated by GlitterBerri. Screenshots and other information at the Alpha page.

Japanese

司会者:
スクエアの新作、CHRONO TRIGGER!
青木和彦さん、坂口博信さんからの紹介だ。

青木和彦:
鳥山先生がキャラクター、モンスター、
そして時代のイメージをセットして下さって、
堀井さんがシナリオ、
そして坂口がシステム全般を担当して、
「まったく新しいRPGを作ろうじゃないか」と言う事で、
出来上がったのが、
このCHRONO TRIGGERという事です。

司会者:
CHRONO TRIGGERの意味は時の引き金。
あの鳥山明先生、堀井雄二さん、坂口博信さんの三人が集まって作る夢の超大作だ。
現在、過去、未来のいくつも時代を駆け抜け、
巨大な悪を倒していくストーリー。
また光と影の表現をテーマに、
今までにない深みのある美しいビジュアルも特徴の一つだ。

鳥山明先生デザインによるタイム・マシンで時をかけめぐる。
モンスターキャラとプレイヤーキャラは動きながらの戦闘攻撃が可能。
また、魔法の効果はファイナル・ファンタジー6よりかなり派手な物になってる。
モンスターも小さなものから、迫力のある大きいなものまでたくさん登場するぞ。

キャラクターも紹介しておこう。
日本刀に武器に持つ東洋的な主人公クロノ。
ボウガンを武器としたマール。
棍棒(こんぼう)を持ち回転スピンキックなどの技を持つエイラ。
剣が得意なカエル。
主人公のアドバイザー的人物、発明家ルッカ。
有力と戦力となる頼れるロボ。

さてここで、坂口さん、堀井さん、青木さん!
この三人の方から制作秘話を聞いてみよう!!!

坂口博信:
あの~、二年程前、アメリカにですね、
最新のコンピューターグラフィックスをみんなで見に行こうというか
研究しに行こうと旅をしまして
そのときに偶然堀井さん、それから鳥山先生、一緒に旅をして、
その旅の途中でですね、
「何かその一緒にやろうよ、新しいことをやろうよ」
あの時は、結構、でも、気軽に-

堀井雄二:
そう盛り上がってね。
普通だったらその時で終わったかなと思ってた事で、
盛り上がるとは思わなくて

(談笑)

坂口博信:
はい、かなり盛り上がって、
まぁ、ただね、なかなかそう言う話は、
その場は盛り上がるんですけど、
いざやっぱり作ろうとなると、
それから1年、1年半ぐらい、
苦しい思いして作らなければならないんで終わってしまうんですが、
その時に青木が─プロデゥーサーの青木が、
「いや、そういう話だったらぜひ僕にまとめさせてくれ。それは絶対実現したい」
と言う事で受けてくれまして、
大変ですか?

青木和彦:
おかげでだいぶ大変な生活をさせられています(汗)

博信坂口:
結構合宿もしましたよね。

堀井雄二:
そうですね。1年ぐらい前ですかね

青木和彦:
そうですね。缶詰になって・・・
結構つらかったですよね・・・

青木和彦:
どんなゲームにしようかに始まって、
あ~だ、こ~だ・・・
四日くらいやりましたね。

Announcer:
Square's newest creation, Chrono Trigger!
With an introduction by Mr. Kazuhiko Aoki and Mr. Hironobu Sakaguchi!

Kazuhiko Aoki:
Mr. Toriyama designed the characters, monsters, and the look of each era.
Mr. Horii did the scenarios, and Mr. Sakaguchi was in charge of the entire system. Our desire to make a completely new RPG resulted in the creation of Chrono Trigger.

Announcer:
The meaning of Chrono Trigger is "time trigger."
This epic game was born from the collective dream of Akira Toriyama, Yuuji Horii, and Hironobu Sakaguchi.
Passing through a variety of eras from the past, present, and future, it is a story of a fight against monumental evil.
With its recurring themes of light and shadow, the game is partly characterized by the never-before-seen depth of its beautiful visuals.

Players can soar on the wings of time in the time machine designed by Mr. Toriyama.
Player and monster characters can attack while moving around during battle.
The magic effects are more impressive than in Final Fantasy VI.
The enemies are many and varied, ranging from small monsters to powerful giants!

Now to introduce the characters.
With a Japanese blade and a hint of the Orient, our protagonist, Chrono!
The bowgun-wielding Marle!
The spin-kicking, club-carrying, fist-fighting Ayla!
The skilled swordsman, Frog!
Our hero's advisor, the talented inventor, Lucca!
The strong and dependable battler, Robo!

And now, Mr. Sakaguchi, Mr. Horii, and Mr. Aoki take the stage! Let's listen as these three spill the secrets behind the creation of Chrono Trigger!

Hironobu Sakaguchi:
Around two years ago we traveled to America to do some research, checking out the latest in computer graphics.
I ended up travelling together with Mr. Horii and Mr. Toriyama.
During the trip we decided that we wanted to create something together, something that no one had done before.
We were really naive...

Yuuji Horii:
We got all fired up about it.
Normally you'd think things would have ended there, that we wouldn't have been so excited...

(laughing)

Hironobu Sakaguchi:
That's right, we were really enthusiastic about it.
Just talking about it was really exciting.
However, once we decided we were going to do it for sure, we spent a year or a year and a half thinking about all the difficulties we'd encounter.
We had almost given up when we received word from the producer, Mr. Aoki.
He said "No, if you're going to talk like that, please ask me. I definitely want to help make it happen."
Was it difficult, Mr. Aoki?

Kazuhiro Aoki:
My life was made considerably more difficult thanks to this project.

Hironobu Sakaguchi:
We were staying together too.

Kazuhiro Aoki:
That's right, one year ago, wasn't it?
Packed like sardines...
It was hard.
We started thinking about what kind of game we should make...
This type, that type...

Four whole days we spent...

V-Jump Video 2

Interview Dialogue

Transcribed by GekkaHikko and translated by GlitterBerri. Screenshots and other information at the Alpha page.

鳥山明

こんにちは、鳥山明です。

ドラゴンクエストがあって、 ファイナルファンタジーがあって、 わりと似ているようで両極をなしているロールプレイングゲームが、 ある意味で合体するわけじゃないですかぁ。 非常に、こう、 スクエアのグラフィックと、 堀井さんのわかりやすさって言うんですか、 あのあたりが、 うまく合体して、 本当に良いトコ取りかなって言う感じがするんですけどね、両方の。 途中のゲームが、 3時間分ぐらいまでできているやつを貸して頂いたんですけど、 びっくりしました。 グラフィックがあんまり綺麗で。

いわゆる… こう… 風景とか、 細かく描き込み過ぎるほど、 ゲームとしては見難くなると思うんですよ。

でも、かなり細かく、 ボカシとか使ってできてるんで、 非常に見やすかったから、あの点が一番驚きましたね。 本当に忠実にやってもらってて、 あんまり、こう忠実過ぎて、 本当はもっと凄い画面でできるんじゃないかと思うくらいに… ぼくに合わせてもらっちゃったみたいで(笑)


堀井雄二

こんにちは、堀井です。 ええと、 クロノトリガーでは、 プロットをですね、 担当させていただきました。

今回どうしてこういう物語にしたかって言うとですね、 32メガと言う大容量を使えるもんですから、 まぁ、フィールドマップがいっぱい持てるなと。

じゃあ、そのいっぱい持てるフィールドマップを、 どういう風に使えると一番楽しいかなって考えたらですね、

時間も…と言うか、 いろんな時代に行ってですね、 そこでいろんな冒険ができるみたいな。

たとえば原始時代にも行きたいね! 中世にも行きたいね! 現代も良いよね! 未来も見てみたいね! と言うとですね、

いろんな時代劇して、 その中で謎を解いていくみたいな冒険ができれば凄い楽しいんじゃないかと そう思ってこのゲームを作り始めたわけです。

で、今回ですね、 あの、 プロットとか書いて、 あとスクエアさんにシナリオを実際起してもらってって言う 共同作業、初めての共同作業をしてたんですけれども、 そういう意味で次々ロムが揚がっていくんですね。 結構やっぱり、こう絵が凄いなって気がしますよね。 そのいろんな意味で、 動いたりとか、 見せ場があったりとか、 演出があったりとか、

その… これは何ていうのかな…

アニメ、 動くアニメの中で、 自分が参加できるアニメーションじゃないかという、 そういうゲームだと思います。

で、このゲームはですね、 もうすぐたぶん完成すると思うんですけども 皆さん 参加して下さい。 よろしくお願いします。

坂口博信

こんにちは、坂口です。 今回のクロノトリガーは、 ドラゴンクエストの堀井雄二さん、 それからドクタースランプやドラゴンボールで凄い漫画を描いている鳥山明さん、 ええ、 二人と組むことができまして、 もの凄いゲームに仕上がろうとしています。

実際あの… スクエアのスタッフも、 かなり強力なメンバーがそろいまして、 ファイナルファンタジー、 ええ… ⅠからⅣまでやった男とか、 Ⅳ、Ⅴ、Ⅵのそれぞれのディレクターをやった奴等、 ええ… プログラマーも聖剣伝説やロマンシングサガ、 グラフィックもFFや聖剣を歴代やってきたつわものが、 今回はクロノトリガーのために集まってくれました。

もちろん三人も頑張っています。 スタッフもそれに負けないくらい、 兎に角最高のもの、 夢のロールプレイングゲームを作ろうと頑張っていますので、 ぜひ期待していてください。

よろしくお願いします。


星野雅紀

鳥山先生のイラストをドット絵にして、 アニメにする作業をしています。

特に見て欲しいのは、 キャラクターの細かい動きや、 バトルでの緻密なアクション、 何しろ一キャラあたり最大256パターン、 全部で3000パターン以上あるんですよ。

これも32メガの大容量ロムのおかげ、 じっくり見て、 あ、こんなところも動いているんだと発見してもらいたいな。


小久保啓三

FFやロマサガ、聖剣やってきたスタッフの経験と技術を全て導入します。 ただ、クロノトリガーをそれらのゲームの単なる集大成にはしたくないですね。

作りからには、集大成を超えたものを考えています。

ぼくが担当するフィールドでも、 かなり面白い仕掛けを用意していますので、 楽しみに待っていてください。


北瀬 佳範

FFⅥでは主にイベントの演出をやりました。

クロノトリガーでは、FFⅣでのオペラ座以上のイベントを用意しています。

裁判所や刑務所など、今までのRPGではあまり出てこなかった舞台もありますので、 期待していてください。

エンディングも素晴らしいものですよ。


時田貴司

シナリオからメッセージを起して、 動きをつけたり演出をしています。

鳥山先生のイラストが凄く元気よくてコミカルなので、 それを活かしたいなぁ。

真面目なときは真面目で、 笑えるときは笑える。

そんな鳥山漫画のようなメリハリを楽しんでもらいたいですね。

それに時代ごとに出てくる色んなキャラの中から、 好みのメンバーを選んで遊んで欲しいなぁ。


青木和彦

新開発したアクティブタイムバトルの調整をやっています。 フィールドを歩いていてバトルに入る時に、 全部イベントでモンスターを出しているんです。 一つ一つ手作りで何百種類と言うイベントを組ましたので、 出現パターンもいろいろあって驚くと思いますよ。

バトル中もアクションゲームみたいにキャラクターが動くので、 スピード感溢れるバトルを楽しんで欲しいですね。




クロノトリガー

夢は今 時空を越える

Screenshot Unique and Different Lines

Transcribed by GekkaHikko and translated by GlitterBerri.

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Left Panel

トリヤマ アキラ
ホリイ ユウジ
サカグチ ヒロノブ

Right Panel

キャラクターデザイナー

ゲームクリエイター
Left Panel

Toriyama Akira
Horii Yuuji
Sakaguchi Hironobu

Right Panel

Character Designer

Game Creator

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The Perfect: Talk Battle

Chrono Trigger: The Perfect "Talk Battle" developer interview with Yuji Horii and Hironobu Sakaguchi, translated by GlitterBerri. Thanks to CuteLucca for the source scans!

  • Source

V Jump Books Dokusen Project!!

Two members of the Chrono Trigger team discuss the secret story behind the game!

It’s a scorching hot TALK BATTLE!!

Y. Horii VS H. Sakaguchi

DREAM PROJECT

Event ideas, character design, the real story is just inside! See the dynamic relationship between the developers revealed as we present this information to you!

They are, of course, Yuuji Horii and Hironobu Sakaguchi, masters of the Chrono Trigger world!! We conducted this special interview for our readers!

Let the interview begin!!

The game and its graphics were beyond belief.

—Let’s start the interview off with something basic. After completing the game and playing the final version, what were your thoughts? Do you think you were able to accomplish what you set out to do?

Horii:
In my mind, the game went beyond our expectations. There were highlights that, in the end, were more than I thought they’d be. The scene where you’re going into the jail – just the feeling I got from entering the dungeon surprised me. Seeing the scrolling background of the passage left a deep impression on me. Not just the mountains in the background; the inside as well.

Sakaguchi:
Our colleagues who worked on the graphics were also talking about that. If the prison had been done in the normal style, it would have been rather devoid of colour.

—Horii, would you say that he dungeon had the best visuals, in your opinion?

Horii:
Yes. The graphics were excellent, if that’s what you mean. I’m not a professional artist, so I appreciate someone else going in there for me.

—Sakaguchi, how about yourself? Do you find that there was a place that went far beyond what you had imagined?

Sakaguchi:
Something like the stained glass of the courtroom. That part was amazing. At the beginning I imagined the courthouse to be suspended in the sky, connected by a floating bridge to the mountains. I wasn’t thinking about the contrast with the light, that was created the efforts of the staff who drew it.

Horii:
As for this game, I’m only involved with the plot. If there’s a fairground, I just write that there’s a fairground; I don’t write down any of the details. Then the staff brainstorm and come up with a variety of attractions to put in. With entertainment like a robot battle and Square’s ride, there are many things with which to amuse yourself. I think it lent a certain freshness to the game to have everyone working together.

Ideas were brainstormed under the orders of the director.

—Do you think that working with each other, there were parts of the game that reflected your personalities?

Horii:
Off the top of my head, I think that the fairground events were very Sakaguchi-esque. Characters like Gonzalez, especially.

Sakaguchi:
I was the one who created Gonzales. (laughter)

—Is that so? (laughter)

Horii:
Suddenly bursting into song…

Sakaguchi:
Actually, I was also behind the primeval dance next door. (laughter)

Horii:
It’s a good thing that I started dancing to it too.

Sakaguchi:
Actually, Kitase, who was directing the game, was the one who asked me to put something in there.

—Was it because you would always say that to him when you were the director and now your positions have been reversed?

Sakaguchi:
That’s right. (laughter) Kitase only recently became director, so he was always saying “Sakaguchi, Sakaguchi, I’m really sorry about this, but since I’m the director now, I’m going to have to ask you to do this.” (bursts out laughing)

Square had a variety of new ideas – Horii

Chrono Trigger had a degree of freedom never-before-seen in games.

Sakaguchi:
There were times that I felt under pressure to make as much of a Toriyama-style world as possible, but contrary to my expectations I found that it was okay to play around with Toriyama’s universe. It felt like anything was possible.

Horii:
Because of this, even in really serious scenes there’s a lot of silliness. Take the part where you defeat the Dragon Tank after escaping from the prison. The enemies hanging off the edge link together to form a human bride. (laughter)

—Even with the character names, like “Sir Krawlie.” (laughing)

Sakaguchi:
That would be impossible with something like Final Fantasy. It would be rejected immediately. (laughter)

Horii:
We had a lot more freedom than we would with Final Fantasy or Dragon Quest. We weren’t worried about the feel of the world; it would be whatever we ended up making.

Sakaguchi:
It was a totally new game.

—Sakaguchi-san, would you say there was a part where Horii’s personality shone through?

Sakaguchi:
Yes and no. When I read the faxes he sent me, I was surprised. They were written like flowcharts, and the response time showed an almost user-like mentality. I thought it was amazing.

They wanted to make the most of time travel.

—I thought I had played till the end, but after the Undersea Palace the game suddenly awarded the player a lot more freedom. You culd go around doing all sorts of things. What was your intention there, seeing as the story was so much linear before?

Sakaguchi:
FFVI wast he same. The style had its pros and cons. We had several events that had to be completed using time travel, so we wanted to make the most of them. Also, when we came up with ideas for bosses that you had to defeat by hitting their weak points, we began to realize we couldn’t put them into a linear story. Players would get stuck and need to consult a walkthrough. As a result, I wanted to make use of those ideas in areas that were optional for the player. The game is accordingly easier to understand than Final Fantasy, and in order to help the player progress through the game we made the Brink of Time (End of Time). We created it so the player could go there to receive hints and carry on.

—I feel that there is one particular optional event that you’d like the player to experience most. There were a lot of events that caused time paradoxes or made use of time travel, weren’t there?

Sakaguchi:
Those were the most popular Chrono-like parts according to the testers as well. Though surely if you just skipped through the story at that pace from the beginning, you wouldn’t be able to follow it, right?

Horii:
Isn’t that right. It wouldn’t make sense.

Sakaguchi:
Because the Chrono Trigger world could be understood through a linear story, I thought players would enjoy events that caused time paradoxes and required traveling through time.

Enjoy the differences between the 1st and 2nd playthrough! – Sakaguchi

The second playthrough will feel different.

—Chrono Trigger has the option for a second playthrough using your progress from the first game. Was this so players could enjoy the multiple endings?

Sakaguchi:
That was one of our intentions, but there was also something we didn’t expect…the testers themselves felt as though they wanted to travel through time again. They wated to start a new game, go to Leene Fair, and time travel once more. That was actually the good thing about time travel, I think. In normal RPGs, the second time through, it feels like a chore to play all the way from the beginning again. With the New Game + you’re able to keep your characters’ strength, so your sense of battle is different. You feel like time traveling in Chrono Trigger once more.

Horii:
With the options in Chrono Trigger, you often find yourself wondering about what would have happened had you chosen to do something different. The second time through gives you more chances to toy with what people say.

Sakaguchi:
Wherever we could, we tried to make it so that a slight change in your behavior caused subtle differences in people’s reactions, even down to the smallest details. If you feel the changes, I think the second playthrough will hold a whole new interest.

Horii:
For example, even if you’re found guilty during the trial the first time through, you might be found innocent the second time. During the initial playthrough, you won’t be aware of the hole in the dungeon wall; you’ll clear he game wondering what it is. But, later, if you try to clear the game 100%, you’ll go outside and realize that you could have gone out there in the first place. (laughter)

Sakaguchi:
Even just waiting I the dungeon for your punishment to be enforced, you’re able to expand the story.

—You can play through again with a different history. By changing history through your actions, you can change the ending, right?

Sakaguchi:
Everyone will probably play a second time to see the different endings. But multiple endings aside, I think that if you enjoy the differences between playthroughs, you’ll find the second time interesting as well.

You can toy with the subtle changes in people’s reactions – Horii

We’re often asked if we like frogs.

D—The world of Chrono Trigger is so varied that it gives rise to a variety of characters that suit it. Chrono Trigger seems to boast characters that have, until now, never before been seen in games like Dragon Quest or Final Fantasy. Where did those original ideas come from?

Horii:
The staff studied the drawings of Toriyama. They put a lot of effort in. We felt as though we couldn’t let the drawings go to waste.

—One of the protagonists is a frog. Was that your idea, Horii?

Horii:
Toriyama gave us the rough sketch of a frog character had had drawn.

—So what made you decide to use a character like that?

Horii:
For some reason, we had been talking about how we wanted a non-human character.

Sakaguchi:
We’re often asked that. Frogs have appeared before in the Final Fantasy series. People ask if it’s because Square likes frogs! (laughter) But that’s not the reason at all. (laughter)

Horii:
When we were creating the characters, we were thinking about what sort of friends Crono would have in each era. The game’s protagonist is a young boy, so how many females should we have? When Square was working on in the in-battle actions, they thought it would be boring to have only human characters. When trying to think up characters that weren’t human or robot, they started considering the frog. (laughter)

—Easy to understand that development. It has character.

Horii:
There were pigs, too. And monkeys. But they aren’t so different from humans.

I want to better capture the feel of a Toriyama-style world. – Sakaguchi

The events that make you burst into tears are the best.

—Out of all the events, which ones did you two like?

Horii:
It’s a normal part of the story, but there’s a course of action where Marle disappears somehow, you see the resulting future, and you have to do something to prevent it. That’s the start of it all; the rest of the story just stems from it. I like that part.

Sakaguchi:
I really like the episode with Marle and her father. That’s because in this game, contrary to what you’d expect, there are some family issues. (laughter) I like events that, rather than making you cry like in Final Fantasy, make you burst into tears.

No matter what the developers do, the game tends to be difficult.

—For the first time in a while, Sakaguchi designed detailed monsters.

Sakaguchi:
When we were making Final Fantasy III, Aoki, the producer of Chrono Trigger, was the one in charge of the monsters. He’s been poking his nose into it ever since. So, I designed some concepts for monsters, then I, Aoki, and two others crowded into a room and discussed things like needing a barrier to defeat certain types of magic. In this game there are many enemies you have to defeat by hitting their weak points. I think it shows that we like simulations.

—So that means that your personality shone through, Sakaguchi.

Sakaguchi:
At first getting through the game was tough. The testers were saying “You guys are being cruel. Whose idea was this?” It was mine! (laughter) Harsh, right?

Horii:
We developers had managed to make the game too difficult!

Sakaguchi:
It’s always like that the first time, no matter what.

Horii:
It’s because we know too much. The developers think the game’s just right; that they’re being too soft. They’re thinking from their own experience. The puzzles were the same. Lots of players didn’t figure out things we thought they’d get asily.

Sakaguchi:
There were exceptions to where people got stuck, though.

Horii:
Right, the places where players got stuck differed from person to person.

Sakaguchi:
You get to the point where you just need to talk to the person, so why don’t you talk to them? (laughter)

We’ll get Toriyama to draw the world map! (laughter) – Horii

They wanted to release the game by the end of the year.

—It’s hard to hear after everything’s finished, but do you feel there are places where you would have liked to have done something differently?

Sakaguchi:
If we had tried a little harder, we could have reached our goal of releasing the game by the end of the year. (bursts out laughing) It was a little heartbreaking to have to change the release date.

—Can we hear about what you’d like to do if you made a sequel?

Sakaguchi:
The sense of dancing you get from exploring Toriyama’s worlds is a little more difficult to capture than I initially thought. If we can successfully channel that feeling, we’ll be able to create a fantastic world. If we try to do a sequel, I want to perfect that completely.

Horii:
And we’ll get Toriyama to draw the world map for us! (laughter)

Sakaguchi:
Then it will really be a Toriyama-style world. (laughter)

—Well, everything turned out great! (laughter) Thank you very much for joining us today.

Hironobu Sakaguchi Profile

Born in 1962 in Mito City, Ibaraki Prefecture. Sakaguchi joined Square in 1982 and participated in development, starting with computer games. After the Famicom’ sKing’s Knight the Final Fantasy series became a big hit. Since then, he has continued to play an active role as producer.

Yuuji Horii Profile

Born in 1954 in Hyogo Prefecture. After having a hand in Free Writer, Horii was influenced by the Enix Game Contest which sparked his career. He was in charge of scenarios in the smash-hit Dragon Quest series, and has also worked on the Itadaki Street games.

Chrono Cross

Missing Piece

  • 111 Serge, Lynx, Harle (Chris)

The Real Cast and concept tidbits

Serge

  1. This Serge is equipped in a fairly wild style. Odds are this guy would probably be scolded by Leena or Kid for trying dirty things.
  2. This rugged looking Serge emanates an aura from his whole body of a fearless drifter. Completely different from the normal Serge.
  3. Formal wear Serge. Lightly studded with accessories.
  4. There was also a test Serge that wore a green and purple vest.

Lynx

  1. The appearance of a drifter, or a nobleman that was turned down. “Very similar to a Mongolian,” was the strange reason for the drawing.
  2. A sudden change, this is a more full on cat style Lynx. This one actually seems a little more obscene.
  3. This is a more human version, rather than a cat like creature. Maybe the factor that he didn’t really look villainous was why he was turned down.

Harle

  1. Tough to request any other characters to have more of an impacting appearance. Here’s a more clownish style.
  • 113 Dario, Glenn, Karsh (GlitterBerri)

Karsh:

  1. Though Karsh is a brave knight, saying he is troubled and strange would be closer to the point...
  2. Karsh with armour. It was judged that he looked like too much of a knight and didn't fit with the game's atmosphere, perhaps [the armour] was discarded?
  3. Though misunderstood because of his character flaws, Karsh is one of the most attractive characters of Chrono Cross.

Dario

  1. It's hard to tell in-game, but Dario is actually quite tall. Is this due to his Garai blood?
  2. The epaulets on Dario's armor are big, differentiating him from Karsh.
  3. Perhaps due to our (too?) strong desire to make the leader of the Acacia Dragoons a large figure, Dario gives off a rather amusing impression of a middle-aged fellow.
  4. He looks more like a samurai than a knight? With his slender sword, Dario has an uncanny resemblance to a samurai.

Glenn

Glenn's appearance is that of a boy knight. His hairstyle is also the so-called "zealous hero." It wouldn't even be a stretch to call him the game's protagonist.

  • 119 Unused Characters (Chris)

Mechanical Doll

By combining various parts you could probably control the style and settings of her attacks. It’s a shame she was turned down.

Baker’s Daughter

Looks like a character that attacks with the bread she holds. The top picture looks like a child, while the one on the left is more developed.

Grappler

Appears to be a Chinese monk that uses his hands. Thinking about the salesclerk on page 118, maybe they originally planned a Chinese style town.

Ninja

Like the RPG’s of yesterday, there was always a ninja. This also could have been a variation of Grobyc.

Journeyer to the West (?)

What? There was a plan in Chrono Cross to have a Journeyer to the West (Character from a Manga)? Maybe some sort of heroic female preist, or a character wearing all seeing goggles…or whatever Square’s interpretation was.

Ultimania

Developer Interviews

  • Room #1 - Event Team

Transcribed and translated by GlitterBerri.

Japanese

イベントチーム

「1~2回クリアしたぐらいでは遊びつくせない要素を盛りこんだつもりです」

※右の記事は、各スタッフの発言をもとに構成

CHRONO CROSS ULTIMANIA

前作からボリュームダウンしたらダメだと思いました

「クロノ・クロス」のようなRPGのシナリオはどういう手順で作られていくんですか?

「まずは加藤(シナリオライター)が全体の流れを書いて、それをくずさないように、個々のイベント担当者が自分のセンスでこまかい部分を作りこんでいきます。そういうふうに、何人かの担当者が責任を持ちながらも自由な感じで作っていくっていうのが、うちのRPGのシナリオの作りかたですね」

複数のスタッフでイベントを作っていると、整合性をとるのが大変だったりはしませんか?

「たしかに、全員のものを組み合わせてみたときに、かみ合わない部分が出てくることはあります。今回はとくに舞台設定が複雑だったんで、最後のほうはつじつま合わせに追われました」

複雑な舞台設定、というのは、パラレルワールドのことですよね?

「HOME WORLDとANOTHER WORLDっていうのは、実際、ややこしかったですね。自分たちでも、このイベントはどちらの世界で起こんだっけ、なんて迷うことがありましたから(笑)。コイツとコイツがしゃべるとこうなるけど、ソイツとソイツは事情を知らないからこうなるはずだ、とか、いろいろ考えながら設定しなければいけなかったし」

ただ、そうした手間をかけたぶん、確実にプレイヤーが楽しめる部分は増えているように思います。パーティーのメンバーによって、これほどメッセージが変わるRPGも珍しいですよね。

「前作でそういう仕様が評判良かったので、今回キャラクターが増えた以上、ボリュームダウンしてたらダメだろうと思いまして。ただ、これだけのパーティーメンバーのメッセージを全部書くっていうのは不可能に近いんで、このゲームではセリフの自動生成プログラム(->P.76)というのを導入しました。ここにいる吉井が手がけたものなんですけど、ひとつメッセージを書いておけば、あとはキャラクターが変わっても、そのキャラクターなりの話かたをしてくれる、という便利なものなんです。」

画期的なプログラムですね。

「それに合わせて、イベント担当者は不思議なメッセージの書きかたをしたんですよ。「”1人称”はその人を見た”体言後置形”」とか。それがプログラムを通ると、”ポシャルはその人を見たでしゅる」といった漢字に変換されるんですね。すごく便利なプログラムでしたけど、もちろんそれですべてをまかなえるわけではないんで、こまかいイベントとかになると、やっぱり実際にメッセージをひとつひとつ書いていくわけです。それだけでも膨大な量になりましたね。」

仲間キャラクターが多いこのゲームだからこそ出てきた苦労だと思うんですが、そもそも仲間に出来る人物を(主人公を含めて)45人にしようっていうのは、どういうところから出来たアイデアなんですか?

「開発をはじめたころは、短いシナリオにする予定だったので、たくさんいる仲間を入れかえて、イベントやセリフの変化などを楽しめるゲームにしようと思っていたんです。なにしろ砂金は、町にいる人を誰でも仲間に出来るっていう企画でしたから。トークボタンとバトルボタンを使いわけて、どんどん仲間を憎やしていくという。でも、さすがにある程度は限定しようってことで、いったん64人になって、最後的には45人に減ってしまいました」

それでも十分すぎるほど多いと思います(笑)。

「本当はキャラクターひとりひとりのエンディングを作ろうっていう話もあったんですよ。それぞれが条件によって3とおりずつくらい分岐して、なんと全120パターンのエンディング!……誰が作るんだって話になって、立ち消えになりましたけど(笑)」

そのエンディングはなくなりましたけど、前作の特徴とも言えるマルチエンディングは、しっかりと受け継がれていますよね。

「開発も終盤に差しかかってきたころに、やっぱりそれがなければ『クロノ』じゃないだろう、ということになって、作りはじめたんです。マルチエンディングには、本編のシナリオの流れをくむシリアスなタイプのものと、ちょっとコミカルなタイプのものがありますが、もともと隠し要素っぽいものなので、けっこう自由にやらせてもらいましたね。ブラックな終わりかたのものもありますし(笑)」

なかでもー番見てほしいエンディングはどれですか?

「どれかひとつと言われれば ”開発室” ですね。ほとんどの開発スタッフが出てきて、いろんなこと言ってますから」 前作の開発室にあった「リセット!」が、今回はさらにバージョンアップしていることに驚かされました(笑)。 「それも含めて、見どころは多いと思いますよ。スタッフの遊び心を受けとめてください」

ゾアの仮面の下には秘密があるんです

ボツになったイベント、みたいなものは何ありますか?

「ボツというわけではなくて、時間がなくて入れられなかったイベントはいくつかありました。仲間になるキャラクターは全員、そいつがらみのイベントを入れたかったんですけどね。たとえば、ゾアとかも、いろいろ考えてあったんです」 蛇骨館の宝箱を開ける以外にも、見せ場があるはずだったんですね(笑)。

「もはやオフィシャルな設定とは言えないのかもしれませんが、あいつの鉄仮面の下には、秘密があるんです。一応、戦争で顔に大きいなキズがついて、それを鉄仮面で隠している、と周囲に伝わっているんだけど、じつは素性がバレないようにかぶっている、と。ゾアの正体は、とある国の王子で、最初から主人公たちの行動を陰ながら見守っている、という役どころだったんです。蛇骨館潜入時に森のルート(スラッシュ・ルート)を選ぶと、ゾアの正体が明かされるイベントが見られるはずだったんですけどね」

そうした入りきらなかった要素があるとはいえ、『クロノ・クロス」はすごいボリュームのゲームになってますよね。 「完成したものを遊んで、正直、作ったほうもビックリしています。はじめは20時間ぐらいでクリアできて、マルチエンディングを見るために何回も遊べるものにするつもりだったんですけど、やりこむ部分を作っていったら、どんどん長くなっちゃって」

全キャラクターのLv7固有エレメントをそろえようとしたりすると、ものすごく長い時間遊べますよね。

「そういう要素はいろいろありますからね。たとえば、最後の敵を倒したあとに、パーティーのメンバーがひとことしゃべるですけど、それもちゃんと全キャラクターぶん用意してあるんですよ。そいつについての重要なことを話すキャラクターもいるので、できれば、全員のセリフを見てもらえれば、と」

それは何十回とクリアしなきゃいけないってことですか(笑)?

「そうです(笑)。まあ、エンディング直前のセーブデータを使えば、少し楽は出来ますけど。

ここに書いてあることを読んで、このあとも長いあいだ、『クロノ・クロス』で遊びつづける人はいるでしょうね。

「さっきのエンディング直前のセリフはオマケ的なものだとしても、本筋の部分だけども、仲間を全員そろえて、シナリオのあらゆる分岐を見て、Lv7固有エレメントを全部そろえて、マルチエンディングをすべて見て……と、1~2回クリアしたぐらいでは、とても遊びつくせない要素を盛りこんだつもりですから、プレイヤーの人には、ぜひじっくりと遊んでみてほしいですね」

メインプログラム(イベント、ムービー関係等)担当

吉井清史

「プログラム仕様的には『FF』以上のクオリティが実現できたんじゃないと思います」

イベント(トカゲ岩、死炎山、世界のへそ等)担当

千葉広樹

「1回クリアした程度ではまだ楽しさ半分だと思うんで、2回、3回とどんどん遊んでもらいたいです」

イベント(蛇骨館、星の塔、クロノポリス等)担当

打道良二

「同じイベントでも、キャラクターの並び順を入れかえるだけで展開が変わることもあるんですよ」

イベント(テルミナ、古龍の砦、ゼルベス等)担当

木越祐介

「スラッシュの舞台のイベントには力が入りました。あそこのマップだけ立体で作ってあるんです」

イベント(ワールドマップ、ガルドーブ等)担当

齋藤富胤

「ふたつの世界のワールドマップを見わけるコツは、土龍の島に穴があるかどうかですね(笑)」

マップIDデータ作成&マスク処理担当

弦巻亮

「木の裏側に入ったときに、入魂のマスク(キャラクターがうしろに隠れる処理)を見てください」

キャラクターコンセプトデザイン担当

布川美香

「デザインに苦労したのはカーシュ。ただの美形じゃつまらないからハカマをはかせろと言われて」

背景グラフィック&マップデザイン担当

新井考

「キレイだけどわかりづらい、というマップにならないように心がけて、デザインしていきました」

マップモデリング&メニューデザイン担当

千葉知樹

「マップのCGは全部3Dでモデリングしてあります。そのベストアングルを2D化しているんです。

虹の章「シークレット」

ULTIMANIA版開発室
English

Event Team

“Our intention was to ensure the playability wouldn’t be exhausted after one or two clears.”

※The article to the right was organized based on the input of each staff member.

CHRONO CROSS ULTIMANIA

We didn't want to take a step down from the quality of the last game.

  • What process was used in making an RPG like Chrono Cross?

“First of all, Kato (the scenario writer) writes down the flow of all the events, then each event director fills in the details according to his own image. Our RPG was created in this fashion, with many event directors having responsibility, but at the same time being at liberty to create using their own vision.”

  • Was it difficult to achieve consistency with so many people working on events?

”Certainly, at times when we tried putting everyone’s work together, we came across parts that wouldn’t mesh. This time around especially scene setup seemed to cause the most difficulty, and only in the end did consistency follow.”

  • By “scene setup” do you mean the parallel worlds?

“Home World and Another World were, in reality, very complex. Even we had times when we mixed up where events were supposed to be taking place. *laughing* When these two people talk together, the scene goes one way, but when those two talk, they don’t have the same knowledge of the circumstances, so it goes another way. We had to pay attention to all sorts of things while setting up scenes.”

  • But it’s certain that the players’ enjoyment of the game increased due to the time you put in. It’s rare to find an RPG where the dialogue changes according to the party members.

“Chrono Trigger had a good reputation because of that, and we felt that even though the number of characters had increased, to take a step down from the quality of the last game would be a bad move. Only, the task of writing messages for all the party members was close to impossible, so we introduced an automatic speech generation program (->P.76). It’s the creation of Yoshii, here. It’s an exceptionally useful program that allows us to write one message, and then if the party members are changed, the message will be run through the program and adjusted to reflect the characters’ way of speaking.”

  • That’s quite the ground-breaking program.

“In order to work with the program, event directors had a mysterious way of writing messages. ”‘Person 1’ saw that person ‘Ending Word,’” etc. Then when you’d put it into the program, you’d get “Poshul saw that person!” The program was wonderfully convenient, but it couldn’t cover everything. For detailed events, each message had to be written by hand. That in itself was an enormous a-mount of work.

  • Because of all the troubles that must have arisen due to it being a game with a vast amount of friendly characters, where did you get the idea of having 45 possible allies (including the protagonists) in the first place?

“Around the time we began development we had plans to do a short game where we were thinking you’d be able to recruit lots of allies and enjoy the variations in the messages and events. To top it off, we’d planned to have it so that you could befriend anyone in town. Using both the battle and the talk button, you’d gradually increase your number of allies. But we limited it at the extent you’d expect, first at 64 characters and then in the end it was decreased to 45.”

  • I think even that’s more than enough. *laughing*

”Actually, we’d gone as far as talking about giving each character an ending. Each ending would fork into 3, depending on the conditions, resulting in 120 in all! ... When talk turned to who was going to make all of these, the idea soon died out.”*laughing*

  • Those endings disappeared, but the multiple endings that were a feature in Chrono Trigger were succeeded anyway.

“Around the time development was nearing its final stages we decided that it just wouldn’t be a Chrono game without the endings and began to work on them. The multiple endings consist of serious finales that wrap up the scenarios of the original story, but also some slightly comical endings and endings with hidden elements. We wanted to let the players do things by themselves. There are even dark endings.” *laughing*

  • Which ending would you like the players to see most?

“If we have to pick one, it would be the ‘Development Room’. Most of the development staff make an appearance and talk about a variety of things.”

  • It was a surprise to see that “Reset!” from Chrono Trigger’s Development Room had undergone a revamp. *laughing*

“We think the game has a lot of highlights, that included. Take it as a sign of our playful hearts!”

There's a secret under Zoah's mask.

  • Were there any rejected events or the like?

“There were several events that weren’t disarded, but just couldn’t be put in due to time constraints. We wanted to have events for all the allies. We had a variety of thoughts concerning Zoah, for example.”

  • There ought to have been a scene for the Viper Room, something more than just opening chests. *laughing*

”We might not be able to talk about the official game now, but there’s a secret under Zoah’s iron mask. It’s said that his face was once injured in war and now he hides the wound with an iron mask, but in reality he’s wearing it so as not to reveal his identity. Zoah‘s role was to be that of the prince of a certain country, secretly watching over the protagonists’ doings from the beginning. If you had chosen the forest route (Slash Route) when it came time to infiltrate the Viper Room, you ought to have been able to see an event shedding light on Zoah‘s true identity.”

  • Even with the elements you weren’t able to include, Chrono Cross is still an enormous game.

“To be honest, even we were suprised upon playing the completed game. In the beginning we intended for it to be possible to clear the game in 20 hours and then have players play through it several more times to see the multiple endings. However, when we put everything together, it just got longer and longer.”

  • If you’re trying to get all the characters’ Lvl. 7 elements, you can keep playing for ages.

“There are lots of things like that. For example, after you defeat the final boss, each character says a few words, but every character in the game has something to say. Since there are characters whose words are important, try to see them all if you can!”

  • Is that something one has to clear the game dozens of times to do? *laughing*

“Yep. *laughing* Well, it does become a little easier using the save data right before the ending.”

  • No doubt there are people who will read what’s written here and continue to play Chrono Cross for a long time.

“The save data trick above is a bit of a freebie, but even during the main story, if one gets all the characters, views every scenario fork, gets all elements to Lvl. 7, and watches every ending, well, we didn’t want the game to get old after 1 or 2 times, so please, play through carefully!”

Kiyoshi Yoshii - Main Program (Event/Movie/Related/Etc.)

"In my opinion we were able to implement programs that rivaled even the quality of Final Fantasy."

Hiroki Chiba - Event (Lizard Rock/Mt. Pyre/Gaea's Navel/ Etc.)

"Play through once and you're missing out on half the fun! I want you to continue playing for 2 or 3 clears."

Ryouji Uchimichi - Event (Viper Manor/Chronopolis/Terra Tower/Etc.)

"Even within the same event you can change the expansion of the story just by mixing up the order of the characters."

Yuusuke Kigoshi - Event (Termina/Fort Dragonia/S.S. Zelbess/Etc.)

"I really put a lot of effort into the event with Nikki's scene. That map is the only one that was made using 3D."

Yoshitsugu Saito - Event (World Map/Guldove/Etc.)

"Speaking of caverns that differ from world to world, there may or may not be a hole worth checking out on Earth Dragon Isle."

Ryou Tsurumaki - Map ID Data Creation & Mask Processing

"Upon entering the other side of the tree, check out the mask there (the process that hides the characters)."

Mika Fukawa - Character Concept Design

"Karsh was tough to design. As having a regular pretty-boy would be boring, I was told to put him in hakama!"

Kou Arai - Scenery Graphic & Map Design

"I designed the maps in such a way as to make sure they weren't pretty yet difficult to understand."

Tomoki Chiba - Map Modeling & Menu Design

"The CG of the maps was all modeled in 3D and then the best angle was chosen to be the 2D pre-rendered shot."
  • Masato Kato (Chris)

“Serge and Kid were where I tried the hardest, moreover making a ‘boy meets girl’ kinda thing”

In the pace of Radical Dreamers

Interviewer – Many user’s (this magazine) have been hopefully waiting for a sequel to Chrono Trigger (CT), and finally you have made an appearance. Since you (Kato) were the scenario director for the previous games, you’ve thought a lot about the series. This time around, how are the story elements going to continue or take over from the previous games?

Kato – CT wasn’t just me (Square), but Yuji Hori and Akira Toriyama were also involved in creating it. If these members met again right now, I think a serious attempt to make a CT 2 is not at all a realistic possibility. When talking with the producer Tanaka about the possibility of making a new Chrono game, I was requested to do in the storyline vein of Radical Dreamers (RD).

I – Your talking about the text adventure game that came out on the Stellaview, right?

Kato – Yeah. Honestly, there were some story elements and unfinished business that I wanted to create in a sequel to CT itself. It seemed like there was another story in a parallel dimension. If we could do in that pace, I’d like to try making in the same flow and direction as the level of the Chrono series. Also, for RD, we only had 2-3 months to develop it, and I didn’t get to a point where I felt satisfied. I think I’d like to get that a little more completed too, since it’s always been in my heart.

I – The title “Chrono” is attached, but is the influence of RD also very strong?

Kato – This time I think we were really lucky. Many people played the Super Nintendo title CT, so first of all there was a hope to have a sequel or remake. Also, no one knew about RD, since it barely slipped by production. I like the story of RD, but we left it unfinished in an emergency rush, chased by the engaging gears of production. I wanted to somehow take it up again, since I thought about it daily. What’s more, I didn’t know that CT was being ported to the PS. (laughs)

I – Oh, you didn’t know? (laughs)

Kato – I learned about halfway through the completion of Chrono Cross (CC). Actually, I knew that CT was going to be ported. (laughs) I went to anime movie meetings for the porting publisher and we talked about connecting CT to CC with some hints through the ending movie. Like how we could link the pieces together well.

I – There was only a difference of two weeks in the release dates of the ported CT and CC. (In Japan, at least…)

Kato – It was to give a feeling of wanting to continue playing. CT was already released 5 years before on the Super Nintendo. There were easily some people who forgot the story, or people who weren’t even the age to play it. That’s why we planned from the beginning to not have it take over the exact story. The people who wouldn’t have played the first game would have no reason for playing a game they couldn’t understand. Taking this into consideration, we thought about the timing, having the ported CT come before CC. If we did that, CC could be played right after CT, and the story relationships would be somewhat strengthened. That way, the previous game could be incorporated better.

I – Thinking about the various connections between CT and CC, what’s enjoyable now is not necessarily understanding the Chrono world, but actually playing it. That in mind, there are no real ways to play RD. To the Chrono fans, are there any stories from the works that could be handed down?

Kato – Actually, about RD, there was some attempt before CC was put on the market. The Stellaview data was planned to be put on a ROM cartridge and connected to a premier at Akihabara (Electronics district in Tokyo, nerd central). The porting development team heard this and wanted to put all of RD into the CT Playstation port, but was told to leave it as it was. I also rejected it. It was made four years about, and when I read the script now, I’m easily embarrassed. While the development of the RD story is in CC, I think there’s no reason you need to understand RD to enjoy CC.

I – Where did you get the conception to use parallel worlds as a platform?

Kato – From the get-go, I was against using time travel exactly like in CT, but wanted to keep on the same level in the series. Eventually, we decided not to do the “If something happened in the past, could it change the future?” pattern. If we did that, we would only be rehashing and cranking up the volume of the last game. That wasn’t at all what we wanted to do.

I – It’s only natural that you wouldn’t want to do something like that.

Kato – Yeah. If we ended up doing that, the gameplay wouldn’t dramatically change at all, would it? So we thought a bit about it, and I really liked CT’s style, but since we did time travel then, this time would be parallel worlds. Doing it this way made perfect sense to me. (literal translation: straight into my head it popped and fit) So, we started thinking about what would be most interesting when using parallel worlds as a platform.

I – Like meeting Kid in the world that you died in.

Kato – From a cursory look, it looks like the normal world, but some things are different. Then, the main character realizes the biggest shock of all…he’s supposedly dead. So he’s living in one world and not in another, and the puzzle begins; “Why did I die?” From there, Lynx gets involved, there are hints that fate is controlling the world, there are the six dragons symbolizing nature, and so on. Then, from CT, there’s more about Lavos, when Lavos came, how it lifted primitive people up to create a magic kingdom, and other connections. Maybe even Lavos was the trigger than caused humans to evolve from monkeys. Elements like that incorporate into each other, one after another. We thought about how it would flow together smoothly to surprise the players in the best way.

I – What was the main theme you tried to write into this work?

Kato – I usually don’t care too much for themes. The most important thing is whether the game is enjoyable. For this time…well, I already talked about the time element, but in CT I couldn’t write much about what happened to Schala. What truly could have happened what left an unfinished story, and that’s why I chose to properly complete it. Since both games could be played, I chose to make a conclusion between the worlds of CT and CC.

I – So you wanted to connect the works with the relationships between Serge and Kid, and also Schala.

Kato – To pin it down, Serge and Kid were where I tried the hardest, moreover making a ‘boy meets girl’ kinda thing. A kid named Serge meets a girl named Kid and together they get wrapped up in an adventure. From the world he doesn’t know about secrets are slowly revealed, about Serge himself, Schala from the past, and how fate is tied in. This could just be an ending where boy meets girl and they do their story, but perhaps there’s another dimension, another story, a different meeting, and a completely different life story that you could have. I persistently tried my hardest to get the player to question things like this.

I – So for a good ending movie, you tried to use the crossing point of a young girl and her other side to imagine “a story in another dimension.”

Kato – Yeah, like that. I thought that was the perfect material to use to give meaning to a parallel world. In each independent parallel world there would be respective developing stories. If we did it that way, people at home could use the experience of Serge in the game’s worlds to think about the reality of their own world. Maybe somewhere in our world there’s a Kid, and surely someday we will find and meet. For a long time I’ve wanted realizations developed from games to not just stop with the game, and now I feel I’ve done it right. There’s a message that comes after the ending movie finished, and I hope that all players will understand these words that have come from my heart. That’s what I’d love to have happen.

From: Games