Chrono Trigger

Nintendo Power magazine described aspects of the game as revolutionary, including its multiple endings, plot-related side-quests focusing on character development, unique battle system, and detailed graphics.

Areas such as forests, cities, and similar places are depicted as more realistic scaled-down maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies.

Chrono Trigger's gameplay deviates from that of traditional Japanese RPGs in that, rather than appearing in random encounters, many enemies are openly visible on field maps or lie in wait to ambush the party.

Meanwhile, Guardia in 600 AD is in a state of conflict against the Mystics (known as Fiends in the US/DS port), a race of demons and intelligent animals who wage war against humanity under the leadership of Magus, a powerful sorcerer.

[10] Lavos, the game's main antagonist who awakens and ravages the world in 1999 AD, is an extraterrestrial, parasitic creature that harvests DNA and the Earth's energy for its own growth.

The battle is cut short as the party witness the true origin of Lavos, who descends from deep space and crashes into the planet before burrowing to its core.

There, the utopic Kingdom of Zeal resides on islands raised above the icy surface using energy harnessed from Lavos's body beneath the earth's crust via a machine housed on the ocean floor.

[15] Stranded as a child in 600 AD, Janus took the title of Magus and gained a cult of followers while plotting to summon and kill Lavos in revenge for the death of his sister.

[16] Their journeys involve defeating the remnants of the Mystics,[17] stopping Robo's maniacal AI creator,[18] giving Frog closure for Cyrus's death,[19] locating and charging up the mythical Sun Stone, retrieving the legendary Rainbow Shell, unmasking Guardia's Chancellor as a saboteur, restoring a forest destroyed by a desert monster,[20] and preventing an accident that disabled Lucca's mother.

They discover that Lavos is self-directing his evolution via absorbing DNA and energy from every living creature before razing the planet's surface in 1999 AD, so that it could spawn a new generation to destroy other worlds and continue the evolutionary cycle.

Alternatively, if the party used the Epoch to break Lavos's outer shell, Marle will help her father hang Nadia's bell at the festival and accidentally get carried away by several balloons.

[7] In a New Game Plus, the group can explore several temporal distortions to combat shadow versions of Crono, Marle, and Lucca, and to fight Dalton, who promises in defeat to raise an army in the town of Porre to destroy the Kingdom of Guardia.

[24] Toriyama's editor, Kazuhiko Torishima, later credited the concept to a fusion of "Dragon Quest plus Final Fantasy", and arranged for Enix to lend Yuji Horii to Squaresoft for development.

[28] An uncredited Square employee suggested that the team develop a time travel-themed game, which Kato initially opposed, fearing repetitive, dull gameplay.

[33] Kato and Horii initially proposed Crono's death, though they intended he stay dead; the party would have retrieved an earlier, living version of him to complete the quest.

[33] Hironobu Sakaguchi likened the development of Chrono Trigger to "play[ing] around with Toriyama's universe," citing the inclusion of humorous sequences in the game that would have been "impossible with something like Final Fantasy.

[33] Chrono Trigger was scored primarily by Yasunori Mitsuda, with contributions from veteran Final Fantasy composer Nobuo Uematsu and one track by Noriko Matsueda.

An unfinished build of the game dated November 17, 1994, 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 tune.

[63] Hironobu Sakaguchi asked translator Ted Woolsey to localize Chrono Trigger for English audiences and gave him roughly thirty days to work.

Scenarist Masato Kato attended planning meetings at Bird Studio to discuss how the ending cutscenes would illustrate subtle ties to Chrono Cross.

[82] Masato Kato participated in development, overseeing the addition of the monster-battling Arena,[83][84] two new areas, the Lost Sanctum and the Dimensional Vortex, and a new ending that further foreshadows the events of Chrono Cross.

[151] Nintendo Power compared it favorably with Secret of Mana, Final Fantasy, and The Legend of Zelda: A Link to the Past, citing improved graphics, sound, story and gameplay.

[152] GamePro praised the varied gameplay, the humor, the ability to replay the game with previously built-up characters, and the graphics, which they said far exceed even those of Final Fantasy VI.

[47][75] IGN commented that "it may be filled with every imaginable console RPG cliché, but Chrono Trigger manages to stand out among the pack" with "a [captivating] story that doesn't take itself too serious [sic]" and "one of the best videogame soundtracks ever produced".

[154] Victoria Earl of Gamasutra praised the game design for balancing "developer control with player freedom using carefully-designed mechanics and a modular approach to narrative.

"[155] Overall, critics lauded Chrono Trigger for its "fantastic yet not overly complex" story, simple but innovative gameplay, and high replay value afforded by multiple endings.

Grievances noted by reviewers included tiling errors on textures, the addition of aesthetically intrusive sprite filters, an unattractive GUI carried over from the 2011 mobile release, a lack of graphic customization options, and the inability to remap controls.

"[173] In a Twitter post detailing his experiences with the Windows version, indie developer Fred Wood derisively compared the port to "someone's first attempt at an RPG Maker game", a comment which was republished across numerous articles addressing the poor quality of the rerelease.

[188] Square planned to release Radical Dreamers as an easter egg in the PlayStation edition of Chrono Trigger, but Kato was unhappy with his work and halted its inclusion.

"[203] In July 2010, Obsidian Entertainment designer Feargus Urquhart, replying to an interview question about what franchises he would like to work on, said that "if [he] could come across everything that [he] played", he would choose a Chrono Trigger game.

A wooded area rendered in the Super NES' graphics, two gray status bars (one at the top, one at the bottom of the screen), three "Blue Imp" enemies surrounding the character Crono in the middle of the area, Crono slashing at the topmost imp which has a surprised expression on its face
Unlike most other role-playing games at the time, combat in Chrono Trigger occurs in the same area where general navigation occurs, with all enemies visible on screen.
Hironobu Sakaguchi holding a microphone, seated on a black leather chair, with black jeans, a black shirt, and a black leather vest
Hironobu Sakaguchi, part of the "Dream Team"
A photograph of a thin, dark-haired Japanese man
Yasunori Mitsuda composed the bulk of the music for Chrono Trigger and would later serve as composer for Chrono Cross .