Even a full-blown sequel for Chrono Trigger, called Chrono Cross, just couldn’t satiate fans and didn’t provide the same thrill that the first game provided.īecause of that, there have always been Chrono Trigger fan games popping up online, most famously 2004’s Chrono Resurrection fan remake and 2009’s Chrono Trigger: Crimson Echoes fan sequel. With the powers of Final Fantasy, Dragon Quest, and Dragon Ball fans combined, it is no wonder that Chrono Trigger would have such a rabid and voracious fandom.
Chrono Trigger coined the term and has since become a staple in a variety of game genres. and the original Legend of Zelda had a kind of New Game Plus, but it definitely didn’t have a specific name for it. This, of course, allows players to experience different endings as well, with them being able to choose to play differently for an entirely different outcome.Īgain, not the first game to do it, since even games like Super Mario Bros.
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Working in tandem with the multiple endings of Chrono Trigger is the newly christened New Game Plus mode which allows players to restart the game upon completion with all their character levels and experience intact. While it may not be the first game to introduce it, it was still many gamers’ first experience with the concept.
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Movies and TV shows can’t really afford to have non-linear storylines and inconclusive endings, while ‘choose your own adventure’ books are able to do this to a certain extent.Ĭhrono Trigger’s time-traveling plotline was also made to accommodate the multiple endings, providing easy to understand and logical reasons within the game for these different, parallel endings existing in the first place. Having multiple endings in a story is a unique concept that can only be truly implemented through a medium like video games. It took a while before Chrono Trigger’s older siblings, Final Fantasy and Dragon Quest, did away with random battles, beginning with games like Final Fantasy XII and Dragon Quest IX, and not going back to it since. This also meant that the level layouts had to be designed to serve as battle arenas as well.
Not only were enemy encounters visible on the map, but battles would also not cut out to a separate layout, providing a seamless transition between exploration and battles. This is a holdover from the game design structures of Dungeons and Dragons, which has players encountering enemies through the rolling of dice. This crossover between rival JRPG franchises and different media contributed to the uniqueness of Chrono Trigger and the gaming conventions that it invented back in 1995, which is still seen in modern video games today.Ĭhrono Trigger was one of the first major JRPGs to get rid of random encounters, where players would get engaged in battles against enemies through randomly generated means as they explored the world map and dungeons.