Gone were the colorful plains and mountains of old, replaced with the misty archipelago of El Nido and the hauntingly empty highways of the Dead Sea. Likewise, the entire tone of the game underwent a shift from playful heroism to muted melancholy. What it lacked in transparency, it made up for in possibilities, as the new system allowed players to do anything in any order, so long as they had the stamina points-and the mental arithmetic to deal with decimals. The battle system was a strange, multi-headed beast, dealing in seven stamina points and six elemental colors instead of the venerable action-time battle gauge. They set out not to make a sequel, but a companion. It makes sense, then, that “Chrono Cross” was meticulously fashioned by its creators to deviate from its beloved predecessor. It was much more than the plot that was unusual-everything else about the game, from its Mediterranean-inspired setting to the similarly influenced music, defied conventions. But then it turns out that the true villains are actually dragons, until they’re not, and the actual villain is somehow revealed to be the final boss from “Chrono Trigger.” And I haven’t even mentioned time travel yet.ĭid the plot make any sense? No, but it also didn’t remotely resemble the plot of any other game anybody had played at the time, and that’s a compliment that rings true today. But halfway through the game, Serge switches bodies with an anthropomorphic panther, and later, said anthropomorphic panther morphs into a supercomputer in evil cyborg form. It begins simply enough, with a boy named Serge who somehow falls across a rift to a parallel universe called Another World, in which he had apparently died ten years ago. Spoilers ahead-the plot of “Chrono Cross” is not necessarily fantastic, nor even particularly cohesive. Yet as the years have passed since its release, those same idiosyncrasies have made “Chrono Cross” as much of a classic as “Chrono Trigger.” And of course, there was the matter of its relationship to “Chrono Trigger,”- a relationship that was obscure at best and damning at worst. Its battle system was complicated, and equipping the right elements meant hours lost to color coding. Square (now Square-Enix) and the team that created Chrono Trigger.Įlecbyte, of course, for creating the awesome fighting game engine that is MUGEN.It’s easy to hate on “Chrono Cross,” the much-anticipated follow-up to “Chrono Trigger.” The story was clumsily told it was diluted over too many characters, and it threw in one confusing twist too many. So many MUGEN creators: PoTS, SMEE, Bia, warusaki3 and everyone who creates stuff that others can use. Their Code Library/Snippet Section rocks. The guys at the Mugen Fighters Guild Forum,įor answering my questions and helping me learn. In particular, the user Dirtie rippedĪ ton of Chrono Trigger sound effect and made them available to everyone. My friends and family, for supporting me all this time. If you want to host this, modify or use it for your own purposes, try to contact me first. This creation/adaptation was made for entertainment, not for profit. Chrono Trigger and all of its characters are property of Square-Enix.
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