Supporting Material Translation

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! We still need your help to translate some other items; see Material Requiring Translation.

Chrono Trigger Prerelease [ edit ]

EGM Alpha Screenshot [ edit ]

EGM #7, dialogue in screenshots

The upper left screenshot (with a monster or tech name) and the screenshot featuring a Goon battle in Manoria Cathedral were selected for translation, as the Cathedral screenshot contained unique dialogue.

The upper left screenshot says "Triple Tech" and "Arc Impulse", while the middle one reads, "Well, it's about time to get started. This will be your grave." or "Now, let's get on with it! Welcome to your grave!!"

Script [ edit ]

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!



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 [ edit ]

211

212

213

214

215

211

Chrono Trigger Development Team Special Talk

"The latest RPG released by Square"

RPG; Super Nintendo; 11,400 yen (plus tax); 32-bit; on sale now from Square

Chrono Trigger, the epic collaboration of Yuji Horii, Akira Toriyama, and Hironobu Sakaguchi that is dominating all current hit charts, is an extremely entertaining work, packed with highlights. Here we present a special round-table discussion with the staff who contributed to its development as we delve into Chrono Trigger to find its appeal.

Excitement over the story and new battle system!

Our hero Crono's adventure begins when he goes to save a girl who was sucked into a time warp created by a teleportation device.

Such is the very simple start of Square's newest game, Chrono Trigger. But that simplicity is actually not to be trusted—the details of this story, that gradually reveals itself as you travel through time to each different era, far surpass the story's creation. It is truly a first-rate piece of entertainment.

Let us explain the two points that bring out the fun of Chrono Trigger.

First is the mystery of a time travel story in which adventuring through various eras influences later eras, and the situations change again and again. The statue of the hero worshiped in the fiend village changes in response to battles fought in the past! And the stingy, greedy village elder... and the desert... and the adventurer... nngh, I want to write them. But I won't. I want you to see it all for yourself as you fully enjoy playing the game. The bartering system in the prehistoric era is fun (you trade items), and the most minor bits of dialogue really hit home. Anyway, I recommend going back to later eras every time you do something. It's really very good how the eras are altered and the story changes.

The second point is the lively battle scenes that make the game seem like an action RPG. It's a turn-based RPG, but the field doesn't change, and the monsters move around the battle scenes. The characters' actions are very distinct as well. Frankly, you could say that the charm of Akira Toriyama's characters shines more and more, precisely because of this battle system. The appeal that the designer put into the characters is drawn out 100%, and in that sense, you might say that this is a true character game. I really want you to experience this thrilling adventure RPG.

Captions:

The trial scene, with its elaborate graphics.

This line makes my heart skip a beat. Wow. (Line: The person I hate most? My dad, of course.)

Who lives in the house in the desert?

The Great Adventurer Toma rests here. (Line: Crono, long time no see.)

You really feel presence in the battle scenes. They're turn-based, but suddenly you're at the edge of your seat!

212

Development Team Special Talk

The battles are Chrono Trigger's greatest secret.

First, I'd like to ask about the biggest special feature: the battles.

Higuchi: Before, like in Final Fantasy for example, when you're walking around and you run into monsters, the screen would go fuzzy and it would cut to a battle scene, but that doesn't happen in Chrono Trigger.

So is it like Secret of Mana?

Higuchi: No, Secret of Mana is a real-time battle RPG type, where you control the characters and slice things up.... This is a turn-based RPG. This is the first time we've done anything like that.

Kamata: In appearance, it does look like Secret of Mana, but as for what you're doing, it's closer to Final Fantasy.

Was that really hard?

Higuchi: It was hard. We had to meet a lot of conditions, which is why we hadn't ever done it before.

You had been cutting to a new scene.

Higuchi: Yes. This all started when we decided to take on those conditions from the beginning.

Because that way is more natural than cutting to a new scene?

Higuchi: That's right. And also, the battle backgrounds, like the town or the castle ruins, can stay the way they are on the field.

So you're saying that before you had just one image to express the battle backgrounds before, but now you can just show them as they are?

Kamata: That's right; so the world's presence and things like that are completely different, and it can draw the players in because it's like they're really moving, fighting, and living inside that world. And on top of that, it's not an action battle, so people who aren't so good with action can still play.

When you do that, what kind of areas give you problems? For example, the monster graphics show up on the field, so you can't have monsters that are too big, maybe?

Kato: No, we do have big monsters. In the boss battles. They take up about half the screen.

So then do you make them move very forcefully?

Higuchi: They're not very forceful (laugh). Like one part of it will be kind of vague. It was really hard seeing how far we could stretch the limits of V-RAM capacity and processing speed. Like, there wasn't enough V-RAM, so we could only show so much, or we couldn't draw something this huge or make it move.

May I ask for more specifics?

Higuchi: We would get something from the field programmers, and the battle took place on it just as it was, but it was incredibly difficult to deliver it well so that the battle takes over smoothly and in a way that isn't obvious, and do it all in a way that wouldn't destroy the field programming and graphics. At first we couldn't really pull it off, and we'd destroy the monsters. Until now, in Final Fantasy type battles, there would be about a second of darkness, and a lot of things happened in that one second, and we were able to turn it into a battle scene. But this time, we couldn't do anything like that at all. We couldn't turn it black; we had to change it in a snap. That was extremely hard.

So it was an experiment that had never been tried before. As a programmer, how do you feel now that you've completed it?

Higuchi: I've worked on Final Fantasy up until now, and it was really more of a behind-the-scenes job, and what I did didn't show up on the surface very much. For example, my calculations would be processed where no one could see them...

Captions:

The sound of the bats sucking blood is a nice touch.

Five elite chosen to represent the Chrono development team of over 30 members.

Creator's Profile:

Katsuhisa Higuchi

Programmer. A veteran programmer who has worked on the Final Fantasy series for years. One of the people who toiled from beginning to end on the battle programming for Chrono Trigger. We hear that he became a father while working on Chrono Trigger.

Akihiko Matsui

Planning. After working on Final Fantasy and then completing Romancing Saga 2, he moved to the Chrono Trigger team in the middle of its development. He was in charge of moving the monsters in battle.

213

Higuchi: ...and the only thing that actually showed up on screen were the numbers. Then this time, I did things like dimensions for the first time, and of course I struggled at first. Then somehow the schedule got tight, and I realized I had a mountain of work to do, and that's when I really hated it (laugh). But after getting through that and finding a kind of an end in sight, for the first time, I thought, “Wow, look at the great game I made.” But at first, it was nothing but hard, and there were a lot of times I wanted to give up (laugh).

But you started out thinking, “I think it'll work if I do this,” right?

Higuchi: Hmm, of course I did think that to an extent, but you don't know that it will work out the way you expect. It's that gap that's really hard. Actually, we were hoping to make something where the monsters moved better, and you could move around a lot doing the smallest actions, so it would move the same way as an action game, but the Super Nintendo had its limits—the processing speed was slow, there's only so much V-RAM, and we took a lot of time dealing with things like that.

You just mentioned the monsters. It seems like there aren't so many of them?

Matsui: Numberwise, they probably aren't that many.

Kamata: But the pattern numbers...

I see. Each character has a lot of different patterns.

Matsui: That's right. Because they need a pattern to do anything. You can pretty much just reverse right and left, but they move looking toward and away from the screen, so compared to Final Fantasy, where you only see them from the side, they have to have a lot more patterns.

So you're saying there are fewer monsters, but it takes the same amount of data because of all the patterns they have.

Kamata: No, this way uses up a lot more data.

Matsui: The amount of data we attached to everything went up quite a bit.

The side-view characters we've seen traditionally don't have so much data?

Higuchi: Because you only see them from one side. And in Chrono Trigger, you get more than just one side. They move around, and they have their attack patterns, so their graphic data is overwhelmingly greater.

Kato: The enemies in a normal RPG are just the one still picture. And if a really cool picture shows up, then it moves just a little bit in the battle. In this game, it's not like that. The enemies really exist, and they move around like the characters, and it takes an enormous amount of data to animate them. That's just how alive the enemies are.

Ideas are born from planning meetings with everyone participating

The basic premise is that it's about time travel. Where did that idea come from?

Kamata: At a general meeting. We wanted to start with something completely new, and we had a general meeting to solicit ideas of what kind of thing we wanted to do, and I guess someone suggested it there. They said, “I want to do something like a time patrol.” Then everybody thought that sounded interesting, so we threw ideas around, trying to think of scenarios that handled time.

It seems like it would be really hard to check for bugs on something like this. That goes for programming, too, but do you have to also check the story?

Kamata: What was hard about it was that we knew there were bugs, but when we fixed them, unexpected results would show up in other places. When you're working with something where the story only keeps going to the end, you only need to check what happens after that point, but here, there are places where it uses the thing you fixed and something happens before that point.

Right, if you open the treasure chest with the crest on it in the past, then it's not there in the future. I thought it was done very well.

Kato: On the other hand, if you open it in the future, and then go to the past, it's still there.

Ah!

Kato: When you think about the flow of time, you can do things like that. If you go get it in the future first, then if you go to the past, you can get it again.

I see, so that's how it is.

Kato: I think that once you see the entire flow of the story and understand it like that, you can think, “The way time flows, it should be like this,” and make all kinds of sweet discoveries.

But for the people making it, that would be incredibly hard.

Kato: Indeed. But the fun comes first when we're making it.

So did everybody get really excited at that planning meeting?

Kato: Actually, I came to Square from outside...

Captions:

All these monsters appear and move around in one battle.

Creator's Profile:

Masato Kato

Planning. After leaving another software company, Chrono Trigger was his first work with Square. He was in charge of story and events. He says that he had never experienced such intense planning meetings before, and they really left an impression on him.

Yasuhiko Kamata

Graphics. After working on Secret of Mana, he moved to the Chrono Trigger team. Mainly in charge of background graphics. He wracked his brain pulling the team along while managing group work--delegating jobs to the graphic team and creating entire images.

Yasunori Mitsuda

Music. After his training years (in his own words) of doing sound effects for Secret of Mana and sound engineering for Romancing Saga 2, he was finally able to attain is long-held dream of composing and was responsible for nearly all the music in Chrono Trigger. He used the full extent of his talent by composing up to 80 pieces.

214

Kato: ...so this was my first game with Square. And a lot of people started from scratch to make it. So we were making the stories and this giant group of like 30 got together and clamored about at every meeting. It was pretty rough. My stomach would start hurting at the time (laugh).

Was it the first time you'd experienced anything like that?

Kato: Yes. Until then, I'd worked in small groups, where we'd just go ahead and make something, and it was like, “Okay, I'm going to do it like this.” Everyone working together is a pro in and of itself, but we'd have to change direction because of opinions that came up when we had meetings. But when meetings were taken up mostly with, “What the heck is this guy talking about?” kind of opinions (laugh), I would almost snap. There were times I just barely managed to get through by holding myself back. Well, I think everyone in every division is the same way. Because at the general meetings, we'd also argue about the graphics. But there were some really painful things involving the scenarios.

Higuchi: At first, your division has nothing to do with it, after all.

Kato: It's incredible. Everyone just says whatever they want without even thinking. That part was really hard to deal with, but once the basic parts are set, then everyone is left to their own devices to an extent, so it's like a battle of the game sense and abilities of the people working together on the various game events. It's very high-energy, and creates something with a lot of suspense, and that part of it is especially fun—it makes me happy. It's like we were fumbling around in the dark, trying to find the possibilities of this media, what we can do only in video games, but not make a normal, straightforward epic.

Wringing out every drop of ability in the limited time allotted.

Mr. Mitsuda, you were in charge of music. I understand this was your first game?

Mitsuda: Until now, I did sound effects for Secret of Mana and engineering for Romancing Saga 2. They never let me do music before. That was my training period (laugh).

What are your thoughts on your first game?

Mitsuda: Boy, it was tough. It was in development for two years, but I worked on Romancing Saga 2 in the middle of it, so I did it in the one year that was left. In the beginning, the music was ahead of everything. But towards the end, everyone had passed me by, and finally, the music was finished last (laugh).

Matsui: There are times when we're doing it and we realize there really isn't enough music. And we start talking like, “I really do want a musical theme here,” and we make a ton of requests at once. When we're working on something as a big group, we can immediately divide it all up, but with music, it all focuses on one person.

Mitsuda: The number one goal this time was to make something that you could listen to over and over without getting sick of it, so each piece is really long. Normally, the music loops after a minute, but all of my pieces are more than two minutes. So no one gets tired of them, but it's tough writing two minutes of music. Well, it takes twice as long as usual. Then in the end, the number of pieces needed jumped dramatically, and I got so busy I couldn't do anything. Anyway, there is a sense that I accomplished as much as I possibly could at this point.

Speaking in terms of the impressions I got playing, this game had a slightly different feel from the Final Fantasy and Romancing Saga games that I've played. I thought it was interesting.

Kamata: Looking at the consumers' reactions, I think they're loving it like crazy.

Mitsuda: Yeah. The reactions weren't bad. But around December 20 of last year, when I needed so much more music all at once, I was at a total loss (laugh). I wrote the last battle, and then a long one, about four minutes, for the end credits, and I thought I was done, then they'd say, “Haven't you written the sub-boss music yet?” (laugh). I stayed at my office for four days without sleep to write the music for the last sub-boss, but I really wanted to run away. Well, I used up every ounce of my abilities, so anything I have left to do will have to wait until next time.

Are there plans for a sequel?

Mitsuda: Hmm, I wonder (laugh). But I really don't know. I don't want to do it (laugh).

The music really is done by only a small number, huh?

Mitsuda: That's right. At our company, it's almost all done by one person.

About how many people work on the graphics?

Kamata: This time, we ultimately got help from some of the first development division, but when it's just our fourth division, it's about fifteen people. Including the first division, it's about twenty.

The first division? You mean, once they were done with Final Fantasy.

Kamata: Yes, they happened to have some free time. In autumn, we got eight more bits, but there was no way we could handle them. Game graphics aren't done once the picture's drawn. You draw the picture, and then you have to turn it into data and then process it into the map. That processing eats up all the time. Drawing the pictures takes a relatively short amount of time, but all the time after that is taken up with making that data afterward, and we weren't able to get to those extra bits we were given.

It seems like this game really emphasized the feel of light. Were there any specific goals you had for this project?

Kamata: Good question. Basically, we did have the fact that it was Mr. Akira Toriyama, but personally, I think the expressions of Ridley Scott, the director of Alien, with the rays of light and the smoke coming up are very beautiful, and I wanted to make that the main feel of the game.

Captions:

The sub-boss that caused the composer four days of all-nighters.

The light gives the screen a feeling of solemnity.

One of the highlights is this statue of Magus that changes based on battles fought in the past.

215

I think the music has a lot to do with this, too, but it has a dank feeling. Is that what we might call the overall tone?

Kamata: To be honest, the first thing I thought was, “We need to make this something that's not Final Fantasy or Mana.” I wanted to make it something that wasn't either of those but still very much a Square game. So first I thought about the in between. It is dank, but it's not as dark as Final Fantasy.

And it's not as bright as Mana?

Kamata: Right. I think that Mana has white mixed in, like it's a pastel.

Individuality, cooperation, and curiosity. These are indispensable traits for a game developer.

Finally, this is technically supposed to be a personnel recruitment article, so please give a message to those aiming to work for Square.

Higuchi: If you're not motivated, don't bother (laugh).

Matsui: I'd like some interesting people to come work here. You don't have to be almighty, but if you have just one talent, even if it's really pointless, then be really well-versed in it.

What about you, Mr. Kato? Since you've only made one game since you started here.

Kato: You must be able to talk about normal things in a logical way (laugh). That's a major prerequisite. Of course, you need to have your own vision and game concepts, and have a clear idea of how you personally would want to make games, but before you get there, the very minimum requirement is to be able to talk normally and make games with other people (laugh).

What about the graphics representative?

Kamata: I think being able to draw is a good prerequisite, and you should like playing with computers. I think the graphics are rapidly going to move to CG, and in the next generation of consoles, they'll be completely CG. We need someone who would be like, “I wanna try this! I wanna try that!”

And what about the underpopulated music division?

Mitsuda: First, we need someone who can go along with new ideas. All of our musicians are idiots who aren't afraid to play along with crazy ideas (laugh). And it would probably be good to be interested in all kinds of things. I don't think they'll let anyone in who doesn't listen to lots of different music and think, “Oh, this is nice,” or, “I'd like to try that.” But it takes more time than regular music, so I think the workload would be really tough. You'd really have to be somebody who can stay awake for four days (laugh); I think it would be good to get somebody who can get by on little sleep.

Thank you very much.

Captions:

The team dissolves when the game is complete. When their break is over, they each have different games waiting for them.

The colorful events are one of the strong points of working as a team.

The Perfect: Talk Battle [ edit ]

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.

V-Jump Video 1 [ edit ]

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 [ edit ]

Interview Dialogue [ edit ]

Transcribed by GekkaHikko and translated by SheaNizbel. 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 Akira Toriyama Hello, this is Akira Toriyama. So we have two games, namely Dragonquest and Final Fantasy, that appear to be comparatively similar to one another, and yet are polar opposites. In a sense, they’ve now become one in the same. Like it’s seriously as if we can choose the best of both worlds when it comes to Square’s graphics. I was really surprised with how beautiful the graphics could get in just 3 hours time. They’re so beautiful that if I animated, say, some scenery a bit too much, then the game itself would become hard to look at, I think. But being able to use shading in the game for more detail so that the graphics are easy on the eyes, for instance, was one of the things that surprised me the most. This worked well for me, though. If I had them render my designs faithfully, or too faithfully, I thought that we could probably go even further with it if we had something better to display the graphics on (laughs). Yuji Horii Hello, Horii here. And I’m in charge of writing the plot in Chrono Trigger. The reason why I created the type of story I did, is because Chrono Trigger uses a 32 megabit ROM cartridge and that it’s possible to create a vast world with such technology. So when I was thinking about how to utilize that technology in order to create the most enjoyable experience possible, I thought that being able to go on adventures in different eras of time would be a lot of fun. Like if you say, “I want to check out the prehistoric times!”, or “it would be cool to go to the middle ages!”, or “I want to go see what the future’s going to be like!”, or “even the present would be fun to look around in!”, you can do that! It’s like you would be performing in your own historical plays for different time periods while solving mysteries and going on grand adventures. I thought that would be a lot of fun, so that was my mindset when I began working on the game. When I was working on the plot and had Square implement the scenarios I created for the game, this was my first time working in a group like this. Because of that, ROMS have been coming out one after another. And I’ve been thinking to myself about how good the artwork is. So with all that’s been going on like with how the game was being produced with all these big scenes and everything, I felt as if I was working on something with artwork that actually moves—kind of like an anime. That’s what kind of game this is. By the way, I think the game will probably be finished soon. I invite you all to give it a try. Hironobu Sakaguchi Hello, my name is Sakaguchi. I’ve been working with the man behind Dragonquest, Mr. Horii; and with the one who brought us all the wonderful artwork from Dragonball and Doctor Slump; and I’m currently trying to put on the finishing touches to Chrono Trigger. Actually, developers from Square, those who worked on the Final Fantasy games, Seiken Densetsu (Mana), Romancing SaGa, programmers, and many more amazing individuals have all come together to make a concerted effort in developing Chrono Trigger. And of course, we will all put our greatest efforts into creating an amazing RPG in which dreams are made of. So be ready for that! Thank you. Masanori Hoshino I’ve been pixelating and bringing to life Mr.Toriyama’s artwork for the game. What I’m especially wanting players to see are things like the detail in the movements of the characters and how elaborate the movements in the battles are; and above all, players will get see 256 patterns per character—there are over 3000 patterns in the game! Thanks to the 32-bit ROM technology, if players look closely, they will discover that there is a lot of movement in the graphics of the game. Keizou Kokubo We’re going to be utilizing the technology and experience that brought you games such as Romance SaGa and Mana. To be clear, our goal isn’t to simply combine all the elements of those games into a single game, but to craft an experience which surpasses that. As someone who’s been working on the design of Chrono Trigger, I’ve been putting together some neat things for everyone to experience. Stay tuned! Yoshinori Kitase I primarily directed the scenarios in Final Fantasy VI. Final Fantasy VI was set like an opera stage and want to go beyond that in Chrono Trigger. Players can expect to see locations not typically seen in RPGs, such as courtrooms and prisons. The game’s ending is going to be great as well! Takashi Tokita I’m Chrono Trigger’s director. I want to put Mr. Toriyama’s artwork and illustrations to good use for the game because they’re so comical and full of life; players will be able to experience the game in such a vivid way that’s reminiscent of one of Toriyama’s mangas. In that way, they’ll be able to get a better sense of the serious parts of the game while being able to laugh during the more humorous parts. Also, players will be able to choose from and play with any of the various characters that appear in each of the different eras in the game. Kazuhiko Aoki I’m currently making adjustments to the newly developed “active time battle system”. While players are traversing through the different areas in the game, they’ll run into events in which trigger encounters with monsters. We’ve included hundreds of types of such events and they are all hand-crafted. So I think that players will be surprised to see the diversity in the patterns in which these events come into motion. While in battle, the characters move as if they were in an action game and we want players to feel a great sense of speed when they’re fighting enemies. Chrono Trigger Dreams now transcend time and space.

Screenshot Unique and Different Lines [ edit ]

Transcribed by GekkaHikko and translated by GlitterBerri.

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

Left Panel トリヤマ アキラ 代表作／

ドラゴンボール

(週刊少年ジャンプ

好？達？中 Right Panel キャラクターデザイナー

ゲームクリエイター Bottom Panel 鳥山 明 Left Panel Toriyama Akira Work/

Dragon Ball

(Weekly Shounen Jump) Right Panel Character Designer

Game Creator Bottom Panel Toriyama Akira

Left Panel ホリイ ユウジ 代表作／

ドラゴンクエスト

いただきストリート Right Panel キャラクターデザイナー

ゲームクリエイター Bottom Panel 堀井 雄二 Left Panel Horii Yuuji Work/

Dragon Quest

Itadaki Street Right Panel Character Designer

Game Creator Bottom Panel Horii Yuuji

Left Panel サカグチ ヒロノブ 代表作／

ファイナルファンタジー Right Panel キャラクターデザイナー

ゲームクリエイター Bottom Panel 坂口博信 Left Panel Sakaguchi Hironobu Work/

Final Fantasy Right Panel Character Designer

Game Creator Bottom Panel Sakaguchi Hironobu

(not available) Chancellor: Hmph! You scum! Common folk getting close to Princess Marledia? The very thought is absurd!

大臣

さては、おのれがマールディア様を

たぶらかし、城から連れ出したのだな！ On top of that, you tricked Princess Marledia and took her from the castle!

(not available) Then we find him guilty!! Take him to solitary confinement at once! We will enforce the death sentence in 3 days!!

ルッカ「ドリーム・プロジェクトね！ Lucca「It's the Dream Project!

Left Panel ホシノ マサノリ ロボ ロボ ルッカ ルッカ Left Panel Hoshino Masanori Robo Robo Lucca Lucca

Left Panel ホシノ マサノリ Right Panel 星野 雅紀 担当 プロデューサー

ディレクター

プログラマー

グラフィック Left Panel Hoshino Masanori Right Panel Hoshino Masanori Position: Producer

Director

Programmer

Graphics



Upper Left Panel ホシノ マサノリ Middle Left Panel コメント Bottom Left Panel 鳥山キャラの

動きは３千パタ

ーン以上です！ Right Panel 星野 雅紀 担当 プロデューサー

ディレクター

プログラマー

グラフィック 代表作／FFIV Upper Left Panel Hoshino Masanori Middle Left Panel Comments Bottom Left Panel Toriyama’s characters have more than 3000 animation patterns!! Right Panel Hoshino Masanori Position: Producer

Director

Programmer

Graphics Work/FFIV

グレート・コンバイ～ン！！ Great Combine~!!

Top Left Panel: コクボ ケイゾウ Middle Left Panel: コメント Bottom Left Panel: スクウェアの

集大成以上の

モノをつくり

ます Right Panel: 小久保啓三 担当 プロデューサー

ディレクター

プログラマー

グラフィック 代表作／ロマンシング サ・ガ Work/Romancing Sa・Ga Top Left Panel: Kokubo Keizou Middle Left Panel: Comments Bottom Left Panel: Creates things

like Square's

compilation and

more! Right Panel: Kokubo Keizou Position: Producer

Director

Programmer

Graphics Work/Romancing Sa・Ga

Top Left Panel キタセヨシノリ Middle Left Panel コメント Bottom Left Panel 特殊な状況での

イベントが

次々にでます 北瀬 佳範 担当 プロデューサー

ディレクター

プログラマー

グラフィック 代表作／FFV・VI Top Left Panel Kitase Yoshinori Middle Left Panel Comments Bottom Left Panel Events that occur

in special situations

will appear in succession. Right Panel Kitase Yoshinori Position: Producer

Director

Programmer

Graphics Work/FFV・VI

Top Left Panel トキタ タカシ Middle Left Panel コメント Bottom Left Panel シリアスだけど

笑える鳥山先生

の味をだしたい Right Panel 時田 貴司 担当 プロデューサー

ディレクター

プログラマー

グラフィック 代表作／FFIV Top Left Panel Tokita Takashi Middle Left Panel Comments Bottom Left Panel He wants to project the

silly but serious flavor

of a Toriyama creation. Right Panel Tokita Takashi Position: Producer

Director

Programmer

Graphics Work/FFIV

Temp: Sorry I’m late!

Partimer: Alright, the rest is on all you part-timers!

アルカリィ

クレェタ

エッガー Alkali

Crater

Egger

ああいうやからをキビしくさばくため

このガルディア王国にも、さいばん所や けいむ所を作らんといけませんな！ This Guardia Kingdom must build a courthouse

and prison to strictly judge that sort!

Top Left Panel アオキ カズヒコ Middle Left Panel コメント Bottom Left Panel モンスターは

すべてイベント

として登場

します 青木 和彦 担当 プロデューサー

ディレクター

プログラマー

グラフィック 代表作／FFI～IV Top Left Panel Aoki Kazuhiko Middle Left Panel Comments Bottom Left Panel The monsters

will be introduced

by way of

an event. Right Panel Aoki Kazuhiko Position: Producer

Director

Programmer

Graphics Work/FFI~IV

Papa Bat



On Sale: Saturday, March 11th, 1995 Suggested Retail Price: 11,400 Yen (Tax Not Included)

V-Jump Magazine [ edit ]

October 1996, Next Gate 8 [ edit ]

Huge thanks to Reld. This Next Gate featured a postcard sent by a reader, asking why preview coverage in 1994 looked so different than the final product. What is thus established:

The V-Jump Festival 1994 VHS video apparently shows a 24 Mb build, prior to Chrono Trigger's expansion to 32 Mb.

The ice field map is a location that's floating in the sky. The magazine speculates that this area was like Zeal, but it's obvious they aren't sure what its purpose was.

The darkened chamber with the two Zeal statues "had something to do with techs", according to Square. The magazine speculates that Spekkio may have been involved.

A Mode 7 overworld mode is shown. It's difficult to tell if it's Ayla or Marle walking on it.

Speculation:

Are the R-66 series in the dummied out location "Robot village"?

Zenan Bridge has gravestones by the entrance. See later on this article, "Mock-up Recreation" section, for speculation on this based on the possible name of Zenan Bridge in the 24Mb build.

V-Jump Player's Guide [ edit ]

188 Toriyama sketches

189 Toriyama sketches

The details of the making of Toriyama’s character illustrations finally revealed. Let’s turn back the clock a bit and take a look at how the characters were born and how they evolved.

Chrono – The Protagonist That Retained His Innocence: His hairstyle, clothing, the Japanese sword he wields… it seems that the protagonist Chrono’s image has been more or less set in stone since the beginning. Only his expression belies his youth here.

Lucca – The Wise & Lovely Inventor Girl Genius: It seems that Lucca’s design has also been more or less set in stone since early development. The difference lies in her symbol-emblazoned headgear being a headband rather than than a cap.

Magus – The Leader of the Demon Tribe, Shrouded in Sorrow: His cold gaze and long hair remain the same. Only the helmut and armor he was equipped with in early development are different from the final game. His pose is different as well. Kind of cool, isn’t it?

Marle – A Miniskirt Suited Her!: Her ponytail and bow gun are the same, but it seems that at first she wore a skirt. Her appearance is somewhat Robin Hood-esque.

Robo – He Was Truly a Machine: His image changed so much that practically nothing of his prototype was retained. He was designed as a machine. He gradually became a little more human-esque, however.

Ayla – Her Beauty Was More Prominent Than Her Strength: Ayla has changed quite a bit. Instead of the curly hair she sports today, her hair was once straight and long. In addition, she isn’t wearing her customary fur bikini. Her appearance looks quite neat and tidy.

Frog – A Fiery Spirit Lies Hidden Within his Atypical Form: Is Frog really a frog? It seems that his image hasn’t changed very much since the beginning. His pose brings to mind a knight, however.

Finally, all the masterpieces complete! Ahaha!

Toriyama: Just kidding, everyone worked hard. Robo and Ayla were the characters that changed the most.

Caption: A mysterious cut character, the “Old Man”. What a waste, not to use him. He’s got a certain charm.

thanks to GlitterBerri

Chrono Trigger Ultimania [ edit ]

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

Page 3, opening comments

Translated by Cherenkov.

Japanese その星は病んでいた。 はるか大昔、そこに住む人間がまだ、大地

に生まれ落ちたばかりの幼き種族だった時代

---破滅をもたらす病魔が、星の体内深くに

巣食ったのだった。 病巣は潜伏しながら長い年月をかけて育ち、

やがて未来の一点で星を食い破る。地表へと

あふれ、星が育んできた数多の生命を絶滅へ

と追いやる。それは同時に、星の命そのもの

の終焉を意味した。 滅びの日を迎えたその刹那、星は夢を見る。

みずからの上で---地上でつむがれてきた生

き物たちの歴史を、走馬燈のように思い返す。 通過してきたいくつもの時代を、ページをめく

るようにつぎつぎと夢想する。 それは、生きのびようとする命が、記憶の

どこかに死の運命から逃れるすべが記されて

はいないかと、懸命に探しつづける行為だっ

た。無意識にあがこうとする、理不尽な死に

さらされた生命のあるべき姿だった。 この夢に、応える者たちがいた。 星の滅亡が決定する日から、999年をさか

のぼった時代に生きる3人の若者たち。偶然

にも時を超える手段を手に入れた彼らは、絶

望に包まれた星の行く末を知り、決意する。 自分たちには関わりのない、気が遠くなるほど

先の未来であろうとも、かならず破滅から救っ

てみせようと。時を旅して歴史を変え、大地

に生きるものたちの力を結集して、星の命を

冒す病魔をその手で取りのぞくのだ---と。 かくして、星の夢でつながれた五つの時代

を行き来する、クロノたちの時空を超えた大

冒険の幕が上がる。 「未来を、変えるんだ！」 English The planet was ill. In the distant past, in the era when human beings were young and had only just been born from the earth—Destruction was being brought about by a terrible illness, nesting deep inside the planet. The center of the illness, incubating and growing for many long years, until that time in the future when it will consume and destroy the planet. Bursting from the surface of the planet, forcing into extinction the many life forms the planet had given birth to. This simultaneously brought about the end of the planet's life as well. On this day of destruction, at that very instant, the planet had a dream. Reliving and remembering all of the history of all the life upon the planet's surface, spinning before its eyes. Turning back the pages of countless eras, dreaming and reliving. In order to preserve its life, searching its memories for a way to escape from the fate of death. The method of escape may not be found, but it is eagerly sought after. In an unconscious struggle with the irrational death of all life. Within this dream, there were those that answered. In an era 999 years before the determined day of ruination, lived 3 youths. By coincidence, discovering the means to cross through time, they knew the fate of this world wrapped in despair, and were determined. Even though a distant future with little connection to themselves, they were determined to save it from destruction. Traveling through time and changing history, and concentrating the strength of those living upon the planet, they seek to remove the disease threatening the life of the planet. Thus, traveling back and forth between the five eras connected by the planet's dream, Crono and companions embark on their great adventure. [We will change the future!]

In case you'd like romaji:

Sono hoshi ha yandeita. Haruka oomukashi, soko ni sumu ningen ga mada, daichi ni umareochita bakari no osanaki shuzoku datta jidai ---Hametsu wo motarasu byoumaga, hoshi no tainai fukaku ni sukutta no datta. Byousou ha senpuku shinagara nagai nengetsu wo kakete sodachi, yagate mirai no itten de hoshi wo kuiyaburu. Chihyou heto afure, hoshi ga hagukundekita kazuooku no seimei wo zetsumetsu he to oiyaru. Sore ha douji ni, hoshi no inochi sono mono no shuuen wo imi shita. Horobi no hi wo mukaeta sono setsuna, hoshi ha yume wo miru. Mizukara no ue de---chijou de tsumugaretekita iki monotachi no rekishi wo, soumatou no you ni omoikaesu. Tsuuka shite kita ikutsumono no jidai wo, peeji wo meku ru you ni tsugi tsugi to musou suru. Sore ha, iki no biyou to suru inochi ga, kioku no dokoka ni shi no unmei kara nogareru sube ga shirusarete hainaikato, kenmei no sagashi tsuzukeru koui da tta. Muishiki ni agakou to suru, rifujin na shi ni sarasareta seimei no aru beki sugata datta. Kono yume ni, kotaeru monotachi ga ita. Hoshi no metsubou ga kettei suru hi kara, 999 nen wo saka nobotta jidai ni ikiru 3 nin no wakamono tachi. Guuzen nimo toki wo koeru shudan wo te ni ireta karera ha, zetsubou ni tsutsumareta hoshi no yukusue wo shiri, ketsui suru. Jibun tachi ni ha kakawari no nai, ki ga tooku naru hodo saki no mirai de arou tomo, kanarazu hametsu kara sukutte miseyouto. Toki wo tabi shite rekishi wo kae, daichi ni ikirumono tachi no chikara wo kesshuu shite, hoshi no inochi wo okasu byouma wo sono te de tori nozoku no da---to. Kakushite, hoshi no yume de tsunagareta itsutsu no jidai wo ikiki suru, kurono tachi no jikuu wo koeta daibouken no maku ga agaru. [Mirai wo, kaerunda!]

Table of Contents [ edit ]

Translated by Lorenz.

4 Table of Contents

5 Table of Contents

Let’s go back about nine years – to the end of 1999.

When the members of the production staff were working on the Ultimania Guide for Chrono Cross, the sequel to Chrono Trigger, one idea kept raising its head:

We wanted to try to write an Ultimania, not just for Chrono Cross, but for Chrono Trigger, too.

But there was little hope that that dream was ever going to come true.

That is because there was no reason for a publishing company to ok an Ultimania guide when the original game had been newly released back in 1995.

But there were some big changes at the end of 2008.

Thanks to the massive Time Gate called the Nintendo DS appearing in this world, Chrono Trigger has emerged in the present as a new product once more.

Along with Chrono Trigger’s reemergence, our dream has also become a reality.

Who could have predicted this turn of events?!

Quickly, we hatched a Time Egg of our own memories and brought back tons of information from 13 years ago.

The cramming together of the accumulated knowledge of the past and the newly minted “know-how” gained from a fresh play-through of the DS version resulted in this book.

Both as an attendant on a magnificent trip through time, and as a guide for viewing all of Chrono Trigger’s endings, we hope you will be able to take full advantage of this guidebook.

(Note: I am not certain about the last sentence in the introduction. I believe it is a shortened version of a common polite phrase, but the wording is a little strange to me.)

CONTENTS

Prologue

World Map

An Introduction to Chrono Trigger

CHAPTER 1

Characters

Chrono

Marle

Lucca

Robo

Frog

Ayla

Magus

NPCs (literally “people you encounter on your adventure” in the Japanese)

A Guidebook to Ultimania 1

Dialog Options (literally “Let’s enjoy the changing of lines,” in the Japanese)

CHAPTER 2

Game System

Before setting out on your journey

Map movement

Menu

Parameters

Battle basics

Attack basics

Techs and Double/Triple Techs (literally “skills and combination skills” in the Japanese)

Tech list (literally “skill list”)

Status Effects

Affinities/Attributes? (I forget what this is called in the English version. It refers to the elemental alignment of a character, for example Lucca is fire and Frog is water.)

A Guidebook to Ultimania 2

Battle Technique Course

CHAPTER 3

Main Scenarios

View of the main scenario’s chapters

1 Departure! Dreaming 1,000-Year-Festival

2 The Prodigal Queen

3 The Vanished Princess

4 I’m home!

5 Kingdom Trial

6 Beyond the Ruins…

7 The Mysterious Country’s Factory Ruins

8 The Brink of Time

9 The People of Demon Village

10 The Appearance of the Legendary Hero

11 Tata and Frog

12 Red Stone, Rare Stone

13 Footprints! Chase!

14 Fight, Grand Leon!

15 The Decisive Battle! Magus’ Castle!!

16 Waking up in the Primitive Age

17 Earth’s Laws

18 Magic Kingdom Zeal

19 Release the seal, summon the storm.

20 The Wise Men of the Mountain of Grief

21 What Waits in the Heavens

22 Lavos’ Call

23 The New Ancient Emperor

24 The Time Egg

25 To the Fated Time

26 At the End of the Planet’s Dream



A Guidebook to Ultimania 3

Advanced: Monster Evasion

CHAPTER 4 Side Quests (literally “multi-events”)

Side Quest Challenge

A) The Green Dream

B) Ozzy's Palace (Ozzy is called "Vinegar" in the Japanese)

C) Geno Dome (in Japanese, an abbreviation/pun on “Genocide Dome”)

D) Sun Stone

E) Hero’s Tomb

F) Rainbow Shells

G) Dragon’s Sanctuary

H) Dimensional Vortex

I) Darkness at the End of Time (lit. “Time’s Darkness”)

A Guidebook to Ultimania 4

Go for it! Quiz master!

CHAPTER 5

Items

Item Classification

Shops

Item List

A Guidebook to Ultimania 5

A Guide to “Seduction” Items (This references Ayla’s tech.)

CHAPTER 6

Monsters

Monster List

A Guidebook to Ultimania 6

Recommendations for Completing your Compendium (This references the extras that track and display the enemies in the game, may also include the same features as they apply to items, techs, etc…)

CHAPTER 7 Arena of Ages (literally “Dimensional Arena”)

How to Compete (literally “play”) in the Arena of the Ages

Arena of Ages’ Facilities

Choose your monster

Train your monster (lit. “Strengthen your monster with training.”)

Battle your monster (lit. “Challenge monster battles.”)

Arena of Ages Monster List

A Guidebook to Ultimania 7

Arena of Ages: Training and Battle Guidance

CHAPTER 8

Secrets

Complete Ending Guide

Complete Gallery (lit. “Gallery’s everything”)

Secret 30

Masato Kato Mail Interview

Mitsuda Yasunori Interview

INDEX : )

Foldout poster

Front: Effects and Tech List

Back: Chart of each episode’s main acts and an ending guide

In this book, each main scenario is listed numerically from 1 to 26; each side quest is listed alphabetically from A to I.

Character Bios [ edit ]

Translated by Nagereochiru.

Pages 22-23, Crono

Pages 24-25, Marle

Pages 26-27, Lucca

Pages 28-29, Robo

Pages 30-31, Frog

Pages 32-33, Ayla

Pages 34-35, Magus

22-23 Crono

作者---{流れ落ちる}

Created with a monospaced font (to keep charts and the like in line), so please use one while you read for best results.

This guide was written without using an official game script and, as a result, likely contains a few translations--especially in the screenshots of dialogue and enemy names--that don't precisely match the game's text. Please compare it to a game script if you'd like to see the official translations of any in-game text.*

Sections are loosely arranged in a left-to-right, top-to-bottom reading order. <> tags indicate commentary or additional guidance on what each section refers to on the original page.*

§ indicates a technique name has been (at least to some degree) phonetically transcribed here: such techniques usually have names with no particular meaning, chosen only to evoke the idea behind them (e.g. the idea of "ice" for 'Icega'). In these instances, I've included Mr. Woolsey's names as a default reference.*

_____

<PG.22>

Crono _____

<RED HEADER TEXT>

'His crimson hair is a symbol for his blazing courage'

<MAIN PROFILE TEXT>

A boy who lives in Guardia Kingdom's Truce Village with his mother, Gina, in the peaceful era of 1000 A.D. He looks like any other ordinary boy; but in fact, he holds the power to cut through difficult paths with his unbreakable will in the face of all adversity. Sleeping within him is the essence of [Heaven] magic, which controls lightning, and he also belies a natural genius in swordsmanship with katanas. He serves as the leader on the great adventure through time and space, and his characteristic courage is his greatest weapon as he travels through various ages to save the planet's future.

<INFO BOX UNDER CHRONO'S IMAGE>

SEX: Male

HOME ERA: The Present

HOME: Truce Village

<SCREENSHOT 1 & BLACK BOX>

TABAN: Oh! You're going after her, Chrono? Attaboy!

↑He displays stunning strength of conduct in a crisis, fearlessly jumping into an unknown world.

<SCREENSHOT 2 & BLACK BOX> Tyran Glider Chrono Giant Beast Eira Robo

←[Heaven] magic, which Chrono learns, inflicts an electric shock effect on many dinosaur-type monsters.

<SCREENSHOT 3 & BLACK BOX>

QUEEN: Hmm? So you're going to fight? What could you possibly do?

→Until you come to a certain point in the story, you cannot remove Chrono from the party.

<CHAPTER NAMES (PEACH-COLORED BOX)>

WHEN HE CAN BECOME A PARTY MEMBER:

[1]{The Journey Begins! The Dreaming Millenial Festival}



~[22]{Lavos' Call}



[25]{To the Fated Time...}



~[26]{At the End of the Planet's Dream}

_____

<PG.23>

<PROFILE BOX>

ELEMENTAL ATTRIBUTE: Heaven

Chrono's Battle Abilities

<CHART'S TITLE BAR; RIGHT OF THE PROFILE BOX>

_____

BEGINNING STATS

_____

<BEGINNING STATS CHART; BROWN BOX ON THE LEFT, UNDER "BEGINNING STATS" TITLE BAR>

_____

PARAMETERS

_____

LEVEL: 1 ATTACK POWER: 8 DEFENSE POWER: 16 EXP.: 0 STRENGTH: 5 HIT: 8 NEXT: 20 SPEED: 13 MAGIC POWER: 5 MAX HP: 70 EVADE: 8 STAMINA: 8 MAX MP: 8 MAGIC DEFENSE: 2

<BEGINNING STATS CHART; BROWN BOX ON THE RIGHT, UNDER "BEGINNING STATS" TITLE BAR>

_____

EQUIPMENT

_____

WEAPON: Wooden Sword

HELMET: Leather Cap

ARMOR: Leather Clothes

ACCESSORY: Bandana

※Also has 400G

<CHART'S TITLE BAR; UNDER THE PROFILE BOX>

_____

PARAMETER GROWTH

_____

<GRAY COLUMN LABELS ON TOP OF CHART, LEFT-TO-RIGHT>

LEVEL

MAX HP

MAX MP

STRENGTH

HIT

SPEED

MAGIC POWER

EVADE

STAMINA

MAGIC DEFENSE

<CHART'S TITLE BAR; RIGHT OF PARAMETER GROWTH CHART, UNDER BEGINNING STATS CHART>

_____

USABLE TECHNIQUES

_____

<GRAY COLUMN LABELS; ON TOP OF CHART>

NAME

EFFECT

DETAILS

<ORANGE BOX ON THE LEFT>

SOLO TECHNIQUES

<GREEN BOX ON THE LEFT>

DUAL TECHNIQUES

<BLUE BOX ON THE LEFT>

TRIPLE TECHNIQUES

<TECHNIQUE CHART ROWS>

<Techniques are listed in NAME: DESCRIPTION format, roughly as they appear on the chart.>

_____ Spinning Cut: Deals damage in a circular area around the target

Cutting Wind: Deals Heaven-type damage to all enemies on a line between himself and the target <The original name for this technique, 'Kamaitachi', refers to both cuts inflicted by whirlwinds and a mythological pack of weasels supposedly responsible for causing these cuts on people's legs. See http://www.monstropedia.org/index.php?title=Kamaitachi or other sources for further information.>

☆Thunder: Deals Heaven-type damage to a single enemy

Full-Power Cut: Deals damage to one enemy

☆Thundaga: Deals Heaven-type damage to all enemies

☆Raise: Removes incapacitated status and restores HP to a single ally

Confusion Cut: Deals damage in four hits to one enemy

☆Shining: Deals Heaven-type damage to all enemies

Spinning Aura: Restores HP to all allies

Ice Sword: Deals Water-type damage to one enemy

Icega Sword: Deals Water-type damage to any enemies in a circular area around the target <§ "Ice Sword 2">

Flame Wheel: Deals Fire-type damage to any enemies in a circular area around the target

Fire Sword: Deals Fire-type damage to a single enemy

Figa Sword: Deals Fire-type damage to any enemies in a circular area around the target <§ "Fire Sword 2">

High-Speed Spin: Deals Dark-type damage to all enemies

Great Spinning Cut: Deals damage to any enemies in a circular area around Robo

Super Elec: Deals Heaven-type damage to all enemies

X Cut: Deals damage to a single enemy

Sword Waterfall: Deals Water-type damage to a single enemy

Lightning Rod: Deals Heaven-type damage to a single enemy

Drill Kick: Deals damage to a single enemy

Lightning Bite: Deals Heaven-type damage to a single enemy

Falcon Cut: Deals damage to any enemies on a horizontal line encompassing the target

Mix Delta: Deals Dark-type damage to all enemies

Keep Araise: Puts all allies into Reraise status <§ "Life Line">

Arc Impulse: Deals Water-type damage to a single enemy

Final Kick: Deals Dark-type damage to a single enemy

Figa Circle: Deals Fire-type damage to any enemies in a circular area around Robo <§ "Fire Zone">

Delta Storm: Deals Dark-type damage to all enemies

Gatling Kick: Deals Dark-type damage to a single enemy

Triple Attack: Deals damage to a single enemy

Big Tornado: Deals Dark-type damage to all enemies

3-Dimensional Attack: Deals damage to a single enemy

_____

<FEATURE BOX W/SCREENSHOT; BOTTOM OF PAGE>

<TITLE TAGS; NEXT TO IMAGE OF A GEAR>

HOW TO FIGHT WITH CHRONO

<RED TEXT>

He becomes a pivot for the party's attacks

<MAIN TEXT>

As his strength increases and the weapons he can equip get stronger, his attack power becomes top class among the party. Basically, using [Fight] and physical attack techniques is sufficient. Also, although his magic power is low, [☆Shining], the last technique he learns, is his most powerful solo magic attack, capable of dealing plenty of damage. Use items to recover HP and protect allies or entrust those duties to other party members.

<SCREENSHOT TEXT & DESCRIPTION TEXT> Monk Gargoyle Fight Chrono Jarian Techniques Kaeru Items Eira

←The dual technique with Eira, [Falcon Cut], is comparatively strong and uses little MP, so it's quite convenient.

<LIST; RIGHT MARGIN>

[Chrono]

Marl

Lucca

Robo

Kaeru

Eira

Maoh

People you meet on your adventure

Guide to ULTIMANIA

24-25 Marle

作者---{流れ落ちる}

Created with a monospaced font (to keep charts and the like in line), so please use one while you read for best results.

This guide was written without using an official game script and, as a result, likely contains a few translations--especially in the screenshots of dialogue and enemy names--that don't precisely match the game's text. Please compare it to a game script if you'd like to see the official translations of any in-game text.*

Sections are loosely arranged in a left-to-right, top-to-bottom reading order. <> tags indicate commentary or additional guidance on what each section refers to on the original page.*

§ indicates a technique name has been (at least to some degree) phonetically transcribed: such techniques usually have names with no particular meaning, chosen only to evoke the idea behind them (e.g. the idea of "ice" for 'Icega'). In these instances, I've included the Woolsey text's names.*

__________

<PG.24>

Marl

_____

<RED HEADER TEXT>

'A kind-hearted princess who knows no fear'

<MAIN PROFILE TEXT>

An affable girl who quickly became a close friend to Crono after their chance encounter at Guardia Kingdom's Millenial Festival. By birth she is Princess Marludia, the only daughter of the reigning King Guardia XXXIII. Having a highly curious personality, she sneaks out of the castle on her own in the guise of a normal girl in order to enjoy the festival at Leene Square. Her old pendant, which she treasures dearly, opens a gate to the past that sucks her in and draws back the curtains on Crono and his friends' adventure.

<INFO BOX BESIDE MARL'S IMAGE>

SEX: Female

HOME ERA: The Present

HOME: Guardia Castle

<QUOTE; BROWN TEXT>

'I'm my own girl BEFORE I'm a princess!'

<SCREENSHOT 1 & BLACK BOX>

KAERU: Indeed, you resemble the queen closely.

↑Marl, thrown into the Middle Ages, is mistaken for her lookalike, Queen Leene.

<SCREENSHOT 2 & BLACK BOX>

MARL: I don't want to stay here anymore! I'm leaving the castle!

←Crono, who rescued Marl, is charged with the crime of kidnapping the princess, so she decides to leave the castle once again.

<SCREENSHOT 3 & BLACK BOX>

MARL: Get, get away from her, Crono!

→You can tell that she harbors greater feelings for Crono than just friendship.

<CHAPTER NAMES (PEACH-COLORED BOX)>

WHEN SHE CAN BECOME A PARTY MEMBER:

[1]{The Journey Begins! The Dreaming Millenial Festival}

[3]{The Vanished Princess}



~[26]{At the End of the Planet's Dream}

__________

<PG.25>

<PROFILE BOX>

ELEMENTAL ATTRIBUTE: Water

Marl's Battle Abilities

<CHART'S TITLE BAR; RIGHT OF THE PROFILE BOX>

_____

BEGINNING STATS

_____

<BEGINNING STATS CHART; BROWN BOX ON THE LEFT, UNDER "BEGINNING STATS" TITLE BAR>

_____

PARAMETERS

_____



LEVEL: 1 ATTACK POWER: 8 DEFENSE POWER: 14 EXP.: 0 STRENGTH: 2 HIT: 10 NEXT: 20 SPEED: 8 MAGIC POWER: 8 MAX HP: 65 EVADE: 6 STAMINA: 6 MAX MP: 12 MAGIC DEFENSE: 8

<BEGINNING STATS CHART; BROWN BOX ON THE RIGHT, UNDER "BEGINNING STATS" TITLE BAR>

_____

EQUIPMENT

_____

WEAPON: Bronze Bowgun

HELMET: Leather Cap

ARMOR: Leather Clothes

ACCESSORY: Ribbon

<CHART'S TITLE BAR; UNDER THE PROFILE BOX>

_____

PARAMETER GROWTH

_____

<GRAY COLUMN LABELS ON TOP OF CHART, LEFT-TO-RIGHT>

LEVEL

MAX HP

MAX MP

STRENGTH

HIT

SPEED

MAGIC POWER

EVADE

STAMINA

MAGIC DEFENSE

<CHART'S TITLE BAR; RIGHT OF PARAMETER GROWTH CHART, UNDER BEGINNING STATS CHART>

_____

USEABLE TECHNIQUES

_____

<GRAY COLUMN LABELS; ON TOP OF CHART>

NAME

EFFECT

DETAILS

<ORANGE BOX ON THE LEFT>

SOLO TECHNIQUES

<GREEN BOX ON THE LEFT>

DUAL TECHNIQUES

<BLUE BOX ON THE LEFT>

TRIPLE TECHNIQUES

<TECHNIQUE CHART ROWS>

<Techniques are listed in NAME: DESCRIPTION format, roughly as they appear on the chart.> _____ Aura: Restores HP to a single ally Provocation: Inflicts Confused status on a single e

nemy

☆Ice: Deals Water-type damage to a single enemy

☆Care: Restores HP to a single ally

☆Haste: Puts a single ally into Haste status

☆Icega: Deals Water-type damage to all enemies <§ "Ice 2">

☆Carega: Restores HP to a single ally <§ "Cure 2">

☆Araise: Removes incapacitated status and restores all HP to a single ally <§ "Life 2">

Spinning Aura: Restores HP to all allies

Ice Sword: Deals Water-type damage to one enemy

Icega Sword: Deals Water-type damage to any enemies in a circular area around the target <§ "Ice Sword 2">

Reaction Bomb: Deals Dark-type damage to any enemies in a circular area around the target

Reaction Bomb 2: Deals Dark-type damage to any enemies in a circular area

around the target

Reaction Bomb 3: Deals Dark-type damage to all enemies

Aura Beam: Restores HP to all allies

Ice Tackle: Deals Water-type damage to a single enemy

Carega Wind: Restores HP to all allies <§ "Cure Touch">

Ice Water: Deals Water-type damage to all enemies

Glacier: Deals Water-type damage to a single enemy

Double Carega: Restores all HP to all allies and removes status changes <§ "Double Cure">

Double Seductive Trick: Receive an item from a single enemy

Ice Throw: Deals Water-type damage to any enemies in a circular area around the target

Glacier Throw: Deals Water-type damage to any enemies in a circular area around the target

Mix Delta: Deals Dark-type damage to all enemies

Keep Araise: Puts all allies into Reraise status <§ "Life Line">

Arc Impulse: Deals Water-type damage to a single enemy

Final Kick: Deals Dark-type damage to a single enemy

Dark Eternal: Deals Dark-type damage to all enemies

Poyozou Dance: Deals damage to all enemies and inflicts Confused status

Grand Dream: Deals damage to all enemies <"Grandream", all as one word, is also a somewhat clever possible spelling; this is similar to Geno Dome's original pronunciation of "Genocidome".>

_____

<FEATURE BOX W/SCREENSHOT; BOTTOM OF PAGE>

<TITLE TAGS; NEXT TO IMAGE OF A GEAR>

HOW TO FIGHT WITH MARL

<RED TEXT>

Her recovery and support is more important than her attack

<MAIN TEXT>

Her attack power doesn't grow much, and her solo techniques max out in power at [☆Icega]. When you attack with her, you should use cooperative techniques as much as possible. On the other hand, her recovery techniques come in plenty of varieties so use her primarily for recovery. Also, her extraordinarily convenient [☆Haste] ability causes the ATB bar to fill twice as fast as normal. After you learn this technique, it's a good idea to support your allies by using it at the beginning of battles against strong enemies.

<SCREENSHOT TEXT & DESCRIPTION TEXT>

Valkyrie

Protect Helmet 38 Auto-Protect

Prism Dress 99 Auto-Barrier

Gold Pierce MP Consumption 1/4

A rainbow-colored dress that emits a mysterious glimmer / [Bottom Screen]

←Her Max HP and Stamina are lower than all the other characters', so you'll want to equip her with strong defensive items.

<LIST; RIGHT MARGIN>

Chrono

[Marl]

Lucca

Robo

Kaeru

Eira

Maoh

People you meet on your adventure

Guide to ULTIMANIA

26-27 Lucca

作者---{流れ落ちる}

Created with a monospaced font (to keep charts and the like in line), so please use one while you read for best results.

This guide was written without using an official game script and, as a result, likely contains a few translations--especially in the screenshots of dialogue and enemy names--that don't precisely match the game's text. Please compare it to a game script if you'd like to see the official translations of any in-game text.*

Sections are loosely arranged in a left-to-right, top-to-bottom reading order. <> tags indicate commentary or additional guidance on what each section refers to on the original page.*

§ indicates a technique name has been (at least to some degree) phonetically transcribed: such techniques usually have names with no particular meaning, chosen only to evoke the idea behind them (e.g. the idea of "ice" for 'Icega'). In these instances, I've included the Woolsey text's names.*

__________

<PG.26>

Lucca

_____

<RED HEADER TEXT>

'An inventor girl who is attuned to the power of science via her natural insights'

<MAIN PROFILE TEXT>

Crono's older childhood friend, a girl who wears glasses that suit her well. Thanks to the influence of her father, Taban, who runs a blacksmith shop in Truce Village, she has been connected to the study of science since she was very young. She has since become a genius inventor of all kinds of machines. Taban calls her his "brilliant and lovely" daughter, but she also causes her share of trouble whenever she gets carried away. She debuts her great invention, the Super Dimensional Material Transfer Machine Telepods, at the Millenial Festival; when they cause a distortion in space-time that flings Marl into a different era, Lucca creates the Gate Holder--a device that uses the principles behind her telepods to stabilize space-time distortions--in order to rescue the girl.

<INFO BOX BESIDE LUCCA'S IMAGE>

SEX: Female

HOME ERA: The Present

HOME: Truce Village

<QUOTE; BROWN TEXT>

'No enemy can prevail against science!'

<SCREENSHOT 1 & BLACK BOX>

LUCCA: I'll fix it so that it won't do that. Robots have no will of their own to attack anyone...

↑Lucca, who feels kinship with machines, can understand even the "hearts" of robots in the distant future.

<SCREENSHOT 2 & BLACK BOX>

LUCCA: Ulp.. hahh! Crono! You gotta drink some, too!

→Yes

No

←She's a dependable 'lady', but she's an unexpectedly boisterous, heavy drinker underneath it all.

<SCREENSHOT 3 & BLACK BOX>

LARA: My, my, what kind of machine is this...? Taban said it was dangerous, so we should keep away from it, but it's SO dirty!

→Because of an incident when she was very young, Lucca devoted her life to the study of science.

<CHAPTER NAMES (PEACH-COLORED BOX)>

WHEN SHE CAN BECOME A PARTY MEMBER:

[3]{The Vanished Princess}

[5]{The Kingdom Trial}



~[26]{At the End of the Planet's Dream}

__________

<PG.27>

<PROFILE BOX>

ELEMENTAL ATTRIBUTE: Fire

Lucca's Battle Abilities

<CHART'S TITLE BAR; RIGHT OF THE PROFILE BOX>

_____

BEGINNING STATS

_____

<BEGINNING STATS CHART; BROWN BOX ON THE LEFT, UNDER "BEGINNING STATS" TITLE BAR>

_____

PARAMETERS

_____



LEVEL: 2 ATTACK POWER: 8 DEFENSE POWER: 19 EXP.: 20 STRENGTH: 2 HIT: 8 NEXT: 40 SPEED: 6 MAGIC POWER: 9 MAX HP: 75 EVADE: 7 STAMINA: 6 MAX MP: 14 MAGIC DEFENSE: 8

<BEGINNING STATS CHART; BROWN BOX ON THE RIGHT, UNDER "BEGINNING STATS" TITLE BAR>

_____

EQUIPMENT

_____

WEAPON: Air Gun

HELMET: Leather Cap

ARMOR: Martial Arts Gi

ACCESSORY: Search Scope

<CHART'S TITLE BAR; UNDER THE PROFILE BOX>

_____

PARAMETER GROWTH

_____

<GRAY COLUMN LABELS ON TOP OF CHART, LEFT-TO-RIGHT>

LEVEL

MAX HP

MAX MP

STRENGTH

HIT

SPEED

MAGIC POWER

EVADE

STAMINA

MAGIC DEFENSE

<CHART'S TITLE BAR; RIGHT OF PARAMETER GROWTH CHART, UNDER BEGINNING STATS CHART>

_____

USABLE TECHNIQUES

_____

<GRAY COLUMN LABELS; ON TOP OF CHART>

NAME

EFFECT

DETAILS

<ORANGE BOX ON THE LEFT>

SOLO TECHNIQUES

<GREEN BOX ON THE LEFT>

DUAL TECHNIQUES

<BLUE BOX ON THE LEFT>

TRIPLE TECHNIQUES

<TECHNIQUE CHART ROWS>

<Techniques are listed in NAME: DESCRIPTION format, roughly as they appear on the chart.>

_____

Flamethrower: Deals Fire-type damage to all enemies on a line between herself and the target

Hypnotic Sound Waves: Inflicts Sleep status on all enemies

☆Fire: Deals Fire-type damage to one enemy

Napalm Bomb: Deals Fire-type damage to any enemies in a circular area around the target

☆Protect: Puts one ally into Protect status

☆Figa: Deals Fire-type damage to all enemies <§ "Fire 2">

Megaton Bomb: Deals Fire-type damage to any enemies in a circular area around the target

☆Flare: Deals Fire-type damage to all enemies

Flame Wheel: Deals Fire-type damage to any enemies in a circular area around the target

Fire Sword: Deals Fire-type damage to a single enemy

Figa Sword: Deals Fire-type damage to any enemies in a circular area around the target <§ "Fire Sword 2">

Reaction Bomb: Deals Dark-type damage to any enemies in a circular area around the target

Reaction Bomb 2: Deals Dark-type damage to any enemies in a circular area around the target

Reaction Bomb 3: Deals Dark-type damage to all enemies

Fire Punch: Deals Fire-type damage to any enemies in a circular area around the target

Figa Tackle: Deals Fire-type damage to a single enemy <§ "Fire Tackle">

Double Bomb: Deals Fire-type damage to any enemies in a circular area around Robo

Flame Kick: Deals Fire-type damage to a single enemy

Flame Tornado: Deals Fire-type damage to all enemies

Flame Triple Kick: Deals Fire-type damage to a single enemy

Red Needle: Deals Fire-type damage to a single enemy

Line Bomb: Deals Fire-type damage to any enemies on a horizontal line encompassing the target

Frog Flare: Deals Fire-type damage to all enemies

Mix Delta: Deals Dark-type damage to all enemies

Figa Circle: Deals Fire-type damage to any enemies in a circular area around Robo <§ "Fire Zone">

Delta Storm: Deals Dark-type damage to all enemies

Gatling Kick: Deals Dark-type damage to a single enemy

Dark Eternal: Deals Dark-type damage to all enemies

Omega Flare: Deals Dark-type damage to all enemies

Poyozou Dance: Deals damage to all enemies and inflicts Confused status

_____

<FEATURE BOX W/SCREENSHOT; BOTTOM OF PAGE>

<TITLE TAGS; NEXT TO IMAGE OF A GEAR>

HOW TO FIGHT WITH LUCCA

<RED TEXT>

Dedicate her to using magic attacks while being cautious about elemental affinities

<MAIN TEXT>

Although, like Marl, Lucca's attack power is low, her offensive techniques are all powerful. Her maximum MP and magic power are high, so mainly rely on her magic attack techniques in battle. However, all of her damage-dealing solo techniques are Fire-type, and her cooperative attacks mostly deal Dark-type or Fire-type damage. You may want to switch her out of the party before you battle enemies that either absorb or nullify those elements' damage.

<SCREENSHOT TEXT & DESCRIPTION TEXT> Black Tyrano Fight Crono Azala Techniques Eira Items Lucca

←[Hypnotic Sound Waves], which inflicts sleep status on all enemies, even affects certain bosses, which is rather convenient.

<LIST; RIGHT MARGIN>

Chrono

Marl

[Lucca]

Robo

Kaeru

Eira

Maoh

People you meet on your adventure

Guide to ULTIMANIA

28-29 Robo

作者---{流れ落ちる}

Created with a monospaced font (to keep charts and the like in line), so please use one while you read for best results.

This guide was written without using an official game script and, as a result, likely contains a few translations--especially in the screenshots of dialogue and enemy names--that don't precisely match the game's text. Please compare it to a game script if you'd like to see the official translations of any in-game text.*

Sections are loosely arranged in a left-to-right, top-to-bottom reading order. <> tags indicate commentary or additional guidance on what each section refers to on the original page.*

§ indicates a technique name has been (at least to some degree) phonetically transcribed: such techniques usually have names with no particular meaning, chosen only to evoke the idea behind them (e.g. the idea of "ice" for 'Icega'). In these instances, I've included the Woolsey text's names.*



__________

<PG.28>

Robo

_____

<RED HEADER TEXT>

'A steel warrior who weaves hope into the dismal future in which he was born'

<MAIN PROFILE TEXT>

A completely humanoid robot, abandoned and broken down in the ruined world of the distant future 1300 years after Chrono and his friends' era. Thanks to Lucca's skill, Codename R-66Y was repaired, awakened from his long sleep, and received a different name from Chrono. Other robots of the same model have attack programs installed in order to eliminate any human intruders in the production facility, but Robo, perhaps from Lucca's reprogramming of his thought circuitry, is especially friendly to humans. He travels with Chrono and friends to ensure that his first independent volition--to see the end of the journey to save the planet--is achieved.

<INFO BOX ABOVE ROBO'S IMAGE>

Sex: Male-form?

Home Era: The Future

Homeland: Genocidome

<QUOTE, BROWN TEXT>

'Could it be that I, too, have a birthplace?'

<SCREENSHOT 1 & BLACK BOX>

ROBO: Ms. Eira, I apologize... for calling you violent.

↑Possibly due to Lucca's repairs to his thought circuitry, he may be seen speaking and acting more human than humans themselves.

<SCREENSHOT 2 & BLACK BOX>

ROBO: What do you say, everyone? About leaving me here to help Ms. Fiona?

→Since he is an unaging machine it's possible for him to continue working without rest, even if he is needed for centuries at a time.

<SCREENSHOT 3 & BLACK BOX>

ATROPOS: Ho, ho! Prometheus was given a different, more special duty than those of other R-Series robots.

→After this moment, the special duty Robo was given separately from other R-Series robots becomes clear.

<CHAPTER NAMES (PEACH-COLORED BOX)>

WHEN HE CAN BECOME A PARTY MEMBER:

[7]{The Mysterious Land's Factory Ruins}



~[26]{At the End of the Planet's Dream}

__________

<PG.29>

<PROFILE BOX>

Attribute: None

Robo's Battle Abilities

<CHART'S TITLE BAR; RIGHT OF THE PROFILE BOX>

_____

BEGINNING STATS

_____

<BEGINNING STATS CHART; BROWN BOX ON THE LEFT, UNDER "BEGINNING STATS" TITLE BAR>

_____

PARAMETERS

_____



LEVEL: 10 ATTACK POWER: 39 DEFENSE POWER: 74 EXP.: 1840 STRENGTH: 21 HIT: 10 NEXT: 650 SPEED: 6 MAGIC POWER: 7 MAX HP: 235 EVADE: 9 STAMINA: 28 MAX MP: 24 MAGIC DEFENSE: 12

<BEGINNING STATS CHART; BROWN BOX ON THE RIGHT, UNDER "BEGINNING STATS" TITLE BAR>

_____

EQUIPMENT

_____

WEAPON: Tin Plate Arm

HELMET: Iron Helmet

ARMOR: Titan Vest

ACCESSORY: Protector

<CHART'S TITLE BAR; UNDER THE PROFILE BOX>

_____

PARAMETER GROWTH

_____

<GRAY COLUMN LABELS ON TOP OF CHART, LEFT-TO-RIGHT>

LEVEL

MAX HP

MAX MP

STRENGTH

HIT

SPEED

MAGIC POWER

EVADE

STAMINA

MAGIC DEFENSE

<CHART'S TITLE BAR; RIGHT OF PARAMETER GROWTH CHART, UNDER BEGINNING STATS CHART>

_____

USABLE TECHNIQUES

_____

<GRAY COLUMN LABELS; ON TOP OF CHART>

NAME

EFFECT

DETAILS

<ORANGE BOX ON THE LEFT>

SOLO TECHNIQUES

<GREEN BOX ON THE LEFT>

DUAL TECHNIQUES

<BLUE BOX ON THE LEFT>

TRIPLE TECHNIQUES

<TECHNIQUE CHART ROWS>

<Techniques are listed in NAME: DESCRIPTION format, roughly as they appear on the chart.>

_____

Rocket Punch: Deals damage to a single enemy

Care Beam: Restores HP to all allies

Spinning Laser: Deals Dark-type damage to all enemies

Robo Tackle: Deals damage to one enemy

Heal Beam: Restores HP to all allies

Machinegun Punch: Deals damage to a single enemy

Circle Bomb: Deals Fire-type damage to any enemies in a circular area around himself

Elec Attack: Deals Heaven-type damage to all enemies

High-Speed Spin: Deals Dark-type damage to all enemies

Great Spinning Cut: Deals damage to any enemies in a circular area around Robo

Super Elec: Deals Heaven-type damage to all enemies

Aura Beam: Restores HP to all allies

Ice Tackle: Deals Water-type damage to a single enemy

Carega Wind: Restores HP to all allies <§ "Cure Touch">

Fire Punch: Deals Fire-type damage to any enemies in a circular area around the target

Figa Tackle: Deals Fire-type damage to a single enemy <§ "Fire Tackle">

Double Bomb: Deals Fire-type damage to any enemies in a circular area around Robo

Toss Sword: Deals damage to any enemies on a line between Robo and the target

Bubble Press: Deals damage to a single enemy

Carega Wave: Restores HP to all allies <§ "Cure Wave">

Stage: Inflicts Stop status on all enemies <§ "Boogie" | The original name, "otachidai" does mean "stage" (like you'd find at a dance club), and it is this definition that is most likely here. Another prominent meaning the word carries is any "balcony of appearances" where officials and other highly-ranked individuals, including the Imperial Family of Japan, sometimes address or greet people during special events.>

Great Spinning Kick: Deals damage to a single enemy

Hell Throw: Deals damage to a single enemy

Keep Araise: Puts all allies into Reraise status <§ "Life Line">

Figa Circle: Deals Fire-type damage to any enemies in a circular area around Robo <§ "Fire Zone">

Triple Attack: Deals damage to a single enemy

Big Tornado: Deals Dark-type damage to all enemies

Omega Flare: Deals Dark-type damage to all enemies

Strike Spin: Deals damage to a single enemy

Grand Dream: Deals damage to all enemies <"Grandream", all as one word, is also a somewhat clever possible spelling; this is similar to Geno Dome's original pronunciation of "Genocidome".>

_____

<FEATURE BOX W/SCREENSHOT; BOTTOM OF PAGE>

<TITLE TAGS; NEXT TO IMAGE OF A GEAR>

HOW TO FIGHT WITH ROBO

<RED TEXT>

He is capable in both physical attacks and recovery

<MAIN TEXT>

While his maximum HP and stamina are high, his magic defense is poor. When enemy magic becomes more powerful close to the story's end, cover him with a magic defense-boosting Prism Helmet or Moonlight Armor. His techniques nicely balance physical and magical attacks, as well as recovery, but his magic power is low, so don't hope for too much out of his magical attacks. It's practical to use him primarily for physical attacks and, in a pinch, to recover.

<SCREENSHOT TEXT & DESCRIPTION TEXT> Deibu Chrono Robo Maoh

←With high strength, his physical attacks are powerful. Still, his maximum MP is low, so refrain from abusing techniques.

<LIST; RIGHT MARGIN>

Chrono

Marl

Lucca

[Robo]

Kaeru

Eira

Maoh

People you meet on your adventure

Guide to ULTIMANIA

30-31 Frog

作者---{流れ落ちる}

Created with a monospaced font (to keep charts and the like in line), so please use one while you read for best results.

This guide was written without using an official game script and, as a result, likely contains a few translations--especially in the screenshots of dialogue and enemy names--that don't precisely match the game's text. Please compare it to a game script if you'd like to see the official translations of any in-game text.*

Sections are loosely arranged in a left-to-right, top-to-bottom reading order. <> tags indicate commentary or additional guidance on what each section refers to on the original page.*

§ indicates a technique name has been (at least to some degree) phonetically transcribed: such techniques usually have names with no particular meaning, chosen only to evoke the idea behind them (e.g. the idea of "ice" for 'Icega'). In these instances, I've included the Woolsey text's names.*



__________

<PG.30>

Kaeru



<RED HEADER TEXT>

'A grotesque swordsman who follows the way of the knight'

<MAIN PROFILE TEXT>

A swordsman in the form of a frog who lives in the Middle Ages kingdom of Guardia, 600 A.D. He was a young human working in the service of the kingdom until ten years ago when he was defeated in battle by the king of the Magic Tribe, who used a powerful magic curse that has completely changed the young man's appearance into that of a frog. While keeping his past concealed, he has remained true to his vows to King Guardia XXI and Queen Leene, fighting in isolation to protect the kingdom from the clutches of the Magic Tribe. His encounter with Chrono's party while rescuing Queen Leene, who was captured by the Magic Tribe, brings cheer to Kaeru's nearly broken spirit, and he resolves to take up the battle his deceased friend left unfinished.

<INFO BOX UNDER CHRONO'S IMAGE>

Sex: Male

Home Era: The Middle Ages

Homeland: Unknown

<QUOTE, BROWN TEXT>

'Indeed, it is because I am in this form... that I have what I have!'

<SCREENSHOT 1 & BLACK BOX>

Ah, I suppose it's useless to tell you to believe me when I look like this...

→Through his words, he demonstrates self-deprecation toward his apperance as a giant frog monster without a moment's thought...

<SCREENSHOT 2 & BLACK BOX>

GLEN: U...wah!!

←One fateful day his close friend, the hero, Cyrus, lost his life, and a transformation curse was put on Kaeru.

<SCREENSHOT 3 & BLACK BOX> Super Mayone Chrono Kaeru Marl

→Although his human form was taken from him, his skill with the sword--said to surpass even Cyrus' long ago--is still in fine shape.

<CHAPTER NAMES (PEACH-COLORED BOX)>

WHEN HE CAN BECOME A PARTY MEMBER:

[3]{The Vanished Princess}

[14]{Fight! The Grandleon}



~[26]{At the End of the Planet's Dream}

__________

<PG.31>

<PROFILE BOX>

Attribute: Water

Kaeru's Battle Abilities

<CHART'S TITLE BAR; RIGHT OF THE PROFILE BOX>

_____

BEGINNING STATS

_____

<BEGINNING STATS CHART; BROWN BOX ON THE LEFT, UNDER "BEGINNING STATS" TITLE BAR>

_____

PARAMETERS

_____



LEVEL: 5 ATTACK POWER: 18 DEFENSE POWER: 38 EXP.: 240 STRENGTH: 11 HIT: 9 NEXT: 160 SPEED: 11 MAGIC POWER: 8 MAX HP: 128 EVADE: 9 STAMINA: 14 MAX MP: 17 MAGIC DEFENSE: 9

<BEGINNING STATS CHART; BROWN BOX ON THE RIGHT, UNDER "BEGINNING STATS" TITLE BAR>

_____

EQUIPMENT

_____

WEAPON: Bronze Sword

HELMET: Bronze Helmet

ARMOR: Bronze Armor

ACCESSORY: Power Glove

<CHART'S TITLE BAR; UNDER THE PROFILE BOX>

_____

PARAMETER GROWTH

_____

<GRAY COLUMN LABELS ON TOP OF CHART, LEFT-TO-RIGHT>

LEVEL

MAX HP

MAX MP

STRENGTH

HIT

SPEED

MAGIC POWER

EVADE

STAMINA

MAGIC DEFENSE

<CHART'S TITLE BAR; RIGHT OF PARAMETER GROWTH CHART, UNDER BEGINNING STATS CHART>

_____

USABLE TECHNIQUES

_____

<GRAY COLUMN LABELS; ON TOP OF CHART>

NAME

EFFECT

DETAILS

<ORANGE BOX ON THE LEFT>

SOLO TECHNIQUES

<GREEN BOX ON THE LEFT>

DUAL TECHNIQUES

<BLUE BOX ON THE LEFT>

TRIPLE TECHNIQUES

<TECHNIQUE CHART ROWS>

<Techniques are listed in NAME: DESCRIPTION format, roughly as they appear on the chart.>

_____

Lick: Restores HP to a single ally

Lick Cut: Deals damage to a single enemy

☆Water: Deals Water-type damage to a single enemy

☆Heal: Restores HP to all allies

Jump Cut: Deals damage to one enemy

☆Wataga: Deals Water-type damage to all enemies <§ "Water 2">

☆Carega: Restores HP to a single ally <§ "Cure 2">

Frog Drop: Deals damage to all enemies

X Cut: Deals damage to a single enemy

Sword Waterfall: Deals Water-type damage to a single enemy

Lightning Rod: Deals Heaven-type damage to a single enemy

Ice Water: Deals Water-type damage to all enemies

Glacier: Deals Water-type damage to a single enemy

Double Carega: Restores all HP to all allies and removes status changes <§ "Double Cure">

Toss Sword: Deals damage to any enemies on a line between Robo and the target

Bubble Press: Deals damage to a single enemy

Carega Wave: Restores HP to all allies <§ "Cure Wave">

Lick Kiss: Restores HP to all allies and removes status changes

Bubble Tackle: Deals damage to a single enemy

Cross-legged Falling Cut: Deals damage to a single enemy

Red Needle: Deals Fire-type damage to a single enemy

Line Bomb: Deals Fire-type damage to any enemies on a horizontal line encompassing the target

Frog Flare: Deals Fire-type damage to all enemies

Arc Impulse: Deals Water-type damage to a single enemy

Delta Storm: Deals Dark-type damage to all enemies

Triple Attack: Deals damage to a single enemy

3-Dimensional Attack: Deals damage to a single enemy

Strike Spin: Deals damage to a single enemy

Grand Dream: Deals damage to all enemies <"Grandream", all as one word, is also a somewhat clever possible spelling; this is similar to Geno Dome's original pronunciation of "Genocid