Chronicles

History and Features of the Chrono Trigger SNES Release

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Version 52

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.52
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titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
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The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Squaresoft in North America) and Chrono Trigger's “Dream Team”  comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and, subsequently, a beta version of Chrono Trigger was released to magazine subscribers and video game reviewers.2 Within each cartridge it is reported that “three save-games allowed further exploration beyond programmed stop points,” which, when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger.3 A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards are available via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which revealed information about characters and monsters) and “Music Library” (which allowed players the ability to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PlayStation (PS) re-release for both Japan and North America (see PlayStation Re-release). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from 2300 A.D.) in two different modes  one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger
 which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date  however the North American release isn't considered a re-release itself. In this instance, unique changes between localizations play a part in differentiation (see SNES Findings).


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar  a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so, remains a rare artifact in it of itself.
 
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end, creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion (see SNES Censorship).


Differences in character depiction are fascinating as well (see SNES Character Names and Personalities). Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone
 whereas the North American translation imbued Frog with an Elizabethan English dialect stereotypical of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in imperfect Japanese (with instances of katakana depicting these irregularities); Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus is Maou in Japan (which translates to “Demon King”).

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.4 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials
 that were, in some cases, incomplete.4 Memory constraints also hampered the process, in the end, leading Woolsey to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.5

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)



Works Cited:

[1] V-Jump, ed. (1995). Chrono Trigger: The Perfect (Translation). Shueisha. p. 290.

[2] "Chrono Trigger Prerelease." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[3]"Prerelease Cartridge (CTP)." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[4] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015.

[5] Woolsey, Ted. "Woolsey Interview." Interview by Neil West. Super Play Magazine Sept. 1994: Chrono Compendium. Web. 6 Aug. 2015.
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Version 51

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.51
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titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Squaresoft in North America) and Chrono Trigger's “Dream Team”  comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and, subsequently, a beta version of Chrono Trigger was released to magazine subscribers and video game reviewers.2 Within each cartridge it is reported that “three save-games allowed further exploration beyond programmed stop points,” which, when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger.3 A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards are available via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which revealed information about characters and monsters) and “Music Library” (which allowed players the ability to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PlayStation (PS) re-release for both Japan and North America (see PlayStation Re-release). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from 2300 A.D.) in two different modes  one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger
 which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date  however the North American release isn't considered a re-release itself. In this instance, unique changes between localizations play a part in differentiation (see SNES Findings).


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar  a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so, remains a rare artifact in it of itself.
 
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end, creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion (see SNES Censorship).


Differences in character depiction are fascinating as well (see SNES Character Names and Personalities). Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone
 whereas the North American translation imbued Frog with an Elizabethan English dialect stereotypical of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in imperfect Japanese (with instances of katakana depicting these irregularities); Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus is Maou in Japan (which translates to “Demon King”).

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.4 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials
 that were, in some cases, incomplete.4 Memory constraints also hampered the process, in the end, leading Woolsey to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.5

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)



Works Cited:

[1] V-Jump, ed. (1995). Chrono Trigger: The Perfect (Translation). Shueisha. p. 290.

[2] "Chrono Trigger Prerelease." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[3]"Prerelease Cartridge (CTP)." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[4] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015.

[5] Woolsey, Ted. "Woolsey Interview." Interview by Neil West. Super Play Magazine Sept. 1994: n. pag. Chrono Compendium. Web. 6 Aug. 2015.
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Version 50

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versionnumberov:versionnumber50
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team”  comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and, subsequently, a beta version of Chrono Trigger was released to magazine subscribers and video game reviewers.2 Within each cartridge it is reported that “three save-games allowed further exploration beyond programmed stop points,” which, when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger.3 A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards are available via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which revealed information about characters and monsters) and “Music Library” (which allowed players the ability to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PlayStation (PS) re-release for both Japan and North America (see PlayStation Re-release). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from 2300 A.D.) in two different modes  one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger
 which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date  however the North American release isn't considered a re-release itself. In this instance, unique changes between localizations play a part in differentiation (see SNES Findings).


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar  a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so, remains a rare artifact in it of itself.
 
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end, creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion (see SNES Censorship).


Differences in character depiction are fascinating as well (see SNES Character Names and Personalities). Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone
 whereas the North American translation imbued Frog with an Elizabethan English dialect stereotypical of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in imperfect Japanese (with instances of katakana depicting these irregularities); Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus is Maou in Japan (which translates to “Demon King”).

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.4 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials
 that were, in some cases, incomplete.4 Memory constraints also hampered the process, in the end, leading Woolsey to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.5

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)



Works Cited:

[1] V-Jump, ed. (1995). Chrono Trigger: The Perfect (Translation). Shueisha. p. 290.

[2] "Chrono Trigger Prerelease." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[3]"Prerelease Cartridge (CTP)." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[4] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015.

[5] Woolsey, Ted. "Woolsey Interview." Interview by Neil West. Super Play Magazine Sept. 1994: n. pag. Chrono Compendium. Web. 6 Aug. 2015.
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Version 49

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.49
versionnumberov:versionnumber49
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team”  comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger.3 A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PlayStation (PS) re-release for both Japan and North America (see PS Re-release). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes  one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger
 which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date  although the North American release isn't considered a re-release itself. In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar  a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
 
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well (see SNES Character Names and Personalities). Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone
 whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in imperfect Japanese (with instances of katakana depicting these irregularities); Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus is Maou in Japan (which translates to “Demon King”).

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.4 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials
 and in some cases were incomplete.4 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.5

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)



Works Cited:

[1] V-Jump, ed. (1995). Chrono Trigger: The Perfect (Translation). Shueisha. p. 290.

[2] "Chrono Trigger Prerelease." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[3]"Prerelease Cartridge (CTP)." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[4] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015.

[5] Woolsey, Ted. "Woolsey Interview." Interview by Neil West. Super Play Magazine Sept. 1994: n. pag. Chrono Compendium. Web. 6 Aug. 2015.
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createddcterms:created2015-08-06T18:39:47-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 48

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.48
versionnumberov:versionnumber48
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself. In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar – a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well (see SNES Character Names and Personalities). Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in imperfect Japanese (with instances of katakana depicting these irregularities); Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus is Maou in Japan (which translates to “Demon King”).

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.3 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.3 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.4

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)



Works Cited:

[1] V-Jump, ed. (1995). Chrono Trigger: The Perfect (Translation). Shueisha. p. 290.

[2] "Chrono Trigger Prerelease." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015.

[4] Woolsey, Ted. "Woolsey Interview." Interview by Neil West. Super Play Magazine Sept. 1994: n. pag. Chrono Compendium. Web. 6 Aug. 2015.
default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-08-06T17:23:22-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 47

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.47
versionnumberov:versionnumber47
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself. In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar – a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in imperfect Japanese (with instances of katakana depicting these irregularities); Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus is Maou in Japan (which translates to “Demon King”).

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.3 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.3 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.4

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)



Works Cited:

[1] V-Jump, ed. (1995). Chrono Trigger: The Perfect (Translation). Shueisha. p. 290.

[2] "Chrono Trigger Prerelease." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015.

[4] Woolsey, Ted. "Woolsey Interview." Interview by Neil West. Super Play Magazine Sept. 1994: n. pag. Chrono Compendium. Web. 6 Aug. 2015.
default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-08-06T17:22:15-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 46

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.46
versionnumberov:versionnumber46
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself. In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar – a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in imperfect Japanese (with instances of katakana depicting these irregularities); Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus is Maou in Japan (which translates to “Demon King”).

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.3 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.3 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.4

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)



Works Cited:

[1] V-Jump, ed. (1995). Chrono Trigger: The Perfect (Translation). Shueisha. p. 290.

[2] "Chrono Trigger Prerelease." Chrono Compendium. Chrono Compendium, n.d. Web. 06 Aug. 2015.

[3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015.

[4] Woolsey, Tedd. "Woolsey Interview." Interview by Neil West. Super Play Magazine Sept. 1994: n. pag. Chrono Compendium. Web. 6 Aug. 2015.
default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-08-06T17:20:52-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 45

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.45
versionnumberov:versionnumber45
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar – a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T21:59:34-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 44

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.44
versionnumberov:versionnumber44
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar – a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T21:58:00-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 43

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.43
versionnumberov:versionnumber43
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar – a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T21:55:56-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 42

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.42
versionnumberov:versionnumber42
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar – a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T21:54:50-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 41

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.41
versionnumberov:versionnumber41
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


The following year, at the 1996 Japanese V-Jump Festival, Production I. G broadcasted Dimensional Adventure Numa Monjar – a 16-minute promotional original video animation (OVA) that took place the night before the events of Chrono Trigger and featured side characters from the game, including Nu, Mamo, Gonzalez, and Johnny. The brief comical short was never released commercially, and so remains a rare artifact in it of itself.
 
In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.

  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T17:51:20-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 40

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.40
versionnumberov:versionnumber40
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.
  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T15:20:10-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 39

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.39
versionnumberov:versionnumber39
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.
  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T15:19:39-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 38

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.38
versionnumberov:versionnumber38
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.
  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T15:18:35-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 37

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.37
versionnumberov:versionnumber37
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.
  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T15:16:59-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 36

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.36
versionnumberov:versionnumber36
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.
 
Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.


In the future, a port of Chrono Trigger would be featured in 2011 on the Wii download service "Virtual Console," first being released in Japan on April 26, in North America on May 16, and lastly in Europe on May 20. An exact replica of the original (albeit fundamentally distinct due to a change in hardware and the ability to create save-states), this port reflects the immense success the SNES video game garnered since its humble beginnings.
  

Features

 
Design distinctions between both Super Famicom and SNES systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T15:05:53-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 35

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.35
versionnumberov:versionnumber35
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America (see Playstation Re-release for more information). “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
  

Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T14:49:35-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 34

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.34
versionnumberov:versionnumber34
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America. “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
  

Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T14:13:36-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 33

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.33
versionnumberov:versionnumber33
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi (creator of Final Fantasy), Yuji Horii (creator of Dragon Quest), and Akira Toriyama (creator of Dragon Ball) – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America. “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
  

Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T14:12:22-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 32

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.32
versionnumberov:versionnumber32
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 


Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America. “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
  

Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T14:10:24-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 31

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.31
versionnumberov:versionnumber31
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website. 

Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America. “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
  

Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T14:08:34-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 30

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.30
versionnumberov:versionnumber30
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website.

Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America. “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T14:06:52-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 29

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.29
versionnumberov:versionnumber29
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website.

Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America. “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T14:06:23-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 28

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.28
versionnumberov:versionnumber28
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website.

Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America. “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T14:05:18-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 27

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.27
versionnumberov:versionnumber27
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 Within each cartridge, it is reported that “three save-games allowed further exploration beyond programmed stop points,” which when reached, would begin to play an ending foreshadowing the final release of Chrono Trigger. A collection of holographic cards depicting Akira Toriyama's artwork and scenes from the beta versions were released as well. A full list and interpretation of the cards can be found via the Chrono Compendium website.

Following this publicity, three Satellaview specials were released on July 31, 1995 that were entitled: “Character Library,” “Jet Bike Special,” and “Music Library.” “Character Library” (which reveals information about characters and monsters) and “Music Library” (which allows players to listen to any and all songs from the game) would later become part of the “Extras” mode featured on the PS re-release for both Japan and North America. “Jet Bike Special,” on the other hand, is a mini-game in which you race against Johnny (a robot from the 2300 A.D. era) in two different modes – one that allows the use of a boost feature, and the other without such an advantage. This special, in particular, is a direct replica of an in-game Chrono Trigger level.

These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing; Ayla (a prominent cave woman) uses a dubbed down form of speech in both localizations, however in Japan she has an exclusive nickname for the protagonist Crono called Cro; and Magus – Maou in Japan (which translates to “Demon King”) – in the Japanese localization is a manifestation “of obstacles that prevent one from achieving enlightenment,” a concept in Buddhism.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-02T13:15:19-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 26

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.26
versionnumberov:versionnumber26
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T01:50:11-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 25

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.25
versionnumberov:versionnumber25
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5



Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T01:47:48-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 24

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.24
versionnumberov:versionnumber24
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features


Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5



Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T01:44:53-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 23

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.23
versionnumberov:versionnumber23
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5



Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T01:37:27-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 22

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.22
versionnumberov:versionnumber22
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5


Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T01:35:04-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 21

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.21
versionnumberov:versionnumber21
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T01:33:41-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 20

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.20
versionnumberov:versionnumber20
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T01:30:30-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 19

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.19
versionnumberov:versionnumber19
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T01:29:10-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 18

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.18
versionnumberov:versionnumber18
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
- Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
- Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T00:59:26-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 17

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.17
versionnumberov:versionnumber17
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
-Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T00:58:45-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 16

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.16
versionnumberov:versionnumber16
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
-Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T00:58:16-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 15

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.15
versionnumberov:versionnumber15
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

"Passing through a variety of eras
from the past, present, and future, it is a story
of a fight against monumental evil.”
-Announcer from Chrono Trigger V-Jump preview video (1994)

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-07-01T00:55:35-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 14

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.14
versionnumberov:versionnumber14
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content


The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T21:18:17-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 13

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.13
versionnumberov:versionnumber13
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:25:47-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 12

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.12
versionnumberov:versionnumber12
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:25:09-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 11

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.11
versionnumberov:versionnumber11
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:23:37-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 10

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.10
versionnumberov:versionnumber10
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:22:35-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 9

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.9
versionnumberov:versionnumber9
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:04:54-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 8

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.8
versionnumberov:versionnumber8
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:04:00-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 7

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.7
versionnumberov:versionnumber7
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:03:12-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 6

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versionnumberov:versionnumber6
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.

The Features

Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:02:50-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 5

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.5
versionnumberov:versionnumber5
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.

The Features

 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”
-Ted Woolsey Super Play Magazine interview (1994)

default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:02:08-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 4

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.4
versionnumberov:versionnumber4
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

The History

Having anticipated a late 1994 release date, Square co. (also branded as Square Soft in North America) and Chrono Trigger's “Dream Team” – comprised of the famed Hironobu Sakaguchi, creator of Final Fantasy, Yuji Horii, creator of Dragon Quest, and Akira Toriyama, the creator of Dragon Ball – decided to push back the game to the following year.1 Prior to this release, early alpha versions of the game were shown at the 1994 and 1995 Japanese magazine V-Jump festivals and subsequently, a beta version of Chrono Trigger was also released to magazine subscribers and video game reviewers.2 These early depictions of story and gameplay footage excited fans at the time, and now serve the purpose of providing significant commentary on the developmental history of Chrono Trigger – which has been analyzed in detail on the Chrono Compendium website.


Chrono Trigger began its legacy in Japan on March 11, 1995 on the Super Famicom and later the North American version of the console, the Super Nintendo Entertainment System (SNES) on August 22 that same year. Although the two systems are identical in hardware specifications, discrepancies between the two releases are noticeable even at this early date – although the North American release isn't considered a re-release itself.[3][4] In this instance, unique changes between localizations play a part in differentiation.
 
Firstly, design distinctions between both systems affected outward appearances of the consoles, game cartridges, and controllers, in the end creating separate playing experiences and regionally locking the Super Famicom and the SNES to their locales. It is also noted that the North American version lacked art for the game's ending as well as hosted various translation discrepancies, along with various omissions enforced by Nintendo of America, including references to breastfeeding, consumption of alcohol, bisexuality and religion.5


Differences in character depiction are fascinating as well. Most notably, Frog (a prominent anthropomorphic character) is removed from his original Japanese characterization, which was serious and informal in tone – whereas the North American translation imbued Frog with Elizabethan English dialogue characteristic of a knight; and Robo, (a robotic companion) along with other androids found in the Chrono Trigger universe, all communicate in capital-casing.5

Most of these alterations are attributed to translator Ted Woolsey, who was asked to localize Chrono Trigger within a thirty day time period.6 Lacking the contemporary setup of a dedicated localization team, Woolsey had to rely upon marketing materials – and in some cases were incomplete.6 Memory constraints also hampered the process, in the end leading Woolsey to having to rethink an entire plot without actually changing any of the parameters that govern how the plot has implications on the rest of the game.7 “So, inevitably,” in his words, “some depth is lost in the translation from Japanese to English.7

"So, inevitably,
some depth is lost in the translation
from Japanese to English.”7
-Ted Woolsey Super Play Magazine interview (1994)

The Features

ACEN’s host, The WELL was (and still is) a pioneering Northern California-based social media environment, which hosted digerati from all over the World, including Silicon Valley, where I had once lived. Thus, at the time that Uncle Roger was created, I was immersed in 1980’s San Francisco Bay Area personal computer culture. With locations including a party in Woodside, a microelectronics lab, and an early corporate word-processing office, Uncle Roger, like the interface and the programs with which it was created, is set in this era of transitioning computer culture. Events are observed by a narrator, who in telling the story intertwines elements of magic realism with Silicon Valley culture and semiconductor industry lore.

Files 1 and 2 are interactive hypertexts in which the reader actively follows chains of links through the narrative––either one link or combinations of links using the Boolean operator “and” (“men in tan suits” and “dreams”, for instance)––and then returns to the beginning to follow another link or combination of links. Simulating the diffuse, unsettled quality of the narrator’s changing life, the third file is generative.

The Three Files of Uncle Roger

What I type on the keyboard appears in green on the screen which is called the monitor. When the screen is full, the letters scroll up somewhere inside the machine.”

The following background information about each file of Uncle Roger is from the packaging of the original Apple II Applesoft BASIC version.

“A Party in Woodside”
During a long, mostly sleepless night after, a party is remembered fitfully, interspersed with dreams. Like a guest at a real party, you hear snatches of conversation and catch fleeting glimpses of both strangers and old friends. There are occurrences which you never observe. You meet people whom others may never meet. A fragmented, individual memory picture of the party emerges.

“The Blue Notebook”
 In "The Blue Notebook," the story is continued by the narrator, Jenny. The narrative is framed by a formal birthday party for Tom Broadthrow at a hotel restaurant. Jenny’s fragmented memories — a car trip with David, a visit to Jeff’s company in San Jose, an encounter with Uncle Roger in the restaurant bathroom – weave in and out of the birthday party recollections. Some of the text is taken from Jenny’s blue notebook where, as she she explains: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

“Terminals”
In January the narrator, Jenny, left the Broadthrow family and started working for a market research firm in San Francisco. As Jenny sits at her desk, memories of a Christmas party in Woodside, a trip back East for the Holidays and other things that happened come and go in her mind.

More about “The Blue Notebook”

We walked through a door into a vast expanse of gray cement floors. There were no windows. Rows of benches were covered with black and silver equipment; piles of cables; boxes of small objects encrusted with wires; microscopes; tv screens; clear plastic boxes with holes in them; surgical gloves. In the back exposed pipes alternated with ten foot tall machines.”

In Silicon Valley, things do not happen simply and clearly. In File 2 of Uncle Roger, “The Blue Notebook”, five parallel yet intertwining narratives advance the story in sometimes conflicting ways––reflecting the increasing complexity of Jenny’s life.

The story is framed by a formal birthday party for a microelectronics company president. His party––in a Silicon Valley hotel dining room––is punctuated by the narrator’s unlikely encounter with the eccentric semiconductor market analyst Uncle Roger. And while Jenny sits at the banquet table, other narrative threads––a car trip with a former lover, a visit to a semiconductor house in San––come and go in her mind.

Parts of the story are taken from her notebook where reality is difficult to separate from fiction and dream: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

Technical Information

"'It’s an FX-7000G ,' said one of the men in tan suits. He pulled a thin calculator out of his pocket. The other two men leaned over the calculator while he pushed some buttons. Small grey graphs appeared on the tiny green screen.”

Uncle Roger was first told online on the ACEN conferencing system on The WELL, beginning in 1986. Beginning in 1987, it was published online as a working hypernarrative, programmed with UNIX shell scripts on ACEN Datanet. It was also self-published as computer software, programmed with BASIC for both Apple and IBM-compatible computers and distributed by the Art Com Catalog, (a video and small press distributor) as well as exhibited internationally in the traveling exhibition Art Com Software.

Over the years, I have worked to keep Uncle Roger available to a public audience. A web version was created in 1995 and is still available at http://www.well.com/user/jmalloy/uncleroger/uncle.html.

And in 2012, I recreated the BASIC version of Uncle Roger for the DOSBox emulator.  Access is available at my site.
default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T19:00:07-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 3

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.3
versionnumberov:versionnumber3
titledcterms:titleHistory and Features of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory and Features of the Chrono Trigger SNES Release
contentsioc:content

Intertwining elements of magic realism with Silicon Valley culture and semiconductor industry lore, the three files of the pioneering electronic hyperfiction, Uncle Roger, originally appeared beginning in 1986 on Art Com Electronic Network on The WELL. In the 27 years since the work began, it has been authored as a social network intervention, with UNIX shell scripts; on floppy disk with BASIC; and on the World Wide Web with HTML. In File II of Uncle Roger, “The Blue Notebook,” reflecting the increasing complexities of the narrator’s Silicon Valley life, five parallel narratives advance the story at the will of the reader. Some of the text is taken from the narrator’s notebook where, as she explains: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

“Everything I typed on the keyboard showed up on a large screen which filled the entire wall at the front of the room. Five men in tan suits were sitting around the screen, watching the words as I typed them in.”

In the spring of 1986, I was invited by video and performance art curator Carl Loeffler to go online and participate in the seminal Art Com Electronic Network (ACEN) on The WELL, where ACEN Datanet, an interactive online publication, would soon feature computer-mediated works of text-based art, including works by John Cage, Jim Rosenberg, and my interactive Uncle Roger.

Once in a while in a lifetime, everything comes together. In 1986, it was my experience in database programming, the idea I had been working on since 1977 of using molecular narrative units to create nonsequential narrative, the availability of personal computers that would make what I had been trying to do with “card catalog” artists books more feasible, and the arrival of Art Com Electronic Network, a place to create, publish and discuss the work.

In August 1986, for publication on ACEN, I began writing and designing the interface and programs for the hyperfictional narrative database, Uncle Roger. And in the process, I created an authoring system — Narrabase — which I have continued to develop for my work for 27 years.

A seminal interactive hyperfiction for command line computer platforms, Uncle Roger is based on a narrative and creative use of links (originally called keywords from the database algorithms that informed this work). The composing of the three files that comprise Uncle Roger was influenced by my experimental artists books, by my experience with library database programming, by the slide-based narratives I performed at alternative art spaces in the early 80’s, and by scene-based Renaissance comedy.

The Story

"I pictured a whole line of men in tan suits
scampering around on a stage, singing
'The yield is down. I think we lost the process.'
The chorus was 'We lost it in the submicron area,'
which is what Jack said next.”

ACEN’s host, The WELL was (and still is) a pioneering Northern California-based social media environment, which hosted digerati from all over the World, including Silicon Valley, where I had once lived. Thus, at the time that Uncle Roger was created, I was immersed in 1980’s San Francisco Bay Area personal computer culture. With locations including a party in Woodside, a microelectronics lab, and an early corporate word-processing office, Uncle Roger, like the interface and the programs with which it was created, is set in this era of transitioning computer culture. Events are observed by a narrator, who in telling the story intertwines elements of magic realism with Silicon Valley culture and semiconductor industry lore.

Files 1 and 2 are interactive hypertexts in which the reader actively follows chains of links through the narrative––either one link or combinations of links using the Boolean operator “and” (“men in tan suits” and “dreams”, for instance)––and then returns to the beginning to follow another link or combination of links. Simulating the diffuse, unsettled quality of the narrator’s changing life, the third file is generative.

The Three Files of Uncle Roger

What I type on the keyboard appears in green on the screen which is called the monitor. When the screen is full, the letters scroll up somewhere inside the machine.”

The following background information about each file of Uncle Roger is from the packaging of the original Apple II Applesoft BASIC version.

“A Party in Woodside”
During a long, mostly sleepless night after, a party is remembered fitfully, interspersed with dreams. Like a guest at a real party, you hear snatches of conversation and catch fleeting glimpses of both strangers and old friends. There are occurrences which you never observe. You meet people whom others may never meet. A fragmented, individual memory picture of the party emerges.

“The Blue Notebook”
 In "The Blue Notebook," the story is continued by the narrator, Jenny. The narrative is framed by a formal birthday party for Tom Broadthrow at a hotel restaurant. Jenny’s fragmented memories — a car trip with David, a visit to Jeff’s company in San Jose, an encounter with Uncle Roger in the restaurant bathroom – weave in and out of the birthday party recollections. Some of the text is taken from Jenny’s blue notebook where, as she she explains: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

“Terminals”
In January the narrator, Jenny, left the Broadthrow family and started working for a market research firm in San Francisco. As Jenny sits at her desk, memories of a Christmas party in Woodside, a trip back East for the Holidays and other things that happened come and go in her mind.

More about “The Blue Notebook”

We walked through a door into a vast expanse of gray cement floors. There were no windows. Rows of benches were covered with black and silver equipment; piles of cables; boxes of small objects encrusted with wires; microscopes; tv screens; clear plastic boxes with holes in them; surgical gloves. In the back exposed pipes alternated with ten foot tall machines.”

In Silicon Valley, things do not happen simply and clearly. In File 2 of Uncle Roger, “The Blue Notebook”, five parallel yet intertwining narratives advance the story in sometimes conflicting ways––reflecting the increasing complexity of Jenny’s life.

The story is framed by a formal birthday party for a microelectronics company president. His party––in a Silicon Valley hotel dining room––is punctuated by the narrator’s unlikely encounter with the eccentric semiconductor market analyst Uncle Roger. And while Jenny sits at the banquet table, other narrative threads––a car trip with a former lover, a visit to a semiconductor house in San––come and go in her mind.

Parts of the story are taken from her notebook where reality is difficult to separate from fiction and dream: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

Technical Information

"'It’s an FX-7000G ,' said one of the men in tan suits. He pulled a thin calculator out of his pocket. The other two men leaned over the calculator while he pushed some buttons. Small grey graphs appeared on the tiny green screen.”

Uncle Roger was first told online on the ACEN conferencing system on The WELL, beginning in 1986. Beginning in 1987, it was published online as a working hypernarrative, programmed with UNIX shell scripts on ACEN Datanet. It was also self-published as computer software, programmed with BASIC for both Apple and IBM-compatible computers and distributed by the Art Com Catalog, (a video and small press distributor) as well as exhibited internationally in the traveling exhibition Art Com Software.

Over the years, I have worked to keep Uncle Roger available to a public audience. A web version was created in 1995 and is still available at http://www.well.com/user/jmalloy/uncleroger/uncle.html.

And in 2012, I recreated the BASIC version of Uncle Roger for the DOSBox emulator.  Access is available at my site.
default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T18:34:05-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 2

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.2
versionnumberov:versionnumber2
titledcterms:titleHistory of the Chrono Trigger SNES Release
descriptiondcterms:descriptionHistory of the Chrono Trigger SNES Release
contentsioc:content

Intertwining elements of magic realism with Silicon Valley culture and semiconductor industry lore, the three files of the pioneering electronic hyperfiction, Uncle Roger, originally appeared beginning in 1986 on Art Com Electronic Network on The WELL. In the 27 years since the work began, it has been authored as a social network intervention, with UNIX shell scripts; on floppy disk with BASIC; and on the World Wide Web with HTML. In File II of Uncle Roger, “The Blue Notebook,” reflecting the increasing complexities of the narrator’s Silicon Valley life, five parallel narratives advance the story at the will of the reader. Some of the text is taken from the narrator’s notebook where, as she explains: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

“Everything I typed on the keyboard showed up on a large screen which filled the entire wall at the front of the room. Five men in tan suits were sitting around the screen, watching the words as I typed them in.”

In the spring of 1986, I was invited by video and performance art curator Carl Loeffler to go online and participate in the seminal Art Com Electronic Network (ACEN) on The WELL, where ACEN Datanet, an interactive online publication, would soon feature computer-mediated works of text-based art, including works by John Cage, Jim Rosenberg, and my interactive Uncle Roger.

Once in a while in a lifetime, everything comes together. In 1986, it was my experience in database programming, the idea I had been working on since 1977 of using molecular narrative units to create nonsequential narrative, the availability of personal computers that would make what I had been trying to do with “card catalog” artists books more feasible, and the arrival of Art Com Electronic Network, a place to create, publish and discuss the work.

In August 1986, for publication on ACEN, I began writing and designing the interface and programs for the hyperfictional narrative database, Uncle Roger. And in the process, I created an authoring system — Narrabase — which I have continued to develop for my work for 27 years.

A seminal interactive hyperfiction for command line computer platforms, Uncle Roger is based on a narrative and creative use of links (originally called keywords from the database algorithms that informed this work). The composing of the three files that comprise Uncle Roger was influenced by my experimental artists books, by my experience with library database programming, by the slide-based narratives I performed at alternative art spaces in the early 80’s, and by scene-based Renaissance comedy.

The Story

"I pictured a whole line of men in tan suits
scampering around on a stage, singing
'The yield is down. I think we lost the process.'
The chorus was 'We lost it in the submicron area,'
which is what Jack said next.”

ACEN’s host, The WELL was (and still is) a pioneering Northern California-based social media environment, which hosted digerati from all over the World, including Silicon Valley, where I had once lived. Thus, at the time that Uncle Roger was created, I was immersed in 1980’s San Francisco Bay Area personal computer culture. With locations including a party in Woodside, a microelectronics lab, and an early corporate word-processing office, Uncle Roger, like the interface and the programs with which it was created, is set in this era of transitioning computer culture. Events are observed by a narrator, who in telling the story intertwines elements of magic realism with Silicon Valley culture and semiconductor industry lore.

Files 1 and 2 are interactive hypertexts in which the reader actively follows chains of links through the narrative––either one link or combinations of links using the Boolean operator “and” (“men in tan suits” and “dreams”, for instance)––and then returns to the beginning to follow another link or combination of links. Simulating the diffuse, unsettled quality of the narrator’s changing life, the third file is generative.

The Three Files of Uncle Roger

What I type on the keyboard appears in green on the screen which is called the monitor. When the screen is full, the letters scroll up somewhere inside the machine.”

The following background information about each file of Uncle Roger is from the packaging of the original Apple II Applesoft BASIC version.

“A Party in Woodside”
During a long, mostly sleepless night after, a party is remembered fitfully, interspersed with dreams. Like a guest at a real party, you hear snatches of conversation and catch fleeting glimpses of both strangers and old friends. There are occurrences which you never observe. You meet people whom others may never meet. A fragmented, individual memory picture of the party emerges.

“The Blue Notebook”
 In "The Blue Notebook," the story is continued by the narrator, Jenny. The narrative is framed by a formal birthday party for Tom Broadthrow at a hotel restaurant. Jenny’s fragmented memories — a car trip with David, a visit to Jeff’s company in San Jose, an encounter with Uncle Roger in the restaurant bathroom – weave in and out of the birthday party recollections. Some of the text is taken from Jenny’s blue notebook where, as she she explains: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

“Terminals”
In January the narrator, Jenny, left the Broadthrow family and started working for a market research firm in San Francisco. As Jenny sits at her desk, memories of a Christmas party in Woodside, a trip back East for the Holidays and other things that happened come and go in her mind.

More about “The Blue Notebook”

We walked through a door into a vast expanse of gray cement floors. There were no windows. Rows of benches were covered with black and silver equipment; piles of cables; boxes of small objects encrusted with wires; microscopes; tv screens; clear plastic boxes with holes in them; surgical gloves. In the back exposed pipes alternated with ten foot tall machines.”

In Silicon Valley, things do not happen simply and clearly. In File 2 of Uncle Roger, “The Blue Notebook”, five parallel yet intertwining narratives advance the story in sometimes conflicting ways––reflecting the increasing complexity of Jenny’s life.

The story is framed by a formal birthday party for a microelectronics company president. His party––in a Silicon Valley hotel dining room––is punctuated by the narrator’s unlikely encounter with the eccentric semiconductor market analyst Uncle Roger. And while Jenny sits at the banquet table, other narrative threads––a car trip with a former lover, a visit to a semiconductor house in San––come and go in her mind.

Parts of the story are taken from her notebook where reality is difficult to separate from fiction and dream: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

Technical Information

"'It’s an FX-7000G ,' said one of the men in tan suits. He pulled a thin calculator out of his pocket. The other two men leaned over the calculator while he pushed some buttons. Small grey graphs appeared on the tiny green screen.”

Uncle Roger was first told online on the ACEN conferencing system on The WELL, beginning in 1986. Beginning in 1987, it was published online as a working hypernarrative, programmed with UNIX shell scripts on ACEN Datanet. It was also self-published as computer software, programmed with BASIC for both Apple and IBM-compatible computers and distributed by the Art Com Catalog, (a video and small press distributor) as well as exhibited internationally in the traveling exhibition Art Com Software.

Over the years, I have worked to keep Uncle Roger available to a public audience. A web version was created in 1995 and is still available at http://www.well.com/user/jmalloy/uncleroger/uncle.html.

And in 2012, I recreated the BASIC version of Uncle Roger for the DOSBox emulator.  Access is available at my site.
default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/5411
createddcterms:created2015-06-30T15:56:13-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version

Version 1

resourcerdf:resourcehttps://scalar.usc.edu/works/chronicles/history-and-features-of-the-chrono-trigger-snes-release.1
versionnumberov:versionnumber1
titledcterms:titleJudy Malloy's Artist's Statement for Uncle Roger
descriptiondcterms:descriptionJudy Malloy's artist's statement for Uncle Roger
contentsioc:content

Intertwining elements of magic realism with Silicon Valley culture and semiconductor industry lore, the three files of the pioneering electronic hyperfiction, Uncle Roger, originally appeared beginning in 1986 on Art Com Electronic Network on The WELL. In the 27 years since the work began, it has been authored as a social network intervention, with UNIX shell scripts; on floppy disk with BASIC; and on the World Wide Web with HTML. In File II of Uncle Roger, “The Blue Notebook,” reflecting the increasing complexities of the narrator’s Silicon Valley life, five parallel narratives advance the story at the will of the reader. Some of the text is taken from the narrator’s notebook where, as she explains: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

“Everything I typed on the keyboard showed up on a large screen which filled the entire wall at the front of the room. Five men in tan suits were sitting around the screen, watching the words as I typed them in.”

In the spring of 1986, I was invited by video and performance art curator Carl Loeffler to go online and participate in the seminal Art Com Electronic Network (ACEN) on The WELL, where ACEN Datanet, an interactive online publication, would soon feature computer-mediated works of text-based art, including works by John Cage, Jim Rosenberg, and my interactive Uncle Roger.

Once in a while in a lifetime, everything comes together. In 1986, it was my experience in database programming, the idea I had been working on since 1977 of using molecular narrative units to create nonsequential narrative, the availability of personal computers that would make what I had been trying to do with “card catalog” artists books more feasible, and the arrival of Art Com Electronic Network, a place to create, publish and discuss the work.

In August 1986, for publication on ACEN, I began writing and designing the interface and programs for the hyperfictional narrative database, Uncle Roger. And in the process, I created an authoring system — Narrabase — which I have continued to develop for my work for 27 years.

A seminal interactive hyperfiction for command line computer platforms, Uncle Roger is based on a narrative and creative use of links (originally called keywords from the database algorithms that informed this work). The composing of the three files that comprise Uncle Roger was influenced by my experimental artists books, by my experience with library database programming, by the slide-based narratives I performed at alternative art spaces in the early 80’s, and by scene-based Renaissance comedy.

The Story

"I pictured a whole line of men in tan suits
scampering around on a stage, singing
'The yield is down. I think we lost the process.'
The chorus was 'We lost it in the submicron area,'
which is what Jack said next.”

ACEN’s host, The WELL was (and still is) a pioneering Northern California-based social media environment, which hosted digerati from all over the World, including Silicon Valley, where I had once lived. Thus, at the time that Uncle Roger was created, I was immersed in 1980’s San Francisco Bay Area personal computer culture. With locations including a party in Woodside, a microelectronics lab, and an early corporate word-processing office, Uncle Roger, like the interface and the programs with which it was created, is set in this era of transitioning computer culture. Events are observed by a narrator, who in telling the story intertwines elements of magic realism with Silicon Valley culture and semiconductor industry lore.

Files 1 and 2 are interactive hypertexts in which the reader actively follows chains of links through the narrative––either one link or combinations of links using the Boolean operator “and” (“men in tan suits” and “dreams”, for instance)––and then returns to the beginning to follow another link or combination of links. Simulating the diffuse, unsettled quality of the narrator’s changing life, the third file is generative.

The Three Files of Uncle Roger

What I type on the keyboard appears in green on the screen which is called the monitor. When the screen is full, the letters scroll up somewhere inside the machine.”

The following background information about each file of Uncle Roger is from the packaging of the original Apple II Applesoft BASIC version.

“A Party in Woodside”
During a long, mostly sleepless night after, a party is remembered fitfully, interspersed with dreams. Like a guest at a real party, you hear snatches of conversation and catch fleeting glimpses of both strangers and old friends. There are occurrences which you never observe. You meet people whom others may never meet. A fragmented, individual memory picture of the party emerges.

“The Blue Notebook”
 In "The Blue Notebook," the story is continued by the narrator, Jenny. The narrative is framed by a formal birthday party for Tom Broadthrow at a hotel restaurant. Jenny’s fragmented memories — a car trip with David, a visit to Jeff’s company in San Jose, an encounter with Uncle Roger in the restaurant bathroom – weave in and out of the birthday party recollections. Some of the text is taken from Jenny’s blue notebook where, as she she explains: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

“Terminals”
In January the narrator, Jenny, left the Broadthrow family and started working for a market research firm in San Francisco. As Jenny sits at her desk, memories of a Christmas party in Woodside, a trip back East for the Holidays and other things that happened come and go in her mind.

More about “The Blue Notebook”

We walked through a door into a vast expanse of gray cement floors. There were no windows. Rows of benches were covered with black and silver equipment; piles of cables; boxes of small objects encrusted with wires; microscopes; tv screens; clear plastic boxes with holes in them; surgical gloves. In the back exposed pipes alternated with ten foot tall machines.”

In Silicon Valley, things do not happen simply and clearly. In File 2 of Uncle Roger, “The Blue Notebook”, five parallel yet intertwining narratives advance the story in sometimes conflicting ways––reflecting the increasing complexity of Jenny’s life.

The story is framed by a formal birthday party for a microelectronics company president. His party––in a Silicon Valley hotel dining room––is punctuated by the narrator’s unlikely encounter with the eccentric semiconductor market analyst Uncle Roger. And while Jenny sits at the banquet table, other narrative threads––a car trip with a former lover, a visit to a semiconductor house in San––come and go in her mind.

Parts of the story are taken from her notebook where reality is difficult to separate from fiction and dream: “The things I wrote in the blue notebook didn’t happen in exactly the way I wrote them.”

Technical Information

"'It’s an FX-7000G ,' said one of the men in tan suits. He pulled a thin calculator out of his pocket. The other two men leaned over the calculator while he pushed some buttons. Small grey graphs appeared on the tiny green screen.”

Uncle Roger was first told online on the ACEN conferencing system on The WELL, beginning in 1986. Beginning in 1987, it was published online as a working hypernarrative, programmed with UNIX shell scripts on ACEN Datanet. It was also self-published as computer software, programmed with BASIC for both Apple and IBM-compatible computers and distributed by the Art Com Catalog, (a video and small press distributor) as well as exhibited internationally in the traveling exhibition Art Com Software.

Over the years, I have worked to keep Uncle Roger available to a public audience. A web version was created in 1995 and is still available at http://www.well.com/user/jmalloy/uncleroger/uncle.html.

And in 2012, I recreated the BASIC version of Uncle Roger for the DOSBox emulator.  Access is available at my site.
default viewscalar:defaultViewplain
was attributed toprov:wasAttributedTohttps://scalar.usc.edu/works/chronicles/users/3849
createddcterms:created2015-06-28T01:26:02-07:00
typerdf:typehttp://scalar.usc.edu/2012/01/scalar-ns#Version