Game Trivia

  • Grobyc is a cyborg, and his name is just the word "cyborg" reversed.

    Contributed By: Eve.

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  • Masato Kato explained his intent with Chrono Cross, commenting: "We didn't want to directly extend Chrono Trigger into a sequel, but create a new Chrono with links to the original. Yes, the platform changed; and yes, there were many parts that changed dramatically from the previous work. But in my view, the whole point in making Chrono Cross was to make a new Chrono with the best available skills and technologies of today. I never had any intentions of just taking the system from Trigger and moving it onto the PlayStation console. That's why I believe that Cross is Cross, and NOT Trigger 2."

    Contributed By: noidentity.

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  • It was originally intended for Guile to look like Magus, a character from Chrono Trigger, in disguise. The idea was ultimately scrapped, since the relationship between Magus and Charlotte was unable to be adequately portrayed and Guile evolved into his own character.

    Contributed By: KeyBlade999.

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  • Chrono, Marle, and Lucca make a cameo appearance in Opassa Beach. Using the Astral Amulet, you can talk to the original cast of Chrono Trigger.

    Contributed By: Eve.

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  • Planing of the game began immediately after the release of Xenogears in 1998.

    Contributed By: noidentity.

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  • Masato Kato explained to Yasunori Mitsuda the music he was imagining for the game, describing in his own words "Southeast Asian feel, mixed with the foreign tastes and the tones of countries such as Greece." Mitsuda therefore centered his work around "old world cultural influences, including Mediterranean, Fado, Celtic, and percussive African music." Mitsuda also based his music from visual inspirations, saying: "All of my subjects are taken from scenery. I love artwork."

    Contributed By: noidentity.

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  • The story team had difficulty combining their work on the plot together due to how complex the parallel worlds concept was.

    Contributed By: noidentity.

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  • The rock star Nikki's name is a reference to the rock star Nikki Sixx from Mötley Crüe. In Japan, the character's name is Slash as a reference to the English name of Soysau from Chrono Trigger, which is also a reference to the guitarist, Slash, from Guns N' Roses.

    Contributed By: Eve.

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  • Hiromichi Tanaka commented on his work on Chrono Cross, saying: "When creating a series, one method is to carry over a basic system, improving upon it as the series progresses, but our stance has been to create a completely new and different world from the ground up, and to restructure the former style. Therefore, Chrono Cross is not a sequel to Chrono Trigger. Had it been, it would have been called Chrono Trigger 2. Our main objective for Chrono Cross was to share a little bit of the Chrono Trigger worldview, while creating a completely different game as a means of providing new entertainment to the player. This is mainly due to the transition in platform generation from the SNES to the PS. The method I mentioned above, about improving upon a basic system, has inefficiencies, in that it's impossible to maximize the console's performance as the console continues to make improvements in leaps and bounds. Although essentially an RPG, at its core, it is a computer game, and I believe that games should be expressed with a close connection to the console's performance. Therefore, in regards to game development, our goal has always been to "express the game utilizing the maximum performance of the console at that time." I strongly believe that anything created in this way will continue to be innovative."

    Contributed By: noidentity.

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  • Masato Kato has gone on to state that Robo, from Chrono Trigger, is the Prometheus Circuit.

    Contributed By: Eve.

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  • The Time Devourer is Lavos from Chrono Trigger.

    Contributed By: Eve.

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  • The player can partake in an optional fight against Slash, Ozzie, and Flea from Chrono Trigger while playing New Game Plus.

    Contributed By: Eve.

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  • Serge's default weapon, Sea Swallow, is believed to be a tribute to the NES game Ninja Gaiden, a game that Chrono Cross' producer also worked on. Irene Lew's CIA codename in Ninja Gaiden was Sea Swallow.

    Contributed By: Eve.

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  • Pierre and Harle speaks with an interlanguage called Franglais, which is a blend of English and French.

    Contributed By: Eve.

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  • Orlha's name stems from the Irish name, Órfhlaith, which translates to "golden princess". Evidently, this fact seems to refer to Orlha's hair color.

    Contributed By: Eve.

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  • At one point, Leah says that she would name her child "Ayla" after going home. This could mean that she is either Ayla from Chrono Trigger's mother, or is simply referencing her.

    Contributed By: Eve.

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  • Masato Kato wrote and directed the main story, while other team members handled the sub-plots, as well as the story backgrounds of minor characters.

    Contributed By: noidentity.

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  • The English translation of Chrono Cross took three months with another two months for debugging. Richard Honeywood translated the game, with help from Masato Kato in order to make the process easier. Some of the game's jokes had to be re-written in order to be more fitting with American culture and that these jokes didn't work outside of Japan.

    Contributed By: noidentity.

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  • While the game's title and trademark were registered in Europe, Chrono Cross was not released in Europe.

    Contributed By: noidentity.

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  • The release and commercial success of Chrono Cross soon led the general public to believe that Chrono was evolving into is own game series and that another entry would soon follow. The name Chrono Break was trademarked in all regions and Hironobu Sakaguchi announced that staff were discussing script ideas, but development was never greenlighted. The trademark was later dropped in the US on November 13th, 2003. Yasunori Mitsuda expressed interest in composing another Chrono game but according to him, a new Chrono game is unlikely as "there are a lot of politics involved."

    Contributed By: noidentity.

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  • Masato Kato brought in Yasunori Mitsuda to compose the music as Kato felt the game needed the "Chrono sound."

    Contributed By: noidentity.

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  • Chrono Cross utilizes many technical innovations, significantly pushing the hardware limitations of the PlayStation. To create the game maps, the team modeled locations in 3D, then chose the best angle for 2D rendering. The programmers did not use any existing Square programs or routines to code the game. They instead wrote new, proprietary systems. Other innovations include variable-frame rate code for fast-forward and slow-motion gameplay and a "CD-read swap" system to allow quick data retrieval.

    Contributed By: noidentity.

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  • For the accented dialogue in English, translator Richard Honeywood had to rewrite his own version of the accent generator as the accent tics in Japanese are simpler than when spoken in English.

    Contributed By: noidentity.

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  • Masato Kato planned the game's battle system with the idea of the players gaining appropriate experience and levels as the game progressed, particularly when boss fights are won. This was done so players did not have to fight large amounts of battles, sometimes known as "grinding", to make progress.

    Contributed By: noidentity.

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  • Kiyoshi Yoshii wrote the code for a system that produced accents by modifying basic text for certain characters. This allowed the development team to avoid the hassle of manually writing accented dialogue for the game's characters.

    Contributed By: noidentity.

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  • Chrono Cross was originally going to be developed as an immediate successor to Radical Dreamers, a visual-novel game by Square.

    Contributed By: noidentity.

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  • Ideas for Chrono Cross were first conceived in 1996 by Masato Kato, the scenario director for Chrono Trigger.

    Contributed By: noidentity.

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  • The "time travel" concept was greatly reduced as the development team thought it would be "rehashing and cranking up the volume of the last game."

    Contributed By: noidentity.

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  • Masato Kato made the decision to use a different setting and new cast of characters for Chrono Cross in order to avoid confusion for players who had not played Chrono Trigger.

    Contributed By: noidentity.

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  • The development team reached a peak of 80 members with about 10 to 20 cutscene artists and 100 quality assurance testers.

    Contributed By: noidentity.

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  • During the creative process, the team originally came up with a total of 64 different characters, with the idea of each character having a unique ending that could differ in three different ways. The number of characters were later reduced to 45 and most of the alternate endings had to be scrapped as the game increased in size during development.

    Contributed By: noidentity.

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  • The development team of Chrono Cross faced a lot of pressure trying to live up to Chrono Trigger and the accomplishments made by the "Dream Team."

    Contributed By: noidentity.

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Famous Quote

  • Poshul: Do you think Leena thpontaneouthry combuthted?

    Contributed By: Shotgunnova.

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  • Marcy: And Serge!!!!!! I HATE YOU!!!!!! I hate your friends, your mom, your dad, your grandma, your grandpa, your great-grandma, your... I HATE THEM ALL!!!!!! I hate you! I despise you! I REALLY, REALLY ABHOR YOU!!!!!!
    Karsh: Gah hah hah! Looks like she can't stand you.

    Contributed By: Shotgunnova.

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  • Kid: I'm gonna kick yer arse so hard, you'll kiss the moons!

    Contributed By: Shotgunnova.

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  • Termina Artist: Scribble-de-doo!

    Contributed By: Shotgunnova.

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