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== Development == ''Chrono Trigger'' was conceived in October 1992 by [[Hironobu Sakaguchi]], producer and creator of the ''[[Final Fantasy]]'' series; [[Yuji Horii]], writer, game designer and creator of the ''[[Dragon Quest]]'' series; and [[Akira Toriyama]], character designer of ''Dragon Quest'' and creator of the ''[[Dragon Ball]]'' manga series.<ref name="vjump1">{{cite video |date=1994 |url=http://www.chronocompendium.com/Term/Alpha_Version_Screenshot.html |title=V Jump Festival 1994 |medium=VHS tape |location=Japan |publisher=Shueisha |url-status=live |archive-url=https://web.archive.org/web/20080103204100/http://www.chronocompendium.com/Term/Alpha_Version_Screenshot.html |archive-date=January 3, 2008}}</ref><ref name="vjumpplayersguide" /> Traveling to the United States to research computer graphics, the three, that Square dubbed the "Dream Team",<ref>{{cite video game |title=Chrono Trigger |developer=Square Co. |publisher=Square Soft |date=August 22, 1995 |platform=Super NES |quote='''Keizo Kokubo:''' Well then, open the Gates to the Dream Team! [...] / '''Developer's Ending:''' Cheers! You made it to one of the endings! You're now a member of the Dream Team!}}</ref> decided to create something that "no one had done before".<ref name="vjump1" /> Toriyama's editor, [[Kazuhiko Torishima]], later credited the concept to a fusion of "Dragon Quest plus Final Fantasy", and arranged for [[Enix]] to lend Yuji Horii to Squaresoft for development.<ref name="toshirama">{{cite web |url=https://news.denfaminicogamer.jp/projectbook/torishima/2 |date=April 4, 2016 |title=Interview with Kazuhiko Toshirama |website=Denfaminicogamer.jp |access-date=November 23, 2022 |archive-date=November 23, 2022 |archive-url=https://web.archive.org/web/20221123072150/https://news.denfaminicogamer.jp/projectbook/torishima/2 |url-status=live}}</ref> After spending over a year considering the difficulties of developing a new game, the three received a call from [[Kazuhiko Aoki (video game designer)|Kazuhiko Aoki]], who offered to produce.<ref name="vjump1" /> The four met and spent four days [[brainstorming]] ideas for the game.<ref name="vjump1" /> Square convened 50–60 developers, including scenario writer [[Masato Kato]], whom Square designated story planner;<ref name="dsultimania" /> development started in early 1993.<ref>{{cite magazine |magazine=[[Edge (magazine)|Edge]] |date=April 1995 |issue=19 |page=41 |title=Prescreen: Chrono Trigger |publisher=[[Future Publishing]] |location=Bath}}</ref> An uncredited Square employee suggested that the team develop a [[time travel in fiction|time travel]]-themed game, which Kato initially opposed, fearing repetitive, dull gameplay.<ref name="dsultimania" /> Kato and Horii then met several hours per day during the first year of development to write the game's plot; Horii desired a silent protagonist from the outset.<ref name="dsultimania" /><ref name="vjumpplayersguide" /> Square intended to license the work under the ''[[Mana (series)|Mana]]'' franchise and gave it the working title ''Maru Island''; [[Hiromichi Tanaka]] (the future producer of ''[[Chrono Cross]]'') monitored Toriyama's early designs.<ref name="seiken1">{{cite video |date=September 14, 2011 |url=http://www.squareenixmusic.com/features/liners/seikendensetsubox.shtml |title=Seiken Densetsu Music Complete Book Liner Notes (translated by Gerardo Iuliani) |publisher=Square Enix|archive-url=https://web.archive.org/web/20140809061646/http://www.squareenixmusic.com/features/liners/seikendensetsubox.shtml |archive-date=August 9, 2014}}</ref> The team hoped to release it on Nintendo's planned Super Famicom Disk Drive; when Nintendo canceled the project, Square reoriented the game for release on a Super Famicom [[ROM cartridge|cartridge]] and rebranded it as ''Chrono Trigger''.<ref name="seiken1" /> Tanaka credited the ROM cartridge platform for enabling seamless transition to battles on the field map.<ref name="seiken1" /> While ''Chrono Trigger'' had been planned for a 24-megabit cartridge, Square ultimately chose a 32-megabit platform, enabling additional graphics and music.<ref name="murakatsu">{{cite magazine |magazine=Marukatsu Famicom |date=September 9, 1994 |issue=14 |page=26 |title=We get a closer look at the real image of the new RPG "Chrono"! |url=https://www.chronocompendium.com/images/wiki/d/dc/20191016011640.jpg |access-date=November 23, 2022 |archive-date=November 23, 2022 |archive-url=https://web.archive.org/web/20221123073503/https://www.chronocompendium.com/images/wiki/d/dc/20191016011640.jpg |url-status=live}}</ref> Torishima later reflected that at least one early revision of the game had been scrapped.<ref name="toshirama" /> Aoki ultimately produced ''Chrono Trigger'', while director credits were attributed to [[Akihiko Matsui]], [[Yoshinori Kitase]] and [[Takashi Tokita]]. Toriyama designed the game's aesthetic, including characters, monsters, vehicles, and the look of each era.<ref name="vjump1" /> Masato Kato also contributed character ideas and designs.<ref name="dsultimania" /> Kato planned to feature Gaspar as a playable character and Toriyama sketched him, but he was cut early in development.<ref name="vjumpplayersguide">{{cite book |year=1995 |title=Chrono Trigger V Jump Player's Guide |page=189 |language=ja |publisher=V Jump}}</ref> The development staff studied the drawings of Toriyama to approximate his style.<ref name="perfectinterview" /> Sakaguchi and Horii supervised; Sakaguchi was responsible for the game's overall system and contributed several monster ideas.<ref name="vjump1" /><ref name="perfectinterview" /> Other notable designers include [[Tetsuya Takahashi]], the graphic director, and [[Yasuyuki Honne]], [[Tetsuya Nomura]], and [[Yusuke Naora]], who worked as field graphic artists.<ref name="creditscc">{{cite video game |title=Chrono Trigger (Credits) |url=http://www.chronocompendium.com/Term/Chrono_Trigger_Credits.html |developer=Square Co |publisher=Square Soft |date=August 22, 1995 |platform=Super NES}}</ref> Yasuhiko Kamata programmed graphics, and cited [[Ridley Scott]]'s visual work in the film ''[[Alien (film)|Alien]]'' as an inspiration for the game's lighting.<ref name="gamest" /> Kamata made the game's luminosity and [[color theory|color choice]] lay between that of ''[[Secret of Mana]]'' and the ''Final Fantasy'' series.<ref name="gamest" /> Features originally intended to be used in ''[[Secret of Mana]]'' or ''[[Final Fantasy IV]]'', also under development at the same time, were appropriated by the ''Chrono Trigger'' team.<ref name="LEVELint">{{cite journal |journal=Level |issue=6 |pages=114–121 |language=sv |last=Schaulfelberger |first=Frederik |date=September 2006 |publisher=[[International Data Group|IDG]] |title=Sanningen om Mana}}</ref> According to Tanaka, ''Secret of Mana'' (which itself was originally intended to be ''Final Fantasy IV'') was codenamed "''Chrono Trigger''" during development before being called ''[[Seiken Densetsu 2]]'' (''Secret of Mana''), and then the name ''Chrono Trigger'' was adopted for a new project.<ref>{{cite web |title=インタビュー『ファイナルファンタジーIII』 |url=https://dengekionline.com/soft/interview/ff3/ |website=[[Dengeki]] |year=2006 |archive-url=https://web.archive.org/web/20140218213510/http://dengekionline.com//soft/interview/ff3/ |archive-date=February 18, 2014 |access-date=June 18, 2019 |url-status=live}} [https://legendsoflocalization.com/final-fantasy-iv-secret-of-mana-and-chrono-trigger-had-a-connection/ Alt URL] {{Webarchive|url=https://web.archive.org/web/20190419071941/https://legendsoflocalization.com/final-fantasy-iv-secret-of-mana-and-chrono-trigger-had-a-connection/ |date=April 19, 2019 }}</ref> After its release, the development team of ''Final Fantasy VI'' was folded into the ''Chrono Trigger'' team.<ref name="interview collection">{{cite web |url=http://shmuplations.com/chronotrigger2/ |title=Chrono Trigger – 1995 Developer Interview Collection |website=Shmuplations |access-date=August 5, 2021 |archive-date=November 24, 2018 |archive-url=https://web.archive.org/web/20181124172004/http://shmuplations.com/chronotrigger2/ |url-status=live}}</ref> [[File:Hironobu Sakaguchi 20070706 Japan Expo 2.jpg|right|thumb|Hironobu Sakaguchi, part of the "Dream Team"|alt=Hironobu Sakaguchi holding a microphone, seated on a black leather chair, with black jeans, a black shirt, and a black leather vest]] Yuji Horii, a fan of time travel fiction (such as the TV series ''[[The Time Tunnel]]''), fostered a theme of time travel in his general story outline of ''Chrono Trigger'' with input from Akira Toriyama.<ref>{{cite web |title=Yuji Horii interview |url=http://www.playmagazine.com/index.php?fuseaction=SiteMain.showGamePage&Game_ID=169 | archive-url=https://web.archive.org/web/20060325111040/http://www.playmagazine.com/index.php?fuseaction=SiteMain.showGamePage&Game_ID=169 | archive-date=March 25, 2006 |author=Play staff |publisher=[[Play (US magazine)|Play]] online | access-date=February 16, 2007}}</ref><ref name="ultimania" /> Horii liked the scenario of the grandfather paradox surrounding Marle.<ref name="perfectinterview" /> Concerning story planning, Horii commented, "If there's a fairground, I just write that there's a fairground; I don't write down any of the details. Then the staff brainstorm and come up with a variety of attractions to put in."<ref name="perfectinterview" /> Horii also devised Lavos as the final boss, having wanted the final boss to be an ancient evil.<ref name="vjumpplayersguide" /> Sakaguchi contributed some minor elements, including the character Gato; he liked Marle's drama and reconciliation with her father.<ref name="perfectinterview" /> Masato Kato subsequently edited and completed the outline by writing the majority of the game's story, including all the events of the 12,000 BC era.<ref name="procyon">{{cite web |date=November 1999 |title=Procyon Studio: Interview with Masato Kato |url=http://mitsuda.cocoebiz.com/friends/kato.html |publisher=Cocoebiz.com |archive-url=https://web.archive.org/web/20110724162937/http://mitsuda.cocoebiz.com/friends/kato.html |archive-date=July 24, 2011 |access-date=June 3, 2007 |url-status=dead}}</ref> He took pains to avoid what he described as "a long string of errands [...] [such as] 'do this', 'take this', 'defeat these monsters', or 'plant this flag'."<ref name="dsultimania" /> Kato and other developers held a series of meetings to ensure continuity, usually attended by around 30 personnel.<ref name="gamest" /> Kato and Horii initially proposed Crono's death, though they intended he stay dead; the party would have retrieved an earlier, living version of him to complete the quest.<ref name="dsultimania" /> Square deemed the scenario too depressing and asked that Crono be brought back to life later in the story.<ref name="dsultimania" /> Kato also devised the system of multiple endings because he could not branch the story out to different paths.<ref name="weeklyfamitsu" /> [[Yoshinori Kitase]] and [[Takashi Tokita]] then wrote various [[subplot]]s.<ref name="procyon" /> They also devised an "Active Time Event Logic" system, "where you can move your character around during scenes, even when an [[Non-player character|NPC]] is talking to you", and with players "talking to different people and steering the conversation in different directions", allowing each scene to "have many permutations."<ref>{{cite web |author=blackoak |url=http://shmuplations.com/chronotrigger/ |title=Chrono Trigger: 1994/1995 Developer Interviews |website=Shmuplations |date=1994 |access-date=February 14, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170411121836/http://shmuplations.com/chronotrigger/ |archive-date=April 11, 2017}}</ref> Kato became friends with composer Yasunori Mitsuda during development, and they would collaborate on several future projects.<ref name="procyon" /> Katsuhisa Higuchi programmed the battle system, which hosted combat on the map without transition to a special battleground as most previous Square games had done.<ref name="gamest" /> Higuchi noted extreme difficulty in loading battles properly without slow-downs or a brief, black [[loading screen]].<ref name="gamest" /> The game's use of animated monster sprites consumed much more memory than previous ''Final Fantasy'' games, which used static enemy graphics.<ref name="gamest" /> Hironobu Sakaguchi likened the development of ''Chrono Trigger'' to "play[ing] around with Toriyama's universe," citing the inclusion of humorous sequences in the game that would have been "impossible with something like ''Final Fantasy''."<ref name="perfectinterview" /> When Square suggested a non-human player character, developers created Frog by adapting one of Toriyama's sketches.<ref name="perfectinterview" /> The team created the End of Time to help players with hints, worrying that they might become stuck and need to consult a walkthrough.<ref name="perfectinterview" /> The game's testers had previously complained that ''Chrono Trigger'' was too difficult; as Horii explained, "It's because we know too much. The developers think the game's just right; that they're being too soft. They're thinking from their own experience. The puzzles were the same. Lots of players didn't figure out things we thought they'd get easily."<ref name="perfectinterview" /> Sakaguchi later cited the unusual desire of beta testers to play the game a second time or "travel through time again" as an affirmation of the [[New Game Plus]] feature: "Wherever we could, we tried to make it so that a slight change in your behavior caused subtle differences in people's reactions, even down to the smallest details [...] I think the second playthrough will hold a whole new interest."<ref name="perfectinterview" /> The game's reuse of locations due to time traveling made bug-fixing difficult, as corrections would cause unintended consequences in other eras.<ref name="gamest">{{Cite journal |date=March 1995 |journal=Gamest |publisher=Shinseisha |url=http://www.chronocompendium.com/Term/Supporting_Material_Translation.html#Chrono_Trigger_Gamest_Coverage |pages=211–215 |title=Chrono Trigger Development Team Special Talk |url-status=live |archive-url=https://web.archive.org/web/20101119231921/http://chronocompendium.com/Term/Supporting_Material_Translation.html |archive-date=November 19, 2010}}</ref> === Music === {{Main|Music of Chrono Trigger}} {{Listen |header=Music samples: |filename=Chrono trigger sample.ogg |title="Chrono Trigger" |description=A 30-second sample of the game's main theme, illustrating ''Chrono Trigger''{{'s}} aural style and aesthetic. |filename2=Chrono trigger brink of time sample.ogg |title2="Zeal Palace" |description2= A 30-second sample of "Zeal Palace" from ''The Brink of Time'', demonstrating the acid-jazz style of the arranged album. }} ''Chrono Trigger'' was scored primarily by [[Yasunori Mitsuda]], with contributions from veteran ''[[Final Fantasy]]'' composer [[Nobuo Uematsu]] and one track by [[Noriko Matsueda]]. A sound programmer at the time, Mitsuda was unhappy with his pay and threatened to leave Square if he could not compose music.<ref name="powerup">{{Cite book |year=2004 |first=Chris |last=Kohler |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |publisher=DK Publishing |isbn=0-7440-0424-1}}</ref> [[Hironobu Sakaguchi]] suggested he score ''Chrono Trigger'', remarking, "maybe your salary will go up."<ref name="mitsuda2008" /> Mitsuda composed new music and drew on a personal collection of pieces composed over the previous two years.<ref name="dsultimania" /> He reflected, "I wanted to create music that wouldn't fit into any established genre [...] music of an imaginary world. The game's director, Masato Kato, was my close friend, and so I'd always talk with him about the setting and the scene before going into writing."<ref name="powerup" /> Mitsuda slept in his studio several nights, and attributed certain pieces—such as the game's ending theme, "To Far Away Times"—to inspiring dreams.<ref name="mitsuda2008" /> He later attributed this song to an idea he was developing before ''Chrono Trigger'', reflecting that the tune was made in dedication to "a certain person with whom [he] wanted to share a generation".<ref name="ctdsmitsudainterview" /> He also tried to use [[leitmotif]]s of the ''Chrono Trigger'' main theme to create a sense of consistency in the soundtrack.<ref name="sekitopsx" /> Mitsuda wrote each tune to be around two minutes long before repeating, unusual for Square's games at the time.<ref name="gamest" /> Mitsuda suffered a [[hard drive]] crash that lost around forty in-progress tracks.<ref name="famitsujuly2008">{{cite magazine |year=2008 |magazine=[[Famitsu]] |title=Chrono Trigger DS |url=http://www.chronocompendium.com/Term/July_2008_Weekly_Famitsu_Interview_with_Yasunori_Mitsuda.html |pages=67–70 |language=ja |url-status=live |archive-url=https://web.archive.org/web/20090613004048/http://www.chronocompendium.com/Term/July_2008_Weekly_Famitsu_Interview_with_Yasunori_Mitsuda.html |archive-date=June 13, 2009}}</ref> After Mitsuda contracted [[Peptic ulcer|stomach ulcers]], Uematsu joined the project to compose ten pieces and finish the score.<ref name="powerup" /> Mitsuda returned to watch the ending with the staff before the game's release, crying upon seeing the finished scene.<ref name="famitsujuly2008" /> [[File:Yasunori Mitsuda (2019).jpg|thumb|upright|left|alt=A photograph of a thin, dark-haired Japanese man|[[Yasunori Mitsuda]] composed the bulk of the music for ''Chrono Trigger'' and would later serve as composer for ''[[Chrono Cross]]''.]] At the time of the game's release, the number of tracks and sound effects was unprecedented—the soundtrack spanned three discs in its 1995 commercial pressing.<ref name="npreview1">{{Cite magazine |date=July 1995 |volume=74 |magazine=[[Nintendo Power]] |title=Epic Center: Chrono Trigger |page=52}}</ref> Square also released a one-disc [[acid jazz]] arrangement called ''The Brink of Time'' by Guido that year. ''The Brink of Time'' came about because Mitsuda wanted to do something that no one else was doing, and he noted that acid jazz and its related genres were uncommon in the Japanese market.<ref name="sekitopsx" /> Mitsuda considers ''Chrono Trigger'' a landmark game which helped mature his talent.<ref>{{cite web |url=http://palgn.com.au/5478/yasunori-mitsuda-interview/ |title=Yasunori Mitsuda Interview |access-date=May 22, 2007 |first=James |last=Gay |date=October 13, 2006 |website=PALGN|archive-url=https://web.archive.org/web/20140203045727/http://palgn.com.au/5478/yasunori-mitsuda-interview/ |archive-date=February 3, 2014}}</ref> While Mitsuda later held that the title piece was "rough around the edges", he maintains that it had "significant influence on [his] life as a composer".<ref name="ctdsmitsudainterview" /> In 1999, Square produced another one-disc soundtrack to complement the PlayStation release of the game, featuring [[orchestra]]l tracks used in [[cutscene]]s. [[Tsuyoshi Sekito]] composed four new pieces for the game's bonus features which weren't included on the soundtrack.<ref name="sekitopsx">{{cite web |date=November 24, 2008 |title=Yasunori Mitsuda Talks Chrono Trigger |url=http://www.originalsoundversion.com/?p=915 |publisher=Original Sound Version |access-date=March 13, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20110324012728/http://www.originalsoundversion.com/yasunori-mitsuda-talks-chrono-trigger-mysteries-solved-clarifications-made/ |archive-date=March 24, 2011}}</ref> Some fans were displeased by Mitsuda's absence in creating the port, whose instruments sometimes aurally differed from the original game's.<ref name="sekitopsx" /> Mitsuda arranged versions of music from the ''Chrono'' series for [[Play! A Video Game Symphony|Play!]] video game music concerts, presenting the main theme, "Frog's Theme", and "To Far Away Times".<ref name="nsider">{{cite web |date=May 30, 2006 |first=Brandon |last=Driker |title=Play! A Video Game Symphony |url=http://www.n-sider.com/contentview.php?contentid=352 |publisher=N-Sider |access-date=January 7, 2009 |url-status=live |archive-url=https://web.archive.org/web/20130125053157/http://www.ymm.co.jp/ |archive-date=January 25, 2013}}</ref> He worked with Square Enix to ensure that the music for the [[Nintendo DS]] would sound closer to the Super NES version.<ref name="famitsujuly2008" /> Mitsuda encouraged feedback about the game's soundtrack from contemporary children (who he thought would expect "full symphonic scores blaring out of the speakers").<ref name="dsultimania" /> Fans who preordered the DS version received a special music disc containing two orchestral arrangements of the game's music directed by Natsumi Kameoka; Square Enix also held a random prize drawing for two signed copies of ''Chrono Trigger'' sheet music.<ref name="sekitopsx" /><ref name="ctfanclub">{{cite web |title=Chrono Trigger Fan Club |url=http://member.square-enix.com/jp/special/chronotrigger/ |publisher=Square Enix |access-date=February 20, 2009 |archive-url=https://web.archive.org/web/20090219223950/http://member.square-enix.com/jp/special/chronotrigger/ |archive-date=February 19, 2009 |url-status=dead}}</ref> Mitsuda expressed difficulty in selecting the tune for the orchestral medley, eventually picking a tune from each era and certain character themes.<ref name="ctdsmitsudainterview">{{cite web |title=Chrono Trigger DS |format=Flash |url=http://www.chronocompendium.com/Term/December_2008_-_CT_DS_Video_Interview_with_Yasunori_Mitsuda.html |publisher=Square Enix |access-date=March 13, 2009 |url-status=live |archive-url=https://web.archive.org/web/20090226222516/http://www.chronocompendium.com/Term/December_2008_-_CT_DS_Video_Interview_with_Yasunori_Mitsuda.html |archive-date=February 26, 2009}}</ref> Mitsuda later wrote: {{Blockquote|I feel that the way we interact with music has changed greatly in the last 13 years, even for me. For better or for worse, I think it would be extremely difficult to create something as "powerful" as I did 13 years ago today. But instead, all that I have learned in these 13 years allows me to compose something much more intricate. To be perfectly honest, I find it so hard to believe that songs from 13 years ago are loved this much. Keeping these feelings in mind, I hope to continue composing songs which are powerful, and yet intricate...I hope that the extras like this bonus CD will help expand the world of Chrono Trigger, especially since we did a live recording. I hope there's another opportunity to release an album of this sort one day.<ref name="ctdsmitsudainterview" />}} Music from the game was performed live by the [[Tokyo Symphony Orchestra]] in 1996 at the Orchestral Game Concert in Tokyo, Japan. A suite of music including ''Chrono Trigger'' is a part of the symphonic world-tour with video game music [[Play! A Video Game Symphony]], where Mitsuda was in attendance for the concert's world-premiere in Chicago on May 27, 2006. His suite of ''Chrono'' music, comprising "Reminiscence", "Chrono Trigger", "Chrono Cross~Time's Scar", "Frog's Theme", and "To Far Away Times" was performed. Mitsuda has also appeared with the [[Eminence Symphony Orchestra]] as a special guest.<ref name="passionreview">{{cite web |url=http://www.squarebrain.net/2007-01/passion-by-eminence-symphony-orchestra-review/ |title=Passion by Eminence Symphony Orchestra Review |date=January 13, 2007 | access-date = April 26, 2014|url-status=usurped |archive-url=https://web.archive.org/web/20131029192617/http://www.squarebrain.net/2007-01/passion-by-eminence-symphony-orchestra-review/|archive-date=October 29, 2013}}</ref> [[Video Games Live]] has also featured medleys from ''Chrono Trigger'' and ''Chrono Cross''.<ref name="vglmedleys">{{cite web |date=April 8, 2009 |title=Video Games Live Pulls the Trigger: Chrono Medley Added to Repertoire |url=http://www.originalsoundversion.com/?p=2404 |publisher=Original Sound Version | access-date=August 10, 2009 |author=David Hsu|archive-url= https://web.archive.org/web/20170707230540/http://www.originalsoundversion.com/video-games-live-pulls-the-trigger-chrono-medley-added-to-repertoire/|archive-date=July 7, 2017}}</ref> A medley of Music from ''Chrono Trigger'' made of one of the four suites of the "Symphonic Fantasies" concerts in September 2009 which was produced by the creators of the [[Symphonic Game Music Concert]] series, conducted by [[Arnie Roth]].<ref name="citation">{{Cite book |publisher=Symphonic Fantasies |url=http://www.symphonicfantasies.com/post/78838894/jonne-valtonen-the-award-winning-finnish-composer |archive-url=https://web.archive.org/web/20090627120617/http://www.symphonicfantasies.com/post/78838894/jonne-valtonen-the-award-winning-finnish-composer |archive-date=June 27, 2009 |title=Music from classic games arranged by Jonne Valtonen |date=January 22, 2009 |access-date=June 1, 2009}}</ref> Square Enix re-released the game's soundtrack, along with a video interview with Mitsuda in July 2009.<ref name="ctsrerelease">{{cite web |url=https://www.amazon.co.jp/dp/B002B5WW58 |title=[DS版]クロノ・トリガー オリジナル・サウンドトラック(DVD付) [CD+DVD] |date=July 29, 2009 |access-date=July 30, 2009 |url-status=live |archive-url=https://web.archive.org/web/20150319085341/http://www.amazon.co.jp/dp/B002B5WW58 |archive-date=March 19, 2015}}</ref> "Frog's Theme" and "Robo's Theme" were among the [[video game music]] performed during the [[2020 Summer Olympics opening ceremony]].<ref>{{Cite news |last=Steen |first=Emma |date=July 24, 2021 |title=Explained: the Japanese symbolism you missed at the Tokyo Olympics opening ceremony |work=[[Time Out (magazine)|Time Out]] |url=https://www.timeout.com/tokyo/news/explained-the-japanese-symbolism-you-missed-at-the-tokyo-olympics-opening-ceremony-072421 |access-date=January 30, 2024 |archive-url=https://web.archive.org/web/20210724160051/https://www.timeout.com/tokyo/news/explained-the-japanese-symbolism-you-missed-at-the-tokyo-olympics-opening-ceremony-072421 |archive-date=July 24, 2021 |issn=0049-3910 |url-status=live}}</ref><ref>{{cite web |last=McWhertor |first=Michael |url=https://www.polygon.com/22590146/olympics-2020-games-athletes-parade-of-nations-video-game-music-dragon-quest-kingdom-hearts |title=The Olympic opening ceremony was full of video game music |work=[[Polygon (website)|Polygon]] |date=July 23, 2021 |access-date=January 30, 2024 |archive-date=July 24, 2021 |archive-url=https://web.archive.org/web/20210724131448/https://www.polygon.com/22590146/olympics-2020-games-athletes-parade-of-nations-video-game-music-dragon-quest-kingdom-hearts |url-status=live}}</ref> In 2022, the main theme continued to feature in the setlist of [[the 8-Bit Big Band]], led by [[Charlie Rosen (musician)|Charlie Rosen]].<ref>{{cite web |url=https://www.setlist.fm/setlist/the-8-bit-big-band/2022/north-beach-bandshell-miami-beach-fl-73be1251.html |title=The 8-Bit Big Band Setlist at North Beach Bandshell, Miami Beach, FL, USA on November 5, 2022 |website=setlist.fm |access-date=December 7, 2022 |archive-date=December 7, 2022 |archive-url=https://web.archive.org/web/20221207184327/https://www.setlist.fm/setlist/the-8-bit-big-band/2022/north-beach-bandshell-miami-beach-fl-73be1251.html |url-status=live}}</ref>{{Clear}}
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