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Final Fantasy Chronicles
Final Fantasy Chronicles
from Wikipedia
Final Fantasy Chronicles
DevelopersSquare
Tose
PublishersSquare Electronic Arts
Square Enix (Greatest Hits re-release)
SeriesFinal Fantasy
Chrono
PlatformPlayStation
Release
  • NA: July 2, 2001
GenreRole-playing
ModesSingle-player, multiplayer[1]

Final Fantasy Chronicles is a compilation of Square's role-playing video games Final Fantasy IV (1991) and Chrono Trigger (1995), released for the North American Sony PlayStation on July 2, 2001.[2] TOSE ported both titles from the Super Nintendo Entertainment System; each had been previously released as individual Japanese PlayStation ports in 1997 (Final Fantasy IV) and 1999 (Chrono Trigger).[3][4] Several bonus features were added to each game, such as art galleries, bestiaries, and cutscenes—including computer-generated imagery full motion video used at the beginning of Final Fantasy IV and anime scenes used throughout Chrono Trigger.[5]

Final Fantasy Chronicles was received well by players and critics, who praised the peripheral features and the fact that Square was offering RPG classics to a new generation of gamers.[5][6][7] Conversely, reviewers sharply criticized "long and frequent loading" between areas and battles due to poor emulation.[6][7] Enough copies of Chronicles were sold to warrant a second release as part of Sony's Greatest Hits in June 2003.[8]

Gameplay

[edit]

In Final Fantasy IV and Chrono Trigger, the player controls a set of characters, closely following the role-playing video game genre. The methods of viewing and controlling the characters are separated by three different "screens": the overworld, where the characters traverse to different locations; the field map, where the characters explore locations such as towns and dungeons; and the battle screen, where the characters fight with monsters or other enemies.[9][10]

Final Fantasy IV

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Final Fantasy IV introduced the Active Time Battle, a system designed by Hiroyuki Ito. It centers around the player inputting orders for the characters in "real time" during battles.[11] Each character is balanced through certain strengths and weaknesses; for instance, a strong magic user may have low defense, while a physical fighter may have low agility.[9]

Chrono Trigger

[edit]

Chrono Trigger's gameplay deviates from traditional role-playing games in that, rather than random encounters, most enemies are openly visible on field maps or lie in wait to ambush the party. Contact with enemies on a field map initiates a battle that occurs directly on the field map itself rather than on a separate battle screen.[10] Chrono Trigger uses an updated form of the Active Time Battle introduced in Final Fantasy IV, with additions such as "Techs" that rely on enemy positioning and abilities of characters.[10][12] Other features are the employment of time travel and a "New Game Plus" option.[13][14]

Development

[edit]

Final Fantasy Chronicles features two previously released ports by TOSE; Final Fantasy IV and Chrono Trigger were released separately, and IV was re-released as a part of Final Fantasy Collection, all published in Japan.[15] Chronicles was designed and directed by Kazuhiko Aoki, supervised by Fumiaki Fukaya, and produced by Akihiro Imai.[16] It was created as a follow-up to Final Fantasy Anthology, a compilation of Final Fantasy V and VI.[6][17]

The original Final Fantasy IV was released in North America as Final Fantasy II in 1991, with various "Easytype" modifications.[18] These were removed in the Final Fantasy Chronicles version, and the game was re-localized, achieving a script closer Takashi Tokita's original scenario.[16] Chrono Trigger, released in 1995, was already localized by Ted Woolsey, but the Final Fantasy Chronicles version has additional modifications.[6]

A primary addition to both games is full-motion video. Final Fantasy IV features computer animated cutscene sequences by Visual Works, while Chrono Trigger features anime-style sequences designed by Akira Toriyama and animated by Toei Animation that "help further tell the story of Chrono Trigger". Final Fantasy IV was given gameplay features such as a two-player mode, a "Sprint Feature" to "enhance and quicken gameplay", and the "Memo File" system to "reduce saving time". Chrono Trigger, instead of added gameplay features, has an "Extras Mode". This features databases such as a bestiary and a gallery of artwork created in development.[1]

Promotion and merchandising

[edit]

A compilation of Final Fantasy IV and Chrono Trigger was in consideration in December 2000, with Final Fantasy Anthology's success a key decision factor.[17] Final Fantasy Chronicles was announced by Square Electronic Arts in April 2001. President Jun Iwasaki mentioned an "overwhelming number" of requests to re-release Chrono Trigger, and believed the compilation of it and Final Fantasy IV would "appeal to fans of the original games and introduce a new generation of gamers to some of our classic titles".[19] An event was held on July 10 in San Francisco, primarily to celebrate the film Final Fantasy: The Spirits Within and release of Final Fantasy Chronicles. It featured a cosplay contest, a memorabilia raffle, and booths to play Final Fantasy Chronicles and Final Fantasy X.[20]

Music from Final Fantasy Chronicles is a set of two separately released compact discs published by TokyoPop. Final Fantasy IV Official Soundtrack and Chrono Trigger Original Soundtrack were both released on August 21, 2001. Final Fantasy IV Official Soundtrack is nearly the same release as Final Fantasy IV: Original Sound Version, the soundtrack album for the original game, except that the songs were rerecorded by TOSE, resulting in minor differences, some song titles were slightly changed, and a 45th track was added, "Theme of Love (Arranged)", which had previously only been released as a piano version on the second track of Piano Collections Final Fantasy IV. This release has the catalog number TPCD 0210–2, and its 45 tracks had a length of 62 minutes.[21] Chrono Trigger Original Soundtrack was the corresponding album for Chrono Trigger. The album was heavily based on Chrono Trigger Original Soundtrack, the soundtrack album for the PlayStation release of Chrono Trigger; the first 21 tracks of the album out of 25 were identical to Chrono Trigger Original Soundtrack, while the next three tracks corresponded to tracks 22, 23, and 29 of the Original Soundtrack and the final track was the same as the first track of Brink of Time, an arranged album of Chrono Trigger music. The album is 1:13:03 long, and has a catalog number of TPCD 0209–2.[22] In addition to the albums, a strategy guide for Final Fantasy Chronicles written by Dan Birlew and was published by BradyGames on July 2, 2001.[23]

Reception

[edit]

Final Fantasy Chronicles was commercially and critically successful, becoming the top selling PlayStation title for two weeks, and scoring an average of 89 out of 100 in Metacritic's aggregate, a review tallying website.[25][28] Gaming website IGN rated it 9.4/10 and awarded an "Editor's Choice Award", calling the game a "must buy" for RPG fans.[5] It was a runner-up for GameSpot's annual "Best PlayStation Game" award, which went to Tony Hawk's Pro Skater 3.[29]

GameSpot reviewer Brad Shoemaker gave the game an 8.5, but cited "muffled sound effects" in Final Fantasy IV, and was displeased with frequent loading in Chrono Trigger. He added that the visuals were "stupendous" when the games were originally released, but they now look dated and will "turn off those looking for a bigger thrill for their gaming dollar".[6] Marcus Lai of Gaming Age was disappointed with a lack of additions, calling the ports "barebone games" and claiming that the full motion videos are "nice touches to both games but don't add much".[30]

See also

[edit]

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Final Fantasy Chronicles is a compilation of two classic role-playing video games, Final Fantasy IV and Chrono Trigger, released for the PlayStation console. Developed by TOSE and published by Square Electronic Arts, it launched in North America on June 29, 2001, providing the first English-language PlayStation port of Chrono Trigger and an updated version of Final Fantasy IV for Western audiences. The package features enhanced ports of both titles, with Final Fantasy IV including a re-translated script for improved narrative accuracy, gameplay based on the Japanese Easy Type version, and new computer-generated (CG) cutscenes. Chrono Trigger, originally a Super Nintendo Entertainment System exclusive in the West, received anime-style opening and ending movies, along with bonus content such as a movie theater mode, art gallery, bestiary, and dungeon maps. These additions aimed to modernize the experiences while preserving the core gameplay of the 1991 and 1995 originals, respectively, blending turn-based combat, epic storytelling, and time-travel elements in Chrono Trigger with the character-driven party system in Final Fantasy IV. Upon release, Final Fantasy Chronicles received generally favorable reviews, earning a Metascore of 89 out of 100 based on 15 critic assessments, praised for bundling two influential RPGs and their enhancements, though some noted technical drawbacks like load times on the PlayStation hardware. The compilation played a key role in revitalizing interest in these titles, contributing to their enduring legacy in the genre and influencing later remakes on platforms like and mobile devices.

Overview

Development

In late 2000, Square decided to port classic Super Nintendo Entertainment System titles to the PlayStation to leverage nostalgia for its 16-bit era games amid a maturing console market and the success of prior compilations like Final Fantasy Anthology. This initiative targeted fan-favorite RPGs such as Final Fantasy IV (originally released in 1991) and Chrono Trigger (originally released in 1995), aiming for a North American release as early as summer 2001 to fill gaps in the PlayStation's late lifecycle library. Development began in late 2000 and spanned approximately six months, culminating in an official announcement on April 17, 2001, by Square Electronic Arts. Original developers, including —who served as director for and main designer for —provided oversight to ensure fidelity to the source material while adapting for the PlayStation. The project adopted a dual-disc format to accommodate both games without significant compression, allowing one disc per title in a double jewel case packaging. Technical challenges focused on enhancing the ports while preserving core visuals: received new CG cinematics for key scenes, a revised English localization closer to the original Japanese script, added dash functionality, two-player battle modes, and expanded content like new monsters, items, and abilities. incorporated new animated cinematics to deepen plot elements and provide ties to its sequel, , alongside sprite-based upgrades including a triple battle speed option to mitigate disc-loading delays inherent to the PlayStation port. These adaptations were showcased at E3 2001, where playable demos highlighted the updated script and performance improvements.

Release and promotion

Final Fantasy Chronicles was released exclusively in North America on June 29, 2001, for the PlayStation by Square, later reissued under the Greatest Hits label by Square Enix. The compilation retailed for a suggested price of $39.99 USD and came packaged as a two-disc set to fit both full games on the original PlayStation format. This North American exclusivity meant no equivalent release in Japan or other regions, framing the title as a targeted revival of Super Nintendo Entertainment System classics for Western audiences. Promotion began in earnest with an official announcement in April 2001, confirming the pairing of and [Chrono Trigger](/page/Chrono Trigger) for a summer launch. At 2001 in May, Square showcased playable demos and new media, including screenshots and trailers, to generate buzz among RPG fans. Additional marketing efforts included advertisements in gaming publications such as Official U.S. PlayStation Magazine and tie-in promotions at Sony's entertainment complex, where hands-on stations were set up post-E3. The campaign highlighted enhancements like added in to draw in both nostalgic players and newcomers. Merchandising supported the launch with official soundtracks, including the Final Fantasy IV Official Soundtrack: Music from Final Fantasy Chronicles, which featured remixed tracks from the included games. A Brady Games provided artwork, maps, and gameplay tips, serving as a companion for collectors. These items positioned the release as a premium package celebrating the legacy of the two titles.

Included games

Final Fantasy IV

The PlayStation port of in Final Fantasy Chronicles is based on the original Japanese Super NES version, featuring a retranslated script from Japanese for improved accuracy and restored original difficulty by using the non-Easy Type mechanics, without the simplified elements of the prior Western release. The utilizes a turn-based system powered by the Active Time Battle (ATB) mechanic, where each character's action gauge fills based on their speed stat, enabling players to issue commands during strategic pauses as the battle unfolds in real time. Battles occur randomly on the and in dungeons, allowing for tactical decisions such as attacking, casting spells, or using items while monitoring enemy movements. Party management is story-driven and fixed, with characters joining or leaving temporarily based on narrative progression, and each assigned to specific job classes that define their abilities without player customization. For example, Cecil functions as a with balanced physical and capabilities, while serves as a Summoner specializing in powerful eidolons and . Equipment and ability growth are tailored to these roles, emphasizing team synergy over flexible job switching, and the original provides context for how encounters evolve from early knightly skirmishes to epic confrontations against dark forces. Exploration occurs in a 2D overworld map for traveling between locations and detailed dungeon interiors, where players navigate grid-based environments, solve puzzles via switches, levers, and hidden passages, and search for treasures to aid progression. Dungeons often feature multi-level designs with environmental hazards like traps or teleporters, requiring careful mapping and . The port includes several enhancements over the original Super NES release, such as new computer-generated (CG) introductory and intermission videos that visualize key story moments, along with a memo save feature on the world map allowing quick saves outside of battle to reduce frustration during long sessions. Controls employ the standard , with the directional pad or for movement, face buttons for menu to select spells, items, or , and shoulder buttons for quick access to maps or status screens, providing an intuitive interface for managing the party's resources.

Chrono Trigger

Chrono Trigger's combat system centers on combo-based battles involving parties of up to three characters, where players can execute single-character techs, dual techs requiring specific pairings, and triple techs involving all party members, unlocked through character affinities and level progression. For instance, Crono and can perform the dual tech X-Strike, a coordinated sword slash dealing enhanced damage to enemies. Battles occur in real-time with active time elements, allowing players to target foes via tab selection, use items, or defend while the ATB gauge fills for actions, emphasizing strategic party composition for optimal combos. The game's time travel mechanics revolve around the Epoch vehicle, enabling players to jump between eras and alter timelines, which in turn modifies items, environments, and events spanning approximately 12,000 years of history. These changes create branching consequences, such as recovering lost artifacts in one period that appear in another, encouraging replayability through multiple endings determined by key choices and quest completions. Exploration integrates 2D overhead maps with time-specific variations, where locations evolve based on player interventions—for example, resolving the Rainbow Shell side quest involves a trial in the present that stems from actions in the past, blending puzzle-solving, NPC interactions, and hidden secrets across eras. In the Final Fantasy Chronicles port, enhancements include newly added animated s for key events, an optional viewer in the extras menu, and adjustable battle and message speeds across six levels to accelerate combat pacing. The emulation recreates the SNES visuals with compatibility adjustments for PlayStation display. Controls adapt to the , using the or for tab-targeted attacks and directional navigation, with tech selection accessed via a radial menu wheel for quick input during battles.

Gameplay

Final Fantasy IV

The gameplay of Final Fantasy IV in Final Fantasy Chronicles utilizes a turn-based combat system powered by the Active Time Battle (ATB) mechanic, where each character's action gauge fills based on their speed stat, enabling players to issue commands during strategic pauses as the battle unfolds in real time. This system allows for tactical decisions such as attacking, casting spells, or using items while monitoring enemy movements, with battles occurring randomly on the world map and in dungeons. Party management is story-driven and fixed, with characters joining or leaving temporarily based on narrative progression, and each assigned to specific job classes that define their abilities without player customization. For example, Cecil functions as a with balanced physical and capabilities, while serves as a Summoner specializing in powerful eidolons and . and ability growth are tailored to these roles, emphasizing team synergy over flexible job switching, and the original provides for how combat encounters evolve from early knightly skirmishes to epic confrontations against dark forces. Exploration occurs in a 2D overworld map for traveling between locations and detailed dungeon interiors, where players navigate grid-based environments, solve puzzles via switches, levers, and hidden passages, and search for treasures to aid progression. Dungeons often feature multi-level designs with environmental hazards like traps or teleporters, requiring careful mapping and backtracking. The PlayStation port in Final Fantasy Chronicles includes several enhancements over the original Super NES release, such as new computer-generated (CG) introductory and intermission videos that visualize key story moments, along with a save-anywhere feature allowing quick saves outside of battle to reduce frustration during long sessions. Controls employ the standard , with the directional pad or for movement, face buttons for menu navigation to select spells, items, or equipment, and shoulder buttons for quick access to maps or status screens, providing an intuitive interface for managing the party's resources.

Chrono Trigger

Chrono Trigger's combat system centers on combo-based battles involving parties of up to three characters, where players can execute single-character techs, dual techs requiring specific pairings, and triple techs involving all party members, unlocked through character affinities and level progression. For instance, Crono and can perform the dual tech X-Strike, a coordinated sword slash dealing enhanced damage to enemies. Battles occur in real-time with active time elements, allowing players to target foes via tab selection, use items, or defend while the ATB gauge fills for actions, emphasizing strategic party composition for optimal combos. The game's time travel mechanics revolve around the Epoch vehicle, enabling players to jump between eras and alter timelines, which in turn modifies items, environments, and events spanning approximately 12,000 years of history. These changes create branching consequences, such as recovering lost artifacts in one period that appear in another, encouraging replayability through multiple endings determined by key choices and quest completions. Exploration integrates 2D overhead maps with time-specific variations, where locations evolve based on player interventions—for example, resolving the Rainbow Shell side quest involves a trial in the present that stems from actions in the past, blending puzzle-solving, NPC interactions, and hidden secrets across eras. In the Final Fantasy Chronicles port, enhancements include newly added animated s for key events, an optional viewer in the extras menu, and adjustable battle and message speeds across six levels to accelerate pacing. The emulation aims for pixel-perfect recreation of the SNES visuals with minor graphical smoothing for PlayStation display compatibility. Controls adapt to the , using the or for tab-targeted attacks and directional navigation, with tech selection accessed via a radial menu wheel for quick input during battles.

Reception

Critical response

Final Fantasy Chronicles received generally positive critical reception upon its 2001 release, with an aggregate score of 89/100 on based on 15 reviews. Critics praised the compilation for bundling two enduring RPG classics— and —at an affordable price point of around $50, making it an accessible entry for newcomers and a nostalgic revisit for veterans. highlighted the timeless appeal of both titles, noting how the added (FMV) sequences and extras like monster bestiaries and artwork galleries breathed new life into the games without altering their core charm. Similarly, enhancements to 's visuals through new CG cutscenes and a retranslated script were lauded for restoring depth lost in earlier localizations, while 's new anime-style openings and theater mode improved accessibility on the PlayStation hardware. GameSpot commended the package's value as essential gaming for RPG enthusiasts, emphasizing the enduring storytelling and strategic depth of the included titles. However, some reviewers pointed out persistent issues, such as dated 16-bit graphics that felt primitive even with enhancements, potentially alienating players accustomed to more advanced visuals. Load times in were another common complaint, disrupting the flow compared to the original SNES cartridge version. Contemporary reviews from 2001 positioned the collection as a must-have for RPG fans, with outlets like HonestGamers calling it one of the best compilations ever released due to its faithful ports and bonus content. In later retrospectives during the , it has been regarded as a landmark port that preserved these titles ahead of the era's widespread remakes and digital re-releases.

Commercial performance

Final Fantasy Chronicles experienced strong initial commercial success as a North American exclusive release for the PlayStation, topping the NPD sales charts in its debut week of July 2001. Sales tracking data indicates the compilation sold approximately 0.20 million units in . The title contributed to strengthening the PlayStation's RPG offerings amid the transition to the PlayStation 2. Its positive further supported sales momentum during this period. In the long term, Final Fantasy Chronicles helped establish a model for enhanced re-releases of classic titles, influencing subsequent ports like for the Nintendo DS in 2007 and for the DS in 2008. The compilation's content maintained relevance through digital reissues, including the PlayStation 1 version of added to the as a PS1 Classic in 2011, sustaining sales into the 2020s.

References

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