Talk:Chrono Cross

Chrono Cross had some plot elements/game mechanics that were planned but never implemented. Do these belong in the wiki? And if so, how best to put them in?

1. Guile - Meant to be Magus.

2. Zoah's Identity - "We had a variety of thoughts concerning Zoah [...] there’s a secret under Zoah’s iron mask. It’s said that his face was once injured in war and now he hides the wound with an iron mask, but in reality he’s wearing it so as not to reveal his identity. Zoah‘s role was to be that of the prince of a certain country, secretly watching over the protagonists’ doings from the beginning. If you had chosen the forest route (Slash Route) when it came time to infiltrate the Viper Room, you ought to have been able to see an event shedding light on Zoah‘s true identity.“

3. Game Length - “To be honest, even we were suprised upon playing the completed game. In the beginning we intended for it to be possible to clear the game in 20 hours and then have players play through it several more times to see the multiple endings. However, when we put everything together, it just got longer and longer.“

4. Allies/Endings - “Around the time we began development we had plans to do a short game where we were thinking you’d be able to recruit lots of allies and enjoy the variations in the messages and events. To top it off, we’d planned to have it so that you could befriend anyone in town. Using both the battle and the talk button, you’d gradually increase your number of allies. But we limited it at the extent you’d expect, first at 64 characters and then in the end it was decreased to 45. [...] Actually, we’d gone as far as talking about giving each character an ending. Each ending would fork into 3, depending on the conditions, resulting in 120 in all! … When talk turned to who was going to make all of these, the idea soon died out.“

5. Battle System - “Tanaka (the producer) thought up the general concept, though at first the system was something more approaching a card game. You’d play by using your hand of cards to strike the enemy. That’s how the elements were conceived. However, we set up things to make the game as easy as possible to play and things gradually relaxed into their present form.”

6. Summons - "This idea was rejected, but one of the summon elements that we planned to have make an appearance was a stripper. She’d gradually take off her clothes, then, at the end of her routine, all of a sudden sprout butterfly wings and the camera would move to her back, causing the monsters facing her to get nosebleeds and receive damage from the large quantity of blood loss.” *laughing*

7. Pip - "Pip started out fluffy. However, we couldn't do 'fluffy' very well with polygons, and he instead became curved." 

---

Also, differences in the demo and unused game art here, and translations of the screenshots in this section here. (Yes, that's right, I called it beta! Now I'm going to get lynched by Xkeeper.)

~GlitterBerri 14/11/2010
 * Well, for now, we're just going with what's actually *in* the games still, as opposed to "developmental ideas". Interesting stuff, but I don't think any of it actually made it in the game. -YK [[Image:YK-sig.png|link=User_talk:YK]] 15:23, 14 November 2010 (EST)

Splitting demo stuff into Proto:Chrono Cross
There's quite a bit of it. A split would make sense, organizationally.--Afti 19:26, 18 January 2011 (EST)
 * Good idea. I was thinking of that myself. A demo is technically a prototype, just a "released" one. A lot of demos also have stuff that's present in the data, but never actually seen. -YK [[Image:YK-sig.png|link=User_talk:YK]] 19:34, 18 January 2011 (EST)