Chrono Cross is a console role-playing game developed and published by Square (now Square Enix)
for the Sony PlayStation video game console. It is the sequel to Chrono Trigger, which was released
in 1995 for the Super Nintendo Entertainment System. Unlike its predecessor's "Dream Team", Chrono
Cross was developed primarily by scenarist and director Masato Kato and other programmers for Chrono
Trigger,including art director Yasuyuki Honne and sound planner Minoru Akao. Composer Yasunori Mitsuda
scored Chrono Cross and Nobuteru Yūki designed its characters.
The story of Chrono Cross focuses on a teenage boy named Serge and a theme of parallel worlds.
Faced with an alternate reality in which he died as a child, Serge endeavors to discover the truth of
the two worlds' divergence. The flashy thief Kid and forty-three other characters assist him in his
travels around the tropical archipelago El Nido. Struggling to uncover his past and find the mysterious
Frozen Flame, Serge is chiefly challenged by Lynx, a shadowy antagonist working to apprehend him.
Chrono Cross features standard RPG gameplay with certain innovations. Players advance the game by
controlling Serge through the game's world by foot and boat. Navigation between areas is conducted
via an overworld map, depicting the landscape from a scaled down overhead view. Around the island
world are villages, outdoor areas, and dungeons, through which the player moves in three dimensions.
Locations such as cities and forests are represented by more realistically scaled field maps, in which
players can converse with locals to procure items and services, solve puzzles and challenges, or
encounter enemies. Like Chrono Trigger, the game features no random encounters; enemies are openly
visible on field maps or lie in wait to ambush the party. Touching the monster switches
perspectives to a battle screen, where players physically attack, use Elements, defend, or run away
from the enemy. Battles are turn-based, allowing the player infinite time to select an action from
the available menu. For both the playable characters and the CPU-controlled enemies, each attack
reduces their number of hit points (a numerically based life bar), which can be restored through
Elements and Consumable Elements. When a playable character loses all hit points, he or she faints.
If all the player's characters fall in battle, the game ends and must be restored from a previously
saved chapter—except for specific storyline-related battles that allow the player to lose.