Chrono Cross Prerelease Coverage
From Chrono Compendium
Contents
General Information
Chrono Cross
Chrono Cross was given presentations at several trade shows and in several magazines. This page will also archive print coverage of Chrono Cross in particular.
Magazine needed list:
- M, Vol. 6, April 14, 2000
March 19, 1999, Tokyo Game Show
May 13, 1999, E3
September 17, 1999, Tokyo Game Show Autumn
- PCWatch Coverage
- http://www.a-one-office.co.jp/game's/gameshow/gameshow99/gs99_squ.html A-One-Office Coverage]
January 18, 2000 ejump
2000年1月18日火曜日 eジャンプ 付録ディスク1 ・Web体験 ・原画ギャラリー ・先生からのメッセージ ・特選アニメムービー ・プレゼントクイズ 付録ディスク2 ・体験版!! ラブ&デストロイ ・レアカードライブラリー 遊☆戯☆王 真デュエルモンスターズ ・スペシャルCF&プロローグ クロノ・クロス ・迫力のムービー デジモンワールドデジタルカードバトル ・ゲームデザイナー堀井雄二氏からのメッセージ ドラゴンクエストⅦ ・CFコレクション ファイナルファンタジー
DeepL Translation
Tuesday, January 18, 2000 e-jump Appendix Disk 1 Web Experience Original Picture Gallery Message from the artist Specially selected animation movies Present Quiz Appendix Disk 2 Trial version! Love & Destroy Rare Card Library Yu-Gi-Oh! True Duel Monsters Special CF & Prologue Chrono Cross Powerful Movie Digimon World Digital Card Battle Message from Game Designer Yuji Horii Dragon Quest VII CF Collection Final Fantasy ====gM, Vol. 6, April 14, 2000==== *https://squareference.blogspot.com/2000/04/gm-6_14.html Squareference Page] p92-93 Hand-drawn illustration "Chrono Cross" drawn on a three-dimensional object * Ryosuke Market Responsible for polygon characters in battle scenes centered on monsters. His technique is easy to understand for bosses. In particular, fights and the like were (at that time) so confident that they were "the workmanship of the industry." * Mikiharu Oiwa Responsible for the overall background of the battle scene. He handles about 60% of the entire background, including modeling and exercises related to the background. He also worked on the title-back undersea scene above. * The technology itself is a matter of course, the world of craftsmanship where fine adjustments are made to the desired picture. * In the scene of Las Boss, it is not the light source processing that seems to be shining from below, but the hand-painted texture art. * Vertex color art that uses more colors than PS performance ''From'': [[Games]]