New Game+
Starting the game again from a finished save, with some of what the first playthrough earned carried into the new one.
New Game+ starts the game over from a finished save and lets part of the first playthrough carry into the second: metaprogression across whole games rather than runs. In Chrono Trigger, the new game keeps the inventory, the seven characters’ records, their names, and the gold1.
- Keep the partyChrono Trigger (1995). The inventory, the character records and the names carry over; starting gear goes back on, and key items and a few weapons and armors are dropped.1,2
#In Chrono Trigger
The option appears once Lavos has been beaten in one of the normal endings3. The load screen then draws “New Game +” beside “New Game”, but only while one byte of the battery save is set4. The code that sets that byte hasn’t been found5.
Choosing the option asks “Start using which data?”, and the save slot picked there is carried into the new game6. Each character goes back into the equipment it started the first game with, and the gear it wore goes into the inventory1. Key items and a few named weapons and armors are then removed, along with any of them a character wore2.
The second playthrough is also where most of the endings are. A gate at Leene Square leads straight to Lavos, and the quests done before that fight decide which ending plays7.
#The name
The earliest known print uses of the name date from 1995. Micom Basic Magazine’s June 1995 issue called Chrono Trigger’s mode 強くてニューゲーム (“strong new game”)8, and Nintendo of America’s Player’s Guide called it “New Game +” and “New Game Plus”9.
Games
| Game | Year | How | Note |
|---|---|---|---|
| Chrono Trigger | 1995 | Keep the party | the inventory, the character records and the names carry over; starting gear goes back on, and key items and a few weapons and armors are dropped |
Every claim about this mechanic, by game (11)
References
- ^ abcVerified“Chrono Trigger (USA)” · dscotton/ct_disassemblybank_FF.asm 1184–1188; bank_C2.asm 24305, 13577–13614, 14994–15002, 12297, 13463–13465, 12215; +1 files
How we know
In the cartridge (“Chrono Trigger (USA)”): $FF:FAED-$FF:FBD2, an incbin in the disassembly. Our reading: two copies from the slot (records at $FF:FBC1); the byte at slot offset $7E3 ($7F:01E0) copied; for characters 6 down to 0, the starting record's bytes $29, $2A, $28 and $27 (at $FF:FBCF) passed to party operation $0A, the weapon skipped for the record at $190 (Ayla); party operations 6 and 7; for the 242 inventory slots, an item whose $7E:7700 entry has bit $10 cleared with its count; $10 stored to $7F:01CF.. We don't reproduce the bytes.
1184; (SaveSlot_GetBase: slot bases $306000/$306A00/$307400, $0A00 bytes each). Regions: $7E2400+$5B0 1185; (main save block: inventory/char records/learned techs/gold), $7E2C23+$33 (character names), 1186; $7E0400+$10 (config), $00:0100+$10, $7F0000+$200 (event flags), $00:027E+2, $00:0290+$11, 1187; $7E2C7C+$1E. Because region 1 ($7E2400) is copied first, it lands at slot offset 0: 1188; inventory item ids at slot+$000..$0FF, quantities at slot+$100..$1FF. After the region
bank_FF.asm lines 1184–1188 at eeae27a · upstream ↗ 24305 JSR.W NewGame_SeedCharStatsAndTechs ;C2E65D|bank_C2.asm line 24305 at eeae27a · upstream ↗ bank_C1.asm at eeae27a Our readinga magic technique (id bit $80)31184–31186is learned only if the character's bit is set in $7F:01E031187–31200bank_C2.asm at eeae27a Our readingHP field +3 = base maximum +5, plus half for accessory $A1 or a quarter for $A0, at most 99913578–13594MP byte +7 = byte +9, for the seven records13600–13612$7E:7700 + item = the item record's first byte, bits $1E14994–1500212297 JSL.L Menu_CheckRockTriples ;C2837B|2258F9FF|FFF958;bank_C2.asm line 12297 at eeae27a · upstream ↗ bank_C2.asm at eeae27a Our readingafter every party operation, reload the party records (whose routine makes the call above)13463–13465Measured by a script in MesenCE 2.2.1 (build 4b8a196), on Chrono Trigger (USA) (SHA-1
de5822f4f2f7…). It fails if the result disagrees with the claim. - ^ abCode“Chrono Trigger (USA)” · dscotton/ct_disassemblybank_C2.asm 14994–15002
How we know
In the cartridge (“Chrono Trigger (USA)”): $FF:FB9C-$FF:FBB8: for each of 242 inventory slots, clear the item and its count when $7E:7700 + item has bit $10.. We don't reproduce the bytes.
14994 + STZ.B $00 ;C298B5|6400 |000000; 14995 ; | | ; 14996 - SEP #$20 ;C298B7|E220 | ; 14997 LDA.B $00 ;C298B9|A500 |000000; 14998 JSR.W Item_GetStatsPtr ;C298BB|20AD88 |C288AD; 14999 LDY.B $00 ;C298BE|A400 |000000; 15000 LDA.L CharInitData,X ;C298C0|BF0000CC|CC0000; 15001 AND.B #$1E ;C298C4|291E | ; 15002 STA.W $7700,Y ;C298C6|990077 |7E7700;
bank_C2.asm lines 14994–15002 at eeae27a · upstream ↗ - ^PublisherNintendo Player's Guide, Chrono Trigger (1995)
How we know
The "New Game +" option won't appear on the file save screen until you defeat Lavos for the first time.
p. 129 (scan image 77), Altered Destinies · archived copy ↗ All the normal endings are found by beating Lavos when your party battles through the Black Omen Fortress or warps in the Bucket at the End of Time. You need to beat Lavos in this manner to select the "New Game +" mode.
p. 129 (scan image 77), Normal Endings · archived copy ↗ - ^Verified“Chrono Trigger (USA)” · dscotton/ct_disassemblybank_C2.asm 24431–24445, 24294–24318, 24497–24500
How we know
In the cartridge (“Chrono Trigger (USA)”): $C2:E5D3-$C2:E922, the load screen, run by the probe: three runs in MesenCE 2.2.1 from power-on. The probe writes slot 0 (its checksum and the magic word $E41B) and $30:7FE2 = $FF (or 0) on the first frame, resets, presses Start every 120 frames until menu screen $0E opens, waits 120 frames, then taps Up, Right (or not), A, Down and A, 16 frames apart. Labels are read from video RAM, where the screen's tile numbers are the font's character codes, and the glyph from the font tiles at $E000.. We don't reproduce the bytes.
bank_C2.asm at eeae27a Our readingonly when the save byte at $30:7FE2 is set24431–24432and the cursor is on New Game (position 3)24433–24435and Left or Right is pressed24436–24438flip the byte at $9392 between $08 and $7824439–24442A on a slot (cursor below 3) loads that slot24296–24301A on New Game: set up a new game24305–24307if the save byte is set and $9392 holds $78, draw the slot prompt and go to the next state24310–24318when the save byte is set, run the screen's extra drawing list at $FF:C36B24497–24500Measured by a script in MesenCE 2.2.1 (build 4b8a196), on Chrono Trigger (USA) (SHA-1
de5822f4f2f7…). It fails if the result disagrees with the claim. - ^Verified“Chrono Trigger (USA)” · dscotton/ct_disassemblybank_C2.asm 13615–13617, 11873–11882, 13618–13636, 24573–24590
How we know
In the cartridge (“Chrono Trigger (USA)”): $C2:8042-$C2:805A, the launcher's start-up branch, run by the probe in MesenCE 2.2.1: the staged SRAM without a valid slot, Start pressed every 120 frames for 1,800 frames from power-on; an execution callback at $C2:8053 (the store that clears the byte) counted its runs, and the byte was read from save RAM after each run.. We don't reproduce the bytes.
13615 LDA.B #$FF ;C28D63| 13616 STA.L $307FE2 ;C28D65| 13617 RTS ;C28D69|
bank_C2.asm lines 13615–13617 at eeae27a · upstream ↗ In the cartridge (“Chrono Trigger (USA)”): $C2:8C5B, the party-operation table: entry 8 is $8D63.. We don't reproduce the bytes.
bank_C2.asm at eeae27a Our readingcalled for menu 0 while the start-up flag at $7F:0061 is still 011873–11876seed the starting party, set the flag to 111877–11879clear the byte11880–11881validate slots 0 to 2 in turn13621–13627none valid: seed the starting party, flag 013628–13630a valid slot: flag 213632–13635invalidate the slot24575–24581if no valid slot is left, clear the byte24584–24588Measured by a script in MesenCE 2.2.1 (build 4b8a196), on Chrono Trigger (USA) (SHA-1
de5822f4f2f7…). It fails if the result disagrees with the claim. - ^Codedscotton/ct_disassembly · “Chrono Trigger (USA)”bank_C2.asm 24525–24537, 24341–24376, 24319–24340
How we know
bank_C2.asm at eeae27a Our readingdraw string 3 of the description table at $FF:CF3B24529–24537In the cartridge (“Chrono Trigger (USA)”): $FF:CFD9, string 3 of the table at $FF:CF3B: "Start using" / "which data?". We don't reproduce the bytes.
bank_C2.asm at eeae27a Our readingconfirm or cancel24342–24345confirm on New Game (cursor 3 or more): the plain new game path24356–24359confirm on a slot: carry it over ($FF:FAED), then start the game24360–24364the other input: cursor to New Game (3), back to the slot list24365–24376the plain new game: note the first slot whose valid mark is 0, or slot 024319–24329leave the menu for the game24331–24340 - ^PublisherNintendo Player's Guide, Chrono Trigger (1995)
How we know
There are many endings in Chrono Trigger, but you can only see most of them if you finish the game a second time using the "New Game +" mode.
p. 129 (scan image 77), Altered Destinies · archived copy ↗ Look for the new gate in the right teleportation station in Leene Square. This is your direct link to Lavos
p. 129 (scan image 77), The Lavos Gate · archived copy ↗ The Lavos Gate appears in Leene Square. You can choose between playing the game or defeating Lavos. Endings depend on which quests you undertake.
p. 129 (scan image 77), Multi Endings · archived copy ↗ - ^MagazineMicom Basic, June 1995
How we know
「強くてニューゲーム」で遊ぼう
p. 149 (scan image 153), Final Stage, heading · archived copy ↗ Our translationLet's play "Tsuyokute New Game"知っている人も多いと思うが,『クロノ・トリガー』には「強くてニューゲーム」というモードがある。
p. 149 (scan image 153), Final Stage, first paragraph · archived copy ↗ Our translationMany will know this, but Chrono Trigger has a mode called "Tsuyokute New Game". - ^PublisherNintendo Player's Guide, Chrono Trigger (1995)
How we know
Use the "New Game Plus" file to return to the past and find some of the best endings in Chrono Trigger.
p. 129 (scan image 77), How to Find a Plus Ending · archived copy ↗ The "New Game +" mode is not available until you finish Chrono Trigger for the first time.
p. 129 (scan image 77), Select the "New Game +" · archived copy ↗ ©1995 by Nintendo of America Inc.
imprint (scan image 3) · archived copy ↗
Sources
Code
- n.d. “Chrono Trigger (USA).” · licence, all uses
- Scotton, David. 2026. “ct_disassembly: Chrono Trigger (US v1.0) disassembly.” Commit eeae27a. dscotton/ct_disassembly @ eeae27a · licence, all uses
Primary
- America, Nintendo of. 1995. “Nintendo Player's Guide: Chrono Trigger.” Nintendo of America. original · archived · licence, all uses
Secondary
- マイコンBASICマガジン編集部. 1995. “マイコンBASICマガジン, June 1995.” マイコンBASICマガジン (Micom Basic Magazine), June 1995. 電波新聞社 (Dempa Shimbunsha). original · archived · licence, all uses