Credits are displayed in the order they appear in-game. Certain individuals have biographies located at separate articles.
Kazuhiko Aoki: Guess what! I hit the 100,000 yen jackpot!
Yoshinori Kitase: Did you get through all 10 different endings? It depends on when you challenge Lavos.
Akihiko Matsui: Now wasn't that SPECIAL? See you same time, new game!
[Takashi Tokita] Sorry, it's a bad makeup day for Takashi Tokita.
Akira Toriyama (?? ? Toriyama Akira, born on April 5, 1955 in Kiyosu, Aichi Prefecture) is a Japanese manga artist. He debuted in 1978 with the story Wonder Island, published in Weekly Shonen Jump magazine, and gained fame for Dr. Slump, serialized weekly in Shonen Jump from 1980 to 1984. He is probably best known for his series Dragon Ball. This work was one of the linchpins for what is known as the Golden Age of Jump. Its success "forced" Toriyama to work on Dragon Ball from 1984 to 1995. During that eleven-year period, he produced 519 chapters, collected into 42 volumes. Each volume has an average of 200 pages, so the entire Dragon Ball storyline extends to almost 9,000 pages. Moreover, the success of Dragon Ball led to an animated television series, feature-length animated movies, video games, and mega-merchandising.
His clean line and design sense led to jobs designing characters for the phenomenally popular Dragon Quest series of role-playing game (formerly called Dragon Warrior in the United States). He has also served as the character designer for the Super Famicom and SNES RPG Chrono Trigger and the popular fighting game Tobal No. 1 for the PlayStation (as well as its sequel, Tobal 2, released only Japan), and continues to produce the occasional manga story. His works after Dragon Ball tend to be short (100-200 page) stories, including Cowa!, Kajika, and Sandland, as well as one-shots, like the spoof Neko Majin Z.
Akira Toriyama: Heeey! Sasuke! Kikka! Pop's working on games like this! Hey are you guys watching? Isn't this great?!
Yuji Horii (???? Horii Yuji, born January 6, 1954) is a Japanese video game designer. Yuji Horii graduated from Waseda University's Department of Literature. He also worked as a freelance writer for magazines, newspapers, and comics. He won the top prize at the Enix-sponsored "Game Programming Contest" that gave him the motivation to become a video game designer. His video game works include the Dragon Quest, Portpia Renzoku Satsujin Jiken, and Itadaki Street series.
Mr. Horii was also a supervisor of the Super Famicom/Super Nintendo game, Chrono Trigger. Chrono Trigger had multiple game endings and Yuji Horii appeared in one of the endings with the game development staff. Yujii Horii recently finished working on the eighth installment of the Dragon Quest and currently heads his own production company, Armor Project.
Yuji Horii: One of these things is not like the others... A Stapler, Mothra, and the Olympics. SO...which one is it?
Hironobu Sakaguchi (?? ??, born 1962) was the Director of Planning and Development for Square Co., Ltd.. He is the creator of the Final Fantasy series. In 1991 he was honored with the position of Executive Vice President followed shortly thereafter by an appointment of President of Square USA, Inc. In 2001, he founded Mist Walker, which began operation three years later. Sakaguchi has had a long and illustrious career in gaming with over 60 million units of video games sold worldwide. Sakaguchi took the leap from games to film when he took the directorial role in Final Fantasy: The Spirits Within, an animated motion picture based on his world-famous Final Fantasy series. However, the movie wasn't commercially successful, leading to the closure of Square Pictures.
As a game designer, Sakaguchi has set standards of creativity that continue to be both influential in the way games are created and played. A long time proponent of bringing together the story telling vehicle of film and the interactive elements of games, Sakaguchi continues to move the industry by creating imaginative and beautiful stories through both media. The Final Fantasy series has sold more than 40 million units worldwide and continue to be a popular franchise. In 2000, Sakaguchi became the third person to be inducted into the Academy of Interactive Arts and Sciences' Hall of Fame. The first to receive that honor was Shigeru Miyamoto from Nintendo. In February 2005 it was announced that Sakaguchi's company, Mist Walker, would be working with Microsoft Game Studios to produce two computer role-playing games for the Xbox 360.
Hironobu Sakaguchi: Boy, it used to be that I'd get thinner after each game. Now I'm gaining weight instead. Ack! I must be getting old.
Yasunori Mitsuda: Well, it's my turn to go on a journey!
Nobuo Uematsu: siht daer naht od ot retteb gnihton evah I Now run out side and play, boys and girls!
Higuchi returned after Trigger to help program Chrono Cross.
Katsuhisa Higuchi: Legendary programmer seeks that special someone. Waiting for those cards and letters.
Keizo Kokubo: Well I hope everyone can say it was a learning experience! When you complete your rounds, come back to see me.
Akao returned to work on Radical Dreamers and Chrono Cross.
Minoru Akao: Boy isn't this fun?
Nakamura returned to work on Radical Dreamers.
Eiji Nakamura: Congrats on finishing the game. Now get a life!!
Masanori Hoshino: Hey, they promised to name the game Hoshino Trigger!
Yasuhiko Kamata: Isn't 32 megs great? The graphics become incredible. It was painful at times, but it sure was fun!
Tetsuya Takahashi is currently the head of game software company Monolith Soft, Inc. In the past, Takahashi has worked under Squaresoft and on such games as the Final Fantasy series. His most notable works are those within the Xenogears (Square) and Xenosaga (Monolith soft) series, both of which he directed. His most recent work is on Xenosaga II, the second in the series of 6 or 7 games (the exact number of games is yet undecided by the game staff, and it may well exceed this amount).
Tetsuya Takahashi: If you thought this was tough, get a load of Final Fantasy 2
Kato: Every night will have a day. Even forever has to come to an end. ...I think...
Chiba returned to work on Radical Dreamers and Chrono Cross.
Hiroki Chiba: So which is it, the Raiders or the Cowboys?
Hiroyuki Ito: Heh heh... the Tyrano Lair? Yup, it was my bright idea to put the switch in the mouth!
Keisuke Matsuhara: Thank you, thank you, no applause necessary, just send money...Another of my masterpieces will be available soon, so stay tuned.
Keita Eto: It'll cost you 10,000,000G to fix a broken map!
Kenichi Nishi: Boy it was a long haul... I've gotten my first grey hairs because of this game!!
Nishida returned to work on Radical Dreamers.
Haruyuki Nishida: Want to see a Chrono Trigger 2? Yes. No. That'd be nice huh?
Shimamoto returned to work on Radical Dreamers.
Makoto Shimamoto: Can you do it? THE 9999 damage point strike!
Toshiaki Suzuki: Aaack! I'm so tired... No, I'm hungry... No, I can't decide...Acck! They've made me into a zombie, working on this game...
Yoshii returned to work on Chrono Cross.
Kiyoshi Yoshii: You finished the game already? What about all the work I put in it!?
Kazumi Kobayashi: I've lost 22 pounds because of this game. You'd better be enjoying it!
Ken Narita: Love was in the air...But then...the boat sank. Sigh...
Koji Sugimoto: Bet you can't beat the score of 2110 in the bike race!
Yukio Nakatani: Will you be my friend? Are you a girl?
Hirokatsu Sasaki: Ever since I started growing out my hair I've been getting a lot of attention...from guys! Yikes!
Shinichiro Hamasaka: Good job guys!
Honne returned to work on Chrono Cross.
Yasuyuki Honne: Phew, what a relief it's over!
Matsuzo Itakura: Did you figure out the Poyozo Dance attack? See you again in the next game.
Akiyoshi Masuda: Kokubo and I've been polishing up on our anti-stress massage technique...
Yusuke Naora: Well are we having fun yet?
Tetsuya Nomura (????; Nomura Tetsuya) is a game and character designer at Square Enix. Before working for Square Enix, formerly Squaresoft, Nomura was at a vocational school creating art for advertisements. In 1992, Squaresoft hired him to work on the battle graphics of Final Fantasy V and then as graphic director in 1994 for Final Fantasy VI. In 1996, a game project called Silent Chaos (which was originally the sequel of Dark Earth, a PC adventure game) was stopped after several months of development, and became a PlayStation game, developed in collaboration with Squaresoft. The characters, designed by François Rimasson at the beginning, were totally designed again by Tetsuya Nomura; but the project never ended and Silent Chaos was definitively stopped in November 1999, after two and a half years of development.
Tetsuya Nomura did not gain recognition until 1997, when Squaresoft asked him to be the character designer for their new opus, Final Fantasy VII. The game was a commercial success. In 1998, he worked on both Parasite Eve & Brave Fencer Musashi. The following year, Nomura worked on another game that achieved commercial success—Final Fantasy VIII—where he acted as the lead character designer and the battle visual director.
Afterwards, Nomura worked on several other miscellaneous projects such as Ehrgeiz and Parasite Eve II for the PlayStation. He continued on to design characters for Squaresoft's first PlayStation 2 venture, The Bouncer, before returning to character designing for the Final Fantasy series with Final Fantasy X, Final Fantasy X-2, and Final Fantasy XI. More recently, he has acted as the director, concept artist, and character designer for Kingdom Hearts and Kingdom Hearts II.
Tetsuya Nomura: 3......2... ... 1......Restart! Just joking!
Yoshinori Ogura: Well I'm glad they gave me a bit part in this game...
Shinichiro Okaniwa: Gee, you know they really kept us locked up for a long time. My hair's THIS long as a result!
Kazuhiro Ohkawa: Congratulations! Now wasn't that fun?
Hey out there in TV land! How're we doing? It's me, Manabu Daishima! If you like this game, check out the other Square Soft titles!!
Hasui: Shh, I'm in the middle of something good here!
Takayuki Ohtachi: Mission complete!
Fumi Nakashima: Someone kiss me!
Hiroshi Uchiyama: That's a pretty good costume you got on there, kid! Wait! It's really YOU, isn't it?!
Tsutomu Terada: Hey don't mess with the monsters I created! They kinda grow on you after awhile you know?
Koichi Ebe: Wow, you just jetted through the game huh? Let me throw you a kiss!
Tadahiro Usuda: Look closely and you'll appreciate the individuality of the monsters. Check out the shadow on this guy's sword!
Mami Kawai: Oops! Did I forget to insert a few parts? I'm so sorry, it won't happen again...
Kezuka: Better find the switch soon or it'll all go up in flames!
Akane Haruki: Feed me! They've kept me locked up for so long!
Don't look for me...Hiroko Yamamoto
- Please note that the NA translation gets his name wrong. He's Hiroto.
Kaname: Like, does this mean we're finally free to go home?
Minekawa returned to work on Chrono Cross.
Douglas E. Smith
Ted Woolsey was the primary translator and US producer of Squaresoft's console role-playing games during the SNES era (circa 1990-1996). Probably the most famous of the games he has translated was Final Fantasy VI (initially released as Final Fantasy III in North America). Woolsey joined the company in 1991. Woolsey's first project with Squaresoft was the formatting of Final Fantasy IV (released in the US as Final Fantasy II at the time), and his last project with them, before they moved to LA, was the translation of Super Mario RPG. Other titles he worked on included Secret of Mana, Chrono Trigger, and Breath of Fire. In total he worked on and helped launch 9 titles.
Ted Woolsey resurfaced as one of the founders of Big Rain in 1996, with the release of Shadow Madness.
"Big Rain changed its name to 'Craveyard' at the end of 1997, and joined up with another company, called 'Crave Entertainment'. According to GameSpot, Ted Woolsey isn't involved in games anymore." alt.games.final-fantasy FAQ (Part 1 of 3).
And Craveyard died:
"After the horrible sales failure that WAS Shadow Madness and the ghastly mess that was Project Cairo [ 64DD-vapourware ], Crave pulled the plug on Craveyard." Craveyard. Shadow Madness Classic.
Ted Woolsey is perhaps best remembered for introducing console gamers to the process of localization, in the sense that the games he worked on were modified in varying degrees to be more readily understandable to the target culture. In years prior to his work, most games received translations which were often difficult to understand, due to the fact that the translators usually did not have English as their mother tongue. Errors were commonplace, many of which were of the Engrish variety.
K. Torishima (Kazuhiko?)
Adachi returned to work on Radical Dreamers.
These people are credited in the Programmer's Ending, but not in the credits.
Kazuo Suzuki: Hey that's me, the merchant-maker!
Shun Moriya: I've been working on this ROM for 24 hrs! Aaah!! Someone save me...I'm getting sucked in!
Taizo Mamo: How 'bout those Dodgers?!
PSX Executive Producer
PSX Production Manager
Tanaka returned to work on Chrono Cross.
PSX Animation Sounds
Square Sounds Co.,LTD.
PSX Animation Production
TOEI ANIMATION CO.,LTD
PSX Animation Producer
KouZo Morishita Tatsuya Yoshida
PSX Art Director
PSX Character Design / Art Director