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History of the Novel

t all started back in 1996, back when I was just a mere 8th grader...

    I never had played Chrono Trigger before, but had remembered hearing one of my dear friends, Luke, talk about it almost every day in class. After he finally finished this game that I had heard so much about, he decided to let me borrow it.  So, naturally, I started playing it...and I was absolutely taken away by the rich and thrilling storyline.  I found myself falling in love with the characters, always hoping that everything would work out for them.  I felt for Frog as he dwelt over a painful past, (while, of course, hoping to get him back on my team), and I longed to help Marle as she coped with an overbearing father and the bondages of royalty.  Anyone with a knack for spirituality certainly could not overlook the similarities and allusions to Christianity present throughout the storyline.  The involvement was too great, and the story so real to me, that, after finally finishing the game, I called Luke up and said these exact words: "...awesome!  Someone should make a novel out of this!"  After finding out that so many others have uttered this same phrase, that is exactly what I decided to do.

    So, in September of 1996, I sat down with several No.2 pencils, an electric sharpener, and some paper to begin writing the events as I saw them.  Perhaps the very first sentence written onto that very first page was the most meaningful of all: "It was the brightest and most beautiful morning that Truce Village, circa 1000 A.D., had seen."

    From there, the writing continued.  I was, as an eager-minded middle school student, always very excited to sit and write what was happening in my game.  I started the game from scratch, using just one save file, and wrote down everything (everything) that happened.  When Crono jumped to level 4, I was all too happy to write it down.  When Lucca found her Plasma Gun, it was jotted into the paragraph with utmost enthusiasm.  As it was on the game, walking from town to town and from scene to scene was nothing more than what was there: a walk from here to there.  Crono remained about as vocal as Brandon Frasier in Encino Man (though Crono could speak English), or, that is, a caveman who doesn't talk much. To keep up with the growing status of each character, I thought it would help everyone to see a chart from time to time that reflected the information relayed to gamers through the game's character information screen.  After all, those Experience Points were important, and were to be gained after fighting every foe so that levels could be raised.  At some point, good ol' Luke finally gave me the game as a Christmas present.     For roughly 300 pages, I wrote in this way, thinking in my own inexperienced head that the readers would be interested in following the characters' progress as they did on the screen.  But, after those 300 pages, I went back and read some of what I had written...and then I realized that there had to be something more.

    So, over a year later, in December of 1997, I decided to make a small modification to my writing style.  Believing that I could simply return to the first 300 pages and fix them at a later time, I continued with the story in the Beasts' Lair leading to the Mountain of Woe.  With three characters actively fighting, and the rest twiddling their thumbs in The End of Time, I figured that leaving out some of the items of the game would help the story to flow more smoothly.  Indeed, this was a good move.  It was also at around this point that I decided to start adding scenes and chapters to enrich the story even further--an even better move.  One of my most memorable additions, occurring at around this point in the story (Mountain of Woe), will be used when I return here in the rewriting.

    From this point on, I began watching what I was writing more closely and made many tweaks and improvements along the way.  At around 340 pages, I decided not to include most weapons, armor, accessories, etc. unless it was an integral part of the storyline.  And, by this point, I was simply noting (in the side margins) when new Techniques were being learned rather than interrupting the flow of the action for them.  The writing continued from there, with some halts from time to time, and I included probably more extra chapters with unique names than at any other part in the novel's entire history (including now).  Reading what I had done, I found myself much more satisfied than before, because the reading was much more enjoyable, but I knew that I still lacked the splendor of many of today's great novels.  It had always been in the back of my mind to make this novel at least as enjoyable as Brian Jacques's Redwall series books and A.C. Crispin's Han Solo trilogy.  It is most likely that my writing style blends that of these two great authors, although a lot of my fighting scenes are inspired by scenes in movies like Lord of the Rings or Pirates of the Caribbean.

    While looking through my old first attempt at this novel, I noticed that, by around page 370, my handwriting started to look almost identical to what it is now.  This suggests to me that it was around this time that I started using my trusty mechanical pencil, a simple BiC 0.7mm with a green clip (which I still use!), and that I was writing this part of the novel at a later time, probably after a fairly lengthy halt in the entire effort.  So, at any rate, my writing was considerably more developed at this time.  With my improved methodology, the novel was certainly at its best in comparison to previous chapters.  Looking back right now, I still find myself engrossed with the sequences I wrote following the destruction of the Ocean Palace and the demise of a beloved character.  I am amazed at a scene [that I had forgotten] involving a conversation between Gaspar and Spekkio and the functionality of the Time Egg.  I am encouraged knowing that these scenes can only get better when I reach that point again.  In June of 1998, I reached page 400 with the battle of the Golem Boss, and still struggled only with the using of Techniques and special moves intrinsic to games (particularly RPG's) only.  This problem subsided in the pages to follow, however, and the story went on into the "optional" events of the game with the highest of hopes.

    I had a massive flow of ideas and an outline that would carry me the bulk of the way to the end of the game and its story.  The novel, along with my writing style, had evolved and formed into a single entity.  One always affected the other.  At the height of things, however, a turn came for the worst, and my 3-year-old game file (there was only one used for the novel) was accidentally deleted on September 7th, 1999, at almost the exact same date that the novel was started...

    For a while, I stopped everything after making some notes to myself regarding my plans for the events ahead of the novel.  With no more options, I began rewriting the novel from the beginning, starting off with an entirely new chapter to precede the game's opening, an idea which was inspired by another individual named Ryan that I had come into contact with online (he was going to write a novel, too).  Unfortunately, the burden was too great, and I decided to stop writing in October of that year.  For an entire year those original 481 pages of a timeless story sat tucked away in large, brown envelopes.  However, my desire grew too great to finish it...I could not allow myself to be defeated by a stroke of bad luck.  So, I picked the novel back up where I had left it: In the middle of the new Chapter 1, continued in September of 2000.

    Though the task of writing this novel is very time-consuming and difficult, I feel that it is meant to be.  It is my main hobby and my most desired ambition.  Perhaps it is fate, or simply irony, that the final line of the original writing  read as follows

Marle thought for a moment.  "Knowing Crono, I'd doubt it, but it's worth a try either way."

    I couldn't have said it better myself.
 
 

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