"Chrono Trigger" used a 32-megabit ROM cartridge with battery-backed RAM for saved games, lacking special on-cartridge coprocessors. The Japanese release of "Chrono Trigger" included art for the game's ending and running counts of items in the player's status menu. Developers created the North American version before adding these features to the original build, inadvertently leaving in vestiges of "Chrono Trigger"'s early development (such as the piece "Singing Mountain"). Hironobu Sakaguchi asked translator Ted Woolsey to localize "Chrono Trigger" for English audiences and gave him roughly thirty days to work. Lacking the help of a modern translation team, he memorized scenarios and looked at drafts of commercial player's guides to put dialogue in context. Woolsey later reflected that he would have preferred two-and-a-half months, and blames his rushed schedule on the prevailing attitude in Japan that games were children's toys rather than serious works. Some of his work was cut due to space constraints, though he still considered "Trigger" "one of the most satisfying games ever worked on or played". Nintendo of America censored certain dialogue, including references to breastfeeding, consumption of alcohol, and religion.