Dragon Quest Monsters
The gameplay systems deliberately recalled mainline entries prior to "Final Fantasy X". The battle system was inspired by the Active Time Battle variants used in the Super Famicom era of the series. Hashimoto was the originator of the monster collection mechanic. The capturing mechanic was included as a parallel to the company's "Dragon Quest Monsters" subseries. The monster stacking design was decided upon during discussions between Chiba and artist Yasuhisa Izumisawa during early development: Izumisawa had created an illustration showing three different Job classes stacked on top of each other while riding Magitek armor as a joke, and Chiba thought that this would be a nice addition to the combat system. The number of monsters included in the game had to be restricted due to hardware limitations.