Chrono Trigger (SNES)

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Title Screen

Chrono Trigger

Developer: Square
Publisher: Square
Platform: SNES
Released in JP: March 11, 1995
Released in US: August 11, 1995


AreasIcon.png This game has unused areas.
DevMessageIcon.png This game has a hidden developer message.
CopyrightIcon.png This game has hidden developer credits.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.
PiracyIcon.png This game has anti-piracy features.


ProtoIcon.png This game has a prototype article

Chrono Trigger is a well-known RPG featuring excellent graphics and music, and a plot focusing on time-travel.

Contents

Sub-Pages

CT-Balloon.png
Unused Graphics
Mostly background objects, but still!

Unused Enemies

There are six unused enemies hidden away in the game's code. Most of them are still present in the sense that they can be seen normally, but only through hacking can they be fought. Most also feature either a very basic script (usually just repeatedly attacking), or no script whatsoever.

Omicrone

But it's not as bad as its mother, Mommycrone!

Though its name is similar to the "Omnicrone" enemy, this one is different. It uses the same magenta palette as Spekkio's fourth form, but is graphically glitched in battle. In-game, it appears in the Ocean Palace to summon a few enemies, but flees before the battle begins.

Ogre

An Ogan with a blue palette. While two of them are encountered in Ozzie's Fort, neither is fought since Ozzie springs them as a trap on conveyor belts...and immediately fall into pits.

Octobino

It's an albino octopus. Duh.

This enemy looks identical to the Octoblushes encountered in Heckran's Cave, and appears to have all the same attacks. Its purpose is unknown, but it may have been intended to be a "henchman" in a boss battle.

Octorider

Those imps will ride anything.

A Blue Imp riding an Octoblush. In the prototype, these can be seen at Heckran's Cave, which is where they'd likely be fought had they not ended up cut. In the final, the only place to see one is in the secret "Developers' Room" ending.

Bull Frog

Bull-headed frog, is more like it.

These are the two mouthy and cowardly frogs seen periodically throughout the Sewer Access in 2300 AD. Since you never technically meet them, obviously, you never fight them.

Frog King

Lord of the Frogs.

Cyrus and Glenn fight this guy during a flashback. It's otherwise never even encountered, much less fought. Like the Omicrone, it's rather glitchy in battle.

Johnny

It's THE MAN!

Or as he's known to his robot lackeys... THE MAN! Evidently, he was supposed to be fought at some point. Unlike the other unused enemies, he appears to have actual stats, but still does nothing more than attack.

Unused Areas

While the developers were generally fairly good about making sure all areas were used or deleted accordingly, a few unused maps still remain.

Choras Residence

Nice place. Too bad it doesn't exist.

An extra house located in the same map as the Choras Inn. This is actually present in the prototype, but despite existing in the final (unlike many prototype maps), there are no longer any pointers or events associated with it.

Unknown House

For rent. Cheap.

This small house is never used, not even in the prototype, and it's unknown where it even could have been located, as it exists on a single large map used for numerous building interiors in Truce, Porre, and Medina. It's slightly glitchy in appearance, due to several black boxes surrounding it, overlapping some of the wall tiles.

Unused Items

The Forbidden Five.

There are five unused items in the game's code.

  • Dark Saber - Attack Power: 50. This is a weapon for Crono without any specific special effects. As it's sandwiched between the two prehistoric swords (Flint Edge and Aeon Blade), it seems likely that this would have been found in Magus' Castle, but was cut in favor of the Slasher. Earlier in development, the Slasher was known as the "Soy Sword", and was a weapon for Frog. The developers obviously (wisely) decided that it made no sense for Frog to gain a new weapon so soon after having you finish a rather long quest to get the Masamune, so the Soy Sword/Slasher was changed to a weapon for Crono, and the Dark Saber was dropped.
  • PicoMagnum - Attack Power: 20. A rather weak, featureless weapon for Lucca. This would likely have been found either in 2300 AD, or in 1000 AD after returning from the future. It's unknown why it was cut.
  • Graedus - Attack Power: 60. Another weapon for Lucca... and a weird one, to boot: if it hits, the target's HP is halved. However, it doesn't seem to work very well, and obviously wouldn't have worked at all on bosses. It's likely it was deemed too gimmicky to keep.
  • Relic - An accessory with the same effect as the SightScope (showing enemies' HP when equipped). This was probably unfinished.
  • SeraphSong - An accessory which gradually restored your MP while equipped. It would have been rather useful, but given the Gold Stud reduces your MP cost to such a degree that MP restoration is rather trivial, this was probably rendered unnecessary.

While all of these items are also in the DS port (some renamed), they're just as unused there and are not included in the in-game item list. Also, of these items only the Dark Saber and PicoMagnum are in the prototype; this means that the Graedus, Relic, and SeraphSong were added later, but inexplicably left unused.

Unused Music

Famously, two songs appeared on the Chrono Trigger OST but were not used in-game. There also exists a third, lesser-known unused song.

Battle 2

(Track 2-11 on the OST)

Just as the name suggests, this was intended to be a secondary normal battle theme. It was used in the DS port for the monster arena.

Singing Mountain

(Track 3-01 on the OST)

This beautiful song imitative of Joe Hisaishi's "Laputa: The Castle in the Sky" is more or less all that remains of a dropped prehistoric dungeon, an unfinished version of which is present in the prototype and indeed uses this song. It was also used in the DS port for one of the Dimensional Vortex dungeons.

Rat-a-Tat-Tat It's... Mitsuda

This song isn't on the OST, and as such was only named later. It's just a short fanfare, the melody taken from the traditional "Shave And A Haircut", possibly intended to be used when you talked to Yasunori Mitsuda in the Developers' Room ending. While this also appears in the DS port, it only appears on the in-game music test.

Unused Location Names

There are several bits of text for world map location pop-ups that exist in the game, but don't correspond to anything.

  • Gobb's house - Two possibilities exist for this one. Either "Gobb" is the name of the friendly imp you encounter when you first arrive at Medina, or "Gobb" lived in one of the extra houses that existed in Medina in the prototype.
  • Eternal Repose - On its own, this doesn't seem to relate to much of anything. However, the Japanese version appends this with "亭", meaning "stop" (as in, a rest stop), suggesting this was intended for an inn or cafe, presumably in Truce or Porre.
  • Breakwave Pt. - This one brings to mind "Vortex Pt.", the name displayed for the whirlpool outside Lucca's house in 1000 AD. But it too features the "亭" character in the Japanese version, suggesting another inn/pub.
  • Robot village - This is mixed in with the 2300 AD location names. Either it was an early name for the Proto Dome, or it was linked to the odd coliseum-like building found in the prototype.
  • Chanting Mt - An alternate translation of the Singing Mountain, a well-known scrapped prehistoric dungeon.
  • Ayla's tent - Intended, rather obviously, for Ayla's home in Ioka. However, in-game, "Chief's Hut" is displayed instead, probably because Ayla can be renamed.
  • Ocean Palace - The Ocean Palace is technically present on the surface world in 12,000 BC, but it's entered via a teleporter from Zeal Palace, and not the world map itself. As a result, this text never appears.
  • Exoskeleton - The absolute only thing that this brings to mind is Lavos' shell, after defeating the "head". Perhaps Lavos was intended to be present on the world map at one point.

Regional Differences

Title Screen

The opening copyright does not appear in the Japanese version. It is simply a black space.

Menu Icons

Japan US
Item da! Uh... item.

The "Item" menu marker is darker and more rounded in the American version.

Japan US
I don't speak Japanese, sorry. TEC!

The "Technique" menu marker was changed to read "TEC" in the American version. It was also changed from a tan color to an off-white.

Japan US
Japanese Item? ...oh. Right. I knew that.

The "cursor memory" icon on the options menu was likewise translated. A thin border around it was removed, and the word "ITEM" was enlarged and re-colored.

Elements

Japan US
Kolor-Koded Kanji Lightning + Fire + Water = Shadow?

The element graphics used on the menu weren't so much "translated" as "completely redrawn from scratch". The English versions are considerably larger and more elaborate than their Japanese counterparts.

Era Markers

Japan US
Years in review. Time travel!

The era markers that pop up on the world maps were in reverse order (A.D./B.C., then the year) in the Japanese version. The boxes themselves also appear to have been flipped horizontally.

Ending Photo

An in-game depiction of some official art is absent in one of the endings in the American version. It is the ending that occurs if Lavos is beaten after getting the Epoch's wings but before completing Death Peak.

Lucca's Mother

The name of Lucca's mother in the Japanese version is apparently "Lala" rather than "Lara". This has significance with the button input during a sidequest!

Other Oddities

Truce Inn Chest

Stealing the innkeeper's profits. Shame on you!

For reasons only known to the developers, the chest behind the counter in Truce Inn, quite unlike every other "behind the shop counter" chest in the game (and most RPGs in general) inexplicably contains a whopping 57,342G. This chest can't be reached without cheating, however; it was likely used for debugging purposes.

Odd Chest Placements

There are four instances in the game where there are treasure chests hidden under floor/wall tiles, which can be viewed by disabling graphic layers on an emulator. They're just graphics, however, and don't contain anything. Why they're there is a mystery.

Not the Dark Saber, people.

The first one appears near the entrance to Mystic Mountains. There's some speculation that this chest would have held the unused Dark Saber, but due to the sword's power and the chest's ease of accessibility, this is exceedingly unlikely.

Stuck in the wall, like so many debug modes leave you.

The second one appears in the "warp room" in the Tyrano Lair, buried under a wall in the lower-right corner. There's really no good explanation for why this one is here...

Two chests for the price of one!

The third chest is on the raised platform in the center of the second area of the Sunken Desert. It's right next to another chest, however, so it was probably going to be used.

That's *one* way of keeping your treasure safe...

The fourth and final instance of odd chests is in the western tower of Guardia Castle. Go up one flight of stairs and disable the background layer to see them way up in the upper-left corner. One is closed and one is open.

Missing Carpet

Now you don't see it... ...now you do!

In the back of Zeal Palace, there are three doorways. While the right doorway leads to another two doorways (one of which goes to Schala's room), the left and middle doorways lead to rooms with a flight of stairs going up. Removing Background Layer 1 with an emulator reveals that these stairs were originally meant to be carpeted.

Here, too. Also, why is a piece of wall hidden under a piece of wall?

While this was probably a design choice, it also seems like it could have been a programming mistake, since there is carpet leading to the stairs and from the stairs that the missing piece neatly fits between. Also, the previous room in the palace had carpeted stairs, so why remove it from these rooms?

These carpet placements can be seen normally in the prototype, albeit with a different palette.

Jet Bike Race

This string can be found in plain ASCII text in the US version. The people responsible for the design of the bike race are credited in the game's ending for map design (Mami Kawai, Kaname Tanaka, Akane Haruki, Hiroto Yamamoto) and character graphics (Tazuyo Inukai).

-- JET BIKE RACE --
BIKE OBJECT  :MAMI KAWAI
JONNY OBJECT :TAYZO INUKAI
MODE7 ROAD   :KANAME TANAKA
BACK GROUND  :AKANE HARUKI
PANEL & FONT :HIROTO YAMAMOTO
THANK YOU FOR 5(!) GRAPHIC DESIGNERS.

Anti-Piracy

Hmmm...
To do:
Further information on exact details of said subroutine and a video of the loop is needed.


If a certain subroutine detects an unusual amount of SRAM that would indicate the use of a cartridge copier, the first time travel animation will infinitely loop, rendering further progress impossible. Curiously, this same loop is present as a copy protection measure in the DS port.