Proto:Chrono Trigger (SNES)/Area Differences

Overworld: 1999 AD
The map of 1999 AD, as viewed from the Arris Dome monitors, underwent only minor changes; in both versions, the map is incomplete, with only what was needed in-game being designed. However, the prototype has some misplaced patches of grass in the dirt ground around the various domes on the western islands, which were corrected in the final.

Also of note, while it's possible to visit this map in the final only via cheats/glitches, you can teleport here directly from the Epoch's era select menu in the prototype, and it's treated as a normal world map. However, the grid overlay from the Arris Dome display is always present (while it isn't in the final). None of the buildings can be entered in either version.

Finally, for some reason, there is collision detection on some of the sea tiles in the prototype. Evidently, you were once meant to walk on the 1999 AD world map for some reason.

Sun Keep
Despite being a fairly small and unimportant area, the Sun Keep underwent a dramatic redesign: in the prototype, it was rather barren with the exception of a hill in the back. The final added considerably more detail, including extra steps and an "arch" near the entrance.

Filler Map


This large, empty field using prehistoric jungle tiles is repeated several times throughout the prototype, sometimes with events on it, sometimes completely empty. It appeared to serve a dual purpose as a filler map and a testing area for assorted events.

Interestingly, the dirt appears to be in the shape of 鳥 (tori). This may be a reference to Akira Toriyama (鳥山 明), the character designer for the game.



An "alternate" version of this area exists mixed in with the Algetty maps, and erroneously using its tileset, resulting in a glitched mess.