Chrono Trigger (SNES)
This game has unused areas.
This game has a prototype article
This game has a prerelease article
Chrono Trigger is a well-known RPG featuring excellent graphics and music, and a plot focusing on time-travel.
- 1 Sub-Pages
- 2 Unused Enemies
- 3 Unused Lavos Forms
- 4 Unused Areas
- 5 Unused Items
- 6 Unused Music
- 7 Unused Location Names
- 8 Unused Weapon Effects
- 9 Regional Differences
- 10 Other Oddities
| Unused Graphics|
Mostly background objects, but still!
| Unused Text|
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.
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.
An Ogan with a blue palette. While two of them are encountered in Ozzie's Fort, neither is actually fought since Ozzie springs them as a trap on conveyor belts...which lead to pits.
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.
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.
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.
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.
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 Lavos Forms
In a normal game, challenging Lavos regularly (by completing the Black Omen or using the bucket at the End of Time) pits the player in a sort-of boss rush mode where they have to beat bosses previously fought on the adventure, from the Dragon Tank up to and including Giga Gaia, before continuing on to the actual Lavos Shell battle. A few unused enemies programmed in the game suggests the boss rush was originally intended to drag on a bit longer:
- 1F: Equivalent to Retinite's body.
- 21: Equivalent to Retinite's legs.
- 3C: Equivalent to Mother Brain's displays.
- 5A: Unsure what this was supposed to be. Possibly equivalent to the flames of the Son of Sun, as it has maxed out physical defense and absorbs all elements.
- E8: Equivalent to Retinite's core, but with a staggering weakness to water-elemental attacks. It seems at one point water-elemental attacks were to damage Retinite directly, instead of "hardening the sand" to lower its defense.
- E9: Equivalent to Mother Brain.
- EA: Equivalent to the Rust Tyrano.
None of these enemies have a battle script programmed in, so they do nothing until you successfully defeat them.
While the developers were generally fairly good about making sure all areas were used or deleted accordingly, a few unused maps still remain.
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.
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.
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 likely (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. Another possibility is it was intended to be found in the scrapped Singing Mountain dungeon, as the dungeon was meant to be accessed at some point between the battle with Magus and the Tyrano Lair.
- 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 still left unused.
Famously, two songs appeared on the Chrono Trigger OST but were not used in-game (although they still remain in the game's code). There also exists a third, lesser-known unused song.
(Track 2-11 on the OST)
Just as the name suggests, this was intended to be a secondary normal battle theme. The prototype used it in the Cyrus vs. Frog King flashback, although not in any actual playable battle. It was later used in the DS port for the monster arena.
(Track 3-01 on the OST)
This beautiful song, possibly imitative of Joe Hisaishi's "Laputa: The Castle in the Sky", is more or less all that remains of a scrapped prehistoric dungeon, an unfinished version of which is present in the prototype and indeed uses this song. It was also later 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. The song appears under this title in the PSX and DS ports, but remains unused aside from its appearance in the in-game music test.
Frog's Theme with Intro part
(Track 1-13 on the OST)
Everyone's heard it as Frog's Theme plays an important part in the game, but the Official CD soundtrack actually adds a short intro to it, which sadly isn't to be found in the game data.
After carefully studying each byte of the song data, though, there actually seems to be leftover bytes which don't serve for any purpose - unless we actually begin to patch the note data from the intro part back in!
Namely, the extra data found is Volume, Panpot and Octave definitions on the main melody channels (Flute and Trumpet), and that's what inspired me to reverse engineer the audio from the OST back into the game by hand. The only big thing missing seems to be the correct Pitch LFO values for the Trumpet melody. Flute channel's LFO values seem to be close enough though and other music tracks use very similar values as well, so I copied them in as is.
Note - while the SPC data here is 100% compatible with the game (and needing only minor additions to the game code alongside), it doesn't fit into the sound bank without overwriting other songs.
|Download Chrono Trigger - Frog's Theme (with Intro)
File: CT_-_Frog's_Theme_(w_Intro).zip (79 KB) (info)
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 - No in-game evidence points to who "Gobb" would have been, however, two theories 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.
Unused Weapon Effects
There are a few effects on weapons that are not used within the game.
- Deals slightly more damage to dinosaurs - Increase damage against dinosaur enemies.
- Deals slightly more damage than normal.
- Deals slightly less damage than normal.
- Percent damage (high) can't do a critical hit.
- Deal really low damage.
- Kamikaze attack - Upon hitting a target, the user's HP drops to 0 and is KO'd.
- Always miss, 0 damage.
- Inflict instant death - Deals no damage upon hitting, target is killed instantly. This works on bosses.
- Deals more damage vs Unknown race.
- Inflict Poison - Chance of inflicting Poison upon a target.
- Inflict Sleep - Chance of inflicting Sleep upon a target.
The opening copyright does not appear in the Japanese version. It is simply a black space.
The "Item" menu marker is darker and more rounded in the American version.
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.
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.
The element graphics used on the menu weren't so much "translated" as "completely redrawn from scratch". Of note is that in the Japanese version the Lightning element is 天 (ten) which translates to Sky or Heaven.
The English versions are considerably larger and more elaborate than their Japanese counterparts.
The era markers that pop up on the world maps were in the opposite order, placing A.D./B.C.before the year in the Japanese version. Interestingly enough, both are incorrect, as A.D. precedes the year while B.C. follows it. The boxes themselves also appear to have been flipped horizontally. Also, note the existence of the 1999 A.D. marker, which actually appears and functions normally if one accesses the 1999 A.D. overworld map via hacking. It is otherwise unused.
In the Japanese version, Marle's real name is the one given to her plus "-dia/ディア" at the end (Marledia by default). In the English version, her name is always Nadia.
In the Japanese version, Ayla and Kino's dialog (as well as the name of the "Crono special" meal in 1000 A.D.) has unique code to specifically shorten Crono as a nickname ("Cro" by default). This is lost in the English release.
An in-game depiction of some official art is absent in one of the endings in the American version. It is the regular ending that occurs if you finish the game with Crono dead and the Epoch crashed. The DS version restores this with a higher quality image.
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.
The Mammon Machine boss has no fadeout when defeated and will simply disappear. This is a bug introduced in the American version; in the Japanese version, the Mammon Machine uses the proper boss fadeout.
Loading a save file that shows "No Data"
This glitch has some different effects between the English and Japanese versions. Most notably, the English release makes characters unable to equip swords and fists, whereas the Japanese version disables bows and arms. Via this method, every character can use the immensely-powerful Bronze Fist (among other side-effects), which is normally only available to Ayla naturally at Level 96.
Truce Inn Chest
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. It also exists in the prototype.
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, although most are probably remnants from earlier map designs.
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. This chest was added sometime after the prototype.
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, but it's also present in the prototype.
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.
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.
Examining the map data reveals that there's actually another set of these chests in the lower-left corner of the map. This may indicate they are intended to be used for tile swapping, similar to how doors are commonly handled. Neither of these sets are present in the prototype.
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.
This may 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 both the Japanese and US versions. 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.
This string, on the other hand, has only been found in the Japanese version. Like the above, it's in plain ASCII and be found in the ROM at 0x30078.
Visual Program By Koji Sugimoto Special Thanks for Sachi Kitano
Found at 0x310C0 is the following string.
CODE END C3
Extended Party Menu
Since the party is locked to three active members for a vast majority of the game, the maximum amount of party members that can be seen on the reserve sub-menu is four. However, if the game reduces the active party's numbers, the game's coding can allow for up to six party members to stay behind.
There is a single situation, late in the game, where the player has access to all seven characters, but during that time, the party is locked and the Warp menu can't be accessed, hiding this otherwise unused menu functionality.
The Chrono series
|SNES||Chrono Trigger (Prototype)|
|PlayStation||Chrono Cross (Prototype)|
|Nintendo DS||Chrono Trigger|