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Proto:Chrono Trigger (SNES)/Area Differences

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This is a sub-page of Proto:Chrono Trigger (SNES).

Subpages

CT-Map65MProto.png
65000000 BC
Unused areas and changes to the world and areas of 65,000,000 BC.
CT-Map12000Proto.png
12000 BC
Unused areas and changes to the world and areas of 12,000 BC.
CT-Map600Proto.png
600 AD
Unused areas and changes to the world and areas of 600 AD.
CT-Map1000Proto.png
1000 AD
Unused areas and changes to the world and areas of 1000 AD.
CT-Map2300Proto.png
2300 AD
Unused areas and changes to the world and areas of 2300 AD.

Other Areas

1999 AD

Proto Final
Misplaced grass? Still an unfinished world.

The map of 1999 AD, as seen in Arris Dome and the bad ending, 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.

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 in the prototype. It seems to be a carryover from whatever was used to make the map, as the collision is partly broken on the "Medina" continent.

Lavos Second Form Room

Proto Final
CT-LavosCoreProto.png CT-LavosCoreFinal.png

The room where Lavos' second form is fought in the final went through a rather large change, going from a relatively mechanical area to something more organic. In addition to not occupying the same slot, the final map is also double the height for some strange reason.

End of Time

Hmmm...
To do:
Need images and details.
  • Spekkio uses different forms.
  • The event for Lucca's journey to 990AD took place here instead of at the forest campfire after the Fiona sidequest.

Sun Keep

Proto Final
Hill! There is no way that is a natural cave.

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

Test Maps

Programmer's Test Event

The gang's all here. Selected. Stuck.

This test area uses the same map as Last Village Commons, functioning as a character selection area. Once three characters are pushed you are returned to Crono's House with that configuration, albeit in a wall. The palettes used don't appear to be correct, resulting in weapons having pink outlines and Ayla/Magus appearing teal and red.

Filler Map

Just an empty 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 appears to have served a dual purpose as a filler map and a testing area for assorted events.

The dirt appears to be in the shape of 鳥 (tori), a possible reference to Akira Toriyama (山 明), the game's character designer.

I'd say someone screwed up here.

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

Frog King test

The frog king. Ow. Won.

This area is used to test the Frog King, the enemy seen in Frog's flashback. Approaching gives some dialogue before a fight begins, although it's clearly unfinished as the Frog King not only graphically glitches, but dies in one hit due to not having any defined stats. It's very likely this enemy was never meant to actually be fought.

Unknown Present Man area

Odd.

An odd area that contains an unknown man normally found in 1000 AD, and a default Melchior. No dialogue is associated with either character, leaving the area's purpose unknown.

Rainbow Shell test

Said Rainbow Shell. The cutscene.

This area was used to test the cutscene when obtaining the Rainbow Shell. It's rather unfinished, with characters warping into place and only one dialogue box before it freezes.

Nizbel/Rainbow Shell test

Tinted. White. Flexes.

Another Rainbow Shell test area. Touching the Shell tints the screen slightly yellow, and interacting with it turns the entire screen white.

Nizbel is also present doing his flexing pose, but is otherwise non-functional.

Nu test

CT-NuTestProto1.png CT-NuTestProto2.png CT-NuTestProto3.png

Another battle test area, this one being used for a Nu. Like the Frog King, the enemy dies in one hit and only does a basic attack.