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Proto:Chrono Trigger (SNES)/Area Differences/2300 AD

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

Hmmm...
To do:
Death Peak, other Dome differences.

Overworld

Proto Final
Coliseum Island! Not all that different.

The ruined future's world map is mostly identical, with a few exceptions:

  • Present in the prototype is a small island in the lower-left corner of the map, with a strange coliseum-like structure on it. It cannot be entered, there are no maps for it, and even the island it's on was removed from the final. While most prototype-exclusive world map graphics were removed entirely from the various overworld tilesets, this structure is still present in the final's, albeit unused.
  • Occasionally while on this map a bright flash of light will happen, indicating lightning. The prototype has a sound effect accompanying this to indicate thunder, which was oddly removed.
  • The Sun Palace, while present on the map, cannot be entered. The interior does exist, however.

Sewer Access

Mostly complete, but has some notable differences and is normally devoid of events. The events can be re-activated with the following Pro Action Replay codes:

F7201553
F7201634
F720184C
F7201939
F7201EC5
F7201F3C
Gah! What's that?!
Hmmm...
To do:
Add to monster subpage.

The Nereid monsters sometimes glitch up graphically when they use their bubble attack. This was fixed in the final.

Proto Final
Fire! Run for it! Don't make a sound!

While the first section is identical to the final, the second section differs quite significantly. A bridge near the south is broken, and the platform to its left is slightly thinner.

Events in the map are also very different. In the final, a note appears if you saved Fritz during the prison escape in 1000 AD, warning travelers not to make a sound or they'll be attacked, which is what happens if you examine any of the various objects scattered around (even the save point).

Hey, it's that frog again... RUN, FORREST! RUN!

In the prototype, the two talking frogs are present here. Talking to the first one sends four fireballs after you, which must be escaped from. While there are Nereids here, they are normally inactive and do not attack unless you return after having outran the fire.

CT-SewerBattleProto.png Let me out of here! It isn't very exciting.

Getting caught leads to another room, where you must fight a battle against four Edgers and then speak with the other frog in order to escape.

V-Jump Promo 2 Proto
CT pre vjump2 sewerbattle.png CT-SewerBattleProto.png

This room was showcased in an early promo video, notably featuring a different battle formation, but was removed from the final release. A translation of the dialogue present in this sequence is available here.

CT-SewerJumpProto.gif

Attempting to cross the broken bridge results in your team rather lazily jumping over it. It looks quite strange, which is probably why the bridge was fixed in the final.

(Codes: Chrono Compendium)

Lab 32

Fully open to exploration in the prototype, with the design, events, and monsters all the same as in the final. There are still a few differences, though.

Proto Final
Go, Johnny, go! Go! Johnny B. Badde

The prototype's Jet Bike race does not keep track of score or distance remaining. The HUD at the bottom of the screen is also significantly different, with the Boost icons actually being slightly more detailed in the prototype!

Outta the way!

Four robots block the west exit, stating "YOU CAN'T GO ANY FURTHER" (the text is in all-katakana, the rough Japanese equivalent of all-caps), as this is as far as the "sample" extends.

Factory

Being one of the few areas meant to be explored in the prototype, the Factory is mostly complete in terms of both design and events. That didn't stop a few differences from sneaking in, however.

Proto Final
CT-FactoryProto1.png CT-FactoryFinal1.png

The first few changes come after disabling the lasers downstairs. The battle with the Alkaline and Acid enemies oddly plays the boss theme, and the tiles for the lasers and door don't properly refresh until you leave the screen, resulting in a strange half-opened look.

Proto Final
CT-FactoryProto2.png CT-FactoryFinal2.png

The R-Series are a dark pink color in the prototype, as opposed to the pale blue palette they sport in the final. They're no less brutal to poor Robo, however.

Keeper's Dome

Proto Final
CT-KeeperEpochProto.png CT-KeeperEpochFinal.png

The area housing the Epoch is noticeably different, oddly having much more detail than the final area. Two computer terminals are in the far corners framing a small walkway, there's pots and dishes strewn about, and alongside the walls being in different positions is a small archway. A few tiles are misplaced, however, and the Epoch is missing two tiles in its front.

The extra objects and slightly-incomplete Epoch make perfect sense in the context of the game's story, as Belthasar was working on the Epoch (and implementing instructions into his Nu companion) prior to his death.

Geno Dome

Proto Final
CT-GenoProto.png CT-GenoFinal.png

In addition to a completely different palette and minor graphical adjustments, a hallway was raised up in the final to be two tiles instead of one.

Proto Final
CT-GenoProto2.png CT-GenoFinal2.png

The Atropos room was changed, removing a floor grating and a wall being shifted to the right one tile. The chest behind the lasers is oddly in the adjacent left chamber instead. This may indicate a different treasure was intended to be added before it was relocated.

Futuristic Leene Square

It's still going to be around in 1,300 years?

A futuristic mock-up of Leene Square in 2300 AD! It's in a very rough and incomplete state, with numerous missing tiles, incorrect transparency, and the path that would lead to Gato's area being unfinished. It also contains no events. A similar but much smaller map is used in one of the endings in the final:

So where's the bell?

They may depict the same area, but there are seemingly more differences than similarities between the two. The staircases are longer, the walls are different, the structure where the bell would hang is thinner, the building in the back had the door changed to a wall, and numerous floor tiles were changed. Additionally, the map IDs are different; the ID used for the prototype map only has a blank map in the final. This may well have been a complete redesign from the ground up.