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Proto:Chrono Trigger (SNES)/Area Differences/65000000 BC

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

Overworld

Proto Final
Ooh, mountains. Prettier, but there's nothing there!

The prehistoric world map underwent some drastic changes...on the eastern half, anyhow:

  • The Singing Mountain is present here, using a unique rock graphic for its entrance. Though it can't be entered from the world map, maps are present for it.
  • South of the Singing Mountain is a small village. There's no entrance data for these either, and while there exist some maps for the interiors, they seem to be duplicates of the Last Village huts in 12,000 BC. Ultimately, both these areas were scrapped and replaced with decorations, leaving the entire eastern half of 65,000,000 BC with nothing significant except the Sun Keep.
  • The "path" graphic used for Mystic Mountains and the Dactyl Nest was made much larger in the final, similar to what was done in 600 AD and 1000 AD.
  • Along with the standard tileset fixes, some purely aesthetic changes were also made. These include some extra grass removed near the Mystic Mountains and added around the Forest Maze, some mountains in the south part of Ioka being removed, and a mountain next to the Sun Keep being cut back.

Mystic Mountains

The Mystic Mountains received a few minor changes:

Proto Final
Dull trees, pink flowers. Bright trees, yellow flowers.

A different palette is used in the prototype, with pink flowers instead of yellow, darker trees and grass, and some rather rough cliff tiles which were darkened and cleaned up in the final.

Proto Final
Boooo-ring! Streams are always a nice touch.

The base of the cliff features the same palette changes, as well as a few cosmetic changes. Darker green grass, dirt, and a small stream were added to the south exit, with a small cave added for the stream's source. The nearby trees were modified to accompany this change in landscape, and extra trees were also added to the lower cliff, at the cost of some flowers and rocks.

Proto Final
Long and featureless. Still long, but much more scenic.

More of the same as above; all the same palette changes, and the stream and dirt path introduced in the previous screen follow the linear path all the way to the exit, with some flowers and rocks removed to make room for it.

Also of note is the off-palette 600 AD chest near the entrance, which would be replaced with a design unique to 65,000,000 BC in the final.

Ioka Village

Proto
Let the light shine in.
Final
Holes patched.
Sunbeam!

Ioka Village aesthetically only went through minor changes, amounting mostly to added/removed pots and baskets, but one neat touch was sadly lost in the final release: little sunbeams caused by tiny holes in the walls and ceiling.

Hunting Range

Another area that escaped with only minor tweaks as far as area design is concerned, but the monster formations are an entirely different story, as all of them were changed. No Ion/Anion monsters appear on the field in the prototype (although they do exist), and the Croaker/Amphibite/Rain Frog and Ion/Anion enemies don't appear to be distinct monsters.

Proto Final
Bubblebubble. Glubglub.

Ion/Anion monsters have a dark green palette, as opposed to the black one used in the final.

Proto Final
Rain dance. No, *you* come *here*!
Hmmm...
To do:
GIF comparison?

The Nu that appear during the rain wander around. In the final, they simply stand still.

Proto Final
Hello? Ribbit.

The Croaker/Amphibite/Rain Frog formation nearest to the entrance does not exist yet.

Proto Final
I'm noticing a trend here. Frogs and slimes don't mix.

A frog and two slimes were replaced with a standard Croaker/Amphibite/Rain Frog formation. There are no "mixed" formations here in the final at all.

Proto Final
Leapers! Hey, where'd they go?

In the prototype, a frog and four Leapers. In the final, yet another Croaker/Amphibite/Rain Frog group. Leapers do not appear on the Hunting Range in the final.

Proto Final
Five is more than three. Three is less than five.

Another Croaker/Amphibite/Rain Frog battle in the final took the place of a group of five frogs.

Proto Final
We outnumber you two-to-one! ...no fair.

A large group of six frogs in a hexagon formation was removed entirely. There are no monsters on the upper ledges at all in the final.

Proto Final
It's quiet. Too quiet. Pond scum.

An Ion/Anion formation was added at the base of this cliff.

Proto Final
Ribbit. Splut. Just splut.

The frog was removed from this formation, leaving just the Ion/Anion.

Reptite Lair

Mostly functional, and has some notable differences.

Proto Final
CT-ReptileLairMainProto.png CT-ReptileLairMainFinal.png

The main cavern underwent minor changes. The walls on the side of the long tunnel were redone, the lamps have a small glow added, and a chest using an incorrect open graphic was fixed.

Proto Final
Pre-opened chests? Rope ladders!

The sub-caverns, however, had several modifications. The "emergency exit" cave (in the lower center) was given a much more elaborate design, going from simple staircases to a series of cliffs with rope ladders. Most of the caverns had wall tiles adjusted as well.

Two of the treasure chests here are also using an incorrect open graphic. The one on the far left was closed, as it should be, while the one on the far right was removed entirely.

Laruba Ruins

Inaccessible from the world map in the prototype, but its map does exist.

Proto Final
Bright and glitchy. Damn those Reptites!

Several dirt patches were removed, the tree in the top-left was moved back, and missing tiles for the forest, dirt, and statues near the entrance were fixed.

Dactyl's Nest

Proto Final
Somehow, this looks too... advanced. Much more natural.

The Dactyl's Nest underwent some "pre-historificiation" from prototype to final. In addition to all the same palette changes and treasure chest updates seen in the Mystic Mountains, all the rope ladders were replaced with hand/footholds, and the rope bridge was replaced with a natural land bridge.

Hmmm...
To do:
Add comparison to final.

The summit of the nest is identical in both versions, barring the standard palette changes.

Tyrano Lair

Unlike many areas, the layout for Tyrano Lair has very few differences, with most of the large changes being related to events.

General changes:

  • "Tyran Castle", the song normally used in this area, does not exist in the prototype. Instead, the background music here is a dramatic remix of the boss battle theme, completely absent from the final game. Some rooms are also completely (and awkwardly) silent.
  • Treasure chest data has not been implemented yet, and as a result all chests contain 500G.
Hmmm...
To do:
Which encounters are missing?
  • There are considerably fewer monster encounters, and those that do exist are different.
  • The warp maze, trapdoor chest, and first set of switches do not function at all. Kino is also absent from his cell, so the only way to progress into later areas of the castle is to use a walk-through-walls Pro Action Replay code. In addition, while they appear to function, the switches used to open the elaborate gates in the exterior areas do not actually work. The gates can be bypassed, again, with a walk-through-walls code.
  • There is no save point in Nizbel II's chamber.
  • The tileset palette was darkened considerably.
  • The game will start a New Game upon entry, and there are no events present by default. The following codes will prevent the lockout and enable most of the events:
F7202D64
F7202E42
F7202D3A
F7202EF2
F7202FF8
F6106200
F72030AF
F7203148
F7203314
F720344A
F6108C00
F7203663
F720374B
F720396D
F7203A4E
F7203C96
F7203D4F

Note, however, that the area is still fairly unstable even with these codes active, but it's only through their usage that additional differences between the prototype and the final can be seen.

Proto Final
Aww. Isn't it cute? Agh! Get it away from me!
Hmmm...
To do:
Relocate to monster subpage.

The Cave Ape monsters look considerably more docile in the prototype. They are also slightly smaller, and use a slightly brighter palette.

Proto Final
Insert your own caveman joke. You gotta have blue...err...purple hair!
Hmmm...
To do:
Add comparison to Ioka villagers.

The Laruban prisoners were given a distinct look in the final, while in the prototype they used a palette similar to, but not exactly the same as, the Ioka villagers.

Proto Final
You're kidding me, right? Oh. You're not kidding.
Proto Final
Huh. Well, whatever works.

The Reptite guards are of the weaker green variety in the prototype. The final replaced them with stronger palette swaps.

Need a lift?
Hmmm...
To do:
Add mockup screenshot for comparison.

A pair of non-animated Dactyls, once used in a very early mockup screenshot, are hovering just outside of the warp room.

Proto Final
Oh, look. Another ape. Egads.

As mentioned earlier, the teleporters in the maze don't work, but the monster formation near the entrance still appears. The Cave Ape was replaced with a Terrasaur, while the green Reptite was upgraded to a purple one.

Proto Final
Yawn. She's gonna blow!

A Terrasaur and a Volcano replaced the two Cave Apes in the final. The switches work as they should otherwise.

Proto Final
Flex those pecs! This is a special place! The great Nizbel was defeated here!

Nizbel had yet to be updated for his return, using the same palette as in his first appearance. His "flexing" poses are also a fair bit different.

WHAT YOU SAY!!

This early version of Nizbel is considerably easier to defeat. Not only does he do nothing but attack or attempt a completely useless "blank" move (seen above), he also has no special defenses, and can be damaged without being hit with a lightning spell beforehand. The normal battle theme also plays during the battle instead of the boss battle theme.

Proto Final
...wonderful. Wonderful!
It's round.

While in the final, pressing the center switch in the final switch room activates a save point, it's actually a fairly devious trap in the prototype - pressing the switch drops a large stone sphere (which does not exist at all in the final) into the center of the room, effectively blocking you off and forcing you to jump down the pits to escape if you've opened them.

One of those egg chests is also pre-opened for some reason.

The encounter with Azala is rather strange and clearly unfinished. "Secret of the Forest" is awkwardly played during the dialogue in the throne room encounter, after which Azala walks out the back door, and the game resets to the title screen. Nevertheless, it's still possible to bypass this and trigger the Black Tyrano battle...

Proto Final
Headless dinosaur! This is going to be fun.

...which is just as unfinished as the Azala encounter before it. The Black Tyrano's body is actually background tiles; only its head is a sprite, and is not present. The resulting fight is very easy, as you're fighting only Azala, and she can be taken out in only a single hit. After the "fight", the Black Tyrano simply disappears with no animation/effects, and Azala is shown laying where it stood. You can move around at this point and speak with Azala, but although there's quite a bit of dialogue, nothing else happens. Kino doesn't show up with Dactyls, and Lavos doesn't fall.

(Source: Chrono Compendium (codes))

Singing Mountain

Hmmm...
To do:
Add developer interview for explanation of deletion.

By far the most well-known of the prototype-exclusive areas is the Singing Mountain, due to its background music famously being included on the game's soundtrack while not appearing at all in the game proper.

The Singing Mountain was a prehistoric dungeon and, given its location on the world map and its song's position on the soundtrack, it's a safe bet that this was intended to have been explored (or at least made accessible) right after obtaining the Dactyls. It does indeed play the song you'd expect it to, but cannot be entered directly from the world map.

These maps were entirely removed from the final, replaced by the ones for the Black Omen.

The mountain's exterior.

The exterior areas of the mountains are clearly unfinished. The entire area is mildly graphically glitchy, there are no scroll boundaries in place, collision data is largely unimplemented, and despite the appearance of a few caves, there are no exits. The design itself is also rather haphazard, with the cave entrances seemingly placed on inaccessible ledges, and no clear path leading upwards. The tiles in the lower-left corner, however, appear to suggest that it was necessary to move a boulder and block a waterfall, which would reveal another cave entrance.

A river of lava.

There are two sets of maps for the interiors. This one appears to be the "meat" of the dungeon. It uses a tileset similar to the one used in Heckran's Cave, but with a red palette that effectively changes the water into lava. As is the case outside, there are no exits and collision data doesn't appear to entirely be in place, although there does appear to be a coherent design here.

A whole mess of caves.

The second set of interior areas, which appears to be a series of smaller caves, many of which would presumably have housed treasure chests. The lack of collision data and exits thwarts any attempt at trying to figure out what each area is meant to connect to, however.

The large upper-right room has a conspicuously-raised platform, which suggests a boss fight may have been intended for this location, while the tiles in the lower-center part of the map seem to hint at using rocks to stop the lava flow, and a door appearing on the back wall of the aforementioned raised platform.

The summit

The last part of the Singing Mountain is a small cave, very likely accessed from the "hidden door" mentioned above. It's very likely that whatever was supposed to happen in this dungeon would've come to its climax here.