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Proto:Chrono Trigger (SNES)/Gameplay Differences

From The Cutting Room Floor
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This is a sub-page of Proto:Chrono Trigger (SNES).

General Differences

  • Battle code isn't refined and battles are slightly slower and "flicker".
  • You can't access the intro from the title screen by pressing L. This simply brings you to the file menu.
  • No "ATB 2.0" screen or "enter a name" notice at the Crono name entry screen.
  • Running animations don't seem to be as fast as in the final.
  • The "Era" sprite remains on the world map screen regardless of character movement.
  • You can't reequip characters not in your party in the prototype.
  • Your character never idles on the world map, even though there is sprite data for such.
  • Crono starts with Cyclone already learned.
  • The Truce Mayor doesn't seem to give you 300G.
  • Characters get this ugly blue palette when they are blinded.
  • Ayla starts at a pretty high level compared to the final (23 versus 18).
  • Wherever Robo's theme should be played, Frog's theme plays instead.
  • The game will occasionally crash if you attempt to back out of the era select menu.
  • Taking the Epoch to the End of Time will result in you getting stuck in a wall.
  • Most of the game's events are (deliberately or otherwise) locked out and sealed off, by one of five methods:
  1. NPCs block the entrance, informing you that you can't go beyond this point.
  2. The area is completely empty.
  3. Automatic blackout crash.
  4. The game resets.
  5. The game loads the Crono Name Entry screen and forces a New Game.

Despite this, codes have been made to unlock these areas. A good 95% of the game has been completed at the time of the Prerelease.

Options Menu

Prototype Final (Japan)
Psh. Is that all? Now with more cursor memory settings and useless skill/item descriptions.

The option menu is quite different at this point. Among the changes...

  • Three options are missing: "Battle Cursor Memory", "Item/Tech Cursor Memory", and "Item/Tech Descriptions". The icon for the "Menu Cursor Memory" option was also changed from a finger in the prototype, to a small menu graphic in the final.
  • The left side of the menu was narrower, and the options were arranged in a single row of seven, instead of two rows of five.
  • There is only a single "battle speed" option in the prototype, which appears to control both the messages and gauge. This was broken into two separate options in the final.
  • The background color/pattern option was moved to the top of the menu.
  • The ATB gauge could only be toggled on or off. There was no option for an alternate setup.

The Epoch

Prototype Final (Japan)
Time-travelling hovercraft! Yeah, just sit there, why don't you?

While the Epoch is fully capable of flight in both the prototype and final, it had an extra feature earlier in development: before its wings, it acted as a hovercraft! This wasn't very well-implemented, however: the time travel effect is a simple fade to white, and if the destination point in another era turns out to be on invalid terrain (ocean, mountains, etc.), you'll promptly be dumped back to the place you were when you tried to warp.

It was likely due to how awkward this entire setup was (and the fact that there's really no need for a land-based vehicle in Chrono Trigger anyhow) that the Epoch remains stationary before it's modified for flight in the final.

Unused Text

At address 0312AF, this text is found:

CODE END C3

Following shortly afterwards is what appears to be an incomplete, raw version of the game's credits and "BUT... THE FUTURE REFUSED TO CHANGE".

Hmmm...
To do:
There may be even more text.


Tech Differences

Hmmm...
To do:
Somebody should put up some YouTube videos here, if possible.

A good 95% of the techs are graphically different or unfinished at this point.