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Proto:Chrono Trigger (SNES)/Graphic Differences
This is a sub-page of Proto:Chrono Trigger (SNES).
To do: Lots. And. Lots. More. |
Contents
Overworld
Idle Sprites
Prototype | Final |
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Despite the fact that characters don't actually "idle" on the world map as they do in the final, sprites exist for this purpose and are loaded into VRAM when the corresponding characters appear on the world map. There are several differences, some quite significant, as well. Crono, Frog, and Ayla even gain animated idle sprites in the final!
Overworld Guard
Sprites also exist for some sort of guard on the overworld; possibly a test character or a character meant to guard an important location.
Magus Scythe Animation
Magus' full scythe animation for when he attacks, left unused in the final, is in full effect here.
Lavos
Prototype | Final |
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Lavos' map sprite underwent a fair bit of redesigning; in the prototype, it rather resembled a large urchin, whereas in the final, it was made larger and given significantly more prominent and imposing spikes on its back.
Lava
Prototype | Final |
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The lava around the Tyrano Lair on the 65,000,000 BC world map glows much brighter in the prototype. Presumably changed because it looks rather strange.
Rocks
Prototype | Final |
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Rock graphics used in 600 AD received some polishing in the final version.
Miscellaneous
Item Menu Marker
Prototype | Final |
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While the menu didn't undergo many changes from prototype to final, the "Item" marker was an exception, going from a nondescript block in the prototype to a much more fitting "Item" graphic in the final. This would later be changed again in the North American release.
Status Ailments
Prototype | Final |
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The status ailment graphics underwent some minor renovations, with the biggest change being the Stop icon going from a bubble to a stopwatch. The Poison and Sleep icons also saw some moderate changes.
1000 AD Little Girl
Prototype | Final |
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A blond-haired little girl can be found upstairs in the Porre mayor's house in the prototype. No children in the final use this palette, only green and purple ones.
Medieval Shelves
Prototype | Final |
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The shelves found in various houses/shops in 600 AD were simpler in design in the prototype, with the objects on them consisting only of large jugs and orange/white objects. The final no longer uses the jugs, but adds a great deal more variety to the objects on these shelves, as well as a palette that differentiates the existing objects from the ones in 1000 AD.
Forest Signposts
Prototype | Final |
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The signs in the forests of 1000 AD and 600 AD are longer, narrower, and pointier in the prototype.
Rope Bridge
Prototype | Final |
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The rope bridges seen at Truce Canyon and the Denadoro Mountains had a much simpler look in the prototype.
Blackbird Treasure Chests
Prototype | Final |
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The normally orange treasure chests in the Blackbird are a silver color in the prototype.
Zeal Kingdom
Though there are subtle changes throughout most of the tilesets, the ones used for the Zeal Kingdom cities appear to have undergone by far the most overall renovations.
Human Statues
Prototype | Final |
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The decorative statues in Zeal Castle were quite different in the prototype. In the final version, they were changed considerably, to feature a much more obvious goddess figure instead of the rough designs of the proto.
Gargoyle Statues
Prototype | Final |
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The gargoyle statues also underwent some modifications, although not as drastic as the human ones above. The designs on the base were altered slightly in the final to something which appears to be the Mammon Machine.
Sealed Doors
Prototype | Final |
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The designs on the sealed doors of Zeal Castle and the domes in 2300 AD underwent a rather radical change, going from abstractions of no obvious significance in the prototype to a design of the Mammon Machine in the final. The doors were also given animated lights in the final.
Banners
Prototype | Final |
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The banners adorning the walls of Zeal Castle were also changed, in almost the exact same manner as the doors.
Tablecloths
Prototype | Final |
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The tablecloths went through a similar change: a generic design in the prototype was replaced with another Mammon Machine motif in the final.
Beds
Prototype | Final |
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More of the same: generic designs in the prototype, Mammon Machine designs in the final.
Pillars
Prototype | Final |
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The final version's pillars feature much more intricate shading, various structural differences near the tops, and you guessed it: more Mammon Machine decorations.
Low Walls
Prototype | Final |
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The Mammon Machine additions continue, in the designs found on the low walls.
Skyway Portals
Prototype | Final |
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The Skyway/Land Bridge portals feature a much more elaborate design in the final, and surprise: more Mammon Machine designs added. You don't realize how obsessed the Zeal Kingdom was with that machine until you compare these things...