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Proto:Chrono Trigger (SNES)
This page details one or more prototype versions of Chrono Trigger.
| To do: Oh, dear gods... |
Contents
Area Differences
Truce Village, 1000 AD
| Prototype | Final |
|---|---|
| Now maybe that's just a bit too fancy. | Less flashy, but it works. |
The fountain in the center of Truce Village was considerably larger in the prototype, both in 1000 AD and 600 AD. The fountain in Choras also underwent this change. Modified versions of the tiles surrounding the fountain actually did get used in the final release, in Medina's town square.
Zenan Bridge, 1000 AD
| Prototype | Final |
|---|---|
| Four hundred years, and it *still* isn't fixed? | Oh, I see. |
While Zenan Bridge is indeed broken in the final version during 600 AD, at no point is it in the same state of disrepair in 1000 AD. Since it was still possible in the latter era to reach the southern continent by ferry, the programmers undoubtedly deemed it pointless to keep it broken.
Medina Village
| Prototype | Final |
|---|---|
| Oh, it's nice, but that dry patch has got to go! | We downsized, but look at that gorgeous town square! |
Medina underwent a few changes. First, the well in the center of town was replaced with a more elaborate town square, while two houses near the northern part of town were removed. One of these was made into Melchior's house, as seen below.
Melchior's House
| Prototype | Final |
|---|---|
| Hey, where's that crazy old man?! | Ahh, there he is. |
In the prototype, Melchior had yet to build his house, and the small patch of forest was slightly larger. Several trees were also added in the final.
Ozzie's Fort and Sealed Ruins
| Prototype | Final |
|---|---|
| Twin towers? And a forest path? | Way to boring-ify things, guys! |
Ozzie's Fort in 600 AD originally displayed two towers on the world map, even though the interior was largely unchanged. North of that, a small clearing existed around the sealed ruins, accessible via a small path leading through the trees, similar to the one used to reach the cathedral in the final. It still can't be entered, however.
Zeal Continent
| Prototype | Final |
|---|---|
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Zeal had quite a different look in the prototype. The two halves of the largest landmass were connected by a series of teleporter caves. In the final, a small island and two bridges spanned the large lake, and the cave furthest to the east was removed.
Sealed Palace
| Prototype | Final |
|---|---|
| It looks like a robot head. | Now it's a blue pyramid. |
The inaccessible Sealed Palace sported a completely different look in the prototype, looking far more mechanical and ominous than it ended up in the final. This was originally intended to be a full-fledged dungeon (accessible, still, only in its normal place in 1000 AD), but was cut down dramatically for the final, presumably necessitating the map graphic change, as well.
Singing Mountain
| Prototype | Final |
|---|---|
| The Singing Mountain! | ...wait, where'd it go? |
The Singing Mountain was present in the prototype! Though it can't be entered from the world map, maps are present for it! In the final, this was replaced with a lot of decorative land, and the entire eastern half of the 65,000,000 BC overworld was left with nothing significant.
Unknown Village
| Prototype | Final |
|---|---|
| An enigmatic lost tribe... | ...and much like the Mayans, they are now gone without a trace. |
South of the Singing Mountain in prototype prehistoria also exists a small village. It's entirely inaccessible, and unlike the afformentioned mountains, there aren't any corresponding maps anyone has yet found. Also as above, it was replaced in the final with decorative elements.

