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

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

Hmmm...
To do:
Death Peak differences.

Overworld

Prototype 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

The underground sewer in 2300 AD is 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?!

The Nereid monsters sometimes glitch up graphically when they use their bubble attack. It's harmless, does not affect the battle, and was fixed in the final.

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

The layout of the sewer's first section are the same as final, but 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 earlier 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!

Hmmm...
To do:
Do the Nereids activate after failing to run from the fire as well?

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.

Scrambled eggs, anybody? Let me out of here! It isn't very exciting.

Hmmm...
To do:
Which early promo video? Add comparison here.

Getting caught leads to another room, where you must fight a battle against four Egders and then speak with the other frog in order to escape. The "fire race", however, only takes effect once. This room was showcased in an early promo video, but was completely removed from the final.

Hmmm...
To do:
Add GIF of bridge jumping animation.

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.


(Source: Chrono Compendium (codes))

Lab 32

Like the Factory below, Lab 32 is fully open to exploration in the prototype, with the design, events, and monsters all entirely unchanged. There are still a few differences, though.

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

The prototype's Jet Bike race did not keep track of score or distance remaining. The HUD at the bottom of the screen was 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, basically), 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.

Opened or closed?

The first change comes after disabling the lasers downstairs. In the final, the two panels in the upper middle of the screen close immediately after the lasers are off. In the prototype, they remain opened until you leave the screen and return. The door also glitches up slightly after the lasers are disabled; it re-closes itself, but the tiles for it don't completely refresh, resulting in a strange half-opened look.

Finally, the battle with the mess of slime monsters that show up as a result of this plays the boss battle theme, whereas it simply plays the normal battle theme in the final.

Fembots!

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.

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 was 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 not shared; the ID used for the prototype map only has a blank map in final. This may well have been a complete redesign from the ground up.