the cutting room mirror

Graphic Differences

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

To do:
Lots. And lots. More.

Overworld#

Idle Sprites#

Proto

Final

We're waaaaiting...

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.

Lavos#

Proto

Final

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#

Proto

Final

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#

Proto

Final

Rock graphics used in 600 AD received some polishing in the final version.

Magus Scythe Animation#

Magus' full scythe animation for when he attacks, left unused in the final, is in full effect here.

Miscellaneous#

Item Menu Marker#

Proto

Final

Now you're making some sense.

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#

Proto

Final

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#

Proto

Final

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#

Proto

Final

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#

Proto

Final

Really, what's the point?

The signs in the forests of 1000 AD and 600 AD are longer, narrower, and pointier in the prototype.

Rope Bridge#

Proto

Final

That doesn't look very sturdy...

The rope bridges seen at Truce Canyon and the Denadoro Mountains had a much simpler look in the prototype.

Blackbird Treasure Chests#

Proto

Final

Plain ol' chests.

The treasure chests in the Blackbird are a silver color in the prototype.

Zeal Kingdom#

While there are subtle changes throughout most of the tilesets, the ones used for the Zeal Kingdom areas appear to have undergone by far the most overall renovations.

Perhaps the most interesting thing about the prototype's graphics is that they can be seen as demonstrating in-universe Zeal design prior to the Mammon Machine's creation, for reasons that will become obvious.

Human Statues#

Proto

Final

The decorative statues in Zeal Castle are quite different in the prototype. The final version changed them considerably to feature a much more obvious goddess figure instead of the rough designs of the proto.

Gargoyle Statues#

Proto

Final

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#

Proto

Final

You can't enter!
Gee, that can't possibly be important.

The design of the sealed doors (present in Zeal Castle and the domes in 2300 AD) underwent a rather radical change, going from an abstraction 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#

Proto

Final

The banners adorning the walls of Zeal Castle were changed in almost the exact same manner as the doors.

Tablecloths#

Proto

Final

They really worshipped that thing, didn't they?

The tablecloths went through a similar change: a generic design in the prototype was replaced with another Mammon Machine motif in the final.

Beds#

Proto

Final

The final adds a bit of extra detail to the headboards, and changes the bedsheets from generic designs to Mammon Machine ones.

Pillars#

Proto

Final

The final version's pillars feature much more intricate shading, various structural differences near the tops, and you guessed it: more Mammon Machine decorations.

High Walls#

Proto

Final

Seriously, it's everywhere.

The Mammon Machine additions continue, in the designs found on the high walls...

Low Walls#

Proto

Final

...and those on the low walls.

Skyway Portals#

Proto

Final

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...