Well, there was an interesting textual glitch in one of the text boxes of the Knight Captain when he blabs at you about not having rations. Also, we need a line for him to repeat after the talk there so he doesn't go off on his entire speech again. I'd have more but I didn't play beyond getting the Masamune piece from Frog last night because I was too tired and irritated about something else. I'll finish it up now and then give a full report.
EDIT: While I like the slow down and speed up of music at the Meeting Site, I object to the constant playing of "Burn! Booga!" or whatever it's called in the Hunting Range. It feels somewhat disruptive and off.
Another interesting oddity...in the Forest Maze the sounds of battle are somewhat softer than all other sounds. Music plays at the normal volume as does the chime of battle menu appearences and choices but the actual battle sounds, such as Crono's sword attacks or enemy attacks is quite soft. Nice effect with the leaves though.
Also, Revives have a nice amusing glitch...it reads evive in the text boxes and battle menu though in the normal menu it's fine, albiet with the R shifted over to the left one space. Also, occasionally the menu refuses to open...this happened to me twice, both times in the Hunting Range. After a battle I couldn't get the menu to open until I went to another screen.
Oh, the world will not be destroyed 2700 years from 600 A.D. That would place the destruction of the world in 3300 A.D. Might want to correct that to 1399 years until you've placed the full set of dialogue in that scene.
The dialogue in front of Magus' Castle repeats if you leave and head back, which is annoying, as it includes the pan up to look at Magus' Castle as if they had not already been inside...I only noticed this because I was heading out to take Frog and Marle to 65,000,000 B.C.' and use the Nus to get some techs. In the castle, I'm curious as to why the decendents you fight just before Slash have some odd sound effect instead of the scream...it sounds like the falling sound effect.
Though the battles in Magus' Castle weren't all that hard, the boss battles were more difficult than I had anticpated. For all three I intentionally set my equipment to whatever equipment the player would normally have for that point in the game(I had been using the uber equipment merely as a way to speed through certain sections, such as training) and a such I had a slightly more difficult time with Slash and Flea than I had expected, though not much more. Magus himself is quite difficult, however...his spells hit a lot harder than they used to, especially Dark Matter. So I like how that worked out.
I just wonder if it's possible for Magus to randomly cast Dark Mist inbetween periods of "Magus risks casting a spell!"/"Dark Matter."
Anyway, overall, the beta works well, since the main intent was to test out various revisions to the monsters and whatnot.
One question: for any public beta, could we ensure that the full text of my script for whatever sections of the game we put in is available? I wouldn't want it only partially there for a public beta. Say for the first we could do it up to The Village of Magic as we did for the private beta, but this time the full text of the script.