Yeah, making the character graphic a chocobo took about as much hacking as all the rest of this. The image stays if you push R, too. It's all dependent on a flag. There's a lot of flag usage in this. I already talked about how setting flags makes the timer appear and disappear, there's eight flags devoted to determining how much time appears on the timer (there can be 1, 3, 5, 10, 15, 20, 25 or 30 minutes), there's another flag that can be set to make an "Escape Scenario" instead of a Time Trial - that is, when time runs out, it's Game Over instead of just losing the trial. Actually, now that I think of it, I'll probably only need one big chunk of time (20 or 30 minutes) for an escape scenario. Maybe the rest of the time choices should all be under two minutes. If this particular trial was 45 seconds, that would probably solve the problem with it being too easy.
It's definitely going to be connected to chocobo catching. I haven't decided on the full details yet. I'd like for it to be relatively easy to gain access to the chocobo time trials, but with the player still needing to do some work. The last prize for chocobo catching comes at 100, so maybe after 30 or so you get to race. My other thought, though, was to put a solitary forest tile at the edge of that lake west of Toroia (the one in the mountains with the waterfall). Of course if I did that, then you'd need the black chocobo to get there, and that was going to be the prize for 100.
At any rate, I have close to a million and a half years to figure that all out because this was, of course, yet another sidetrack from actual story progression...