1:10 fun fact: this wasn’t a scrapped idea! Scott intentionally removed or replaced all evidence to the existence of foxy in all promotional material. This was so players wouldn’t have the whole game spoiled for them, something he said he missed from the pre-internet days of gaming.
Freddy DOES look at the camera which may be the thing people could be confusing this for. It's rare but, it can happen but, as far as I know it's only Freddy
In fact, all of them can look at the camera! It’s not a Mandela effect or much of a confusion. However, the image is a little bit different from what appears in game. So yes, that image is not present in the game, but a very similar looking thing can be seen. That is the confusion.
@@elektrizon Why are you lying for attention bro? There's literally no text strings or a duplicate image in the files. Find something better to do with your time
@@flamedramon68 Ok so basically I saw a comment that said that so I believed it. I now realized I probably should have check to see if that was true. I didn’t intentionally lie, I just said what I heard, not thinking about the fact that the original comment could have lied. I apologize for my not-thinking in this scenario.
It happens all the time for me on pc and console. You can see it in multiple youtuber playthroughs as well. I dont know why people think its impossible because all the proof youd need is watching markipliers playthrough of playing it themselves
@@papercrane747 I'm curious, what episode of Markiplier's FNAF series and what timestamp did it happen? I've watched his series multiple times and only ever maybe saw Freddy looking at the camera.
Personally, I think Mangle’s hook being absent was an intentional design choice to “child proof” the animatronic due to it constantly being played with by children. There’s also the phone guy line about Mangle being made to be more kid friendly to entertain the toddlers. Probably one of the few times the company took a somewhat smart safety precaution lmao.
@@ShaggyDabbyDank isn’t Afton supposed to be separate from the company by the time of fnaf 2? The toy animatronics were given facial recognition for a reason.
FNAF has so many unused content and I find it so cool that there’s a lot to it, because it helps us know what Scott was thinking while making these games
I think Scott never really thought about the lore in fnaf 1 as other than "a guy kills 5 children in a pizzeria" and in fnaf 2 as "yeah the guy actually killed like 6 more children already previously in different pizzerias of the same company". up until when he started developing fnaf 3 I think he realised that he could make the lore something so complex and divine than it is right now
@@breakingmad2645 …well, I believe that the 87’ bite is in fact FNAF 2 (which is just theorized, not confirmed so don’t take that part to heart) because 83’ IS FNAF 4, lol! FNAF 4 is kinda a prequel?? Yk? It’s fredbears diner and the first case of death which is why it gets shut down and why FNAF 2’s help wanted poster is what it is (brand new reopening or whatever it says!) Nonetheless, that’s technically just my own opinion you can have your own. Now, of course you can think what you will but you shouldn’t be mad about people calling FNAF 4 the bite of 83, lol!
He didn’t kill more kids with what we know about remanent if he reused parts from an old possesed animatronic for a new one that soul will kinda split and possess both
For anybody wondering, Security breach has a whole backstage area, that was bigger than like half the map. And their were a bunch of different themed staff bots per character area. And if you used all the older unused game types, you could totally have a whole other game.
I feel like Security Breach was a game that was completely different at one point, but was scrapped and completely remade in favour of what we have now. Cut voice lines, cut dialogue, cut missions, cut locations, it all adds up to a game that was most likely wildly different to what we have today. And I would LOVE to see that older version, because it's- probably better than what we ended up getting. Edit: I was correct.
Same I really wish they would’ve just took their time with it, all the extra stuff is so much more interesting than what we actually got. Hopefully with the DLC comes a big update where they add the cut content because it adds so much more to the game that we did not get in the final version. Although I’m seriously doubting that I have some little hope they would do it.
@@firstryft I don't know, the trailer for the DLC looks insanely good. Although the trailers for SB looked good as well. But I think Steel Wool has taken enough of a beating from the fandom to figure out what they did wrong in the base game. And considering the DLC cost will be about as much as the base game, it's probably going to have the same, if not more, content. Production for it began early 2022 and it's releasing mid-2023, hopefully a year and a half is enough time to get what we were promised. I'm just hoping they AT LEAST add some more lore to the game because that was the biggest thing that SB was lacking.
I’m pretty sure this is actually true. 6 months before the games release steel wool almost completely built it from scratch again. Removing most of what they had already promised and put into the game. As well as a complete gameplay and story overhaul
Tbh I blame alot of fans for what happened with SB. They continued to insult and threaten Steel Wool for taking too long for the game, and wanted it to be rushed so they could play it, and then complained that it was rushed lmao.
4:26 Fun fact: I believe this sprite is actually loaded in game! However, it’s loaded only a frame before the Puppet’s jumpscare, it’s invisible, and it gets deloaded once the jumpscare plays.
7:13 Former game art student, the reason the texture likely looks like this is because it's not the albedo (that's the layer with all the base colors on it), it seems to be a layer of the texture that instead defines how parts of it are rendered; for instance, if this texture showcased is supposed to be a metallic file, the lighter the yellow, the more intense the metallic shine.
To be more specific, it's actually 3 textures in one, with each colour channel being used for a different texture. Red is Ambient Occlusion, green is Roughness, and blue is Metallic
It’s really weird to think that 2014 was nine years ago. I still remember watching Markiplier do his first playthrough when I was in primary school. Now I’m about to finish high school and move on to uni 😢 edit: 9 woops
Same here. I remember watching it all unfold while I was in the early years of high school. Now I'm a boring old adult, but somehow I've never lost my love for the series.
I'm a gamedev amateur and I'm pretty confident that the reason Lives were in the files of the first three games is that Scott didn't make FNaF 2 & 3 from scratch but reused the file and code from the first game.
definitely, its not an uncommon practice in gamedev. early builds of sonic 2 referred to zone names from sonic 1 with remnants of its code bugging things out (calls to load bosses that were already removed n such)
@@paperfishstudios3144 especially back then when making a sequel of that type was essentially a level pack with new enemies. for example, doom vs doom 2. only difference is levels, enemies, and a new weapon
half life source literally just had all of half life be ported into source unchanged pretty much then it got neglected, and became an unplayable buggy mess... could have been the definitive way to play had it not broke so bad because source engine is cool
@@paperfishstudios3144 also in some of the early builds for the game by doing some weird shenanigans (I'm pretty sure game genie or the level select menu) you could play Green Hill Zone from the first Sonic game
Your voice is very clear, the editing was good and the music used for ambience between each section of the video was great attention to detail, as well as the comments from scott, to aid your research. Very well done.
I would like to point out that the close-up shot of the puppet is not unused. It can be seen in-game as a hallucination while spamming the flashlight on his location.
My take on the lives system is that he used it to test the difficulty of each night, if he lost all lives he would probably tone the difficulty down a little bit until he completed the night.
16:40 the bonnet animation is actually used in game, she is one of the secret characters spawned by deedee and basically works the same way like she did in sister location
Dear comrade, I am hear to calmly educate you that, although the character named "Bonnet" - originally coming from Five Nights at Freddy's: Sister Location - was, indeed, in the game Ultimate Custom Night, she does not present a defeated animation and simply slides to the bottom of the screen. That animation was also extracted from Five Nights at Freddy's: Sister Location, as you can see the lighting in Bonnet being radically different from the one in Ultimate Custom Night. also everyone knows bonnet is in ucn so stfu
The characters looking at the camera on the stage is the only Mandela Effect that I've ever fallen for. I coulda sworn that I saw it at least once. But, I guess when it comes to the science of how the brain works: What most likely happened was that my brain had seen the trailer of the animatronics looking at the camera. Well, Freddy is the only one who actually can look at the camera. I guess my brain melted the 2 images together to form a pretty convincing Mandela Effect Edit: It DOES EXIST!! However, it's only in the gamefiles and there is no trigger for that png to be loaded during gameplay. So, that screen is true-ish
I don't even know what to think anymore, I'm a veteran of FNAF, I played every fnaf multiples times, I even drew every map with every routes the animatronics can take. And I'm sure at 100% all the animatronics looking at me already happened to me, it's just pretty rare and I'm sure I saw youtubers got it too, wtf
4:21 This is actually used in the game. When the puppet escapes the music box, this is one of the flashes on your screen. (It’s rare though) It just is that it’s so incredibly transparent that it might as well not even be there.
13:57 This image in particular really creeps me out for some reason. I’m thoroughly desensitized to FNaF, and Sister Location isn’t even very horror-focused anyway, but this render evokes in me that same feel of understated dread that I remember from the early games. I can picture it perfectly as part of the existing game over screen, with that barely audible white noise and static. It reminds me of something out of a nightmare, not in the sense of being super frightening or anything, but in the sense of having this inexplicably uneasy emotion attached to it for no rational reason.
It’s definitely a masterpiece of a dreadful image. If it was used earlier in the game it would be a great tell that the ending was not going to go the way you’d expect.
Bro that was my same thought like I'm not scared of anything FNAF anymore but I used to be very unsettled or frightened by the unknown factor or terrified of FNAF 4 when it was new but for some reason that image is so unsettling and it never won't be
@@hextheprotogenfox Might have been a discolored version you saw. I'm pretty sure one of the in game flickering images on the title screen was this but in the bluish color.
This and the original freddy picture are the most disturbing to me because the designs are objectively appealing (shocker) but the slight downward nod, Sinister smile and uncomfortable lighting just make the animatronics uncanny. Any animatronic after fnaf 3, with a few exceptions, do not phase me at all because they are over the top with sharp teeth and too much grime on them to look like characters kids are supposed to like.
If I had to guess, he removed the all-stare picture, because it would be kind of pointless, because it would be too common. You would see it way to often, when the camera is flipped, it's a 20% chance of it showing, so you can imagine how it would lose it's charm at the end of the day, so they removed it and replaced it with only freddy staring.
I would disagree, it's not like the picture would have to be 20%. I'd imagine it would act more like the Golden Freddy poster or the Bonnie up to the camera in storage. Probably make it so it couldn't appear in night 1 but from then on have it be something like ~2% everytime you check in
@@IDontReallyWantAUA-camHandle Bonnie standing right infront of the Backstage camera is actually a 10% chance (though Bonnie has to be there of course). The Golden Freddy poster always appears when Golden Freddy is set to attack, which can be set at any second with a 0.001% chance (unless Bonnie is there of course). This means that Golden Freddy appearing grows higher when you go later in the night, since there's been more time for the flag to be set.
@@Yqe- That's very interesting about Golden Freddy, I had no clue. I also assumed the Bonnie backstage event was a lot more rarer, but maybe that's just because YTers stop checking in that area as nights get more hectic and the hallways become more important. Either way, revising my previous comment, it'd then be more in-line with backstage Bonnie, just rarer :)
4:20 that image of the puppets face was used in the game but you'd barely notice it. It's a rare hallucination but its so transparent that you'd miss it if you weren't looking for it.
Fun lil' Facts: (FNaF One) Scott confirmed that bonnie running down the hall was to hide foxy. (I believe in the Dawko Interview or on a Stream discussion?) Many of FNAF Trailers show cinematic bits that arent really apart of gameplay, including bonnie taking off his mask and most likely all the animatronics staring at you. I think scott said he removed the lives counter because it was too challenging or something? I think that was also in the Dawko Interview. Scott changed the phone number cause stupid timmy called up chuck e cheese The mobile loading render of freddy is never truly used itself. A teaser like it was up on scottgames once, but had endoskeletons in the backgrounds. The "old endoskeleton" has alot of history to it, but mostly on steam greenlight. It was believed to be a part of a alpha-kind or earlier build that was intended to be more horror. Now it is just a old model of the endoskeleton. The screenshots on steam are from demo-builds I think. That or were purposefully removed/updated. This is too long! Ill end it at fnaf 1!!!
Last Funfact: Toy chica was going to function like a copy of toy bonnie (as does chica in fnaf 1) but she had her office-render removed cause it was too much for clickteam as.
If I were to guess, those squares were development sprites. In a lot of 2D game development, developers use simple square (or otherwise roughly hitbox fitting) sprites as temporary placeholders to test mechanics, levels, etc. before dedicating time to making resources for them. It saves a lot of time in the long run because you can see that an idea works or doesn't before already animating characters, drawing environments, etc.
I did a quick check and they’re all used in the game like I’d assumed. Red Square or “move box” - controls the movement of the player’s shadow, used for overlapping triggers, and is the look target for enemies Yellow Square or “punch box” - the hitbox for your punches And there’s actually 4 separate Orange Squares, being “make pow 1” and “punch box 2” and “walk target 1/2” - creates pow effect, the hitbox for your uppercut/jumpkick attack, and walk targets for giant animdude
The German voice lines for Funtime Freddy in sister location where just exploratory. They recorded extra lines in a German accent because the voice actor could, and they ended up not liking it for the character. I do not remember my source sorry, but I believe there was an interview with the voice actor himself.
The guidelines are a cool feature. You’re not censoring anyone or making it difficult to leave a review. 10/10 new feature and also 10/10 video. I love this game and it’s always nice to see people still digging and finding new things of what was. Keep it up!
Fun Fact: JJs voice actor is Amber Lee Connors who has done a lot of anime roles for English dub. Those being Shoko Komi(Komi san cant communicate), Gwess(JoJo bizarre adventure), Delta(Boruto), Mei Mei(jujutsu kaisen) Pieck(attack on Titan) and many others. She also voiced android 18 in dragon ball z abridged(which is peak fiction/comedy) and voiced Chica in 2 other fnaf games
People often theorize that Security Breach was once a radically different game - but I've always had a personal belief that Sister Location was also meant to be a wildly different game. Hell it isn't very hard to imagine. I believe it started development as a standard game where you would primarily be in the main control module shocking animatronics to fight them off, you would crawl into Baby's room to either hide or fight her off. The main threats would be the smaller animatronics who you couldn't shock and would instead have to hide from - and you could also possibly hide from larger animatronics if needed, but they would have an easier time opening the door. You would go into the left or right rooms to fix power issues or whatever other gameplay loops could happen - and the night minigames would become part of the normal gameplay loop - sneaking past Balora and Foxy and fighting off Freddy as needed. The audio logs of activity in the vents would be the player's main warning that something was approaching and they had a few seconds to dive into the northern vent to get into the hiding spot before they were attacked. It honestly comes out as an amazing game and I wish there was a remake that followed this theme. It would be a deeply complicated game where each night is a constant desperate fight for survival where a moment of laxity would result in one animatronic or another breaking through your defenses.
I think this could fit perfectly with some critiques that have been made against Sister Location, for lacking content and gameplay, which, maybe Scott decided to not prioritize in favor of the scripted story, which in of itself breaks the idea of a gameplay loop Also, just a little nitpic for your comment. To me is kinda funny when you refer to survive an animatronic as "fighting it", it makes me imagine Michael throwing hands with them
Arguably, the big and worthwhile distinction to make here is that Scott was still developing the game with Sister Location - but he played a minor role in Security Breach's development. Where Security Breach likely fell prey to the whims of a publisher demanding results and/or a generally incompetent team of developers, Sister Location told the story Scott wanted to tell in a way that broke the mold for the franchise. Sure, a version of Sister Location where you're directly engaged with animatronics is interesting, but the end result would be anticlimactic. You'd either fend them off bravely, destroy them, or be killed. There's no real tension or suspense - and one of the consistent things that have kept the franchise going is the mystery and suspense behind everything.
The Halloween update open box that went unused is killer to me. :( I’ve been down a rabbit hole of FNaF lore lately, and I desperately want to know what Scott’s original vision for FNaF 4 was. I know the story has changed since then, but I still want that confirmation :(
If my memory serves me right, Scott was trying to end the game series at 4. So personally, I've always believed that the box was a red herring. The inability to open it would leave a kind of painful closure, not laying any lore out straight, just leaving people to guess what the true story was. As the quote says above it, "Some things are better left unanswered". And that would serve as a way to keep people talking about the game. "What's in the box???" There's nothing in it. Never has been. I think it's super smart, but that's just always been my theory on it.
@@AShatteredDragonsSpirit I don’t know if I fully believe it. He mentioned that he did have something in mind. I do think that box was meant to be opened at some point, and I do think he had a vision for what the FNaF 4 story all meant. I think his goal was hoping the community would figure out the story, be hyped that they thought they figured it out, and then the box would reveal the final proof… but, since he felt the community wouldn’t accept his vision for FNaF 4’s original story ending, he scrapped it keeping the box shut forever.
The animatronics looking into the camera is one of the most terrifying things ever in the FNAF games in my opinion, idk why either it just REALLY makes me uncomfortable and uneasy
20:41 Thought I'd let you know that the Spring Bonnie render was literally just removed because it was a fan render that Steel Wool used by mistake, and they didn't want to get into legal trouble.
the render wasn't fan-made, the spring bonnie model steel wool made was seemingly based on a fan-made design, more specifically from Popgoes (2016) iirc
Im so fucking sick of people keep spreading misinformation about this situation. As everyone is likely aware, the fan community of fnaf spent most of their time making 3d models, trying to get them to be as accurate as Scott's, but they often had small details that made them not the same. SteelWool, when taking reference images for making their own game models, didn't realize that these models (which were made with the express intent of copying Scott's models mind you) were fanmade, so when SteelWool made the designs after them as a reference, people realized from the imperfections that they were based on those fan 3d models. The models weren't stolen, they weren't copied in an attempt of lazy work, there was just a mishandling of reference images involved in the creation of the 3d models which were fully created by SW themselves.
I remember playing the first on a samsung tablet years ago. I never beat it, because the mobile version is actually significantly harder than the PC version since the nights are shorter, meaning the power drains quicker and the animatronics are significantly more aggressive at mid to high levels. Also, the lights toggle rather than being a hold and release system.
Thank you so much for reminding me about the unused ice cave ost.. I feel like you just unlocked the version of myself that had nothing else to worry about except for FNAF lore, Easter eggs and everything.. it's amazing
Surprised that you didn't talk about the "Mike" sprite that was supposedly found in the FNAF2 files, definitely one of the oddest pieces of unused content in the series.
heard a theory somewhere that every animatronic has a similar color-square, which detects on what camera they are right now. and then there's a mike square, which could display player/nightguard. also proves jeremy-is-michael theory
I went "oh boy" when I saw how much longer the Security Breach section was going to be. Not surprising tho, that game really is a mess and you can easily just tell a lot of stuff got scrapped/changed around
14:34 I've actually heard that first one before. It was when handunit shuts down in the second night right before Baby's first dialogue in the Circus Control room.
That one’s an interesting one because the whole reason it doesn’t play is because of a game engine bug. Sister Location’s last update was in 2016, with the fix being in late 2017. The mobile/console ports however started releasing in 2019, so they would have the fix that allowed the sound to play without them even having to change anything about it.
It's so wild to me that the first game gives me legitimate nostalgia. It feels like it really wasn't that long ago where every UA-camr made their first lets play episode on it, MatPat made his first theory, and everything was so fresh. Simpler times, man. I miss 2014.
Fun fact: the 3 animatronics staring at you was in the first version of the FNAF 1 mobile port. But that was a deleted version and can only be accessed by old devices and only on mobile devices. So it really was in the game at some point
16:40 Bonnet appears in Dee Dee's Roster for UCN, but for some reason, when booped, her sprite just lowers, instead of having the reaction sprite If it was to save space, I don't know why the unused sprite would still be in the files 20:35 Spring Bonnie was removed because it was a fan render, along with the Funtime Foxy used
14:33 the motion trigger voice that says “motion trigger, technician control” is used in the mobile version of sister location, when the hand unit deactivates the power, and you hear all the motion tiggers go off, you hear the “technician control” as well
10:10 I’m sure someone has already said this, but I believe the JJ “kick your ass” cut line is a nod to Luffy from One Piece because I believe JJ and Luffy share the same voice actor for the English dub of One Piece. Great video by the way!
I think we should note that the trailers were probably animated outside the game to be more cinematic. Maybe that's why we see events and movements in them that aren't really in the games.
17:13 I can explain why this looks like that, Most video games use 3 textures for their characters: an Albedo map, a ORM map and a Normal map. Albedo maps are what give the model its colour, for Spring Bonnie this would be yellow on the body, purple on the bowtie ect. The normal map gives the model a bumpy look, or a worn look with scratches and marks in places where the model should look more bunged up, these exist so modellers can add more detail to the character without increasing the poly count to an absurd amount, these are usually a bright blue colour. Finally what you're looking at is an ORM map with ORM meaning Occlusion Roughness Metalic, they're a little complex but it uses the three colour channels (RGB) to dictate if the model should be darker, look rough or look metalic, this is what gives ORM maps their odd appearance, the red or lack there of dictates how dark the model is in places, the green or lack there of dictates how rough the model is and you've probably guessed but the blue or lack there of dictates how shiny/metalic the model appears. TL:DR, This is an ORM map, it's used to give a model added shading/roughness/metalic detailing. Every file relating to Spring Bonnie was deleted but this so there's a good chance it was hidden in a spot the Developers didn't think to look.
This isn't worth mentioning but I'll mention it anyway, the mock-up of the puppet in office at 4:36 is actually mine! I made it using Sony Vegas back in 2014 to troll people, no one really fell for it though it seems like some people liked it enough to post it to other sites which is how it ended up here.
The reason the lives counter, demo text, ect. are left throughout the different games are because Scott probably had a framework of basic features from the first game and he just reused them to save time while working on later games (game developers are lazy yet efficient) and he probably forgot those files existed.
"Lazy but effective" is what you call being resourceful. Still, I do have the theory that maybe he did implement that feature in the earlier games to test their difficulty or something like that
I’m never going to be convinced that the very first “Mandela effect” is true cuz I remember playing in school, and getting in trouble after my first run, when I leave my game open on night 1 straight looking at the animatronics. After like 2 minutes of just looking at them the screen flickers and suddenly they all looking at you 😭
@@meowiezowie If you look in the files with a decompiler you can find that the image isn't used in any coding strings. Meaning unless you alter the game you cannot trigger that image
Everything about the games have never ceased to blow me away. The music, the atmosphere, the characters, the story, the symbolism, secrets, you name it, it has it. I love you, FnAF. ♥️
15:38 this version of the tape recorder actually appears in the opening scene of the game when you are faced with Scrap Baby, which also had you physically look down at the check list, rather than just bringing the paper up to your face like a camera in fnaf 1/2.
The fact that Freddy in security breach was "Cold" at the frozen endo part and Gregory just brushed it off so easily really makes me wonder if Gregory's even human.
9:15 I haven't seen this one, but it looks cool. So much nostalgia in this video, especially the music in the background. It reminds me of the times when everyone made theories about the game, and now you look at it all and understand how long ago it was and how far fnaf went
1:17 I am 100% certain I have seen this in the mobile game. It randomly happened when flicking up the cameras. Not sure if the other versions don't have it or if it was removed from the mobile version at some point but I HAVE seen it in game.
Oh nah I've actually had them all staring at me It's really rare At the start of a night Put the camera on them then open and close it until you hear music start to play Then keep doing it And there's a chance that they'll stare at you But it is very easy to miss
17:16 That texture is the Occlusion, Roughness and Metalness texture map. It’s a combination of the 3 where each texture is hidden in the RGB values respectively. This is an optimization.
Actually, the reason that that image of Springbonnie on the Help Wanted poster was changed was because it was a fan-render and the people making the image were completely unaware. So, yeah, your comment of "seriously, steel wool?" is very relevant to that too.
One thing I don’t hear people talking about is the random chance for Freddie’s mouth to be open on stage. Sometimes it’s open and sometimes it’s closed.
4:20 nah the close up on the puppet is actually used while hallucinating the puppet during gameplay. its has a very low opacity and time on screen but its there
It's possible the reason for previous game assets appearing in the newer games files is that Scott would use each game as the base for the next one. It's very common for developers to do this.
1:48 As a game developer, I bet this is more likely to be a tool that is more useful for beta-testing and making it so it’s easier for testers to at least get through it. That, and for easier time personally testing the game without needing to restart every time you die.
Thank you for the jumpscare warnings and keeping them mostly out of the video! I'm in an odd place where I like watching deepdives into FNAF, but pretty much always on edge in case one happens since I'm terrible with them.
This video is extremly well done, the information feels solid and it fits very good in one story. I was also suprised to see that you uploaded again so soon after the minecraft speed run video but the quality is still increadible. I hope you’re content gets pushed out by UA-cam soon because you’re video’s are fantastic
Couldn’t believe when I looked at your subscriber count. Video was very well put together and your voice and delivery was great. I actually used this as a sleep aid so can’t comment on the visuals / editing, lol!
Very good! One thing I should mention though, you missed a really interesting one for FNaF 2 that we still have no answer to. There's a picture hidden in the mid-night scenes, just called "mike." Nobody knows what it's about, and we won't ever get an answer as far as I know.
Each animatronic has a map marker the same size as the Mike sprite to show which camera they are currently on. You can’t see them during gameplay because they are invisible, but that’s what “Mike” _would_ have been used for.
them looking at the camera could theoretically happen but all the animatronics move so fast at the begging it probably won’t because it takes a while before they do the *thing*.
5:35 Mangle's "unmangled" form is how Funtime Foxy from FNaF World looks like which has a hook. It was probably taken apart because the kids played with Mangle and you wouldn't want kids playing with a sharp hook.
@@minaxa No kidding, Security Breach currently is like a steak dinner without the steak. What you have tastes alright, but it doesn't leave you satisfied.
14:40 the glass motion is the baby jumpscare but got remove for some reason. If u see trailer for sister location u can see flashing light at baby room, that when baby or a bunch of baby minion stare at you in the glass and it start cracking, but i think scott cant animated that scene so he remove it
20:33 Scott was not the one working on this promo art. It was actually some of the guys on Steelwool team. They mistook some fan-made models with Scott's which he wasn't too happy about so Spring bonnie and Funtime foxy were removed.
14:34 I heard that voice line on the switch version! I think Scott decided to add that voice line on the consoles assuming it's also on PS4 and Xbox one
This Video was so Amazing and Nostalgic to see lots of scrapped and changed content in the games, The animatronics looking directly at the camera always terrified me so much. The Nostalgia seeing all the Fnaf games, I remember watching Markiplier, Jacksepticeye, Yamimash play Five Nights at Freddy’s so much and others who did Fnaf news and facts like XxxProclassgamerXxx and Smike. And Your voice is so clear and chill. Love the editing, music and ambience you put for the background. Awesome Job man, you deserve a lot of subscribers! 👏
5:34 Notably, while Mangle does not have a hook, he has two left hands, and no right hands. While it's _possible_ one of the hands is simply bent backwards, it seems entirely likely given everything else on the character (three feet, two heads, four legs, one two-segment arm and two four-segment arms) that there just are a lot of extra pieces, either thrown in to appease the kids or replaced during the time where they repaired her without the original ones being recovered. Additionally, the hook Foxy uses is just that - FNaF 1 Foxy's hook, whereas the hook Mangle uses is the one on Withered Foxy. I suspect, as you did, that Withered Foxy was simply incomplete, but the new bigger, sharper and shinier hook _was_ complete and so was used here. 14:37 This 'Glass pressure trigger' line was meant to trigger if you left during Baby's first time talking to you, implying that she is right up against the window and not on her stage. This was of course not necessary once development ended up leaving you in the space beneath the desk. Baby is horrendously underutilized in SL, and that sprite could've fit anywhere - when she talks in the Scooping Room comes to my mind, or perhaps momentarily illuminated by the lights when you try them on the first night. When I say 'underutilized', I only mean in visuals - we truly never see her, unless you either count the hollowed-out husk which no longer has her within it, or her as a part of Ennard. She's utilized fine in the game, in spite of her characterization being thrown away for something worse after it. 17:11 This was made, I believe, after an employee mistook a fan model for Spring Bonnie (who had up until then never had an official realistic model) and incorporated it into that graphic of all the faces melding together. While SteelWool didn't use this in Help Wanted, it _was_ used (after heavy alteration and withering) for Burntrap in Security Breach. On the topic _of_ Help Wanted, I believe it was rushed to completion, albeit not to the degree Security Breach was, but its disjointed, level-based gameplay allowed this to be relatively hidden. Some parts of the game, such as Funtime Freddy's hardly altered gameplay from Nightmare Fredbear, models for both the Bidibabs and Minireenas appearing alongside that Freddle animation and model (albeit the former two appear as easter eggs in the Circus Baby Night Terrors and Plushtrap/Nightmare BB Dark Rooms levels respectively) which imply all three were intended to have their own roles or gamemodes, and some seriously bad textures and polygons on portions of some models (Springtrap and Ennard took the brunt of this, although the other Funtime models are not great either and I would argue the FNaF 1 line is rather lackluster compared to some, particularly nearly all of the FNaF 2 and 4 ones), and the Phantoms in FNaF 3, near-reskins that they are, have a very lazy and likely unfinished haze effect on them. Plus, the gameplay style would've allowed for a nearly infinite expansion on the concepts, as well as the hard mode levels all being actually harder rather than some of them being mere recolors (Vent Repair, for instance, is harder in that mode whereas Parts & Service gets a simple coat of paint and some textures and filters), could've been added given enough time. I truly wish they were allowed to realize everything they wanted to, because parts of it are absolutely amazing, and there's details you can't always even notice with how it's laid out - for instance, Mangle, when crawling in from the main hall in the FNaF 2 portion of the game, actually has animations that line up with the pose she starts at and the pose he ends up in, but since the animatronics snap into place when the mask is equipped or jumpscare you if you don't use it, the seamless transition is never seen. Some real care did go into the games they make, broken as they may end up being. 25:44 This is likely not going to happen. Security Breach's story is a shadow of its intended self, a little thing they wrote up because the intended one had maybe 15% of it in place and so they just slapped in filler content. The map is approximately a third of the size it was intended to be, based on developer statements and screenshots showcasing how portions of the floor plan were going to look - cut areas range from passageways and through-areas, some of which are still partly present in the game but hidden behind walls such as those between Rockstar Row and the Rehearsal Hall, while others are removed entirely such as the undivided version of El Chips and its attached arcade, once open to view as seen in the trailer of the game itself; to rooms and areas such as Backstage, a separate STAFF kitchen and cafeteria, a boiler room, a large freezer segment, and far, far more; to entire areas of the map, most obviously the entire STAFF tunnel network which remains said by Freddy to 'connect every major location in the Pizzaplex', and was nearly entire removed. Several characters, including some form of bee mascot based on a honeycomb-themed arcade room left over in the files; the infamous Glamrock Bonnie; a final model for the Blob (which currently uses a placeholder model, although whether you believe it was intended to look like a supersized version of Mangle based on the endo parts sticking out from it or simply looks like Molten Freddy after a steroid regimen and is left as-is due to being depicted as a pile of cable tendrils coiled atop each other, is up to you); and likely other characters such as El Chip and perhaps additional in-universe animatronic pizzeria chains intended to have locations in the 'Plex. And these are not the only things removed from the game, as many know, but there is such a wealth of cut ideas that it would likely have spent easily half a decade more in development, and it was at the whims of a money-hungry management team that we got what we got - not a functioning game or a decent entry into a nearly decade-old franchise, but a testament to just how little polishing an unfinished product will get you compared to how far a complete one could go.
1:10 fun fact: this wasn’t a scrapped idea! Scott intentionally removed or replaced all evidence to the existence of foxy in all promotional material. This was so players wouldn’t have the whole game spoiled for them, something he said he missed from the pre-internet days of gaming.
@Unknown550 When video game cultured existed before the Internet. Think of things like playground rumors and urban legends from the N64/PS1 days.
Bonnie did look badass removing the top half of his head tho, idk why
@@takanamoon9907 Playground rumors and urban legends. That’s the roots of modern day easter egg and urban legend hunting.
@@realblakelmao withered bonnie moment
@@dragonusmolamola4140 fr
Freddy DOES look at the camera which may be the thing people could be confusing this for. It's rare but, it can happen but, as far as I know it's only Freddy
In fact, all of them can look at the camera! It’s not a Mandela effect or much of a confusion. However, the image is a little bit different from what appears in game. So yes, that image is not present in the game, but a very similar looking thing can be seen. That is the confusion.
@@elektrizon Why are you lying for attention bro? There's literally no text strings or a duplicate image in the files. Find something better to do with your time
@@flamedramon68 Ok so basically I saw a comment that said that so I believed it. I now realized I probably should have check to see if that was true. I didn’t intentionally lie, I just said what I heard, not thinking about the fact that the original comment could have lied. I apologize for my not-thinking in this scenario.
@@elektrizon Ah, I can't be mad. Sorry for being so harsh
@@flamedramon68 it’s ok, I just figured it would be good to actually tell you that I didn’t know it was incorrect.
the unused glass pressure sensor voice line is actually terrifying, considering that would mean something is pushed up against the glass watching you
Or you are pushed up against the glass
@@kurukavatar5089technically yes but there wouldn't be a reason too
@@PhantomEnderium maybe an animatronic pushing you up againsts it or something
@@Nervisor23 with some gay energy
@@jesusdeputy931 bro what lmao
For the “ mandela effect “ all the animatronics looking at the camera was in the original trailer in the game so yes people have seen it
It’s also possible that they’ve “seen it” in those videos that are just a compilation of the raw camera renders
And i don't have mobile fnaf anymore, but I can tell you for a fact that all three animatronics did infact look at the camera every once in a while
I have a ss on my copy on switch
It happens all the time for me on pc and console. You can see it in multiple youtuber playthroughs as well. I dont know why people think its impossible because all the proof youd need is watching markipliers playthrough of playing it themselves
@@papercrane747 I'm curious, what episode of Markiplier's FNAF series and what timestamp did it happen? I've watched his series multiple times and only ever maybe saw Freddy looking at the camera.
Personally, I think Mangle’s hook being absent was an intentional design choice to “child proof” the animatronic due to it constantly being played with by children. There’s also the phone guy line about Mangle being made to be more kid friendly to entertain the toddlers. Probably one of the few times the company took a somewhat smart safety precaution lmao.
Well it is probably easy for a child to run head first into one of mangles side spikes or possible get tetnis by the uncared for metal
@@RasEli03 "Now son, don't touch that mangle"
@TofuLolz69z care to elaborate?
With the company's head being William Afton, they weren't exactly designing the animatronics to be 'safe' at all.
@@ShaggyDabbyDank isn’t Afton supposed to be separate from the company by the time of fnaf 2? The toy animatronics were given facial recognition for a reason.
FNAF has so many unused content and I find it so cool that there’s a lot to it, because it helps us know what Scott was thinking while making these games
"It's always.. thinking.. and it can go anywhere"
~Phone guy about scott (totally not about the puppet)
About donating to terrorists, apparently.
@@necrolog3797 Wow! I can't belive some people actually fell for that narrative.
@@necrolog3797 god damn your a fucking idiot and I feel bad
@@necrolog3797 Even if this was true, it'd make me like Scott even more.
I think Scott never really thought about the lore in fnaf 1 as other than "a guy kills 5 children in a pizzeria" and in fnaf 2 as "yeah the guy actually killed like 6 more children already previously in different pizzerias of the same company".
up until when he started developing fnaf 3 I think he realised that he could make the lore something so complex and divine than it is right now
i hate how people label the fnaf 4 scene the “bite of 83” like scott randomly added another bite prior to the bite of 87 💀
@@breakingmad2645 …well, I believe that the 87’ bite is in fact FNAF 2 (which is just theorized, not confirmed so don’t take that part to heart) because 83’ IS FNAF 4, lol! FNAF 4 is kinda a prequel?? Yk? It’s fredbears diner and the first case of death which is why it gets shut down and why FNAF 2’s help wanted poster is what it is (brand new reopening or whatever it says!)
Nonetheless, that’s technically just my own opinion you can have your own.
Now, of course you can think what you will but you shouldn’t be mad about people calling FNAF 4 the bite of 83, lol!
He didn’t kill more kids with what we know about remanent if he reused parts from an old possesed animatronic for a new one that soul will kinda split and possess both
he didn't kill 11 kids. where did you get that number from? only charlie, susie, cassidy, jeremy, gabriel, & fritz.
@@aceywacey3211
Fnaf 4 is the kid who got bit in a coma
So it is directly after the bite of 87
*Fun fact: The “unused” closeup of the Puppet IS actually used in Fnaf 2, as a rare event.*
When is it seem? This image always scares the hell outta me.
It's a hallucination after the music box stops before the jumpscare. It will sometimes appear for a split second when in the cameras.
@@transfate No, it wont, u are confusing it with other thrre different hallucinations
Yall stupid asf
Also puppet in office IS in the game, it just appears at the same time as the jumpscare so you don't see it.
@@n646n woah, neat! How did you know that?
For anybody wondering, Security breach has a whole backstage area, that was bigger than like half the map. And their were a bunch of different themed staff bots per character area. And if you used all the older unused game types, you could totally have a whole other game.
You did see it because I saw it to and I vividly remember it
dlc might explore that perhaps
Ruin dlc
That’s cool
30:31 yeah, uh, Nuh uh
I feel like Security Breach was a game that was completely different at one point, but was scrapped and completely remade in favour of what we have now. Cut voice lines, cut dialogue, cut missions, cut locations, it all adds up to a game that was most likely wildly different to what we have today. And I would LOVE to see that older version, because it's- probably better than what we ended up getting.
Edit: I was correct.
Same I really wish they would’ve just took their time with it, all the extra stuff is so much more interesting than what we actually got. Hopefully with the DLC comes a big update where they add the cut content because it adds so much more to the game that we did not get in the final version. Although I’m seriously doubting that I have some little hope they would do it.
@@firstryft I don't know, the trailer for the DLC looks insanely good. Although the trailers for SB looked good as well. But I think Steel Wool has taken enough of a beating from the fandom to figure out what they did wrong in the base game. And considering the DLC cost will be about as much as the base game, it's probably going to have the same, if not more, content. Production for it began early 2022 and it's releasing mid-2023, hopefully a year and a half is enough time to get what we were promised. I'm just hoping they AT LEAST add some more lore to the game because that was the biggest thing that SB was lacking.
I’m pretty sure this is actually true. 6 months before the games release steel wool almost completely built it from scratch again. Removing most of what they had already promised and put into the game. As well as a complete gameplay and story overhaul
Tbh I blame alot of fans for what happened with SB. They continued to insult and threaten Steel Wool for taking too long for the game, and wanted it to be rushed so they could play it, and then complained that it was rushed lmao.
@@talbotpassant they had confirmed in that poster that it was free tho
4:26 Fun fact: I believe this sprite is actually loaded in game! However, it’s loaded only a frame before the Puppet’s jumpscare, it’s invisible, and it gets deloaded once the jumpscare plays.
I wonder if Scott originally intended for the jumpscare to be a still image, similar to the FNaF 1 Golden Freddy jumpscare.
that’s really strange i didn’t even know that
@@scarlettNET Judging from how the render looks, it was probably another animatronic you could fool with the Freddy mask.
Those 2 sprites also have a 1/50 chance of appearing when you're stunning the Puppet with the flashlight after it leaves it's Box
It both spawns and despawns on the same frame
7:13 Former game art student, the reason the texture likely looks like this is because it's not the albedo (that's the layer with all the base colors on it), it seems to be a layer of the texture that instead defines how parts of it are rendered; for instance, if this texture showcased is supposed to be a metallic file, the lighter the yellow, the more intense the metallic shine.
To be more specific, it's actually 3 textures in one, with each colour channel being used for a different texture.
Red is Ambient Occlusion, green is Roughness, and blue is Metallic
It’s really weird to think that 2014 was nine years ago. I still remember watching Markiplier do his first playthrough when I was in primary school. Now I’m about to finish high school and move on to uni 😢
edit: 9 woops
Same here. I remember watching it all unfold while I was in the early years of high school. Now I'm a boring old adult, but somehow I've never lost my love for the series.
4 months from graduating high school right here- I miss those days 🥲
I remember being so afraid to play it back in the day and watching countless hours of lore videos, good times
Samw
Same here. I'm about to graduate high school
I'm a gamedev amateur and I'm pretty confident that the reason Lives were in the files of the first three games is that Scott didn't make FNaF 2 & 3 from scratch but reused the file and code from the first game.
definitely, its not an uncommon practice in gamedev. early builds of sonic 2 referred to zone names from sonic 1 with remnants of its code bugging things out (calls to load bosses that were already removed n such)
@@paperfishstudios3144 especially back then when making a sequel of that type was essentially a level pack with new enemies. for example, doom vs doom 2. only difference is levels, enemies, and a new weapon
half life source literally just had all of half life be ported into source unchanged pretty much
then it got neglected, and became an unplayable buggy mess... could have been the definitive way to play had it not broke so bad because source engine is cool
@@randomtexanguy9563 At least we have Black Mesa now
@@paperfishstudios3144 also in some of the early builds for the game by doing some weird shenanigans (I'm pretty sure game genie or the level select menu) you could play Green Hill Zone from the first Sonic game
Your voice is very clear, the editing was good and the music used for ambience between each section of the video was great attention to detail, as well as the comments from scott, to aid your research. Very well done.
but the voice is so quiet (edit)This was a test people THATS HOW MUCH A PERSONAL OPINOIN CAN MAKE PEOPLE REPLY XD IT WORKED
Goated UA-camr
@@Ismenug.S bro what 💀
@@Ismenug.S turn the volume up bro
@@Ismenug.S r/wooosh is used for people who miss obvious jokes, and there's no sign at all of your comment being a joke
I would like to point out that the close-up shot of the puppet is not unused. It can be seen in-game as a hallucination while spamming the flashlight on his location.
people say it is unused but it is actually rarer than the other 3 images
do you know where i can find a video of this happening? :0
@@FreddyIsHere25 That's my point. This is a common misconception.
My take on the lives system is that he used it to test the difficulty of each night, if he lost all lives he would probably tone the difficulty down a little bit until he completed the night.
No, you'd get three lives and if you lost all of them you'd have to start from Night 1
@@flamedramon68 nah I would quit the game
@@vastolordeking6285 hence why it was changed
@@flamedramon68 mate I advise re-reading the original commenters statement
@@WFOnaga Huh, well, I bite my tongue then. Good day
16:40 the bonnet animation is actually used in game, she is one of the secret characters spawned by deedee and basically works the same way like she did in sister location
Yes but that animation is unused because the one in the final game has different lighting
Dear comrade, I am hear to calmly educate you that, although the character named "Bonnet" - originally coming from Five Nights at Freddy's: Sister Location - was, indeed, in the game Ultimate Custom Night, she does not present a defeated animation and simply slides to the bottom of the screen. That animation was also extracted from Five Nights at Freddy's: Sister Location, as you can see the lighting in Bonnet being radically different from the one in Ultimate Custom Night.
also everyone knows bonnet is in ucn so stfu
bonnet has no lowering animation, she just slides to the bottom of the screen
@@elgatitokawai55 Literally zero reason to be rude
@@ghoultooth it wasn't rude, you just appear to be a sensitive snowflake.
The characters looking at the camera on the stage is the only Mandela Effect that I've ever fallen for. I coulda sworn that I saw it at least once. But, I guess when it comes to the science of how the brain works: What most likely happened was that my brain had seen the trailer of the animatronics looking at the camera. Well, Freddy is the only one who actually can look at the camera. I guess my brain melted the 2 images together to form a pretty convincing Mandela Effect
Edit: It DOES EXIST!! However, it's only in the gamefiles and there is no trigger for that png to be loaded during gameplay. So, that screen is true-ish
I don't even know what to think anymore, I'm a veteran of FNAF, I played every fnaf multiples times, I even drew every map with every routes the animatronics can take. And I'm sure at 100% all the animatronics looking at me already happened to me, it's just pretty rare and I'm sure I saw youtubers got it too, wtf
I'm 100% certain they do look at the cameras. It's just a small chance of it happening. It's an Easter egg
I also saw it, I'm not joking at all. I knew I saw them staring at me. Call me crazy I guess-
Plenty of animations have the head thing happen, so that might be a factor.
i think its exclusive to the original mobile port, that's the version i used to play
4:21 This is actually used in the game. When the puppet escapes the music box, this is one of the flashes on your screen. (It’s rare though) It just is that it’s so incredibly transparent that it might as well not even be there.
Amitie-san!!! How is it going in primp town? (Do give my regard to Ms Accord!)
13:57 This image in particular really creeps me out for some reason. I’m thoroughly desensitized to FNaF, and Sister Location isn’t even very horror-focused anyway, but this render evokes in me that same feel of understated dread that I remember from the early games. I can picture it perfectly as part of the existing game over screen, with that barely audible white noise and static.
It reminds me of something out of a nightmare, not in the sense of being super frightening or anything, but in the sense of having this inexplicably uneasy emotion attached to it for no rational reason.
It’s definitely a masterpiece of a dreadful image. If it was used earlier in the game it would be a great tell that the ending was not going to go the way you’d expect.
Bro that was my same thought like I'm not scared of anything FNAF anymore but I used to be very unsettled or frightened by the unknown factor or terrified of FNAF 4 when it was new but for some reason that image is so unsettling and it never won't be
Could have sworn I saw that exact render of a red circus baby in the print version of the game AKA sister location mature
@@hextheprotogenfox Might have been a discolored version you saw. I'm pretty sure one of the in game flickering images on the title screen was this but in the bluish color.
This and the original freddy picture are the most disturbing to me because the designs are objectively appealing (shocker) but the slight downward nod, Sinister smile and uncomfortable lighting just make the animatronics uncanny.
Any animatronic after fnaf 3, with a few exceptions, do not phase me at all because they are over the top with sharp teeth and too much grime on them to look like characters kids are supposed to like.
9:44 In this version you can hear all of the previous jumpscares. The breathy noise is 3, you can hear a slight bit of 2, and obviously the end is 1.
I hear it! That’s so cool
If I had to guess, he removed the all-stare picture, because it would be kind of pointless, because it would be too common. You would see it way to often, when the camera is flipped, it's a 20% chance of it showing, so you can imagine how it would lose it's charm at the end of the day, so they removed it and replaced it with only freddy staring.
i'd guess it was removed because just freddy staring is creepier (it means the other two have left the stage)
I would disagree, it's not like the picture would have to be 20%. I'd imagine it would act more like the Golden Freddy poster or the Bonnie up to the camera in storage. Probably make it so it couldn't appear in night 1 but from then on have it be something like ~2% everytime you check in
@@IDontReallyWantAUA-camHandle Bonnie standing right infront of the Backstage camera is actually a 10% chance (though Bonnie has to be there of course).
The Golden Freddy poster always appears when Golden Freddy is set to attack, which can be set at any second with a 0.001% chance (unless Bonnie is there of course). This means that Golden Freddy appearing grows higher when you go later in the night, since there's been more time for the flag to be set.
@@Yqe- That's very interesting about Golden Freddy, I had no clue. I also assumed the Bonnie backstage event was a lot more rarer, but maybe that's just because YTers stop checking in that area as nights get more hectic and the hallways become more important.
Either way, revising my previous comment, it'd then be more in-line with backstage Bonnie, just rarer :)
I thought I seen this in the game though.
4:20 that image of the puppets face was used in the game but you'd barely notice it. It's a rare hallucination but its so transparent that you'd miss it if you weren't looking for it.
Fun lil' Facts:
(FNaF One)
Scott confirmed that bonnie running down the hall was to hide foxy. (I believe in the Dawko Interview or on a Stream discussion?)
Many of FNAF Trailers show cinematic bits that arent really apart of gameplay, including bonnie taking off his mask and most likely all the animatronics staring at you.
I think scott said he removed the lives counter because it was too challenging or something? I think that was also in the Dawko Interview.
Scott changed the phone number cause stupid timmy called up chuck e cheese
The mobile loading render of freddy is never truly used itself. A teaser like it was up on scottgames once, but had endoskeletons in the backgrounds.
The "old endoskeleton" has alot of history to it, but mostly on steam greenlight. It was believed to be a part of a alpha-kind or earlier build that was intended to be more horror. Now it is just a old model of the endoskeleton.
The screenshots on steam are from demo-builds I think. That or were purposefully removed/updated.
This is too long! Ill end it at fnaf 1!!!
Last Funfact: Toy chica was going to function like a copy of toy bonnie (as does chica in fnaf 1) but she had her office-render removed cause it was too much for clickteam as.
@@afosandstufflol I'm interested I'm gonna have to watch that interview
If I were to guess, those squares were development sprites.
In a lot of 2D game development, developers use simple square (or otherwise roughly hitbox fitting) sprites as temporary placeholders to test mechanics, levels, etc. before dedicating time to making resources for them. It saves a lot of time in the long run because you can see that an idea works or doesn't before already animating characters, drawing environments, etc.
I did a quick check and they’re all used in the game like I’d assumed.
Red Square or “move box” - controls the movement of the player’s shadow, used for overlapping triggers, and is the look target for enemies
Yellow Square or “punch box” - the hitbox for your punches
And there’s actually 4 separate Orange Squares, being “make pow 1” and “punch box 2” and “walk target 1/2” - creates pow effect, the hitbox for your uppercut/jumpkick attack, and walk targets for giant animdude
The German voice lines for Funtime Freddy in sister location where just exploratory. They recorded extra lines in a German accent because the voice actor could, and they ended up not liking it for the character.
I do not remember my source sorry, but I believe there was an interview with the voice actor himself.
I can just imagine a killing machine having a Berliner accent.
I actually like his Demo voice more than his actual one
@@poggersman I do too! I think the German accent is fun!
Spaßzeit Fuchsi
@@aliboroy9973 im german and i think it sounds frensh, not german xD
The guidelines are a cool feature. You’re not censoring anyone or making it difficult to leave a review. 10/10 new feature and also 10/10 video. I love this game and it’s always nice to see people still digging and finding new things of what was. Keep it up!
Fun Fact: JJs voice actor is Amber Lee Connors
who has done a lot of anime roles for English dub. Those being Shoko Komi(Komi san cant communicate), Gwess(JoJo bizarre adventure), Delta(Boruto), Mei Mei(jujutsu kaisen) Pieck(attack on Titan) and many others. She also voiced android 18 in dragon ball z abridged(which is peak fiction/comedy) and voiced Chica in 2 other fnaf games
She was also in....Love Tyrant💀
Gwess nice
I love va trivia
Eww, J*J*.
kellen also played diavolo.. coincidence? 🤔 yes
It’s crazy how popular fnaf still is even after almost a decade. I remember being so obsessed with this game when I was 12 back in 2014.
Same :')) it's so fascinating to think about now
I will always believe that German fun time Freddy will make a grand return. It’s too iconic
People often theorize that Security Breach was once a radically different game - but I've always had a personal belief that Sister Location was also meant to be a wildly different game. Hell it isn't very hard to imagine.
I believe it started development as a standard game where you would primarily be in the main control module shocking animatronics to fight them off, you would crawl into Baby's room to either hide or fight her off. The main threats would be the smaller animatronics who you couldn't shock and would instead have to hide from - and you could also possibly hide from larger animatronics if needed, but they would have an easier time opening the door. You would go into the left or right rooms to fix power issues or whatever other gameplay loops could happen - and the night minigames would become part of the normal gameplay loop - sneaking past Balora and Foxy and fighting off Freddy as needed. The audio logs of activity in the vents would be the player's main warning that something was approaching and they had a few seconds to dive into the northern vent to get into the hiding spot before they were attacked.
It honestly comes out as an amazing game and I wish there was a remake that followed this theme. It would be a deeply complicated game where each night is a constant desperate fight for survival where a moment of laxity would result in one animatronic or another breaking through your defenses.
I think this could fit perfectly with some critiques that have been made against Sister Location, for lacking content and gameplay, which, maybe Scott decided to not prioritize in favor of the scripted story, which in of itself breaks the idea of a gameplay loop
Also, just a little nitpic for your comment. To me is kinda funny when you refer to survive an animatronic as "fighting it", it makes me imagine Michael throwing hands with them
Arguably, the big and worthwhile distinction to make here is that Scott was still developing the game with Sister Location - but he played a minor role in Security Breach's development.
Where Security Breach likely fell prey to the whims of a publisher demanding results and/or a generally incompetent team of developers, Sister Location told the story Scott wanted to tell in a way that broke the mold for the franchise.
Sure, a version of Sister Location where you're directly engaged with animatronics is interesting, but the end result would be anticlimactic. You'd either fend them off bravely, destroy them, or be killed. There's no real tension or suspense - and one of the consistent things that have kept the franchise going is the mystery and suspense behind everything.
>Describes a fictional game
>"It honestly comes out as an amazing game"
???
@@YourCorvus no
The Halloween update open box that went unused is killer to me. :(
I’ve been down a rabbit hole of FNaF lore lately, and I desperately want to know what Scott’s original vision for FNaF 4 was. I know the story has changed since then, but I still want that confirmation :(
If my memory serves me right, Scott was trying to end the game series at 4. So personally, I've always believed that the box was a red herring. The inability to open it would leave a kind of painful closure, not laying any lore out straight, just leaving people to guess what the true story was. As the quote says above it, "Some things are better left unanswered". And that would serve as a way to keep people talking about the game. "What's in the box???" There's nothing in it. Never has been. I think it's super smart, but that's just always been my theory on it.
@@AShatteredDragonsSpirit
I don’t know if I fully believe it.
He mentioned that he did have something in mind. I do think that box was meant to be opened at some point, and I do think he had a vision for what the FNaF 4 story all meant.
I think his goal was hoping the community would figure out the story, be hyped that they thought they figured it out, and then the box would reveal the final proof… but, since he felt the community wouldn’t accept his vision for FNaF 4’s original story ending, he scrapped it keeping the box shut forever.
There is a lot of original stuff we will never get an asnwer for
The animatronics looking into the camera is one of the most terrifying things ever in the FNAF games in my opinion, idk why either it just REALLY makes me uncomfortable and uneasy
20:41 Thought I'd let you know that the Spring Bonnie render was literally just removed because it was a fan render that Steel Wool used by mistake, and they didn't want to get into legal trouble.
İt's not fanmade
@@Jesko425 it was dude
the render wasn't fan-made, the spring bonnie model steel wool made was seemingly based on a fan-made design, more specifically from Popgoes (2016) iirc
@@thatcattieroguy they based it on a fan render so technically fan design
Im so fucking sick of people keep spreading misinformation about this situation.
As everyone is likely aware, the fan community of fnaf spent most of their time making 3d models, trying to get them to be as accurate as Scott's, but they often had small details that made them not the same. SteelWool, when taking reference images for making their own game models, didn't realize that these models (which were made with the express intent of copying Scott's models mind you) were fanmade, so when SteelWool made the designs after them as a reference, people realized from the imperfections that they were based on those fan 3d models.
The models weren't stolen, they weren't copied in an attempt of lazy work, there was just a mishandling of reference images involved in the creation of the 3d models which were fully created by SW themselves.
I remember playing the first on a samsung tablet years ago. I never beat it, because the mobile version is actually significantly harder than the PC version since the nights are shorter, meaning the power drains quicker and the animatronics are significantly more aggressive at mid to high levels. Also, the lights toggle rather than being a hold and release system.
I’m pretty sure bonnie running down the hallway was intentional to make foxys mechanics unknown (at least from what I've heard from others)
Dude this is actually amazing, I thought you would’ve had wayyy more subs, with content like this you definitely earned them
Nothing in this universe could have prepared me for German Funtime Freddy, I am so glad you shared this iconic bit of FNAF history
Dude German Freddy caught me SO off guard. I’m so glad I got to hear this haha
Richtofen confirmed in the FNAF universe?
Thank you so much for reminding me about the unused ice cave ost.. I feel like you just unlocked the version of myself that had nothing else to worry about except for FNAF lore, Easter eggs and everything.. it's amazing
Surprised that you didn't talk about the "Mike" sprite that was supposedly found in the FNAF2 files, definitely one of the oddest pieces of unused content in the series.
heard a theory somewhere that every animatronic has a similar color-square, which detects on what camera they are right now. and then there's a mike square, which could display player/nightguard. also proves jeremy-is-michael theory
it also looks like froggit from undertale, strangely.
@@bananabus. I doubt Scott would reference an enemy from what at the time was a kickstarter demo, so it's most likely just a coincidence.
@@xharerae jeremy isn't micheal. it's two different security guards. you play as micheal in fnaf1 & after jeremy passes in fnaf2
@@lovenickii yeah then explain how did micheal see the phantoms of fnaf 2 animatronics in fnaf 3 location if he wasn't there?
Those old teasers for 2 really brought back memories and how much fun it all was in the start
fr, i was still in middle school back then
I went "oh boy" when I saw how much longer the Security Breach section was going to be. Not surprising tho, that game really is a mess and you can easily just tell a lot of stuff got scrapped/changed around
14:34 I've actually heard that first one before. It was when handunit shuts down in the second night right before Baby's first dialogue in the Circus Control room.
That one’s an interesting one because the whole reason it doesn’t play is because of a game engine bug. Sister Location’s last update was in 2016, with the fix being in late 2017. The mobile/console ports however started releasing in 2019, so they would have the fix that allowed the sound to play without them even having to change anything about it.
Even after all these years, Scott's default thumbs-up picture still makes me laugh.
It's so wild to me that the first game gives me legitimate nostalgia. It feels like it really wasn't that long ago where every UA-camr made their first lets play episode on it, MatPat made his first theory, and everything was so fresh. Simpler times, man. I miss 2014.
This list is such a pleasing way to look back at the series
@@burgerkingfries4941 Yikes 😬
@@RoshuWater Yikes 😬
Fun fact: the 3 animatronics staring at you was in the first version of the FNAF 1 mobile port. But that was a deleted version and can only be accessed by old devices and only on mobile devices. So it really was in the game at some point
@@papercrane747 Mandela Effect is strong with this one
16:40 Bonnet appears in Dee Dee's Roster for UCN, but for some reason, when booped, her sprite just lowers, instead of having the reaction sprite
If it was to save space, I don't know why the unused sprite would still be in the files
20:35 Spring Bonnie was removed because it was a fan render, along with the Funtime Foxy used
14:33 the motion trigger voice that says “motion trigger, technician control” is used in the mobile version of sister location, when the hand unit deactivates the power, and you hear all the motion tiggers go off, you hear the “technician control” as well
I thought I was only one realizing that…
10:10 I’m sure someone has already said this, but I believe the JJ “kick your ass” cut line is a nod to Luffy from One Piece because I believe JJ and Luffy share the same voice actor for the English dub of One Piece. Great video by the way!
SCOTT WATCHES ANIME CONFIRMED?!
The screenshot of all animatronics staring at the camera is from the FNAF 1 trailer it is NOT a Mandela Effect.
"... is not present in *the final game* "
Trailer isn't the final game
I love Freddy assuring Gregory that the ad was not him. Still, out of the whole game, the most fun thing was his interactions with Gregory, I think
I think we should note that the trailers were probably animated outside the game to be more cinematic. Maybe that's why we see events and movements in them that aren't really in the games.
17:13 I can explain why this looks like that, Most video games use 3 textures for their characters: an Albedo map, a ORM map and a Normal map. Albedo maps are what give the model its colour, for Spring Bonnie this would be yellow on the body, purple on the bowtie ect. The normal map gives the model a bumpy look, or a worn look with scratches and marks in places where the model should look more bunged up, these exist so modellers can add more detail to the character without increasing the poly count to an absurd amount, these are usually a bright blue colour. Finally what you're looking at is an ORM map with ORM meaning Occlusion Roughness Metalic, they're a little complex but it uses the three colour channels (RGB) to dictate if the model should be darker, look rough or look metalic, this is what gives ORM maps their odd appearance, the red or lack there of dictates how dark the model is in places, the green or lack there of dictates how rough the model is and you've probably guessed but the blue or lack there of dictates how shiny/metalic the model appears.
TL:DR, This is an ORM map, it's used to give a model added shading/roughness/metalic detailing. Every file relating to Spring Bonnie was deleted but this so there's a good chance it was hidden in a spot the Developers didn't think to look.
This isn't worth mentioning but I'll mention it anyway, the mock-up of the puppet in office at 4:36 is actually mine! I made it using Sony Vegas back in 2014 to troll people, no one really fell for it though it seems like some people liked it enough to post it to other sites which is how it ended up here.
15:05 Is it me or does German Funtime Freddy sound funny.
Hellooooo little children💀
The reason the lives counter, demo text, ect. are left throughout the different games are because Scott probably had a framework of basic features from the first game and he just reused them to save time while working on later games (game developers are lazy yet efficient) and he probably forgot those files existed.
Source spaghetti would probably be sn example of that lmao
“Efficiency is just clever laziness”
- Echo from Rainbow Six Siege.
"Lazy but effective" is what you call being resourceful. Still, I do have the theory that maybe he did implement that feature in the earlier games to test their difficulty or something like that
I’m never going to be convinced that the very first “Mandela effect” is true cuz I remember playing in school, and getting in trouble after my first run, when I leave my game open on night 1 straight looking at the animatronics. After like 2 minutes of just looking at them the screen flickers and suddenly they all looking at you 😭
wait that’s not a real thing I swear I’ve seen it before in my game too
@@meowiezowie It's literally impossible for you to get that. There's no coding for it
@@flamedramon68 WHAT 😭😭
@@meowiezowie If you look in the files with a decompiler you can find that the image isn't used in any coding strings. Meaning unless you alter the game you cannot trigger that image
@@flamedramon68 its in old mobile builds of the game for sure
Everything about the games have never ceased to blow me away. The music, the atmosphere, the characters, the story, the symbolism, secrets, you name it, it has it. I love you, FnAF. ♥️
15:38 this version of the tape recorder actually appears in the opening scene of the game when you are faced with Scrap Baby, which also had you physically look down at the check list, rather than just bringing the paper up to your face like a camera in fnaf 1/2.
The fact that Freddy in security breach was "Cold" at the frozen endo part and Gregory just brushed it off so easily really makes me wonder if Gregory's even human.
9:15 I haven't seen this one, but it looks cool. So much nostalgia in this video, especially the music in the background. It reminds me of the times when everyone made theories about the game, and now you look at it all and understand how long ago it was and how far fnaf went
12:48 bro just switched voices 😭
1:17 I am 100% certain I have seen this in the mobile game. It randomly happened when flicking up the cameras. Not sure if the other versions don't have it or if it was removed from the mobile version at some point but I HAVE seen it in game.
Mandela effect for sure.
People have dug into the source code and that image is there in the game files but has no way of triggering its appearance.
man, I saw this in a video as well as playing the game, this is not possible
It was in the trailer. That’s what everyone remembers it from.
Oh nah I've actually had them all staring at me
It's really rare
At the start of a night
Put the camera on them then open and close it until you hear music start to play
Then keep doing it
And there's a chance that they'll stare at you
But it is very easy to miss
@@crystalartz5090 me when i purposefully spread misinformation over the internet
17:16
That texture is the Occlusion, Roughness and Metalness texture map. It’s a combination of the 3 where each texture is hidden in the RGB values respectively. This is an optimization.
Actually, the reason that that image of Springbonnie on the Help Wanted poster was changed was because it was a fan-render and the people making the image were completely unaware. So, yeah, your comment of "seriously, steel wool?" is very relevant to that too.
One thing I don’t hear people talking about is the random chance for Freddie’s mouth to be open on stage. Sometimes it’s open and sometimes it’s closed.
Love the clear mic and editing, reminds me of the old pace of nostalgic fnaf videos, thanks for this
4:20 nah the close up on the puppet is actually used while hallucinating the puppet during gameplay. its has a very low opacity and time on screen but its there
Link?
@@mattybrunolucaszeneresalas9072you can find the fujwjwjencking link in some videos or just search it
19:10 idek know either man, maybe it was an unused prop for a mini game where you have to burn chika to a crisp with a flamethrower
24:18 i thought it was gonna be really bad but its just a drawing of them but u can see certain body parts more than others 😭
15:24 sounds like Edward rictofen from Black ops 1 if he was stuffed in a Suit himself
“i need to find some ammunition ahhh hu ahhh”
Umm he wasnt in black ops 1
Yes he was, in Zombies! And the very first map that is Kino der toten and also DLC maps
@@BADMAN121able oh,damn i didnt know that
1:26 it actually was a thing in the final game but it's extremely rare. It's an Easter egg in game.
i don't believe you, but okay
It happened to me twice.
Yes Markiplier had it happen I believe?
@@VULCA_TL I believe I remember that too.
i even have a screenshot of this
It's possible the reason for previous game assets appearing in the newer games files is that Scott would use each game as the base for the next one. It's very common for developers to do this.
28:52 chica’s feeding frenzy is in Ruin!
1:48 As a game developer, I bet this is more likely to be a tool that is more useful for beta-testing and making it so it’s easier for testers to at least get through it. That, and for easier time personally testing the game without needing to restart every time you die.
Thank you for the jumpscare warnings and keeping them mostly out of the video! I'm in an odd place where I like watching deepdives into FNAF, but pretty much always on edge in case one happens since I'm terrible with them.
Lol same
Very informative and a great structure! You did an amazing job, and i am really looking forward to more content in the future! Keep up the good work
11:29 FNAF WORLD reference in Not Like Us???
"Aint no law, boy, you ballboy, fetch Gatorade or somethin'"
This video is extremly well done, the information feels solid and it fits very good in one story. I was also suprised to see that you uploaded again so soon after the minecraft speed run video but the quality is still increadible. I hope you’re content gets pushed out by UA-cam soon because you’re video’s are fantastic
Hearing JJ shout “I’m gonna kick your ass!” is both really funny and somewhat frightening. Really don’t wanna tick her off
Fun fact, a variable for “lives” can be found in the save file of the demo version of Freddy’s 1
ive seen all the animtronics looking at me because it scared me when playing the game when sneaking into the computer room during lunch
Couldn’t believe when I looked at your subscriber count. Video was very well put together and your voice and delivery was great. I actually used this as a sleep aid so can’t comment on the visuals / editing, lol!
Very good! One thing I should mention though, you missed a really interesting one for FNaF 2 that we still have no answer to.
There's a picture hidden in the mid-night scenes, just called "mike." Nobody knows what it's about, and we won't ever get an answer as far as I know.
Mike Wazowski in fnaf confirmed?!?
Each animatronic has a map marker the same size as the Mike sprite to show which camera they are currently on. You can’t see them during gameplay because they are invisible, but that’s what “Mike” _would_ have been used for.
them looking at the camera could theoretically happen but all the animatronics move so fast at the begging it probably won’t because it takes a while before they do the *thing*.
5:35 Mangle's "unmangled" form is how Funtime Foxy from FNaF World looks like which has a hook. It was probably taken apart because the kids played with Mangle and you wouldn't want kids playing with a sharp hook.
THIS WAS SO INTERESTING OML I really liked the fact about the camera placements in fnaf 1
You know your in for a good one when Security Breach has the biggest section.
security breach would have the longest section in most videos, for various reasons lmao
@@minaxa No kidding, Security Breach currently is like a steak dinner without the steak. What you have tastes alright, but it doesn't leave you satisfied.
I can't believe he didn't mention the showtime button in FNAF HW!
31:24 I think it may be an unused burntrap voiceline, just a geuss because you know how he is with fire.
that’s my guess too tbh
Sounds awesome tho
14:40 the glass motion is the baby jumpscare but got remove for some reason. If u see trailer for sister location u can see flashing light at baby room, that when baby or a bunch of baby minion stare at you in the glass and it start cracking, but i think scott cant animated that scene so he remove it
20:33 Scott was not the one working on this promo art. It was actually some of the guys on Steelwool team. They mistook some fan-made models with Scott's which he wasn't too happy about so Spring bonnie and Funtime foxy were removed.
14:34 I heard that voice line on the switch version! I think Scott decided to add that voice line on the consoles assuming it's also on PS4 and Xbox one
This Video was so Amazing and Nostalgic to see lots of scrapped and changed content in the games, The animatronics looking directly at the camera always terrified me so much. The Nostalgia seeing all the Fnaf games, I remember watching Markiplier, Jacksepticeye, Yamimash play Five Nights at Freddy’s so much and others who did Fnaf news and facts like XxxProclassgamerXxx and Smike.
And Your voice is so clear and chill. Love the editing, music and ambience you put for the background. Awesome Job man, you deserve a lot of subscribers! 👏
Wow, this video is so good! Keep this up and i see some serious potential in your channel!
5:34 Notably, while Mangle does not have a hook, he has two left hands, and no right hands. While it's _possible_ one of the hands is simply bent backwards, it seems entirely likely given everything else on the character (three feet, two heads, four legs, one two-segment arm and two four-segment arms) that there just are a lot of extra pieces, either thrown in to appease the kids or replaced during the time where they repaired her without the original ones being recovered. Additionally, the hook Foxy uses is just that - FNaF 1 Foxy's hook, whereas the hook Mangle uses is the one on Withered Foxy. I suspect, as you did, that Withered Foxy was simply incomplete, but the new bigger, sharper and shinier hook _was_ complete and so was used here.
14:37 This 'Glass pressure trigger' line was meant to trigger if you left during Baby's first time talking to you, implying that she is right up against the window and not on her stage. This was of course not necessary once development ended up leaving you in the space beneath the desk.
Baby is horrendously underutilized in SL, and that sprite could've fit anywhere - when she talks in the Scooping Room comes to my mind, or perhaps momentarily illuminated by the lights when you try them on the first night. When I say 'underutilized', I only mean in visuals - we truly never see her, unless you either count the hollowed-out husk which no longer has her within it, or her as a part of Ennard. She's utilized fine in the game, in spite of her characterization being thrown away for something worse after it.
17:11 This was made, I believe, after an employee mistook a fan model for Spring Bonnie (who had up until then never had an official realistic model) and incorporated it into that graphic of all the faces melding together. While SteelWool didn't use this in Help Wanted, it _was_ used (after heavy alteration and withering) for Burntrap in Security Breach.
On the topic _of_ Help Wanted, I believe it was rushed to completion, albeit not to the degree Security Breach was, but its disjointed, level-based gameplay allowed this to be relatively hidden. Some parts of the game, such as Funtime Freddy's hardly altered gameplay from Nightmare Fredbear, models for both the Bidibabs and Minireenas appearing alongside that Freddle animation and model (albeit the former two appear as easter eggs in the Circus Baby Night Terrors and Plushtrap/Nightmare BB Dark Rooms levels respectively) which imply all three were intended to have their own roles or gamemodes, and some seriously bad textures and polygons on portions of some models (Springtrap and Ennard took the brunt of this, although the other Funtime models are not great either and I would argue the FNaF 1 line is rather lackluster compared to some, particularly nearly all of the FNaF 2 and 4 ones), and the Phantoms in FNaF 3, near-reskins that they are, have a very lazy and likely unfinished haze effect on them. Plus, the gameplay style would've allowed for a nearly infinite expansion on the concepts, as well as the hard mode levels all being actually harder rather than some of them being mere recolors (Vent Repair, for instance, is harder in that mode whereas Parts & Service gets a simple coat of paint and some textures and filters), could've been added given enough time. I truly wish they were allowed to realize everything they wanted to, because parts of it are absolutely amazing, and there's details you can't always even notice with how it's laid out - for instance, Mangle, when crawling in from the main hall in the FNaF 2 portion of the game, actually has animations that line up with the pose she starts at and the pose he ends up in, but since the animatronics snap into place when the mask is equipped or jumpscare you if you don't use it, the seamless transition is never seen. Some real care did go into the games they make, broken as they may end up being.
25:44 This is likely not going to happen. Security Breach's story is a shadow of its intended self, a little thing they wrote up because the intended one had maybe 15% of it in place and so they just slapped in filler content. The map is approximately a third of the size it was intended to be, based on developer statements and screenshots showcasing how portions of the floor plan were going to look - cut areas range from passageways and through-areas, some of which are still partly present in the game but hidden behind walls such as those between Rockstar Row and the Rehearsal Hall, while others are removed entirely such as the undivided version of El Chips and its attached arcade, once open to view as seen in the trailer of the game itself; to rooms and areas such as Backstage, a separate STAFF kitchen and cafeteria, a boiler room, a large freezer segment, and far, far more; to entire areas of the map, most obviously the entire STAFF tunnel network which remains said by Freddy to 'connect every major location in the Pizzaplex', and was nearly entire removed. Several characters, including some form of bee mascot based on a honeycomb-themed arcade room left over in the files; the infamous Glamrock Bonnie; a final model for the Blob (which currently uses a placeholder model, although whether you believe it was intended to look like a supersized version of Mangle based on the endo parts sticking out from it or simply looks like Molten Freddy after a steroid regimen and is left as-is due to being depicted as a pile of cable tendrils coiled atop each other, is up to you); and likely other characters such as El Chip and perhaps additional in-universe animatronic pizzeria chains intended to have locations in the 'Plex. And these are not the only things removed from the game, as many know, but there is such a wealth of cut ideas that it would likely have spent easily half a decade more in development, and it was at the whims of a money-hungry management team that we got what we got - not a functioning game or a decent entry into a nearly decade-old franchise, but a testament to just how little polishing an unfinished product will get you compared to how far a complete one could go.
FNAF world had a completed Mangle which used the same name as Funtime Foxy but was clearly Mangle
I can with 100% assurance say that i have seen freddy look at the camera with ghost eyes when the rest of the animatronics are not on stage.
this was a fantastic breakdown!! awesome quality, not tedious to listen to, and really informative!! awesome job!