ItzTakenI want to give a shoutout to Folmic for being the starting point for this video and helping figure out how it ended up scrapped.
For anyone wondering, no scrapped mechanics or assets got touched between 1.0 and the last version, 1.033.
This video is a bit of an outlier on my channel, but more could come. There are quite a few FNaF things that have little or no coverage, like metalrun.wav, or are very common misconceptions. Any and all ideas and questions are welcome.
FNaF2s Unseen MechanicItzTaken2023-03-05 | I want to give a shoutout to Folmic for being the starting point for this video and helping figure out how it ended up scrapped.
For anyone wondering, no scrapped mechanics or assets got touched between 1.0 and the last version, 1.033.
This video is a bit of an outlier on my channel, but more could come. There are quite a few FNaF things that have little or no coverage, like metalrun.wav, or are very common misconceptions. Any and all ideas and questions are welcome.
TL;DW: The max value in the function used for random numbers in the game engine, Clickteam Fusion, overflows after 65,535, meaning Golden Freddy is actually running Random(34464) and Shadow Bonnie is running Random(16960). Also, because Clickteam Fusion only generates 16-bit integers, the Random Number Generator can only represent probabilities out of 65,536, which can be pretty inaccurate. Taking this into account means that Golden Freddy is actually 1/32,768 and Shadow Bonnie is 1/16,384. There was also a glitch with the game engine on Android that caused the Random Number Generator to output incorrect numbers, which made Golden Freddy impossible to encounter normally (on Android only).
Huge thanks to Folmic, Yunivers, and others for helping make this video possible; I appreciate it a ton ❤️
_*Additional Notes and context:*_ *Note 1 (0:26):* _While I sort of imply that the issue with Golden Freddy's odds is a glitch, it seems to be an intentional (or at least known) limit of the game engine. It's an odd limit, and isn't immediately obvious, so I don't fault anyone for not knowing._ *Note 2 (2:55):* _You can calculate exactly what number it overflows to by doing modulo 65536._ *Note 3 (3:40):* _In order for Enemy Snowball attack damage to overflow, your health needs to exceed 65,535, which is only possible at level 13,087 or above. Because counters (including exp) are limited to 999,999,999, natural character levels are limited to below 10,000._ *Note 4 (4:32):* _We're only interested in errors with Random(x) being out of the normal range, and Jack-O-Chica is the only one that both directly uses Random(AI) and functions below 1 AI. There are other animatronics that function below 1 AI, but they aren't affected by this limitation._ *Note 5 (5:50):* _This bias is equivalent to modulo bias, but because the implementation actually uses a bitshift, the specific numbers that are affected are different/spread out, and the average is barely impacted._ *Note 6 (6:09):* _In this case, I obviously wouldn't actually consider implementing rejection sampling. Changing the RNG to use 32-bit (or just using the built-in rand functions) would alleviate any significant bias._ *Note 7 (6:40):* _My phrasing of "simulating the RNG" might be concerning, but I just mean calculating the number of RNG seeds that would cause Golden Freddy/Shadow Bonnie to spawn, not simulating the RNG millions of times, which would be inaccurate._ *Note 8 (6:57):* _This was actually found before the RNG bias, but it flows best when it's placed after it {:}_ *Note 9 (7:43):* _Woo, the actual implementation! This is an implementation of a Linear Congruential Generator (LCG) with the parameters a = 31415, c = 1, and mod 65536. I can generally consider all seeds to be equally likely because the chosen starting seed is based on your computer time in milliseconds, and there's nothing too wrong with these particular parameters._
_One thing to notice, though, is that the period for all seeds is m/4 or 16,384. This means that all seeds can be grouped into 4 long loops. For anything as/more common than 1/16,384, there will be at least 1 chance in every group, but Golden Freddy is 1/32,768 and groups 1 and 4 do not include him. This should not impact his odds much, as he only ever checks his RNG 535 times, and the starting seed is initialized every time you enter a new frame/new night._
_This is, however, actually an issue in the modern Clickteam Fusion Windows runtime, as some error is causing it to only generate starting seeds in groups 1 and 4, and Golden Freddy wouldn't be possible if the game was updated. This is not a problem in any other runtime, so the remasters are not affected by this, not even the Microsoft Store version, as that uses the UWP runtime._
Music Used (in order): Mini-Golf Intro - Five Nights at Freddy's: Security Breach _(SiIvaGunner)_ (youtube.com/watch?v=xGxvN1e4SVo) Super Mario 64 - File Select (fakeout) Just Add Water - Freddy Fazbear's Pizzeria Simulator Thank You For Your Patience - Freddy Fazbear's Pizzeria Simulator Title Theme (Beta Mix) - Freddy Fazbear's Pizzeria Simulator _(SiIvaGunner)_ (youtube.com/watch?v=r6-R2GAskWo) Title Theme - FNaF 1 - 7 Last Breath - Ultimate Custom Night Shop - Five Nights at Freddy's AR: Special Delivery Credits - Freddy Fazbear's Pizzeria Simulator
Chapters: 0:00 Intro 0:24 FFPS Stat Glitch 2:31 What This Changes 5:11 Let's Be Precise 6:53 But Wait... There's More! 8:35 OutroThe Bullies Teleport (FNaF4 Instant Text Skip)ItzTaken2023-10-25 | Demonstration of instant text skip in the post-Night 5 cutscene. Holding space/enter/ctrl and mashing left-click allows you to skip the first text of any dialogue string (skipping it entirely if it's just one piece of text).
It saves up to 6.67s (2 skips on Night 3, 3 skips on Night 4, 3 skips on Night 5), but cannot be used for the "Tomorrow is another day" text as that softlocks the cutscene. (It also can't be used on Night 0 or Night 6 because they're ordered differently)
*Become a Taken+ member for only $0.99 (at participating restaurants):* youtube.com/channel/UCEpYtyBLtjWmanRrW9LM5hA/joinHow Pizzeria Simulator Works: Full Game BreakdownItzTaken2023-07-10 | How Freddy Fazbear's Pizzeria Simulator works is difficult to figure out, even once you've beaten the game. It's also my favourite game from the Clickteam series, so I just had to make this video!
I hope this video will serve as a helpful resource for anyone looking to learn how FFPS works and a huge thanks to Folmic and others for giving me feedback; I appreciate it a ton ♥
*FAQ:* *Q:* _What's the optimal strategy for the office section?_ *A:* Honestly, I don't know. All I can do is give you my strategy, which definitely isn't the best.
What I do is start with the Motion Detector, place an audio lure at the far middle where the most of them are, and start doing the Advertising tasks. Once I hear any vent noises, I quickly turn on Silent Ventilation, turn to the source of the noise, and turn everything off. I then turn to the opposite vent every 4 seconds until there aren't any noises in a bit.
Once I'm satisfied that there are no animatronics near me, I turn the computer back on and repeat.
Also, honestly, don't be scared of having your temperature go up into the 100 or 110+ range, having the fan on when in danger is really bad (quintuples the chances you'll get caught by an animatronic behind you).
*Q:* _How does the Fruit Punch/Lemonade Clown work?_ *A:* I didn't break down how the minigames work in this video (for obvious reasons), but I can quickly explain this one.
At the start of the game, each child chooses a direction to start moving. That child will continue facing that direction until they get near the edge of the screen, at which point they turn in the opposite direction. Every second, every child chooses one of three speeds to move: stationary, 10 pixels/second, or 20 pixels/second. Once you press the spacebar to surprise the kids, it will count how many kids were touching the range circle, and give you the jackpot if you got all 9.
*Q:* _Is there any cheap way to get El Chip?_ *A:* Unfortunately, no. Your only hope would be getting a good mark-down, though that's just luck. I would recommend doing the first three achievements. They reward a substantial amount of money, far exceeding the cost.
*Q:* _How do you get the Insanity Ending on console/mobile?_ *A:* I can't say I've personally tested these methods, but others have said they work.
On console, you need to: - turn off the PC - press the right joystick in and turn computer on
On mobile, you need to: - turn off the PC - hold down on the blue bottom left power button - let go of the power button and very quickly turn the PC on (you might not need to let go)
*Q:* _Is FFPS, FNaF6?_ *A:* Yeah, it sure seems so.
Chapters: 0:00 Intro 0:45 Office Mode 10:10 Salvage 13:50 Simulator Mode 19:12 End of night money/lawsuits 21:31 Endings 23:56 OutroUndiscovered Pizzeria Simulator Easter EggItzTaken2023-05-25 | pretty odd pizza, not gonna lie. i'll take the extra $100 though
#shorts #fnaf6 #ffps #fnaf #eastereggUnknown FNaF Facts and OdditiesItzTaken2023-05-24 | During other research and exploration of the FNaF MFAs over the past six months, I've discovered a ton of odd details and facts, so I thought I'd share some of my favourites in a video!
Thanks to Folmic, and others for giving me feedback, I appreciate it a ton ♥
Chapters: 0:00 The Locked Box 1:33 Toreador March Loop 2:26 W. Golden Freddy AI 3:33 FFPS Patch & Tier list 5:30 Number 5 6:37 SL:CN Locked Modes 7:26 UCN Troll Demo 8:35 OutroHow FNaF4 Works: A Comprehensive AI BreakdownItzTaken2023-05-08 | Made this video out of a comment I made on r/technicalfnaf: reddit.com/r/technicalFNaF/comments/11s2vlf/how_does_fnaf_4s_ai_work
Editing this together took forever, so I hope this video will be a helpful resource for anyone looking to learn about how FNaF4 works. Regardless, I appreciate all the support on the previous two videos and I've already got a fun little video in the works that I hope won't take quite as much time.
Thanks to Folmic, GBAura, and others for giving me feedback, I appreciate it a ton ♥
_*Yes, I know the video is quiet, this was fixed for future videos, do not worry!*_
*Corrections!* 1. _Fredbear/Nightmare's AFK kill is 25 seconds, not 15 seconds like in the script._ 2. _Nightmare Balloon Boy's starting aggression is still randomised from 1-3 like Plushtrap, only being more aggressive (1-5) after the first successful movement._ 3. _Also, despite saying that the kitchen acts the same as the middle, I still show the possibility for Chica to go to the hall from the kitchen; she cannot!_ 4. _Bonnie takes an additional second compared to Chica before being able to attack._
*FAQ:* *Q:* _I heard breathing, closed the door for long enough, but they didn't leave. What happened?_ *A:* Close the door when you hear them breathing, and you’ll always be safe. Right? Unfortunately, not exactly. There’s a small oversight, another discovery by Folmic, where if you're closing the door during a 10-second interval, Bonnie or Chica may not be able to be cleared. This is because during the door closing animation, you’re not considered to be listening to the door, allowing them to move back to the far hall, but then you finish closing the door and trigger that mechanic that moves them back, but disables clearing them.
Because this animation is 10 frames long, it essentially means that you have a 1/60 chance of the door not working. Your only real recourse is if you notice that you hear footsteps from that side right after closing the door, and not later, and then you can just open it, check for breathing and close it again if you’re right.
*Q:* _I closed the door on Fredbear/Nightmare, but I still died?_ *A:* Animatronics can only be cleared from the door or closet at 3-second intervals, so that means that you were unfortunately too slow.
*Q:* _What does the breathing sound like?_ *A:* I play part of the sound at 3:34. You need to watch out for subtle sounds and be patient, the full sound (along with every other) can be heard here: youtu.be/TG0X18Rx20o?t=28
*Q:* _What about the Halloween Edition animatronics (Nightmarionne, Nightmare Mangle, etc.)?_ *A:* They're just reskins. The only differences are that you can't see Nightmare Mangle in the hall (and she makes radio noises when he's in the closet), and there is a music box that plays whenever Nightmarionne is active
*Q:* _What about the cupcake?_ *A:* That is Nightmare Chica's bedroom jumpscare if she's by the door for too long (3:08 for how long)
Chapters: 0:00 Intro 0:26 The Basics 1:33 Bonnie & Chica 4:32 Foxy 6:29 Freddy 7:47 Fredbear & Nightmare 9:57 Miscellaneous 11:19 Plushtrap 12:57 OutroThe FNaF Render That Never Was: An Investigation [April Fools 2023]ItzTaken2023-04-01 | Game Boy™ Overlay by @OrionsAngel Lightning Effect by @kanadaka at youtu.be/4j1GcHeL9UY
I had the urge to spread misinformation, so here you go. Yes, the stare render is not, and has never been, used in an official version of the game.
Chapters: 0:00 Phone bit 0:23 PC Release 1:22 Clickteam Ports 1:55 Old Mobile Port 2:38 The Missing Link 3:08 OutroDeleted Cloak x FNAF teaser (+render credits)ItzTaken2022-09-26 | this is still an ssf2 speedrunning channel i swear
Anyways, here is the deleted teaser posted on @cloakbrand 's twitter, I could only get 720x720 twitter quality lol. Most renders are from Enderziom2004 (which is unsurprising because many of them are very similar to the official renders)
Glamrock Freddy (FNaF:SB): FNAF SB Glamrock Freddy full body by Enderziom2004 deviantart.com/enderziom2004/art/FNAF-SB-Glamrock-Freddy-full-body-902274448SSF2 Classic Mode - Insane 3:45.53 (Former WR)ItzTaken2022-08-31 | Insane is a lot farther from optimal than Easy but a 3:45 is a good save. Multi-Man has the most room for improvement, and Master Hand could've had a bit better RNG. There are probably a lot of even better RNG manip routes but I couldn't bother taking that much time making them.
Version: 1.3.1.2SSF2 Classic Mode - Easy 2:27.53 (Former WR)ItzTaken2022-08-25 | I didn't implement skyscraper skip (ultra tall screen to skip vs. animation quicker) so my old WR lost a free ~15 seconds. I didn't want a worse record to replace it, so I grinded out this run *with* skyscraper skip with an even better in-game time.
Version: 1.3.1.2SSF2 Classic Mode - Easy 2:47.30 (Former WR)ItzTaken2022-08-23 | Saw someone doing classic runs and remembered RNG manip was unexplored in this category. Got a quick WR with a bit of actual luck.
Version: 1.3.1.2SSF2 Falco BTT 2 - 4.96 (WR)ItzTaken2022-08-20 | Completed for Slippy318's sub5 bounty. It's a pretty tight time, probably only a frame or two savable with this specific strat.
Version: 1.0.2SSF2 Falco BTT 3 - 5.73 (WR)ItzTaken2022-08-17 | Completed this BTT run for Slippy318's bounty, a lot faster than I expected was possible but probably still improvable some places.
Version: 1.2.0.0SSF2 All Events - 38:40 (WR, Glitchless)ItzTaken2022-08-05 | Took a significant amount of time to beat that 39:05, but I did it! There are still a few events that I didn't do well in, but even fixing those doesn't save much more than a minute or two.
Probably not going to try for a better time unless I get really bored
SSF2 Version: 1.2.3.2SSF2 Event #29 - The Power Of Random - 18.53 (WR)ItzTaken2022-08-02 | Got this while grinding All Events, but that category is brutal so that run ended a couple events later. This could've been a 14.80 if ZSS didn't grab the ledge at the end which would've been insane.
RNG Manip Replay file: drive.google.com/file/d/1BSQeWAqa1ggqX5zJkzxPdr7GUTbpTr6p/view?usp=sharingSSF2 Event #3 - Gourmet Race - 218% (WR)ItzTaken2022-08-02 | I don't usually grind score records because they suck, but I got this one while grinding All Events Any% so here's the video. The odds for this aren't actually that bad (~0.75%, 1 in ~132) but you have to eat all 10 foods, which is pretty hard. The limit is 200% but anything below 210% is extremely rare.SSF2 All Events - 39:05 (Former WR, Glitchless)ItzTaken2022-07-26 | Had a potential sub-40 a day prior that failed on All-Star Beta, but this one was even faster and almost skipped sub-40 because I'm goated
uh also you can faintly hear me talk in the background because good audio mixing is my enemy
SSF2 Version: 1.2.3.2SSF2 Event #13 - Combo Maker - 1.36 (WR)ItzTaken2022-06-26 | Just got the idea to use side-b to reach sandbag earlier and labbed out this strategy. This was a pretty large time save over the previous strat, and it was already pretty fast.SSF2 Event #1 - Troubled King - 5.20 (TWR)ItzTaken2022-06-08 | I have CPU-controlling powers beyond anyone's imagination.
also why slippy, I know I beat your event 12 record by a frame when it should've also been a tie but you didn't have to do thisSSF2 BTT Link Character - 5.90 (WR)ItzTaken2022-03-12 | Didn't expect a 5.90, previously only had 5.93 pace runs but this one was particularly good. Seems like a few frames from tighter movement are possible but I think this is a good place to stop.SSF2 Event #42 - Pacmania - 2.93 (WR)ItzTaken2022-02-26 | For no good reason, in newer versions, G&W can be immediately killed from this spawn position, and only when turning up or down after hitting them.
The only things that I suppose could make this faster is turning left a couple frames earlier and getting a double double chomp, instead of only getting one.SSF2 Simon BTT 2 - 5.06 (WR)ItzTaken2022-02-21 | Did this just because I've been doing Simon BTT for the past 4 hours so I was very in practice {:}SSF2 Event #18 - Target Race - 17.56 (WR)ItzTaken2022-02-21 | Absolutely insane pace here, I'm crazy lucky that my first successes of many of my strategies come when I've got my fastest runs. Splits (frames off WR/PB): BTT1 - 4.96 (+2 frames) BTT2 - 5.16 (+2 frames) BTT3 - 4.00 (+3 frames) BTT4 - 3.43 (+1 frame)
I'm not comparing to the WR for BTT1/BTT4 because BTT1's IL strat is incredibly difficult, and BTT4 has a different cycle in this event.SSF2 Simon BTT 3 - 3.90 (WR)ItzTaken2022-02-18 | Was doing practice for event #18 runs and noticed I was getting close to the IL record. The raw file for this record was 14 seconds.SSF2 Simon BTT 2 - 5.20ItzTaken2022-02-17 | Not sure if the last two-target moves are optimal (the whole run definitely isn't) but it's faster \_/SSF2 Event #7 - Who Needs Turnips? - 12.86 (WR)ItzTaken2022-02-02 | how this event is still RNG dependent with RNG manipulation i do not know
Sorry for no audio, OBS was setup wrong \_/
RNG Manip Replay File: drive.google.com/file/d/1gMmhEWrmM3C2thl74oFBrAKs9cWSyaLQ (Buffer exit, no rerolls)SSF2 Event #29 - The Power Of Random - 19.73 (Former WR)ItzTaken2022-01-09 | The first SSF2 record to be achieved using RNG manipulation! I used a replay to get a consistent RNG seed, this one being particularly good (two sandbags, smash ball and Mushroom Kingdom III is almost perfect).
This only beats the previous record by 0.4s, it's insane how good that one was.
Replay Google Drive link: drive.google.com/file/d/12JsvJuX0Q9YV6k34kb50IRp6LSr5WMb8/viewSSF2 Sandbag HRC - 934519.6 ft (WR)ItzTaken2022-01-02 | There is a very small chance it's possible to get out a blue shell along with the poison mushroom but it would be pretty hard. Figured out this strat after seeing an old LDA run that used a poison mushroom.SSF2 Event #16 - Bounty Hunting - 3.00 (WR)ItzTaken2021-12-16 | ...SSF2 Fox CS 1 - 19.83 (WR)ItzTaken2021-12-11 | Is that the run of '87?
Screwed up in the middle but the rest of the run was hard enough that I'm fine with this. Second character to go sub-20, also with charge glitch.SSF2 Event #40 - Mother Brain - 55:35.20 (Max Survival)ItzTaken2021-12-05 | The Mother Brain in the event has a timer of 100,000 frames until it disappears, or 55:33.33. It's possible to survive this long in later versions, but it's hard, and the survival time is 3 seconds shorter.
the video is spliced at the end because I didn't show the time for 4 minutes lolSSF2 v0.9b All Events - 4:29 (WR)ItzTaken2021-11-23 | Sorry for the lag, 9b kinda be like that.
Just did this so I could get all of SSF2's Event WRs, might do SSF2 All Events S Rank Glitched but my glitchless run is faster than Glitched WR anyways. Swordsmen and Lord of the Jungle 2 are so annoying to complete, never mind somewhat quickly.SSF2 All Events - 41:53 (Former WR, Glitchless)ItzTaken2021-11-19 | Choked a run that had sub 40 pace, and got freeze glitched by the CPUs :pensive:
I might actually run this more later because there is still significant potential but starting runs is so frustrating because it practically requires having the 1/50 chance of getting Mushroom Kingdom III for PoR and the Zelda's actually transforming in Hide 'n' Sheik.SSF2 Sandbag HRC - 469871.6 ft (Former WR)ItzTaken2021-11-18 | The item spawns are a 3.7% chance, but the lag makes actually executing this strategy unusually difficult. Glad I could pull this off, I'm not how you'd get much farther other than blue shell RNG.SSF2 Event #27 - Monkey, Dee, Luffy! - 4.53 (WR)ItzTaken2021-11-15 | DK died first so there are some extra frames to save by killing bdee faster. I've theorized some other inconsistent strats that require the CPUs to airdodge or f-air at me but it only happened once or twice.SSF2 Event #23 - Meteo Campaign - 11.16 (WR)ItzTaken2021-11-02 | ...SSF2 Event #43 - Swords vs Spears - 3.60 (Former WR)ItzTaken2021-10-23 | Saved 1.76s over previous WR, probably the largest save I've ever had (at least for an event so short)SSF2 Event #41 - Down With Mario - 6.70 (WR)ItzTaken2021-10-23 | Saved two frames on not getting hit by Wario (hitstop) and a frame from getting one of the characters to fastfall faster.
It's surprisingly rare for all of them to spawn there.SSF2 Jigglypuff CS 1 - 33.86 (Former WR)ItzTaken2021-10-22 | This was intended to be a strat demonstration but they never optimised it, so it's WR as of upload.SSF2 Event #20 - Speed Demon - 2.53 (WR)ItzTaken2021-10-19 | The ground was made ~18% faster in 1.3.1.0 and d-air bkb was nerfed in 1.3.0.0 which allowed sonic to fall at a slow enough speed to get grabbed and save singular frame on the 1.02 record.SSF2 Event #14 - In The Ballpark - 3.90 (WR)ItzTaken2021-10-19 | I just decided to save time I guess ¯\_(ツ)_/¯SSF2 Event #8 - Opposite Day - 1.80 (WR)ItzTaken2021-10-18 | Used pre-1.2.2 as going through platforms is faster (you effectively teleport down) but I don't think it saved any time. Single-hit d-air just rockets you down.SSF2 Event #1 - Troubled King - 5.23 (Former WR)ItzTaken2021-10-18 | First event record optimised using the combined changelog I created, though it was half an accident. For some reason Mario can now SD very quickly by just running off the side. The stage spawnpoints and blastzones were adjusted in 1.3.1.0 Mario's initial dash was also nerfed which may have caused the change.SSF2 Event #35 - Biohazard - 2.83 (WR)ItzTaken2021-10-17 | Saved a couple frames by just being faster {:}First Ever SSF2 Falcon BTTC Jumpless - 59.80ItzTaken2021-10-16 | Previously required at least 1 jump until I found this strategy, get to 999% (probably requires less %) falcon kick into the lava, DI down-right, and frame-perfect up-air after you slide off the little platform.SSF2 All-Star Battle v0.9 - 26.20 (WR)ItzTaken2021-10-11 | mcleod nerfed kirby's dash attack before the chibi fight smh
took a while toSSF2 All-Star Battle v0.8 - 16.96 (WR)ItzTaken2021-10-06 | I haven't really touched any of the all-star battles since I got their WRs and I understand why. They've got a lot of potential left but trying to get SoB is an futile task.SSF2 Event #26 - Cleaning Duty - 3.60 (20.40, WR)ItzTaken2021-10-02 | I probably should have known this layout would be faster but the CPU messed it up too much for me to know. Aside from just doing it faster, it is also possible for the CPU to hit you with a low kb move (especially after the third pile of dirt) to make this faster.