Five Nights at Freddy's (Windows)/Unused Graphics and Objects
This is a sub-page of Five Nights at Freddy's (Windows).
Contents
Unused Objects
"title"
"Active 3"/"tiny man" and "tiny lives"
Text that simply reads "Lives". Unlike many assets related to this scrapped mechanic, this was never seen in early footage. Curiously, this graphic is used twice in two identical objects, referred to internally as "tiny man" and "Active 3". A counter associated with this text can also be found named "tiny lives".
"tiny man" and "tiny lives" have code associated with them to appear underneath the continue option, while "Active 3" is completely unused. However, these objects are placed out of bounds, and thus cannot be seen without modification. The name of the former implies it may have originally been a smaller version of the pixelated stick man seen in pre-release material.
"demo"
Text from the demo version of the game still remains in the files of the full version, although it is absent in the full version of v1.0.
"lives left"
A counter referred to as "lives left" can be found out of bounds, intended for the scrapped lives mechanic. Three lines of unused code associated with this object reveals that running out of lives would have forced the player to start the entire game over from Night 1.
42 | • Alterable Value A of Active 6 = 1 + lives left <= 0 night number : Set Counter to 1 Ini : Set value 1 to item "level" |
57 | • option selected = 1 + lives left <= 0 night number : Set Counter to 1 Ini : Set value 1 to item "level" |
59 | • Start of Frame lives left : Set Counter to 5 |
"night number 2"
An unused duplicate of the night number underneath the continue option simply referred to as "night number 2" can be found out of bounds. It can be deduced that this object was replicated by accident.
"what day"
"Active 2"
An unused duplicate of the seventh Night's introductory text can be found out of bounds named "Active 2".
"Active 3"
A retro-styled stick man that was meant to be seen on a life counter on the screen shown before each night begins, as seen in early footage.
"lives left"
As this is a global object, "lives left" appears here as well. No code is associated with it in this frame, though.
"Frame 1"
"Active 25"
An unused duplicate graphic of the Pirate Cove camera text can be found out of bounds, simply named "Active 25". Despite being unused, code exists for this object to be hidden during a power outage, and it is currently unknown why this is.
286 | • power left <= 0 + Only one action when event loops ... Active 25 : Make invisible ... |
"lives left"
The previously mentioned counter intended for the lives mechanic can be found here as well. While lines of code do exist using the counter, it does not affect the game at all.
323 | • viewing = 0 + fox progress = 5 + Alterable Value A of left door = 0 + Only one action when event loops ... Ini : Set value value( "lives left" ) to item "lives" |
346 | • Active 3 animation Animation 35 is playing + Run this event once Ini : Set value value( "lives left" ) to item "lives" |
347 | • Active 3 animation Animation 44 is playing + Run this event once Ini : Set value value( "lives left" ) to item "lives" |
"minute counter"
A counter internally named "minute counter" can be found out of bounds. This is technically used, as it is what keeps track of how long an in-game hour lasts, and is completely functional. However, it is heavily implied from a line of code that this was originally meant to be part of the in-game UI, as the game calls for this object to hide itself alongside other assets during a power outage.
286 | • power left <= 0 + Only one action when event loops ... minute counter : Make invisible ... |
"per second"
A counter known as "per second" is always located out of bounds. Curiously, code calls for the graphic to appear when the cameras are used and become invisible during a power outage. The name of this counter heavily suggests there would originally have been an indicator telling the player how much power they were using per second.
6 | • viewing > 0 + Only one action when event loops ... per second : Reappear ... |
286 | • power left <= 0 + Only one action when event loops ... per second : Make invisible ... |
"power left 2"
This is technically not unused, as it is used alongside "power left" for calculating the power percentage. Despite this, it is always placed out of bounds and cannot be seen normally. "power left" is used for displaying how much power you have left, anyway.
"test"
As the name suggests, a counter internally referred to as "test" was used for the purposes of debugging Foxy's locked state whenever the cameras are viewed.
314 | • Always test : Set Counter to Alterable Value M( "chica" ) |
"died" and "freddy"
"lives left"
The unused lives counter once again returns. No code is affiliated with this object in both of these frames.
"end of demo"
"Backdrop"
The end of demo text can be found in the files of the full version, although it is absent in v1.0's full release.
Unused Graphic Variations
"Frame 1"
"Active 3 / Animation 12"
An unused render of the Show Stage, depicting the main three animatronics staring at the camera. While this shot was seen in the game's trailer, there is no code to trigger it, making it impossible to see.
"Active 3 / Animation 16"
An unused version of the Office, showing the reflection of the back wall lights in the monitors.
"Active 9 / Animation 12-14"
Animation sequences exist of an unused design for the cameras on the monitor, giving a more precise location as to where they are. They show earlier positions and camera angles for some of the security cameras. Note the Kitchen camera position, revealing what it could have looked like if it was not disabled.
- The Pirate Cove camera is positioned next to the entrance to CAM 2A (West Hall), instead of being located straight in front of the curtains.
- The Supply Closet camera faces the back of the room from the bottom-right corner instead of being in the top-left corner.
- The Backstage camera faces the back of the room from the top-right corner instead of the bottom-right.
Interestingly, the three cameras highlighted in these textures (West Hall, Dining Area, Show Stage) are the same ones shown in the game's teaser trailer, possibly indicating that these were the first camera renders created or that these graphics were originally intended to be in the trailer.
"usage meter" Fifth Bar
An unused level of the power meter, which shows five bars of usage. The maximum amount for the power meter in-game is four bars, as only one hall light can be enabled at once and viewing the cameras automatically turns off any light that is on. However, if both doors are down and a light is on, this will appear for a split-second if you open the camera, as both the light and camera will be on for a short moment.