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Prerelease:Five Nights at Freddy's (Windows)

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This page details prerelease information and/or media for Five Nights at Freddy's (Windows).

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Development History
The development history of the game, all in one place.

Teaser Trailer

The trailer for Five Nights at Freddy's was uploaded by Scott Cawthon on June 14th, 2014. Despite being mostly animated cinematics, several differences can still be found in the few bits of gameplay footage that are shown, which are all listed below.

Please keep in mind that the trailer was released in a highly edited format, and thus not all of the changes below may actually reflect the game's development.

  • It seems the game was originally going to use a 1024x768 resolution (much like the second game) as opposed to the final game's 16:9 aspect ratio. This is easily seen due to the camera border being less wide.
  • The perspective effect is much less intense.
  • The camera seems to use a slightly different static overlay texture.
  • The map layout was not implemented yet, and the HUD itself seems to be very bare-bones, with only the red dot in the upper corner and the camera border being visible.
  • On occasion, what appears to be a color-inverted version of the white camera blip animation can be seen flickering on the camera feeds. This does not happen in the final game.
  • CAM 1B is much more zoomed-in.
  • CAM 1A has the infamously-unused group stare render.
  • CAM 2A with the lights on has a much more intense bloom effect than in the final, covering almost the entirety of the entrance.

Gameplay Trailer

Scott Cawthon's YouTube channel has a video showcasing a build of the game, dated July 13th, 2014. This video was uploaded almost two weeks before the v0.9 early access beta was given to Ben the Scoopist. Each difference compared to the final builds is listed below, in order.

  • There is no version number on the bottom-left corner of the title screen.
  • The continue option lacks the night text and night number the player was last on below it.
  • The unused lives stick figure and counter makes an appearance here, below the night text in the "what night" screen.
  • CAM 4A is incorrectly labeled as the Backstage instead of the East Hallway.
  • CAM 4B is incorrectly labeled as the W. Hall Corner instead of the E. Hall Corner.
  • Bonnie and Chica cannot twitch in the corners on Night 4 and onwards.

Early Screenshots

On the game's Steam and IndieDB page, eight gameplay screenshots can be seen. However, six of these depict what appears to be the game in a slightly earlier development stage. No night counter is seen on the HUD, and there is no monitor flip button. Curiously, these gameplay screenshots appear to have been manually cropped; as the window border can be seen in some screenshots.

(Source: Original TCRF research)

Early Endoskeletons

The Steam Greenlight icon and the trailer reveal very early designs for the endoskeletons. When Freddy has his mask on in the Steam Greenlight icon, it appears to be identical to the final design except with a wider jaw. Removing the mask reveals a more hostile version of the same design. Notable differences include a veiny, shaded texture map, much sharper teeth, nostrils, forehead wrinkles, and black eyes with white rings and red dots.

Bonnie's hostile endoskeleton head in the trailer is almost completely identical to the final game, with the only exception being the aforementioned black eyes with white rings and red dots. The texture also seems to be very slightly different.


(Source: https://twitter.com/FiveNightsPack/status/1476690617765965827)

Development Images

On August 8th, 2016, Scott Cawthon revealed some images on his website from when the main four animatronics were being developed for the game's two-year anniversary.

Early Animatronics

Pirate Cove Inhabitants

"Y'know, the only one I really struggled with was trying to think of the fourth character. Y'know, who would be on the separate little stage kind of by himself. And I'm trying to remember all of the options that I originally was kind of debating between. I mean one of the contenders was a fox, obviously; which ended up winning. The other one was a wolf. Another one was going to be a beaver. *chuckles* But then later, I decided against that, 'cause I thought that was too on-the-nose from Chipper, so I decided against that." - Scott Cawthon

Originally, Foxy the Pirate Fox would have originally been an animatronic based on either a wolf or a beaver instead. The wolf idea was scrapped for unknown reasons; however a similar idea would take form in both Twisted Wolf from The Twisted Ones and Roxanne Wolf from Five Nights at Freddy's: Security Breach.

A beaver design had also been considered, but was scrapped for taking too much of a clear inspiration from Mr. Chipper from Chipper and Sons Lumber Company, one of Scott's older games.


(Source: [An Interview with Scott Cawthon - The Creator of Five Nights at Freddy’s])

Potential Sequel Returnees

Scott Cawthon confirmed in a QnA in October of 2014 that animatronics planned for the first game that did not make the cut could potentially re-appear in the sequel. It is unknown if this refers to two of the only new introductions that made it into the second game (Balloon Boy and the Puppet) or the wolf and beaver designs mentioned above.


(Source: https://freddy-fazbears-pizza.fandom.com/wiki/User_blog:Faithless_Angel/Old_Q%26A_with_Scott)