Hello people of the internet, my name is Johnny and welcome to 150 Five Nights at Freddy's Facts you did not need to know. This is what quarantine has done to us. I've spent the past two days gathering an absolute useless random FNAF facts and I'm here to show you guys them. I've ordered them neatly from games to the books to the movies to everything. So because we do have a lot to go through let's just start off with Five Nights at Freddy's 1. In fact 1, Scott launched a Kickstarter for Five Nights at Freddy's on June 14th, 2014. It would run until July 14th, 2014 and the goal was to raise $10,000. However, it was cancelled only three days after its creation with a total amount raised being a whopping $0. Number 2, pledging $10 or more would reward you with a wallpaper pack featuring five backgrounds for your PC. Pludging $25 or more would reward you with a wallpaper pack plus an early access release to the game. And finally pledging $50 or more would allow you to be a beta tester for the game and you would receive new versions of the game weekly. Number 3, revealed in the Kickstarter, Freddy Fazbear's name was originally Freddy Bear. Number 4, while most players will first encounter Foxy on Nights 2 or 3 it is entirely possible for Foxy to be active during Nights 1. And no, I was not expecting Foxy to appear so yeah, he got me. Number 5, upon completion of Nights 5 the player receives a paycheck for $120. Doing some quick math it can be calculated that the player makes only $4 an hour. And doing a quick google search reveals that that is actually 25 cents below minimum wage in 1993. Number 6, if you are ever confused on if FNAF 1 Bonnie is blue or purple the official guidebook for the series The Freddy Fires Written by Scotty C himself reveals that Bonnie is actually both. Number 7, in FNAF 1 Golden Freddy is always in the office but is invisible to the player and he will only turn visible when he is triggered. Number 8, before FNAF 1's patch 1.13 Golden Freddy would not actually spawn when 1.987 was entered in the Custom Night menu. Number 9, while being referred to as Custom Night on the main menu and practically everywhere else in the entire franchise the mode is called Customized Night upon entering its menu in both FNAF 1 and 5 Nights 2. Number 10, Golden Freddy cannot be summoned if Bonnie is occupying the West Hall corner. Number 11, there is a 0.0001% chance that the Golden Freddy kill screen will appear upon a game over. Number 12, although stated by Phone Guy that playing dead when the power goes out may allow you to survive longer. This is false and nowhere in the game's code does it say that you will increase your chances of survival by doing this. Number 13, the rate at which your power decreases in FNAF 1 depends on what night you're playing on starting on night 2 which takes 1% every 6 seconds, night 3 which takes 1% every 5 seconds, night 4 which takes 1% every 4 seconds and nights 5 and up take 1% every 3 seconds. Number 14, how much Power Foxy drains when he hits your door in FNAF 1 is based on how many times he has already left Pirate Cove. The first time he attacks he will drain 1%, the second time 6%, the third time 11% with each hit draining 5% more than the last. Number 15, it is possible to cancel Foxy's jump scare with a power outage as demonstrated by this popular Markiplier clip. Number 16, there is a 0.0001% chance of the Golden Freddy poster spawning in CAM2B. Number 17, on rare occasions the Freddy poster in the West Hall corner will change to Freddy ripping apart his own face. One of his hands appears to be in the same place as one of the hand prints located on his face. This could simply be a coincidence though. Number 18, Bonnie originally was going to have the ability to sprint down the hallway and take off his head, but the sprinting roll was eventually given to Foxy and Bonnie's not able to reveal his endoskeleton head in the final game. Whether Bonnie's missing face could be a reference to this scrapped idea though that is only a speculation. Number 19, some scrapped content from Five Nights at Freddy's include a live system and a different map for the cameras. God also revealed that there were some characters that were left out of the first game that would make appearances in the sequel. These characters are assumed to be the puppet and balloon boy. Number 20, the It's Me writings and crying child posters cannot appear if Freddy or Chico are occupying that camera feed. Number 21, the It's Me hallucinations have a 0.1% chance of appearing every second. Number 22, in one of Bonnie's hallucinations from the first game, his left pupil is off-center. And while researching for these facts, I actually came across the fandom wiki page for the hallucinations and they wrote that Bonnie's hallucination could be suffering from lazy eye. I just thought that was funny. Number 23, if you want to play FNAF but cannot afford to pay for it, a free demo of the game is available on Scott's Indie DB page. Number 24, as it turns out FNAF 1 through 4 FNAF World, FNAF Sister Location and even Help Wanted are available on Indie DB. Number 25, a gameplay trailer for FNAF 1 was released on Scott's YouTube channel. Moving on to FNAF 2, we have Backed 26. The release of FNAF 2 took place exactly 87 days after the release of FNAF 1. Number 27, the Bear Endoskeleton and RWQFSFASXC were not present in game with the first initial release of FNAF 2 and were instead added in Update 1.03. Number 28, the series uses the name of the price corner slash price counter interchangeably. The FNAF 2 camera feed and Ultimate Custom Night call the area of the price corner while Phone Guy and FNAF Help Wanted refer to it as the price counter. There's a music box over by the price counter and it's rigged to be wound up remotely. So just every once in a while, switch over to the price counter video feed and wind it up for a few seconds. Number 29, in FNAF 2 and Ultimate Custom Night, withered Golden Freddy's name is shortened to just Golden Freddy. In FNAF 2, the withered animatronics names are also shortened to just Freddy, Bonnie, Chica and Foxy. Number 30, it is entirely possible for Golden Freddy to appear on early nights in FNAF 2, though the odds are unbelievably thin. The YouTuber Squeezie encountered and was killed by Golden Freddy on just night 2. Number 31, the puppet can appear for a couple of frames in the hallway camera feed after they have left their music box. 32, some scrapped content for FNAF 2 include a texture of Toy Chica in the files named Chica look at you and was assumed to be used when Toy Chica enters your office, much like what Toy Bonnie does. An unused texture of the puppet named Puppet in Office, an unused toxic meter that would fail if the mass was left on for a long amount of time, an unused frame of the puppet's jump scare that lacks pupils, the live system and an unused skull sprite named Mike. Number 33, while the gender of the Mangle has been a debate for years, Scott has jokingly stated that their gender is yes. Number 34, just like Foxy in the first game, Mangle has a very small chance of activating on night 1. Number 35, Mangle refers to themselves as both a I and a we on several different occasions. Number 36, FNAF 3 takes place in 2023, 30 years after FNAF 1 and only 3 years from this year. 37, the FNAF 3 map when flipped upside down resembles Scott's icon from one of his older games there is no pause button. 38, Springtrap's walking animation as he passes by the window is not animated from the waist down and it looks pretty funny. Number 39, some scrapped content for a FNAF 3 includes a seal vent button for the vent system, unused puppet sprites from the second game, a sprite for night 7 and the live system. Number 40, Phantom Mangle is completely absent from the FNAF 3 extras menu. 41, the cupcake from the first game can rarely appear on the desk in FNAF 3. Number 42, FNAF 3 was the first game in the series to have visible entrances and exits for the location. Really creepy when you consider the fact that both the first game and the second game had neither of them. Number 43, on the old mobile port for FNAF 3, Springtrap would only use one of his two jump scares no matter what side he attacked from. Number 44, before Springtrap's name was officially revealed, fans referred to the character as Salvage, Hybrid and Golden Bonnie. Number 45, Springtrap holds the record for appearing in the most cameras with the total being a whopping 15. He's able to obtain this record because he can appear in every single camera in the entire game. In fact, he even has multiple poses in the same camera. Number 46, a teaser for FNAF 3 reveals the number 10 in the bottom left corner. This is because Scott originally planned on releasing 10 teasers for the lead-up to FNAF 3. He later said that the idea was abandoned after the first teaser. FNAF 4, here we go! Number 47, in a Reddit post on September 29th, 2019, Scott revealed that some of the pictures hanging on the walls around the FNAF 4 house are of a mountain range that he took a picture of when he was a truck driver in West Texas, a snowman that he and his sons had made together, and a marking bird that Scott and his family had nursed back to health. Number 48, there are a total of 10 stars to unlock on the main menu of FNAF 4. That makes it the most amount of stars in the entire franchise. Number 49, FNAF 4 had an original release date of October 31st, 2015, as seen in the teasers. However, Scott released the game several months early on July 23rd, 2015. Number 50, some scrapped content for FNAF 4 include an unused text with the word chapter and an animated star for the main menu. Number 51, after the Halloween update for FNAF 4, Scott jokingly said that Freddy would dress up as Santa Claus for the Christmas update. This was never official, however, as Scott did state that a Christmas update was not happening. Number 52, out of all of the main games in the series, FNAF 4 was met with the lowest rated score by Metacritic receiving a 51 out of 100. Number 53, FNAF 4 was originally the final chapter of FNAF, but we all know how that turned out. Number 54, Nightmare Foxy's tongue is absent from the first game, even though it can be seen in his teaser leading up to the game's release. Scott later said that he thought the tongue looked scary in the teaser, but not in the final game. So Foxy originally had a tongue in the teaser. Did you take that out because of complications with the game or anything? No, I took it out because I didn't think it was like it was scary on the teaser.  So yeah, so I just took it out for the game. Oh boy, it's FNAF World time. Number 55, FNAF World was the first FNAF game that did not feature Scott's voice in any way. In the first three games, he was Phone Guy and Phone Dude, and then in Night 4, there was a Phone Guy Easter Egg. Number 56, FNAF World was first released on January 21, 2016 on Steam, but was taken down four days later and then re-released to Game Drone on February 8, 2016. The original Steam download can still be accessed though. Number 57, on January 12, 2017, the Android port of FNAF World was uploaded but was taken down very swiftly. 58, some scrapped content for FNAF World includes, oh boy, this is a lot, an unused soundtrack for an Ice Cave area, scrapped dialogue from Nightmare Chica during Foxy Fighters.  Wait, what? I can't say that in the game. A toxic attack, two unused graphics for a poison status effect, hidden text dialogue for 8-bit Fredbear and all of the endings. The sprite for FNAF World's box that is opened, a curse haunting chip, an early sprite in animation for Brow Boy, a swimming turtle from one of Scott's earlier game Slumber Fish that might have been used in Didi's Fishing Hole, an alternate animation for the Cupcake, unused stars for the endings that were most likely replaced with the statues, unused party creation text, unused statistics for the strength of certain characters, early designs for the prototype enemy, a golden variation of McCrab, Shadow Freddy having the ability to use Pizza Wheel No. 2, the sprite in animation for diagonal walking, and a slow-start enemy's chip. No. 59, where the characters in FNAF World were revealed to be named the Adventure Animatronics, the term goes completely unused in the final game. However, Scott still has copyright over the Adventure Version term. Sister Location Time, here we go! No. 60, during the lead-up to Sister Location, hidden characters could be found in the source code of scottgames.com. Combining these characters together resulted in 4G7N0C28JK12, and entering scottgames.com forward slash 4G7N0C28JK12.jpg, into a search engine would lead players to a hidden image of the Sister Location map. No. 61, Springtrap's appearance in Sister Location is titled Springtrap 2 in Scott's copyright catalog. No. 62, the cutscene that plays upon the opening of Sister Location are images that can be fully viewed in the files, and this is what they look like. No. 63, a scene in a teaser on scottgames.com, Sister Location was to feature up to 7 bitty babs. This was later cut down to just 2. 64, while Lullbit only appears as a head in Sister Location, it was revealed that a full-body animatronic of Lullbit does in fact exist in Circus Baby's entertainment and rentals from FNAF have wanted. No. 67, some scrapped content for Sister Location includes an unused image of Ballora being shocked in the primary control module and an unused image of Baby's head. No. 66, it is unknown what happened to the Minerinas and the Bitty Babs during Night 5, where all of the animatronics were scooped in order to create Ennard. No. 67, Exotic Butters is named Exotic Margerine in the series as third anniversary teasers. No. 68, from a teaser released on scottgames.com, Bon Bon can be seen crawling through the vent system in Sister Location's Custom Night. It is unknown if Bon Bon was able to do this in the actual Custom Night, or if this mechanic was just made up for the teaser. No. 69, got trolled the community during the lead-up to Sister Location by releasing Sister Location Mature on Game Job. This was said to be the more edgy version of the game, but was in actuality a copy of one of Scott's earlier games, Sit and Survive, but with the main character wearing a Freddy Fazbear mask. No. 70, the names of the characters from Sister Location were leaked online prior to the game's release from Scott's copyright catalog. No. 71, early concept art for Vlad and Clara from The Immortal and the Restless can be seen with a date of August 2nd, 2016. It's Freddy Fazbear's Pizza, re-assimulator time. No. 72, some scrapped content for FNAF 6 include blueprints for Malton Freddy, and unused buttons for the cassette tape. No. 73, the name of your individually-owned pizzeria that you run in Pizza Sim is titled Freddy Fazbear's Pizza Place, as revealed in the game's completion ending. No. 74, pizzeria simulator got its own Funko Serial that included a miniature Blacklight Rockstar Freddy. No. 75, the salvage animatronics of Scrap Baby, Scraptrap, and Malton Freddy, were first teased on ScottGames.com hidden in the teasers for FNAF's third anniversary. Uh-oh, how unfortunate, it's UCN time! An ultimate custom night, the ring you hear when Phone Guy is calling you will match up with what game the call is from. No. 77, while creating the roster for UCN, Scott was initially going to have Endo 01, Candy Cadet, Nightmare Freddy and the Freddles separately, and trash in the game separately in the game. Eventually, this was changed to fit Nightmare Freddy and the Freddles into a single character, trash in the game also into a single character. Candy Cadet was reduced to a background decoration in the first office, but sadly, Endo 01 was completely scrapped from the game. No. 78, UCN had an original release date of July 5th, 2018, but Scott said if he needed more time, he would push it back to August 8th, to celebrate the four-year anniversary of the franchise. But the date was moved to June 29th, and then in good old Scotty C fashion, he released the game two days earlier on June 27th. No. 79, for April Fool's Day 2018, Scott released three joke mechanic descriptions for Foxy, Nightmare Freddy, and Phone Guy. These descriptions alluded to previous popular theories such as Foxy being a good guy, the dream theory, and William Afton being the Phone Guy. No. 80, before Ultimate Custom Night's Patch 1.021, Toy Chica's office animation and jump scare were flipped. No. 81, some scrapped content for Ultimate Custom Night include the horizontally flipped Toy Chica office animation and jump scare, a horizontally flipped Rockstar Chica in the East Hall, Bonnet's animation from CIS Location's Custom Night, the demo screen sent out to testers, and an unused text for Custom Night. No. 82, three different offices were considered for UCN as the main beginning office, a futuristic office, a retro office, and a big office. In the end, Scott went with the retro office. No. 83, we've been at this for a while, so here's a funny ha ha. During testing of Ultimate Custom Night, Scott's son Brandon recommended nerfing Bonnie and Foxy. Scott simply replied with, get good. No. 84, UCN was originally going to be an expansion of Pizza Sim, but this was changed for things being quote, easier to update and manage, launch, and play. Oh yeah, yes, it's Help Wanted time. No. 85, it has been confirmed by SteelWall that FNAF Help Wanted will be released on the Oculus Quest, Xbox, and Nintendo Switch. No. 86, while being considered DLC, SteelWall lists Curse of Dreadbear as its own separate game on their website. No. 87, the Curse of Dreadbear DLC for FNAF Help Wanted was initially called Rise of Frank and Freddy during its beta stages. No. 88, in the beta version of Curse of Dreadbear, regular FNAF One Foxy was a placeholder for Cabin Foxy in the pirate ride. No. 89, several characters can appear and help Wanted as easter eggs in select minigames. These include Helpy in the main hub in FNAF 2, the Bear Endoskeleton 02 in FNAF 2, Coffee from Water Scott's older games The Desolate Hope in FNAF 3, the Mini Wiener in Fun with Plush Trap Slash Fun with Nightmare Bebe, and the Bitty Bab in Night Terror's Circus Baby. No. 90, there was originally going to be a ceiling vent in Vent Repair Mangle in FNAF Help Wanted. This was scrapped for unknown reasons. No. 91, the show stage button in FNAF Help Wanted, which even though is still in the game, still remains defective. The show, music, lyrics, and credits can still be found within the game's files. No. 92, speaking of files, there was a multiplayer folder in the files for FNAF Help Wanted that alludes to characters, character info, and game modes. The multiplayer aspect of the game was ultimately scrapped and its intentions remain unknown. No. 93, before the withered animatronics were officially added to FNAF Help Wanted, an unfinished withered foxy model with missing textures could be found in the files alongside a scanned page of the Freddy files. No. 92, there were two unused animations for the Freddles in Help Wanted, one animation of their jumpscare and another of them hiding under the bed. While the jumpscare animation was eventually reused for Curse of Dreadbear's Build Mangle, the going under the bed animation still remains scrapped. No. 95, two unused skins of the plush babies can be found in the FNAF Help Wanted game files, one of which features a plush baby with a dark blue outfit without a red stitch, and another with an orangey yellow outfit with both eyes intact. No. 96, Flashlight freezes a mysterious game mode found in FNAF Help Wanted's multiplayer folder. It appeared to have a map accompanied by its presence, but talks about the mode have died down due to a lack of information on the topic and no response from Scott nor Steelwall. No. 97, before the games released multiple achievements for FNAF Help Wanted were leaked by Steelwall's own Steam account. No. 98, there were 37 different characters that can be viewed in FNAF VR's Help Wanted gallery. No. 99, Glitchtrap and the Phantom Anim Trunks are not included in the gallery however. Fact 100, you ready? The flashlight in FNAF 2 is replaced by a hallway light in Help Wanted. Fact 101, during beta testing of FNAF Help Wanted, the black light nightmare mode switch was disabled with an out of order sign to prevent players from going too far in the game before its release. Fact 10, DOS, if you consume three action figures in Help Wanted you will actually die from choking. 103, the television and FNAF Help Wanted's prize counter used to display images of characters from the Rock of Fire explosion band. These images were swiftly removed however as to not create confusion between connections between FNAF and Fetcher's characters. 104, Spring Bonnie was planned to appear in FNAF Help Wanted as he can be seen in promotional material before the game's release. But he was assumed to be replaced by Glitchtrap. 105, the private room door can be located in Help Wanted's dark room but the door cannot be interacted with. 106, the Freddy Fazbear's theme from FNAF Help Wanted is the first and only track in the entire series that features lyrics. 107, Glitchtrap has had many names in the FNAF community, a select few being Glitchtrap, Malhair, VR Rabbit, The Anomaly, and Spring Bonnie Man. The last one is actually Glitchtrap's official name found in the files. 108, when nearby Glitchtrap the noises that he produces are distorted clips from the tapes. Ding dong, it's special delivery time. 109, FNAF AR has its own website FNAFAR.com. Number 110, a 3D artist at Alumix who worked on special delivery released his portfolio. In it, you can view models of some of the characters and cosmetics behind the scenes for teasers and shots from the official gameplay trailer. Number 111, FNAF AR has had a total of five events so far. The Get Your Streak On Challenge aka the Thanksgiving 2019 event, the Winter 2019 event, the Valentine's Day 2020 event, St. Patrick's Day 2020 event, and Easter 2020 event. Number 112, Markiplier portrays an unnamed spokesperson of FNAF Special Delivery's Fazbear Fun Time Service in the game's trailer. Number 113, text files found within Special Delivery's files reveal multiple quote Faz Facts that were left out of the final game. Does assume that these facts would be displayed during loading screens. Number 114, two Snapchat filters were released alongside FNAF's Special Delivery, one of Baby and one of Freddy Fazbear himself. Number 115, there have been a total of nine holiday animatronics across the main series. These include Jack O'Bonnie, Jack O'Chica and her pumpkin, Dreadbear, Grim Foxy, the Plushkins, Freddy Fazbear, Shamrock Freddy Fazbear, Chocolate Bonnie and Easter Bonnie. Not the Easter Bonnie from Freddy and Space 2 though, that's a different Easter Bonnie. Speaking of Freddy and Space 2 though, fact number 116 is brought to you by it. Some scrapped content for Freddy and Space 2 includes two unused enemy sprites, two unused early LEGO bricks sprites, two unused sprites for a flower, and several early sprites for characters and items. These include the Cannon Cupcake, Chica Defense Network, Fox Tank, Ghost Freddy, Hammerhead Puppet, the Machine Claw, Mecha Plier, the Purana, Shadow Mask, and the Mysterious Items. Coincidentally, fact 117 is also brought to you by Freddy and Space 2. Freddy and Space 2 is dedicated to Skyler, a cancer patient who sadly passed away on October 26th, 2019. Next category, FNAF 2020, fact 118, here we go. Montgomery, a new character that will make his debut in the FNAF 2020 game, is officially an alligator, as provided by leaked information from Funko. Yeah, I only had one fact for the 2020 game, let's move on to the ports. Number 119, all of the seven games getting ported by Click Team have made their way onto mobile. FNAF 1 and 4 have released on consoles, so all that's left now is ports for SysLocation, Pizza Sim, and Ultimate Custom Night for consoles. Yeah, I mean, don't tell anyone, but that was the only fact I had for the ports too. So let's move on to the books. Everybody loves more reading, so fact 120, there have been seven confirmed books in the Fazbear Frights book series. Number 121, the early cover page for the Silver Eyes did not initially include Bonnie, Chica, and Foxy, and instead only included Freddy. Number 122, the Silver Eyes has two official cover pages. The original cover had to be changed forever after Scott signed deals with Scholastic and had to include the official logo for the franchise. Number 123, the Silver Eyes was originally titled Five Nights at Freddy's The Untold Story. Number 124, the Freddy Files had an alternate cover page and another cover page that was used as a prototype. Number 125, in a screenshot from the updated edition of the Freddy Files, an Ultimate Custom Night player can be seen with a high score of 10,000 points from beating 50-20. This is impossible to obtain in-game however, since XOR automatically and will always spawn a secret roster of characters that will increase the points past that score. Number 126, even though there have been seven books confirmed for the Fazbear Frights book series, the collection of these books will be released alongside the fifth book and will apparently not include books six and seven. Hey, speaking of book six, 127 is brought to you by it. Ha ha, it's another joke. The sixth book in the Fazbear Frights series is titled Blackbird. Alright, moving on to some merchandise. Number 128, Scott did a collaboration with Markiplier and Jacksepticeye's clothing brand Cloak to produce FNAF shirts, hats, hoodies, pants, and more. 129, the series has a list of discontinued replica props made by the company NECA in 2016. The props include a Freddy figure, Bonnie's classic V-shaped guitar, Freddy's microphone, Freddy's top hat, Freddy's bow tie, Chica's bib, and Foxy's eyepatch. Number 130, there was a list of unreleased merchandise for the series that never made it out of concept images. These include Funko candy tins for Freddy, Bonnie, Chica, and the cupcake, Funko large face buttons for Freddy, Foxy, Puppet, Withered Chica, and Unwithered Withered Bonnie, and a balloon boy Squish Me. Number 131, FNAF released an official yet rare breakfast cereal that can only be found and bought at FYE. The name of the cereal was Nightmare Puffs, clearly based off of the popular cereal Cocoa Puffs. You love puzzles? Because FNAF has released four exclusive puzzle games by Funko and Cardinal Games. There were two 300 plus piece sets of Freddy Fazbear and the Toy Animatronics, and a 1000 plus piece set of Freddy Fazbear and Twisted Bonnie. Number 33, ooh exciting news, Funko is planning on releasing a FNAF board game titled Five Nights at Freddy's Survived the Night game in October of this year. Number 134, you like crayons? Oh boy I hope you do because FNAF has an official coloring book titled Art with Edge, Five Nights at Freddy's by Crayola. Fact number 135, multiple pieces of motion dice have already been planned for the FNAF 2020 game. These include but are not limited to Funko plushies, Funko mystery minis, Funko action figures, and a Trends 2021 16 month calendar. Trap in because the next the next category is is uh ride, it's the attractions. Number 136, opening on September 30th 2016, FNAF had a walkthrough horror attraction located in Las Vegas's Fright Dome. The attraction was rated I for intense and was not suitable for children under the age of 12. It would then close on Halloween the same year. Number 137, starting development on November 23rd 2016, Sally Corporation invented the idea of a dark ride FNAF attraction. Not much else is known about the project and it has yet to be purchased by any company. It has been revealed that the attraction would feature quote real-time gaming, super-sized 3D projections, custom ride vehicles, immersive sets and scenery, lifelike animatronics and multiple endings. Let's go to the movies. Number 138, the FNAF movie is being made by multiple production companies including Blumhouse Productions, 1492 Films and possibly Lionsgate? Maybe, if you ask kindly enough? Maybe? They helped work on Help Wanted so it's a possibility they're also working on the FNAF movie though it hasn't been confirmed. 139, the FNAF movie will be Blumhouse's first video game film ever. Number 140, Scott has mentioned that if the first FNAF film does well the dream would be to make two more films for FNAF 2 and FNAF 3. Ideally if the first movie does really well I think it would work great as a trilogy. Um, five nights of praise one, five nights of praise two, and five nights of praise three. Based on the first three games. It's the media. Number 141, Scott's oldest post on Reddit was posted on July 7th 2017 titled I'm Sorry. The post addressed Scott's cancellation of FNAF 6, Freddy Fazbear's pizzeria simulator. Number 142, Scott's most upvoted Reddit post is The Leaks, Angry Face EmojiCon, which addressed the leaked designs of some glam rock animatronics from the upcoming FNAF 2020 game by Steer Wolf. Number 143, Scott's oldest Reddit comment was posted on April 28th 2015 on the the pizzeria is not affiliated with FNAF, stops spamming it with phone calls thread and clarified that random numbers in the source code of scarkames.com that led to a pizzeria when searched for in Google Maps had no connection to the games. Fact 144 in a Reddit post on September 29th 2019, Scott revealed that his son Jason was the face of Ultimate Custom Knights, the one you should not have killed. 145, FNAF has another subreddit called r slash technical FNAF where discussions can be found on how the games work and their secret files. Number 146, Scott's oldest voices.com activity can be traced back to February 26th 2016, where he and Heather Masters left reviews for each other after their collaboration to Voice Baby. We're gonna talk about some cameos. Number 147, FNAF has made two cameos on Steam's official page, the first being a sticker of the main gang for the Summer Sale 2017 and another where Freddy's head can be spotted in the wallpaper for the Summer Sale 2019. Number 148, FNAF appeared in the Guinness Book of Records Gamers Edition 2017, hell yeah, for the most amount of sequels released in a year from the first game to the fourth game. I'm gonna talk about the big man himself, Scotty C. Fact 149, your first game man was Doofus. Fact 150, before FNAF, Scott had another video game series called The Desolate Hope. A third game was considered for the series titled The Desolate Abandoned but Scott decided to make FNAF instead. Oh boy, and that was 150, just random FNAF facts you did not need to know at all. If you can't tell by me looking completely different and sounding a lot better, sorry I sounded just so dead in this video, god. Yeah, this is a little bit of an old video, maybe like a couple months old, which is why there is some inaccurate information every now and then. For example, one of the facts was like, you know, we don't know what happened to the Minerinas, but it turns out that in one of the books, we do kind of know what happened to them. So I kind of secretly put the book behind the Minerina to try and reference the fact that yeah, this is, this video is a bit old, so here's an updated information. Same thing with like the holiday animatronics for FNAF AR and the, you know, the amount of events that it had that was also inaccurate. But again, it's because this video was a little bit old and I wasn't working on it for a long time. But then I really focused in and I was like, you know what, I got to get this thing done because it is going to be really, really cool when it's finished. And so I got to work. Two days ago on July 11th, I had only finished 25 facts. And so for the past two days, literally I've just been doing nonstop editing for the entire day. And as exhausting as it was, I'm really happy with how this video turned out. I knew it was going to be good and I'm really happy that it turned out really good. Hopefully you guys enjoyed it because again, I put a lot of work into this. I don't really know what to say now. Again, I've been working on this for quite a while and it took a lot of work. So the fact that it's now finished and the fact that I'm now uploading it is really, really exciting honestly. Long time viewers of my channel know that I'm not the best with finishing big projects, even though I love starting them. So finishing one that is as big as 150 facts, I'm really happy. I have a lot of other big projects that I want to do and some that I'm still working on right now. I think the next one you will see would be the best and worst FNAF game. I put up a survey about what you guys think is the best and worst FNAF game. So that's going to be the next big video. It's not really as big as this video, but it's still pretty big. So that is going to be up next. Voting ends on the 17th. I know not many people are going to see this because this is at the end of the video and this video is like 40 minutes long, but voting ends on the 17th. So if you haven't voted, links in the description. I'm just so happy. I'm just so happy. I've been slipping up my wards in this outro, but I'm just so happy. And again, I really, really hope you guys enjoyed this video.  So thank you so much for watching this video. This very special video and I'll see you all on the flip side. Goodbye. Also, smash like if you want another 150. I'll do it again, but this video is going to do well.


Hey everybody, this is Brian. Welcome to the 119th Qt tutorial with C++ and GUI programming. Be sure to visit my website www.voidrealms.com. You can find tutorials with complete source code, programs, more source code, projects, and you can donate if you feel obligated. Alright, today we're going to be talking a little bit about Pluginbot.net.  Well, because it is written in, you guessed it, C++ and Qt. So, Pluginbot.net, if you're not familiar with it, is a service that runs in the background and it loads plugins. Now, what can this do? This isn't going to be a, like, the sales pitch, mind you. Really, just about anything you can think of. For example, say, plugins. One of the plugins I have, yeah, a telnet server. So, imagine if you will, you have a thousand devices that Pluginbot's installed and the policy's bound to it so that in an instant you can upload this plugin to all 1,000 devices and they're all running a telnet server. Well, huge security vulnerability. You don't want to run the telnet server. This is just proof of concept. What we're going to be covering today is, on GitHub, I have the SDK for plugins, how to actually build a plugin. So, we're going to be covering that a little bit. You can find that at HTTPS, github.com, slash Pluginbot. And from there, you can see, you know, libraries, plugins, policies, and the server version. But we're going to focus on plugins. So, what I've done here is I've just made a simple SDK and it's broken down. So, you have, you know, applications, interfaces, libraries, and the actual plugins themselves. So, we got our little get directory here and we're going to actually clone this. So, we're going to say get clone. I just watched Guardians of the Galaxy. Man, that was a good movie. But now I can't hardly type. It was such a good movie, I can't type. Wow, I really cannot type. So, what we're doing now is we're just doing get and we're cloning it in here. And did I do it in the wrong directory? I did. Darn it. I always forget to do that. What? There we go. Clone that again. See, we all make mistakes. So, now we've got our plugins folder. What do we do with this thing? Well, we're going to open Qt Creator and we're going to go open project. And we're going to say get plugins and open the plugins pro. Allow it to run. It'll do its configuration. Now, this is the reason why I wanted to put this in the Qt tutorials. Because there's a lot of code here that you can actually dig through and use in your own projects. For example, we've done extensive tutorials on Zlib and compression. I actually made a compression library that wraps around Zlib. And this will actually demonstrate how some of that works. Let me back up here. Like I said, I'm tired and I've had a couple days off for first time in a long time. So, we've got applications. We've got a plugin generator. This is something that you would run to upload plugins. And I'm going to compile this, actually. You would upload your plugins to the website. You need to actually generate the plugin first. A plugin tester. If you want to test your plugin and see how it would actually work with the pluginbot.net client, the zip library, and some plugins. I've got the plugin template, which you use as like a starter point for all your projects. And then the telnet server. And this is the same one you see up on pluginbot. Now, let's look at some of this here. If you're on Linux, you'll see this where it's doing this make right here. We're actually building Zlib in the background on Linux, Unix, and Mac. On Windows, it just copies a library. So, there is a lot of goodness going on here. So, let's dig through this project real quick here. We look at the plugins.pro. You see we're just doing subters. I don't think we've really talked about this too much. The project file itself is template subters, meaning we're loading subdirectories. So, you can see here's our subdirectories. And they're ordered, config ordered. That's the order they're going to be compiled in. Notice how it's libs, applications, and then plugins. Libs, applications, plugins. Notice how we're not including interfaces, because those are just the interfaces that get included into the projects themselves. So, what it'll do is it'll jump in and it'll say like libs. And then it loads libs.pro. So, if we go libs, libs.pro, same thing. It's only got one subdirector called zip. We could have just included zip directly. And then we've got this stuff. Now, if you look at some of these, we're adding PRI files or project includes. The config.pri, we're just setting all of our directory structures. And that's loaded in each one of these so that we know and we can use those variables. For example, baseter is print working directory. So, let's jump up here. There's config. So, our base directory is, you know, home, whatever your username or if you're on Windows C, whatever you've got it in, get plugins. So, that's the base directory. And then we're calling these others, like the libdoor is the baseter plus libs. So, this directory plus libs. No rom food or magic going on there. Now, it gets a little tricky when you look at zipconfig.pri or the project include, because you can see what we're doing here is a little bit magical if you're not used to seeing this. You can see we have Unix, which we'll call on Linux and I believe Mac as well. But I don't have a Mac to test that.  And then Win32. And what we're doing is two distinct build behaviors here. If it's on Windows, we're just sending a command to the command line saying copy this file. Notice how it's a DLL to this path. Now, distr is the path. What is distr? We should back up and look at that. Distr is where the finished application will be placed. So, where's that? If we go up a level, we'll see here's our code compiled directory that Qt made. And then here's this plugin bot SDK. This is where the actual programs got thrown. I do this typically on larger projects so that I don't have to go hunt and unpacking through these things looking for the binaries. I just have everything in a distribution directory and it's good to go. So, you can see we've generated the plugin generator, the plugin tester, and two plugins. Now, if you're on Windows, these will be DLLs. If you're on anything else, they're going to be SOs for system objects. And there's Zlib and then there's our library, the zip compression library. So, now if you're on Linux and Unix and I believe Mac, this is a little bit different. We're actually doing a target Zlib. We're making a command. So, this is a special command. We're going to pump into the command line here. And what we're doing is we're saying, print out the name of the library. If it exists, I'm sorry, if it does not exist, notice that not symbol, then we're going to execute all this. And what we're saying is if it exists, I'm sorry, if it does not exist, then we're going to remove any objects and A files and LOs and SOs that we've already built. And then we're going to rebuild the thing. That way, if you do a build, it's not going to rebuild Zlib. But if that file lib z.so does not exist, it will actually rebuild Zlib. So, we can actually test that here by actually just deleting this. Watch our command or our compile output here. And you can see that GCC. That's actually building Zlib right there. I've done this so many times. I know exactly what it looks like. And voila, Zlib's rebuilt. So, there's just some interesting things you can do with project files. Obviously, I don't have time to go into a whole lot of the code or we'll just be here all night talking. So, we're going to look at, you know, you've got your Zlib wrapper around this zip, which I think we've talked about exhaustingly. And then there's zip config, zip reader, zip writer. You know, I've kind of stolen. I don't want to say stolen. I've borrowed parts of this from Qt itself and always leave, you know, the original authors in there. All right, let's close a lot of these out. So, what's the meat of this thing? What are we really after? Well, this is an SDK and this is pretty typical of most developers. They'll make a SDK or software development kit. So, this SDK in particular, I know like the back of my hand because I wrote it. But what we've got here is you're trying to build a plugin. You want to build your own plugin. So, the structure of a plugin is quite simply you include the interfaces, the iPlugin interface. If you've watched any of my other tutorials, like especially on like C Sharp or Java, we've talked about interfaces before, where an interface is simply a contract between two objects, meaning you will have name, description, long description, author name, etc, etc. If you don't have that, you're violating the contract and it just simply will not compile. So, in order to build a plugin, you have to include this iPlugin interface. Now, parts of this that are interesting, you can put your name, description, long description, your author name, your website, your email, the version. That's how the plugin bot actually determines whether or not it needs to be upgraded. You can start the plugin, stop the plugin, install the plugin and notice how you're giving it a file name. This is called when the plugin's installed and plugin bot will actually send you the file name of your DLL. So, you don't have to guess where you're actually at in the file system. Uninstall, you can remove any files or do any post-processing. You determine whether or not you're in a running state. Typically, what it'll do is it will call install and then it'll immediately call configure. That way, you have the settings that you need. For example, the telnet server needs a port and a password. And then update. Plugin bot updates, I think, once an hour, or you can actually configure that. And then a list of options that the plugin should return. Now, if we look at the template itself, you can see how, and we've got the template header file, you can see how we're actually inheriting the iPlugin interface. That's how we do that. And then you do QInterface's iPlugin. That macro right there, I think we've talked about that before, that will say, hey, you know, you're implementing this iPlugin interface and it'll throw compiler errors if you don't. And then it's just, you know, simple skeleton here. Couple little variables. Sometimes I sound like Bob Ross. Couple little happy trees. But anyways, so inside here, we're immediately saying, no, we're not running. And then we hit the name, the description. I mean, a lot of boring stuff, really. And you would obviously change these with your name and stuff like that. And then you would call your code when you start, when you stop, when you install, when you uninstall, when they want to determine if you're running, when it's updated. And you know how we're doing a QVariant map? Well, QVariant map is because Pluginbot stores a QVariant map in a file. The reason for that is you have all the MIME encoding. So instead of just streaming to a file and saying it's an integer, and then, you know, when you read it back, you're trying to determine what it is, you're actually loading a QVariant, which has all the metadata with it. So you can just say, is it a boolean, is it an integer, whatever. All right. So we're going to scrap the template from now. And I have to kind of watch how long this video gets going. So the telnet server that you actually see on Pluginbot.net, this is actually a full functioning telnet server that loads into the client. I've tested this on Windows and Linux. And you can see, same thing. It's implementing the iPlugin interface. And you can see the interface members there. And then we see some other things like telnet server. So let's look at telnet server. And this is a full functioning telnet server that runs on TCP. And you set whatever port you want. And you can see how it's got start, stop, authenticate, because it takes a password, et cetera, et cetera. Telnet client. That is the, each connection is considered a client. So you're accepting the socket. We've talked about this in our TCP tutorials, but this is a full working TCP server you can actually use. And it shows how to do authentication on top of that. So and we can look at, you know, the server portion. No real magic. We've done TCP servers before.  Now the telnet server itself, you can see how we're setting a password and we're setting a port. When this thing loads, that's the first thing it's going to do is look for its properties. So what we're going to do is we're going to load the plugin tester. This program will actually determine how your plugin is going to function inside of the plugin bot software.  So the first thing we need to do is actually add our plugins. So we're going to add them and you can select that and we're going to select that. You see how they're got a red line? That means they're in an off state. Well, let's look at the telnet server and we can look at the properties here. And these are the properties we're loading from the interface itself. And this is what the website will actually view too. And here are the actual parameters or configuration. We're giving it a password and a port and it has like the, you know, the default, the description, the name and you can see all this in the actual code here. Maybe if I scroll down to it, there we go. So the options function is returning a Q variant map and there's our password. You know, the type is a string, the default password, the description is this is a password. And then we're just basically doing a Q variant map in a Q list and then returning it. Sounds confusing, I know, but it's really not. So what do we actually do with plugins? Well, the first thing that's going to happen is the plugin is going to get installed. That's the first thing plugin bot will do. So it will install the plugin and it'll say warning during a normal install your plugin is decompressed and placed into a special folder and then it is installed and configured. And then it gives you the path that which it pumped out. So that's where we're actually located on the desk. Now when we start, notice how it pops up in the start plugins parameters. These are the actual parameters that are passed to the plugin when it's configured. Notice how port is 1000. We're going to have to change that because we've got app armor, which will block that on Linux. So I'll need to change it to 5000. Now just to prove there's nothing running here, we're going to actually say till net 127 on port 5000. Now 127.001 is just our local loopback or our local machine. Unable connect, remote host connection refused. Now password is password, port is 5000. We can actually add and delete parameters but we're just going to hit okay. And it says, all right, notice how it's getting all this stuff. Let's actually expand this window. Where's it getting all this stuff? Well, this is another example of why I wanted to do this in the Qt tutorials because it's actually getting these from Qt debug messages. We're actually intercepting Qt debug messages. So let's look at this. You can see there's Qt debug, name, option, and value. So where are we grabbing that? Let's look at the plugin tester. And you see how we got this global variable of a Qt text edit pointer to a debug window. Debug window equals UI, text edit, and then we're doing this Q install message handler, Qt message hook. So we look for Qt message hook. Let's see here. Boom. This is where we're actually intercepting it. And you can see we can determine what type it was, whether it was a warning, a debug, a critical, or a fatal. And then we can just print that out. So every debug message that you throw in your plugin, we're going to actually intercept that. And PluginBot actually does this, and that's how it does its logging. You also notice how the state's changed. It shows that it's running. It's got a green arrow. Kind of hard to see. There we go. Where this other one is red.  Now it is running, and it says, started listening on port 5000. So let's test that. We have a password prompt. And we'll just type in some gibberish. Oop. Nope. Didn't authenticate. Nope. Can't spell. And we're authenticated. Now we have full access to this machine. And you can see how we're even intercepting the debug messages inside the plugin itself till that client connected.  I've got full root access to this box until that, because PluginBot would run as root, by the way. That's why you don't really want to run a telnet service. It was just proof of concept. Now let's scroll down here. And you can see we're actually intercepting the information right out of the plugin. And if we close this, you can see closing telnet socket 19. So what we're really showing here is that, A, how to build a simple plugin. B, how the plugin interacts with PluginBot.net client. And how to actually go about testing it. You can install it. We're running it. You can update it. Updates occur about once an hour. And this is the information that's typically pumped down during an update. The date it was missing, the date it was updated. That'll almost always be the current date. Your IP address, whether or not it's missing, it'll be a one if it's missing. The name of the device out on the website. The special parameters, password. Port, special parameter from Plugin. We can actually delete those. Status, it is running. And the update interval in minutes. So, and this is a typical update right here. Now why would you want to intercept an update? Typically updates happen because let's say you say, I don't want the password to be password. That's too simple. You want it to be my super admin password. Well, the devices are going to update once an hour. So once an hour they'll pull those settings down and they'll change the password on your telnet server. So it automatically configures the plugins. That's why the plugins have to intercept the update. And of course you can stop the plugin. You see how it's stopped. And it's gone back to a stop state. And ultimately you can uninstall it. And it says warning, during a normal uninstall, your plugin and all associated files will be deleted. That's basically your last chance to say, hey, any configuration files, temp files, open file sockets, anything. Time to close them and get rid of them. That was a mouthful. All right. So let's look at the plugin generator real quick. Plugin generator is actually very simple. You simply, yes, I forgot about that. You simply select a file. And let me cancel that and go back here and show you. You choose a plugin. It'll automatically try to detect your operating system and your CPU architecture. On Windows it's always going to be 32-bit simply because, well, you know, I've only compiled for a 32-bit client. But I'm on Linux 64. Yay, Linux. And notice how it says, boom, debug mode detected. We've detected you've compiled in debug mode. Only, only, only. Repeat after me.  Only submit plugins compiled in. You guessed it. Not debug mode. Release mode. Reason for that is the client's in release mode. So we're going to actually take our plugin server. Notice how it loads all the properties up. And this is what's going to be wrapped in here. And we're just going to hit OK. And we're going to say my plugin.zip. Save that bad boy. And it says the plugin submission was created and any extra files you need to the archive. And here's the actual zip file we created. And if we open this up, you'll see there's your library and then there's a special XML file. This XML file is how we actually communicate with the website plugin bot.net. Really what's going on there is it's just encoding this in a special way that the PHP code can actually read. That's it. So once we've created our zip file, then all we really need to do is go to pluginbot.net and you would log in. And what was my login for this? I think that's one of my demo accounts. Yes. Okay. All right. First thing you would do is go to plugins. And if you don't have the author tools, you'll need to go to account author profile and check this little box show plugin author tools. And then it'd be a good idea to fill in like your name, your email, your website, et cetera, et cetera, and hit save. But anyways, you go to plugins and then you can submit a plugin. And you basically choose the file and upload. And notice how it loads all the information from the plugin. Now one important note, you should set it to public. Reason why it's automatically default to private is because you can make plugins for your own personal use. And if you want the rest of the world to use them, you need to set it to public. And then you have the options and these were just loaded. And this is like your last chance to really modify them.  And then you just hit save when you're done. And so as your plugin information has been saved, you can manage your submissions. And you can see here's the one we just submitted. And usually the other ones, you should give it a description other than telnet server, you can actually say what operating system it's for. And I'm just going to delete that because this was just a demo. Well, that's all for this tutorial. I hope you found this educational entertaining and thank you for watching.


Today we're making lemon roasted potatoes and parsnips with garlic, basil, and burrata cheese. Now if you're not familiar with burrata cheese, it's basically an Italian cheese made from mozzarella and cream, so that means it's nice and creamy and you're going to love it. I'm rockin' robin and I'm going to show you how to do it right after my chef joke. Okay I'd like to start off with chef joke number one and in fact today I'm going to do something a little different because I was having so much fun with these jokes I decided to have three so that means I'll be one at the very end. Okay so what disease is the biggest killer of potatoes? Tuberculosis. Okay so let's get into our recipe. I have here some gold potatoes these are organic so I've already rinsed them off but I'm not going to peel them because I don't need to. After I cut them into say quarters I'm going to place them onto a parchment paper covered baking sheet. So we're going to peel a parsnip here and then cut it into coins. Parsnips tend to be a little bit strong but if you roast them it really mulls out the flavor. Now I'm bringing out the red onion and we want to chop these into larger pieces so they don't dry out in the oven. So next we're going to add some fresh garlic and you know what that's going to do it's going to make it taste yummy. So mince up your garlic nice and fine. Uncle the garlic on top and then drizzle everything with some good olive oil. Add a good sprinkle of salt and pepper. Now get in there with your hands and massage those potatoes and onions and garlic. You want to make sure everything is coated in the oil. Spread everything out so that all the vegetables are touching the bottom of the pan. We're going to bake these in a 450 degree oven for approximately 45 to 50 minutes and I'm going to turn them over in about halfway through cooking time. So while the potatoes are roasting in the oven it must be time for chef joke number two. All right here we go. Who is a potatoes favorite author? Edgar Allen Poe Potato. Okay so now we're going to make a little drizzle sauce so when the potatoes come out of the oven and they're done we're going to just sprinkle this over the top with lemon and olive oil and all these herbs you see here and it's going to be delicious. Okay now I'll start off with the rosemary. I took some of this out of my garden, just peel off a few petals. You don't need a lot of this. We're just going to put a little bit. Give it a nice chop so it's nice and small and then place it in a bowl. Now I have some chives here. These are organic chives. You know take your scissors and you could just snip off a few and put them right into your bowl. Okay it's actually easier using some nice clean scissors than trying to cut it. We get about a tablespoons worth there. Of course we have our olive oil and I'm going to play around with how much I'm going to put in here but a couple of tablespoons for sure and then my lemon I got this one right out of my garden. I have a nice little lemon tree and it is small and what I like to do with that is zest it first and then we'll squeeze the juice into the bowl. Now you don't want to get into the white part too much because it's more bitter so you just go one swipe and rotate. I'm going to cut that line in half and juice it right into our bowl. Give that a little stir. I'm going to add a little bit of salt to it and a little more pepper and that's ready to go. Here's our potatoes. After cooking they look absolutely fantastic. You want to see all that golden brown stuff going on. Our potatoes are done. It took about 45 minutes or so. It varies, ovens vary. So I'm just going to place this. You want to serve these up pretty quick while they're nice and hot. So I'm just going to place these over here on this dish. Now I will say it looks like some of my garlic did burn. My oven was pretty hot. You could just use garlic powder which might be a better choice but I'll leave that up to you. Now what we have left is our little sauce that we're going to put on here. Now I may not use it all because I just eyeballed it and said that's how much I'm going to use but this nice lemony flavor is going to be fantastic on these potatoes. I'm going to tell you. What the heck? I'm going to use it all. Let's go for it. Okay now I have some parsley that I will put on. Let's put on the cheese. Okay so I took my barretta cheese very soft and you want to just take it into pieces and just push it in there all around. You can kind of see how it's kind of stringy. So you want to let it sit out. I would say probably maybe 15-20 minutes before you're going to actually put it on the potatoes. And this one ball is about four ounces.  Actually probably a fair amount of basil since it's my favorite. Stack your leaves, roll them and chop. I like to chop my basil at the end because it does turn black. It oxidizes pretty quickly so I would hold off. There you go. If you enjoyed today's video hit the like button to let me know. See how simple that was? I'm going to dive in. I can't wait to have a bite. Try and get a little of that cheese in there. Mmm. That cheese. Nice and creamy. Man. Wonderful flavors going on here. The parsnip is great roasted in the potatoes. Oh they're just fantastic. The lemon, the garlic, everything. It's just delicious. And I have got a recipe you're going to want to try with this. That is my oven fried chicken. You've got to give that a go guys. It is delicious. I'll leave a link for you right here on the screen. Go check it out. Make these two together. You're going to have a great meal. So here's our last chef joke for the day. All right who knows why I won the potato hiding contest. Any ideas? Because my carbohydrate was so good. That was my favorite. All right well thanks so much for watching. We'll see you back here next week for another Rockin' Recipe.