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Before FNAF: The Strange Beauty of Scott Cawthon's Other Games

Mar 17, 2024
What do you know about what Scott Cawthon did before Five Nights at Freddy's? Most people know that he made some mediocre Christian animation at one point and that the inspiration for Five Night's at Freddy's came from a critique of one of his older

games

about how some beavers looked like scary animatronics, and that's it... What if I told you before FNAF that he also did this... and this and this. These screenshots come from one of Scott's previous

games

, The Desolate Hope, released in 2012. The history of Scott Cawthon's

other

media is not well known. How does a man from obscurity go from being a game developer, making barely enough money to support his family, to creating a hugely famous franchise whose first theatrical installment has grossed ten times his original budget?
before fnaf the strange beauty of scott cawthon s other games
This is a story about the story that led to that spark of genius. This is a story about the nature of success. Scott Cawthon's repertoire of non-Five Nights at Freddy's media spans two decades: it's broad in scope, style, and quality, and filled with fascinating and bewildering works of art, all of which are undeniably his. A quick disclaimer: Scott Cawthon has played over 70 games. I didn't get to the end of many of them. Some of them were literally unplayable,

other

s required so much work that it would have taken me many months to complete them and at that point I wouldn't have much to say because they are so similar to each other.
before fnaf the strange beauty of scott cawthon s other games

More Interesting Facts About,

before fnaf the strange beauty of scott cawthon s other games...

Some of the games literally last forever. I'll indicate which games I won and which I didn't, but I made sure to learn as much as possible about the historically significant ones and also completed many of the lesser-known games. Additionally, most of these dates are based on The Daily Click Internet Archive web pages, old iTunes and Android app pages, and Amazon pages. While I'm sure of the years these games were released, I can only say that I did my best to make sure the month and day were correct based on the evidence provided. If new evidence emerges, some of these dates may change slightly. “Oh my gyatt, I'm afraid!
before fnaf the strange beauty of scott cawthon s other games
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before fnaf the strange beauty of scott cawthon s other games
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Skip deliveries, pause or cancel at any time. Go to cookunity.com/solar50 or click the link in the description below and use my code SOLAR50 to get 50% off your first order of CookUnity meals and try them for yourself. Thanks to CookUnity for sponsoring this video.” Scott Cawthon's first game is lost to history. According to Cawthon, it was “a blue blur that moved across the deck of a pirate ship collecting red gems while menacing pirates ran back and forth. All the graphics in the library, of course, except the stain… I drew the stain.” On Scott's Wikipedia, I think he refers to this game concept as "floppy disk", but I couldn't find a source indicating that was its name or if it came out in 1995.
The first real date we have is 1994 when Scott Cawthon created the game Doofas, which starts like this: Sweet Doofas consists of a cursor-controlled dinosaur that shoots enemies and collects coins and gems. It's what you'd expect from someone making a game in the early '90s, when he was 16 years old. This is what the final screen looks like... I swear this is not a joke. This is the first piece of Scott Cawthon media we have and it will be 20 years until he releases Five Nights at Freddy's. In 1996 Cawthon attended the Art Institute of Houston where he learned computer animation and taught himself how to make games using Clickteam Fusion, the first version of Clickteam Fusion called Klik N Play was used to make Doofas, meaning that since he was 16 year old Scott Cawthon has stuck with some version of Clickteam Fusion for ALL of his games, even his most recent release.
He also used 3Ds max for all his 3D modeling and even his 8-bit graphics. You'll soon discover that Scott Cawthon is a man of habits. Also, it's not out of the question that Scott Cawthon's setup may have been a recliner, a laptop, and a small table for Diet Coke and Cheetos to create everything he's made. Five years later, Scott Cawthon created, animated, directed, wrote and produced his first 3D animated shorts: Birdvillage Volume 1, and yes, he also voiced ALL the characters. This... is the bad one. He took Pico's bread! By the way, how is the bread? It's pretty putrid in general.
The Birdvillage film series is more interesting as a historical artifact than as a piece of entertainment; Seeing the basic geometry, crisp textures, and simple animations is a picturesque reminder of how far technology has come. I also watched this film through a poor VHS copy on YouTube which contributed to the worn-out, nostalgic aura of the whole thing. For reference, an episode of Veggietales in 1999 looked like this. So for an animation done entirely by one person, this doesn't seem so bad. In Birdvillage Stories: Beak's Snowball Fight is the first example of what would become a defining characteristic of Cawthon's style.
In almost every animation and video game he has created, at least one crazy robot design appears and it is obvious that these are the ones he has the most fun making. In this animation, two snowman robots are specifically designed to engage in fights with military-grade snowball fighting technology. The Birdvillage series has a lot of charm, a lot happens in each episode and there is a lot of creativity, but it is also plagued by bad sound design. Scott Cawthon made two more Birdvillage films after this, not much is known about them because they are currently lost in the media.
Birdvillage: The Movie and Birdvillage: Second Nest. 2002 Shroomin was discovered at the same time I was making this video, the only evidence we have for it is a copyright entry, we have no idea what it is other than it was made in 2002. In the same year, Scott made a 3D artistic game creator called RPG Max. Nowadays it is also about lost media. The following media are all from 2003 and are all lost. RPG Max 2, Demon Night, Dinostria, Dungeon, Elemage, Gunball, Lost Island, Mega Knight, War and Ships of Chaos. Stellar Gun is a boss battle shooter with some wacky monsters that you shoot until they explode.
At the end of the game you can shoot a Scott png, which is unexpected. Otherwise it's fine. A MushSnail Tale is his next animated film and it has a story with more dialogue and a more complex world for these really ugly Mushsnail characters to live in. The main cast of Mushsnail consists of Priss Poo, Frup Foo and Chup Choo, who embark on a quest to restore water to the dry lands of Mushsnail, with the help of Grandpa and his wacky inventions. The animation is...pretty bad, with a lot of cuts and stiff, simplistic movements. The writing, however, is surprisingly decent. "So the wolf ate the chicken and the wolf ate the butterfly and the wolf lived happily ever after.
Good night!" And there's a lot to appreciate, even if it seems primitive. Phantom Core is about a robot that shoots things on the moon, the controls feel surprisingly natural but unfortunately it kept crashing so I couldn't get very far. Phantom Core 2 Beta existed at some point, but is currently lost. The Fifth Paradox is a fairly standard sci-fi/fantasy RPG with a familiar MS-Paint art style. The screen is very small, the designs and characters are somewhat generic, but the style and scenes are endearing. Later, in 2003, Scott released what he considered his first "official" game. Legacy of Flan.
Legacy of Flan is a very basic and short RPG where you collect different types of Flan that have various abilities and fight enemies that you encounter randomly. You'll notice that there are these sloppy pixelated borders around every transparent asset in the game, according to Alex Diaz (BigAl0104) on the Lost Scott Games Discord, who created games in Click Team Fusion, the reason this is so prevalent is because Scott imported his sprites in transparency mode, instead of exporting them from 3D software in the Alpha Channel. This is a constant problem in almost all of his early games and it's hard to say why, whether it was another

strange

choice he made, he couldn't find a better method or he was just lazy.
There aren't many notable monster or robot designs, for some of them I have no idea what they are supposed to be, however the one boss is much creepier and weirder than anything else in the game. Legacy of Flan: Online is the sequel and is exactly the same as the first, except it is online multiplayer and there are some more detailed mechanics and improved enemy modeling. Legacy of Flan: Storm of Hades is the upcoming sequel. Again, quite similar to the second but the environments are much improved and the system has more detailed mechanics. Back to Mushsnail: The Legend of the Snowmill is where Scott Cawthon starts to really show off his environment modeling skills and some of these environments are

strange

ly beautiful in this primitive form.
There is also another robot appearance, this time the robot is Grandpa's invention that tries to capture the main characters and bring them home after their trip. At least... that's phase one. "So what's phase two?" Eliminate them and throw them into the ocean." Flannville is an online game that shakes things up a bit in the Flan universe by adding houses you can fill with furniture to upgrade your attacks, jobs you can sign up for, and lots of mini-unfortunately, it works quite a bit. clunky and the layout was a bit confusing so I didn't get very far. Junkyard Apocalypse is a game I tried to play, I really tried, tried several versions, made a virtual machine for windows xp and managed to get it running there, but so. slowly that I couldn't play it.
From what I could see in other plays of the game, it's just a platform shooter with some cool robot models in a very small size Moon Minions is another short RPG with this aesthetic. retro that I really like. These alien sorbet trees differentiate each environment and the design of each enemy creature is different. This gameplay element where your henchman fighters absorb things that enemies drop, which is cool and makes you engage with. enemies' abilities on a deeper level. Surprisingly, none of these games or films have explicit references to Christianity, contradicting the misconception that Scott only produced Christian-themed content.
It wasn't until 2004 that there was a shift toward creating Christian media. Noah's Ark was a pleasant surprise. There aren't any major improvements in the animation quality, but Cawthon's visual storytelling and the sense of majesty in the environments are a big step forward. This sequence where God tells Noah to build the ark is kind of beautiful, and this sequence where you see whales swimming over mountains and fish swarming around the ark after the world is flooded is sublime, and then it cuts to this. It will become increasingly obvious that Scott cannot model an attractive human being to save his life.
This is where I started to get the feeling that Scott has more skill or preference for creating environments over human or humanoid characters. The Legend of the White Whale is the first video game in the expanded Mushsnail universe. Again, it's a basic RPG that features our three main mushroom characters on a quest to find the "white whale." Just look at this menu screen, bro, it's the gangsterest thing I've ever seen. The jagged black pixel edges are still here, there are some cool monster designs, and the final boss is Grandpa, who is now okay with killing his grandkids to protect the white whale.
Since I played this game using modern windows and hadn't set things up correctly, the dialogue text and items couldn't be seen unlessmove the cursor over them quickly, which added an extra challenge. Still there were some technical errors on Scott's part, including misspellings. Overall, it's not that extraordinary, but it's fun to play at times. Flannville 2 has better graphics and works quite similarly to the first, you can collect Flan gems among other items and again there are plenty of mini-games. That's all. Chup's Quest is the sequel to White Whale and the gameplay is very different, but it is essentially a Zelda clone.
I didn't like this game at all and had no interest in completing it. All you have to do is swing your sword at things and constantly try to find your way through boring mazes. It's repetitive and a real pain. There's barely any story, so it's kind of useless. Mini-Metroid is a short Metroidvania style game where halfway through you crash into a level based on Super Mario. Metroid: Ripped Worlds is a longer version of this game where you go through levels based on other famous games. At some point you reach a level where you can take pictures of Scott Cawthon's children and even Scott Cawthon himself.
This is one of their strangest games because there is nothing like it in their backlog. The Pilgrim's Progress is a one-hour, five-minute Christian animated film based on the 1698 novel of the same name by John Bunyan. Follow Christian, a troubled Christian who learns about God and Christian virtues to reach the Celestial City. This film is Scott's longest attempt at a narrative animated film and has many of the same problems as his previous films. The voice acting is almost entirely by Scott. "Christian! Christian! Why didn't you enter through the small door at the beginning of this path? Ah, who has time!
Water is the gospel of Christ, with it the room was cleansed." The human characters seem amateurish. The highlight of this movie is that, let's just say, "subtlety" is not in this movie's vocabulary. "Well, yes, the Celestial City is in the other direction. Really? My name is Athiest. I once thought like you. I also looked for the Celestial City. And let me assure you, there is no such place on this Earth." That's not Scott's fault, as the book seems equally compelling. There are some really cool creature designs, essentially having Christian fight a Dark Souls boss battle. It's very charming.
There are some funny moments, but the rest of the movie is a slog. Light From Above became available to play on Kliktopia very recently. It is also one of his first explicitly Christian games. The game is an incomplete first person RPG and is very basic. It seems to have a system that is like a prototype of the game Pilgrim's Progress, which would be made five years later. Bogart is a standard 2D platformer done in Scott's signature painting style. It's quite fun and the difficulty really increases in the later levels. I couldn't complete it. I got a little hot.
The main problem was that the controls were a bit strange where shift is jump and z is attack and every time you get a power you have to use it instead of your usual whip attack. Bogart 2, the return of Bogart, has an improvement in the graphics, but is also almost the same as Bogart 1. The main improvement is that pressing z is a whip attack and pressing x uses the power-up. Again I couldn't complete it out of frustration and the fact that none of the games save your progress if you close them. The Misadventures of Siegfreid the Elf on Tuesday Night is another 2D platformer, but instead of long side-scrolling levels, there is one main area and a bunch of levels that connect to it.
You can return to the main area and use new abilities to access different areas. The style of ms paint art has become more and more refined with each game and this one is no exception. The menu is kind of a beautiful piece of pixel art in itself. This game is more fun than the others because you have a lot more freedom of movement and can accumulate power-ups, but I got bored pretty quickly while exploring and realized that it was going to be about the same level. tricks and platforming like all their other games. A Christmas Trip is Scott Cawthon's stab at a Christmas movie, briefly mentioned in Best of the Worst and one of the most clipped compilations of Scott Cawthon funny moments.
If there is one thing that cannot be said about Scott Cawthon's other works, it is that they cannot be said to be pretentious. Like most Christmas movies, this one is about discovering the true meaning of Christmas. Ian and his sister Stephy are trapped in their strangely cynical grandfather's house over the holidays, when an angel descends and guides them on a tour of their neighborhood and explains the Christian perspective on what Christmas should be. Showing kindness and generosity and celebrating the birth of Jesus and all that. Unlike other Christmas movies, this one has a unique sense of humor that you won't find anywhere else. "Green beans and creamed corn?
Green beans and creamed corn! Every Christmas, the good townspeople leave cans of that stuff on our doorstep. 'Tis the season for free food. I guess they think we're poor ...and vegetarians. Grandpa. Some of these cans expired before I was born. You're going to expire if you don't listen to what I say!" Weird Colony Online: First Strike is a game that Scott created and then quickly abandoned; It is currently lost. Weird Colony is a multiplayer RPG consisting of different battle races that is also currently lost. After Noah's Ark, Pilgrim's Progress and A Christmas Journey were completed, Scott Cawthon joined Hope Animation in 2007, where the website would promote independently made animated films.
The only Christian film Scott made that is not on Hope Animation's website is Bible Plays, which Scott refused to publish there after the founder of Hope Animation made a comment about the quality of Scott's animation, which Scott I may or may not have misinterpreted it as criticism. Legacy of Flan 4: Rising Flan is another Flan RPG. The graphics have improved a bit, but there are still things that look a little lazy... like, for example, the enemies are placed in neat rows with their animations synchronized, which makes it look really artificial. Even the title graphic looks a bit lackluster.
Other than that, it's just another, probably good, RPG that would require a lot of effort to complete. M.O.O.N looks much better than most of their previous games so far. It's another 2D platform game, but this time with minimaps. The robot you play as has a cool exercise animation, but you rarely use it, so it's a waste since you spend most of your time tediously shooting monsters. The first stage of the last boss has this eerie design, which is a plus. The Desolate Room features the first appearance of an endoskeleton and this game is where we get a lot of Cawthon's signature robot designs.
A robot, Coffee, explores a small island collecting... eggs... for his dead robot friend Alphus. This game is another short RPG that tackles some more sci-fi themes, such as viruses and hacking. The game works on a charging system where you wait for your fighters' charging bars to fill up before performing an attack. The more you charge, the better attacks you can get. The trick is that you have to balance this with enemies that are also similarly charged. It becomes an exercise in managing the resources you can spend and building up charge before the enemy can deplete your health bar.
The areas where you fight enemies and also where you spend most of your time are completely a 2D game within the 3D world. The game is engaging enough for the amount of time you play, but there's really not much to do once you've discovered a working version. Iffermoon is what Scott considers his first “pro game.” This game was fascinating in its mechanics and visuals. The game works with a similar loading system to Desolate Room, except there is another mechanic where you can set each character to fight, defend, or a combination of both, but I didn't need to touch this until a boss appeared, where In a twist, dealing offensive damage to the boss actually heals it, so I had to put all my characters on defense.
The character models of the aliens and humanoid beings are pretty strange as always, but the art direction of each environment is amazing and I often found it hard to believe that a person modeled, textured and lit everything he was seeing. My favorite setting is Clockmort's lair, which is full of crazy gears and robot designs. Unfortunately, reading the dialogue in this game is a pain and Scott's writing skills weren't there yet, the worst thing is that there is a lot of dialogue to read. The plot is revealed to be a Christian allegory that leaves you more confused with the state of the world than before the story's revelations.
And finally, while the fights in the game are fun, some require a lot of tedious resource gathering beforehand. Clearly, this game is much more polished than the others, but it's hard to get into. There is a secret boss in the game called The Piper that you can only get by pressing behind a certain column in the castle. I tried it at the highest levels I reached in the game and was killed almost instantly, I couldn't beat the pied piper, no one on the Scott Games discord has beaten the pied piper, as far as I know no one has.
They were once recorded hitting the flute player. Screw the 50/20 mode, he's trying to beat the pied piper. So that just leaves some crazy soul out there to try. In 2009, Scott Cawthon animated several science and education shorts for Rock N Learn. Note that he only animated them and was not involved in the writing or voice acting. We have no other games or movies this year. The Jesus Kids Club is an animated series of short stories about children using Christian teachings in their daily lives. It is a very cute play with many quirky moments that even has a story based on real life events by Scott Cawthon.
The animation has improved noticeably, but again the humans are still amazing, we get to see more of Cawthon's signature maximalist robot designs in toy form and even some references to an upcoming game. Bible Plays is very hard to hate. I say it's hard to hate because it's so genuine. Bible Plays 1 and Bible Plays 2 are short animations that consist of a rehearsal of a school play that tells various Bible stories. While aimed at a child audience, it's surprisingly fun even as an adult: "Can we go back to our story, please? He must build his ship! This is not a musical.
I must build my ship! Say hello to the trap". door." and while Scott's brand of humor may not be for everyone, his complete lack of superiority sets him apart from other, less Christian media. It's just a dad and his kids making ridiculous short films, and that tone emanates through the amateur voice acting, the hand-drawn assets, and the endearing simplicity of it all. Easily one of my favorite Scott Cawthon animations, Powermon is a Pokémon parody in which you explore Powermon Island and fight battles with your Powermon, all while doing so. you chase a deranged clown Apparently Scott Cawthon made this as a Christmas gift for his kids and then released it It's a charming but not-so-engaging game Doomsday Picnic is by far the most fun 2D platformer to play.
Scott Cawthon In the game, you play as Scott himself or any of the other supporting characters once you unlock them, fighting evil clones of Scott's picnic companions. The gameplay is crazy and loose, the art style is MS Paint. It's blatantly ridiculous and the levels are unique and full of copyright infringements, it's great. The other levels in Scott's game were pretty predictable, there was always an ice level, a fire level, a desert level, but this one has a cheese level. My only criticism is that the bosses could use MORE health because sometimes with certain power-ups I barely had a chance to see what the bosses' attacks were before they went down.
I enjoyed the video game Pilgrim's Progress much more than the movie. Yes, the obvious message is still cheesy, but I think the video game embraces that cheesiness a lot more. I think my favorite part of the game is that you can buy money. There is even a speedrun of this game where you can reach heaven in less than 3 minutes. This is really where Scott's imagination shines in creating sick enemy designs and environments and is the strongest part of the game. I mean, just look at these visual feasts. The human characters are still the weakest designs and the contrast between the quality of the humans and the quality of the monsters never fails to confuse me.
The RPG elements are pretty basic but fun enough to keep my attention. While the message of the narrative works for the most part, the message of theelements of the role-playing game fail. At the end of the day, once you play around with enough concepts like “grace, power, truth,” they simply become numbers that mean nothing. In the new plus game I want to be able to play as Jesus, play my best in “Son of God” mode and defeat all the enemies I encounter. That would make it the best game of this century without competition. Slumberfish is Scott Cawthon's first mobile game and is a "cut the rope" style puzzle game where you try to maneuver a beach ball into a goal using different types of sea creatures.
Alright. Slumberfish Catching Z's are exactly the same as Slumberfish, except there's a guy in a scuba suit guiding you and you collect Z. That's okay. We have finally arrived at The Desolate Hope. The Desolate Hope is Scott's best non-FNAF game, many have said it is his masterpiece among all non-FNAF games and I agree, not only is it a huge improvement over The Desolate Room, but it is also a fascinating game. his own. In Lun Infinus, a station in the middle of space is a coffee robot simply called Coffee that has activated a program to help remove a virus from the station.
There are five "derelicts" at the base. Two of the abandoned ones are these strange, perforated robots, the other two look like classic toy robots enlarged and with additional details; complete with vacuum tubes and serrated claws. The last one is a frozen and abandoned metal giant. While Malenz and Mirad are the most striking and seem sinister, they all help you on your mission. Sometimes these maximalist environments are stunning, and sometimes the environments are the ugliest thing you've ever seen. Each Derelict is in control of a simulation in which they try to recreate human life in their own way, according to their personalities and interests.
For example, Mirad is more interested in the spiritual, and that's why they create these half-finished ghost beings. All of the bosses or viruses that invade these simulations have crazy, disorienting designs that look like they're straight out of a sci-fi Dark Souls game. The entire game is full of imagination and it's no surprise that Scott spent two years working on it, which is, to this day, the most time Scott has spent on a single game. At the beginning of my game I had a lot of difficulty learning the mechanics, but as I progressed through the game they became more natural to me and the user.
The game turned out to be much more balanced than I initially thought. After getting through it, I still have a few moments of frustration left and I think fixing them could have made this a more enjoyable experience. The game has day and night cycles, during the day you can access simulations; which includes platforming, top-down shooting, upgrades and bosses. During the night, as far as I know, you only have one option: walk in a straight line and collect collectibles to level up the Derelicts. These nights are tedious and the only thing I would change about them is that if you went out enough, a space invader-like minigame would appear that would allow you to collect some additional resources.
I found this immersion in minigames to be groundbreaking because it didn't really match the real-world setting and wasn't a satisfying side task. The night clock is about twice as fast as the day clock, so it's not a big deal, but this part of the game just wasn't as fun. The loadout-based boss battles are the highlight of the game, and the more you play them, the more you'll be able to understand and utilize everything that appears on the ridiculously busy battle screen. There is a part where you play various mini-games to get power-ups while fighting the boss.
It's crazy. It's overwhelming in the best way possible and when you get to the end you are so connected to how the system works and the final boss is so intense and fast that beating it made me feel like a god. However, in many ways The Desolate Hope is a bittersweet game. As you fight the viruses, the simulations you enter begin to fail more and more, you only have 15 days of power left in the base until everything shuts down. I'll try to be vague with my spoilers here, but by the end of the game Scott beautifully depicts each of the waifs in these rooms that you've seen over and over again throughout the entire game;
Once animated and full of lights, buttons and screens, now silent, always cold and asleep in the vastness of space. And yet, it seems that in the end all your struggles and all these robot sacrifices... are worth it. According to Scott Cawthon, although his Christian games and animations received good reviews, none of them were financially successful. In fact, he began to have a crisis of faith due to the lack of financial success, even expressing suicidal thoughts to his doctor. He had been working in retail and would work as a cashier at Dollar General even in 2014. From that point on, Scott Cawthon began to dedicate his energy to creating shorter mobile games that could be produced more quickly, quote "anything that brings a extra".
Forty to fifty dollars a month.” This is where his games become much more experimental and, in the case of his numerous slot machine games, much lazier. Now that Scott removed most of these upcoming games from the app stores a long time ago, how do they play? Here's the thing: YOU CAN'T. Okay, you can, but not easily. There is a collection of .apk files on the Internet Archive that I tried to play on my Windows 11 PC, first trying Bluestacks 5, then Bluestacks 3, then Android Studio, and then taking the problem to a computer friend and him. he broke me out of my own laptop's bitlocker (but he also broke me out of bitlocker) until I finally ordered a 2013 Android phone on Ebay and screen recorded it.
There is No Pause Button is a continuous platform game that requires fairly precise jumping. You get 999 lives and every time you die you are sent back to the start of the level with no breaks. It's fun but challenging. Here we also get Scott's famous profile photo. He uses holy water! It's a...Jesus Christ, we have like 30 more games to complete. Use holy water! is a mindless shooting game with zombies, vampires and skeletons. Alright. 20 Useless Apps is Scott at his most comedic. Some of these count as real games, but they are about as basic as a game can get.
Some are so stupid that they even made me laugh a couple of times. I mean, it's exactly what it says, what more could I ask for? Oddly enough, we have to take an abrupt detour here because near the beginning of 2013 Scott Cawthon made his first horror piece, not Five Nights at Freddy's and not even a game, but an e-book titled The Tearing. Which is about a series of murders of children in an orphanage. I know, crazy, I wouldn't have believed it if Scott himself hadn't confirmed his existence. Forever Quester is just a game but it is something interesting.
It's just an automatic quest RPG where you get alerts of what your knight is doing on his journey and sometimes you can buy things from him. I don't really understand, it seems quite boring. Rage Quit is like there is no pause button, but in addition to jumping you can slide and if you die ten times, the game will "rage transport" you to the next level. I've never seen a game do that before. Fun but challenging. Cropple is a puzzle game where you try to clear your garden using crops that can only be planted like Tetris pieces.
Okay, I got into it. Golden Galaxy is a game made up of Desolate Hope levels that have been reconfigured for a side-scrolling shooter. It's pretty fun, but I got stuck on the third level when a gear obstacle kept killing me over and over again and I couldn't seem to get past it. Vegas Fantasy Jackpot only has assets from other Scott games, but placed in a slot machine. The game mode is click spin and if you get a matching row you get video game money. Vegas Wild Slots is just a classic generic slots game. Aquatic Critter Slots is the same except sometimes there are bonus mini-games in between and you can buy fish to fill an aquarium.
It's cute. That's all. Mafia! Slot Machine and Scott's Fantasy slots are not available, but I was able to play a version of them. Platinum Slots Collection is just a collection of other slot machine games, but all the winnings go to one place. This collection also has shorter versions of the Mafia slot machine and Scott's Fantasy Slots. Bad Waiter Tip Calculator is not available. We don't even have a picture for it. Pimp My Dungeon is a resource management game with a satirical touch. You play as the dungeon master setting traps to harm the hero. It's fun, but I don't think I'll want to play it any more.
Spooky Scan is an app created to "detect, attract or repel spirits lurking in the darkness" and is currently unavailable. Hmm...I have some free time...it's been a day, so maybe I'll try that Forever Quester thing again...uh, hey, my knight earned over 1000 gold and 1500 experience while I was away and caught a lot of Fish, now I can buy more stuff and move on to the next area... OHHHH. Well played Scott. Well played. Finally, I came to Chipper and Sons Lumber Company. In the game, Tyke is the son of a beaver who owns a logging company, he travels around the area collecting items from friendly creatures and using plans and land that your father gives you to build structures that produce more wood.
It is another acceptable mobile game with a lot of charm. I like seeing more humor from Scott, like how Tyke's father sets up dates for his son with the completely wrong species. The modeling has improved a bit. All the animal environments in this world are cute. The core mechanic of watering trees until they grow and harvesting them for wood, and building more and more expensive things like afk lumberbots to harvest more and more wood and use it to make more and more expensive structures is an obvious waste of time, as it was common in many mobile games at the time.
I agree with the criticism that the characters are creepy, but at this point I was so used to Scott's art style that it didn't bother me at all. The main problem is that it's just not that fun, and that, combined with the fact that the characters look a little strange, it's not hard to imagine why Steam couldn't greenlight this game. VIP. Woodland Casino is based on Chipper and Sons Lumber Company and is like all the other slot machine games, except it has one of the wildest introductions in a Scott Cawthon game: “Ok, kid, so your daddy's gotten into a little problem!
So the King of the Termites opened this new casino, very shiny, and you know beavers like shiny things... Well, long story short, I may have lost a little of our savings... and you university tuition and our house. , the forest property deed, etc., etc. That's why I'm counting on you to recover the forest from the termites! This is one of the worst fathers in fiction. Jumbo Slots Collection is just a large collection of other slot machines and is currently unavailable. Bible Story Slots and Hawaiian Jackpots are from 2014 and are currently unavailable. 8 Bit RPG Creator is a small game creator.
I have to give a shout out to Scott, this is a simple and intuitive app and I know getting something this complicated to work intuitively is difficult. I probably couldn't do anything amazing or that custom with this, but I had fun creating levels during the hour I spent with it. Anyway, here's the game I made for everyone: Fighter Mage Bard is the first appearance of this striped pixel art, with Atari-like graphics. The game is a basic RPG like many others. Chubby Hurdles is a really exasperating game where you have to make a fat man overcome hurdles very slowly with very precise jumps.
It's captivating for about 20 minutes. Pogoduck is about a duck on a pogostick jumping from podium to podium, you press on the screen and shoot down to reach a podium. The stars make you go faster. It's very simple and good for what it is. Magnum Slots Collection is an even larger collection of slot machines and is currently unavailable. 8 Bit RPG Creator Zombies Attack and 8 bit Cuddly Creatures are currently not available. I finally got to the game everyone was waiting for. The game that defined a generation...FFFFFFArt Hotel. This game is essentially guess who except farts, where you try to read facial expressions to guess who farted in a certain period of time.
Evidently Scott Cawthon's most cerebral game, just listen to the title theme. Guys, I promise we're almost done. Gemsa is like Candy Crush but with much less strategy. It's somewhat relaxing but ultimately useless. Shell Shatter is just Gemsa but with shells and dirt. Dark Prisms isn't currently available, but I think I can guess what it is like. Can? Kitty in the Crowd is Where's Waldo? but for the kittens and it's lovely, it's a shame there's only one picture where they're hiding because after finding themeveryone the first time becomes quite boring. Sit N Survive is a game where you sit in what is apparently the most dangerous camp in the world and buy things at the end of each night that will help you survive the next night.
It's a constant balancing act where you try to anticipate certain dangers, like bugs, bears, acid rain, lightning, and even zombies, without spending too much money to survive as many nights as possible. It's a game with a solid premise and solid execution. It's a lot of fun and kept my attention for a while, it's one of the few games I actually want to play more after this video. It's one of his best mobile games and it would soon be shown that Scott Cawthon had a knack for this type of resource management game design. This is it, this is the last game released before August 8, 2014. 3 months and 3 days left.
Within those three days Jim Sterling, a well-known video game journalist and YouTuber, publishes this video. "Scary. It's everywhere, and that thing looks like it's going to kill your kids!" but there are some comments, some of the oldest in the video, that make even more specific comments: Jim Sterling also mentions that the greenlight Steam page was deleted the day before by Scott Cawthon himself. The criticism had affected him. Playing all of these games led me to some key revelations. FNAF World is not an out-of-the-ordinary RPG that was created randomly, it is the rule, not the exception. This is what he usually does.
Most of Scott Cawthon's other games and movies aren't Christian, they're just weird. When Scott made the first four FNAF games within a few months of each other, it's not that he's just rushing out games to capitalize on a successful franchise, it's just his usual production rate. For almost every year of his career, he would make at least 3 or more games or movies, regardless of whether they were successful or not. He's just a prolific maniac. Many of his games have recurring tropes. Many of his games contain minigames. Iffermoon features games within games in the form of literal in-universe arcade machines.
Many of their games have loading time and sound design issues, which is unusual considering Fnaf 1 has such a solid sound design. Many of their games are fast-paced and easy or light in difficulty for the first two-thirds and then have bosses that ramp up the difficulty near the end. The musical choices are always on point and adapt to the game environment. It's crazy how much foreshadowing there seems to be for FNAF; from all the bear-like creatures in the background, to the fact that many of their designs look animatronic. While researching this video I had the overwhelming feeling that... if it weren't for all these FNAF animations, all of these games would have been doomed to obscurity.
It's kind of a miracle that we still have most of these games. It's even more miraculous that most of them are playable. This whole thing, the only reason we have most of these past projects is because of a few dedicated people who work completely for free simply because they care. Scott Cawthon kept deleting things and moving on, and while I understand that as an artist, it can be frustrating for other people seeking knowledge about these works. The only reason we know many of these games existed is because the internet archive wayback machine can allow us to see old posts on the

scott

games website.
Being able to not only find but also restore media to a playable or observable condition is invaluable and leaves me wondering: if the backlog of one of the most famous game developers of the 21st century has this little coverage, it has all of these things. Still missing, imagine what else is out there? People like to talk a lot about how FNAF 1, 2, 3, and 4 are flawed but otherwise good games that undeniably changed the landscape of indie games. While I agree that games 2, 3 and 4 have a lot of things that can be criticized and I lost interest after the fourth and everything since then looks a little bad...
I will always defend FNAF 1. I think the first Five Nights at Freddy's is one of the few works of art that is a perfect execution of its premise, well maybe not perfect for some of the small pointless details of the game and story, but for everything else, basically perfect. I can't think of any major criticism I could make that would improve it without compromising some other integral aspect. A simple point-and-click game about a Chuck-e-cheese parody filled with haunted and/or malfunctioning animatronics can't be executed any better than this. It's as if of all the thousands of possible decisions that could be made, Scott Cawthon miraculously made the right one for each element.
The story hints just enough to leave your mind wandering. Animatronics have iconic designs that delicately walk the line between being attractive enough to look like childhood pets and amazing enough that, under the right lighting conditions, they are terrifying. I've seen hundreds of pieces of fanart that have attempted to redesign the original four characters and they ALL fall far short of the originals in this regard. Finally, the atmosphere is impeccably crafted through sound design, static, random noises, fan, modeling and texture of every detail of the pizzeria. The whole thing seems like a dark game straight out of the '90s and early '00s... because in a way... it is.
Fnaf 1 uses nostalgia and turns it on its head perfectly because Scott Cawthon has specialized in this nostalgic, strange, primitive but endearing art style for years. That is one of the reasons why Fnaf 1 conquered the world. Fnaf 1 became so popular because there really was nothing like it. Five Nights at Freddys is a work of genius. As we've reviewed these works, there have been hints of genius, hints of something beyond the blandness of most of these games and movies, but nothing groundbreaking. Don't confuse it. I don't want to imply that all this other work was just a waste of time, because it wasn't.
Almost every work Cawthon did was based on the latter in some way. When I look at these two decades of work, I see a big part of someone's life. I can imagine all the late nights, all the error messages, the dry eyes, all the frustration, for years and years, building up to make better and better games and animations. The Desolate Hope is Scott's best game after the FNAF series, and in strictly gameplay terms, I got a lot more out of Desolate Hope than FNAF 1. Sit N Survive is addictive. Biblical works and a Christmas journey are full of charming and fun moments.
The environments of Iffermoon and Pilgrim's Progress are stunning. And this huge library of cool designs is nothing to scoff at. For 10 years, Scott has relied on the Five Nights at Freddy's brand in one form or another. I want to see him take another chance on any of his other outlandish ideas, another job that uses all the skills and resources he has now. Scott Cawthon once said, "never take for granted how special it is to have a group of people eager to play what you do." I can't read his mind, but I feel like maybe Scott is or was afraid that if he does something unrelated to the Fnaf brand, no one will play it or he'll lose some of his audience.
There is actually a group of people who have taken time out of their day time and time again to find and restore non-FNAF related games...just to play them. You can't stop these people from playing these games. Scott Cawthon is not a slave to Five Nights at Freddy's and this community proves it. Scott Cawthon is not a genius, I don't mean that as an insult, the fact that he isn't a genius is much more inspiring. He clearly has talent, but the old animations and games of him have their fair share of problems. He was persistent, he pitched over 70 games before his first big hit.
He has strengths in some areas and weaknesses in others. FNAF 1 takes advantage of his strengths. The game has no human characters, the player does not move in 3D space, the writing only hints at the story, there are no complex animations and it is simple and intuitive enough, which at the end of the day, even if it is not. It scares you, it's still easy to understand and fun to play. Even small things, like telling the story through a phone message, rather than reading a long written message, as was common in many of his other games, help you get into the story more quickly and naturally. .
Scott Cawthon knew his limitations and played the cards he had cultivated. That's what makes the first game a work of genius. The right set of skills coupled with the right idea at the right time can make all the difference in the world. And that's good news. Because he shows that being successful isn't something you have to be born with, it doesn't have to be a latent trait that only comes effortlessly once you find your one true passion. Scott Cawthon worked hard and failed many times for almost two decades. Success for him was not inevitable. He could easily have surrendered to stagnation, making the same type of games and animations for the rest of his life;
Worse, he could have easily let it go completely, but he knew his heart wouldn't accept it. Scott Cawthon loves creating games. He then he adapted. He continued. I can't imagine being on the internet 10 years ago without Five Night's at Freddy's and it's all because in the spring of 2014, a man saw criticism of his work, talked about how creepy and unnerving his art style was, looked back at the sum of all his experience in animation and game development and, instead of giving up, he said, "Okay, look at this." "This is, God help me, Five Nights at Freddy's.
What's happening everyone? This is Yamimash. Hello everyone, my name is Markiplier and welcome to Five Nights at Freddy's, an indie horror game that you guys suggested en masse and I saw that Yamimash I played it. But you know, I was looking at the download count. You know, 5,000 downloads, 10,000, 15,000, 20,000. Did you think it was going to generate a big reaction on the Internet? Of course it didn't. never take for granted how special it is to have a group of people who are eager to play what you do. To have a fan base, you know, of people who care about these characters in your games.
I know that's the only thing that. It matters. I would like to say a big thank you to the people on the Lost Scott Games Discord server. Without their help, this video would be extraordinarily difficult to make. Especially PhilLeBrave (CawthonMedias), Alex Diaz (BigAl0104) and Morgan Pander (MPP). I would also like to thank Aidan for his technical support. I now also have a Patreon, those names that appear are some of my patrons and if you would like to become a patron to support the channel and get access to behind the scenes, my discord and more you can click the link in the description below. .
Anyway, my name is Solar Sands and goodbye.

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