How Pizzeria Simulator Works

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Pizzeria Simulator’s AI has always been shrouded  in mystery, likely in part because half the game is trying to figure out where they even are! Where's the homies? Oh, I didn't know what side he was! But past that, of all the games in the series, I  don’t think I’ve seen quite as much misinformation as there is about FFPS, even  the official Freddy Files and Ultimate Guide have blatantly wrong  information. And for that reason, this video will be comprehensive in exploring every section of the  game, including the Office, Salvage, and Simulator sections, as well as ending requirements. Feel  free to pause or rewind particularly dense parts of the video, closed captions are provided,  and without further ado, let’s get on with it. In case you haven’t played before, or have  forgotten in the nearly 6 years since it came out, in Freddy Fazbear’s Pizzeria Simulator, the  main gameplay has you in a cramped room with oddly large ventilation shafts on your left and  right, that you can shine your flashlight in. You also have a couple tools to monitor the  vents and room temperature, but before I go over anything else, I need  to explain what we need to do tasks No, not those ones, pizzeria tasks. Before you can end your shift, you’ve got  3 different categories of tasks we need to complete every day. There are 5 supply tasks  that take 8.4 seconds each, 3 advertising tasks that take 16.7 seconds each, and 3 maintenance  tasks that take 12.5 seconds each. You can use the money gained in the pizzeria simulator portion  of the game to purchase upgrades that decrease how much time it takes for each of these tasks, by a  decent amount, 20%. In addition, the x2 printer upgrade replaces the old dot matrix printing  sound with a less jarring laser printer sound, and the hi-speed uplink upgrade just  removes the dialup sounds altogether. Alright, great, sounds like  this “won't be a problem” “if there is nothing in the vents!” oh no. Yep, of  course. Animatronics can get into your pizzeria’s vents, and to put it lightly, don’t like it when  you are also there. The animatronics start in a random room on the top, and have the ability to  move at a certain interval, what we call movement opportunities. Thankfully the odds are pretty  simple in this game, it’s just a third chance to move at each opportunity, and those odds  don’t change. What does change is how often they get these movement opportunities. On Night  1, they only have an opportunity every 8 seconds, and only if the tutorial isn’t playing, which  means you are at a little higher risk if you mute it but, you can do that if you think “it’s  a pissoff.” They get a lot quicker though, getting movement opportunities every 5 seconds  on Night 2, every 4 seconds on Night 3, every 3 seconds on Night 4, every 2.5 seconds  on Night 5, and every 2 seconds on Night 6. There is also a special monotony mechanic that  becomes active on Nights 3 and onwards. It counts how many seconds it’s been since you last  turned. If it’s been 30 seconds, the characters will start having movement opportunities every  2 seconds, regardless of what night it is. And if it’s been 45 seconds, the characters will  start having movement opportunities every second. You just need to turn to reset this, and you  have to have been doing nothing for a whole 30 or 45 seconds, but you do see some people  encounter it when they get really scared, and this mechanic definitely  doesn’t help them with that. Alright, so we know when they might move, but  where. It gets a little complicated when you just look at the map. There are no set paths here, they  just go wherever they want. Looking at the chances to move into rooms, it’s pretty difficult to  predict where an animatronic will go at any point, but the general idea is similar to Springtrap  in FNaF3, in that they can move backwards, but they’re more likely to  move down and towards you. It’s also just barely not symmetrical, so  use that information for what you will. There are some utilities you  can use to deter or track them, but the most key information you will  get in this game are the vent noises. Vent noises are panned to your left and  right, depending on which side the vent noise is coming from. However, if you’re  looking at a vent, and it’s in front of you, you will hear it in both ears. If it’s behind  you, you will hear it on the opposite ear, on the right if you’re looking to the left and  vice versa. There’s a unique set of quiet vent noises for when an animatronic enters or leaves  the rooms beside you, like this, and there’s a separate set of loud vent noises for when an  animatronic enters or leaves the vent beside you, and also a third chance every 3 seconds  that an animatronic is still in the vent. It will also play when they’ve got you, which  can’t be too helpful, considering you die if you turn or at 5-second intervals. But if  it’s any consolation, you can’t get ads. There are also voice lines you can hear if one of  the animatronics is in one of the adjacent rooms after 1 minute into the night. They can each only do it  once on each side in a night, though you can’t tell which side they’re on  from the voice line itself, it isn’t panned. Now there’s one final regular movement method for  the animatronics, and maybe the FNaF3 Springtrap analogy was a bit on the nose, because these  animatronics can also vent. They’re already in the vents but they can teleport once a night. By  10 seconds into the night, when Molten Freddy is in the top middle room for the first time, he will  instantly teleport to your adjoining left room. By 20 seconds into the night, when Scraptrap  or Scrap Baby are in the top middle room, they will instantly teleport  to your adjoining right room. Lefty does not do this, not because of  his conscience stopping him or anything, but due to an off-by-one error on the IDs  of the animatronics. The IDs go up to 5, but the vent teleportation mechanic covers IDs  1 to 4, but no animatronic fills the first ID. There is though one hint in the code as to  what the first ID could’ve meant. The game stores whether you have an animatronic in your  pizzeria with m IDs, and the first one is only set to 1 if you accept all of the sponsorships,  but unfortunately, no “ad monster” or anything exists, and all other code for it was removed by  release, so this is the only real remnant left. Now moving on to the thing that determines if  you’re gonna die, sound. Not vent noises, but the sound the player is making while progressing  in the night. You don’t want the animatronics to hear you, of course, but in order to win, you have  to be vulnerable. You always have a 10% chance of being heard, but while turning on the fan or  computer, they each increase that chance by 20%, and by 40% once they finish turning on. That  darned printing noise while doing an advertising task increases that risk by 20%, and having  an ad blaring also increases that risk by 20%. So why does it matter if they hear you? It’s  specifically for if a character is in one of your adjacent vents, and moves. If they happen to hear  you, and you’re not shining a light in that vent, you’re gonna die. If they can hear you, but  you have the light on them, they’ll retreat to the corner room, and if they can’t hear  you, they move back up, no light required. Your flashlight is also more useful if you are  making no noise at all. If you have everything off, then you can clear animatronics in both  the vent and room beside you when shining your flashlight into the vents, forcing them all the  way to the top corners at 4-second intervals. And we’re finally now at our utilities.  We’ve got three, the Motion Detector, the Audio Lure, and Silent Ventilation.  You can only use one utility at a time, and turning off the computer, or getting an ad  will turn off the Motion Detector or Audio Lure. Silent Ventilation, however, will persist. The Motion Detector is pretty simple, it just shows whenever an animatronic  moves, and also plays a sound, useful to get your bearings and plan out your next moves. The Audio Lure is oddly similar, in that it shows any animatronic movements within the audio range.  As well, if your audio is overlapping a character, and it tries to move, it has a 50% chance to  just move directly to the audio signal, playing this sound block4. If it doesn’t get fooled by the  audio signal, it will play a different sound away. Finally, we have Silent Ventilation which is  a secondary ventilation system, in addition to your normal fan, particularly useful because it  doesn’t turn off when the other utilities would. Every second that Silent Ventilation is on,  there’s a 50% chance to decrease the temperature, if it’s above 70. This perfectly matches how  often the temperature will go up if you have everything turned off. Specifically, if the  fan is off, the temperature has a 50% chance to go up every second if the computer is off, and  every half second if the computer is on. However, if the fan is on, the temperature has a 50% chance  to go down every 0.4s if the computer is off, and every 0.5s if the computer is on. The temperature mechanic is a decent addition to put the pressure on when you’re  in danger, as you die at 120 degrees. Because it keeps going up without the fan, it almost  forces you to use silent ventilation before turning off the computer, if you want to  consistently survive on the harder nights. The final bit I must mention are ads. During  the Pizzeria Simulator portion of the game, you can accept sponsorships in exchange  for a generous sum of money, but during the office sections, each ad has a 25% chance  to be queued at 20-second intervals. Then, whenever you’re next looking at  the screen, an ad will… advertise. Once a specific ad is played, you won’t see it  again that night. Though, if multiple get queued, one will override the others, and you  just won’t see some during the night. All right, so maybe the night isn’t that  simple, but at least all the characters act mostly the same, and I promise you, the  other sections do not contain teleportation. After each night, you have the opportunity to  salvage an animatronic. It just happens that the animatronic will also get into your pizzeria  and become an enemy in the future office sections, but who cares about that when you can get  some of that cold, hard cash, up to $5,000! This is only the case though, if  the animatronic hasn’t already   gotten into your pizzeria  by any... other... means... Your goal during the “Interrogation”  as it’s called in the files, is to play five audio prompts to test the  animatronic’s reactions, and also not die. You cannot progress to the next audio prompt  unless you’ve looked at the page in the last 10 seconds. You don’t have to cross out anything,  the page is just to facilitate jumpscares. You do have a taser with you, to “reset the  animatronics to a neutral state,” though after 4 tases, you only get half the salvage money,  and anything 5 and above gets you a measly $100. The salvages use an aggression meter, which when  starting the interrogation, starts randomly at either 0 or 100. For every 10 seconds that the  tape plays, there is a 50% chance for aggression to increase by 150 plus 50 times the night number.  For every second that you look at your page, the aggression increases by 10 plus 10 times  the night number. There is also a 50% chance that when starting the fourth prompt, it will  bring up aggression to 750 (but won’t decrease aggression if it’s already above that). The animatronic will attack once it reaches 1200 aggression, or when you flip  down the page at or above 1000 aggression. There are a couple ways to gauge how aggressive  the animatronic is, primarily if it has moved. The salvages swap to the next visual stage when   their aggression has reached  250, and the next at 500, though they will only move when you are looking  at the page for at least a frame. I generally just look out for the last stage and consistently  flip the page to make sure it updates. For Molten Freddy, I just look for a  hole in the shadow. For Scrap Trap,   I check if he’s bearing teeth. Scrap Baby’s eye is only  visible on her last stage,   and Lefty’s star being fully  in shadow, is his tell. There is also a very subtle audio cue, with unique sounds for each animatronic.  Molten Freddy has some popping and clicks, Scrap Trap has a droning heartbeat, Scrap Baby has metallic rattling, and Lefty has some wind-up whirring. Keep in mind though, that these sounds are  incredibly quiet, only at 3 volume after 750 aggression, and 5 volume after 900, during  an audio prompt this is what it sounds like: so the best way to utilize this is to either  pause the prompt if you suspect something, or listen for sounds after a prompt  ends, but before bringing up the page. Using the taser is your only  way to reduce this aggression, and it resets it to a random  hundred from 0 to 300 aggression. And that’s it. [ explosion ] Sorry I just needed to get that off my chest,  you get it. Anyways, what were we doing? Oh, yeah! A simulator game! With the money you  earn you can buy animatronics, attractions, accessories, and more to upgrade your  pizzeria and earn even more money. You start with only the Dumpster Diving Weekly  catalog unlocked, and unlock Stan’s Budget Tech after spending $100, you unlock Smiles and  Servos, Inc. after spending a total of $1000, and unlock the Rare Finds  Auction after spending $3000. You might have noticed some items are unavailable,  oftentimes the animatronics. If you don’t have the appropriate stage for them, you can’t even  purchase them. But there are a few other items with specific requirements. The Confetti  Tile Floor is not purchasable if your floorplan is not fully upgraded, and the same for the  Star Curtain Stage, though you also need to purchase the Deluxe Concert Stage beforehand.  And Pickles, though purportedly requiring you to purchase every single item in the game?  only requires the Posh Pizzeria achievement. There are four achievements, including  Trash and the Gang, Mediocre Melodies, Rockstars Assemble, and the aforementioned  Posh Pizzeria. They’re each obtained by placing a full set of animatronics on the  stage, and reward a decent amount of money. Posh Pizzeria though, despite being incredibly  expensive, is the only one that doesn’t reward any money, though an unused image reveals that  it may have once been intended to reward $30,000. Something you can use to alleviate those costs  are mark-downs. Every day after the first one, 5 discounts get distributed to random items  in the catalog. Items that are not marked down have a “Very Good” condition, but items  that have one of these discounts, have worse conditions. Every day there is a discount for  only “Good” condition, for “Poor” condition, “Very Poor” condition, and two for “Terrible”  condition. Unfortunately, these discounts might be on items that aren’t accessible to you yet,  or that you have already bought or depreciated, and the same item can have multiple discounts,  which just ends up using the largest mark-down. Good quality mark-downs are only half the price,  poor are a third, very poor are a quarter, and terrible quality items are only a fifth  of the price. As well, the worse the quality, the more liability you gain from the item, if  it’s a placeable attraction or animatronic, or is a speaker set, which are the only  non-placeable items that can have liability, for whatever reason. If it’s not one of those,  buying the marked-down item just saves you money, there’s no hidden liability, or chance that  an animatronic will get into your pizzeria. Before I get into how you generally get  money, I need to introduce a small little bonus you can do before the game even  starts! Found by channel mainstay Folmic, if you design an onions, mushroom, olives, and  peppers pizza, after completing the tutorial, you will start with an extra $100. Unfortunately,  you can’t do this from a New Game, that skips the 8-bit minigame stuff. The only way you can get to  that is if it’s the first time you open the game, or after your save is deleted from bankruptcy,  or after you deleted the save by holding dash. But the main way you get money is by  play testing your attractions. You get 10 play tokens every day, and can spend  them on playing any of the attractions you’ve placed down (except for Egg  Baby, truly a missed opportunity). Uh, yeah. Anyways, You increase your faz-rating by however much  score you gain in the mini-game. For every 1,000 total faz-rating, you get $100! I won’t  explain the scoring systems for most of the games, it shows it in the top corner, but, some of the  games are RNG-based, or have secret scoring: For example, the ducks in the Duck Pond are worth  100 score 81% of the time, worth 500 score 18% of the time, and worth 900 score 1% of the time. Balloon Cart balloons are worth a random  number from 1 to 5, multiplied by 1000, so from 1000 to 5000 rating. And Candy Cadet’s candies are worth a random number from 1 to 8, multiplied by  250, so from 250 to 2000 rating, and each one of his three stories have a 1% chance of being  chosen, which give an additional 5000 rating. And the Puppet mini-game gives no rating, except  for the fourth attempt, which gives 25,000. Finally, the two infamous lottery minigames,  the Ballpit Tower and Prize King are must-buys if you want to even have a chance of being  able to assemble the Posh Pizzeria set, though not because of the money, but because  you can directly get two of the animatronics. They’re guaranteed on the 10th play, and don’t  worry, it doesn’t have to be all on the same day. The only other ways to gain  faz-rating outside of play testing, are buying one of the attraction  upgrades, which only gives 50 each, or placing down an attraction or animatronic  for the first time. Attractions give 25 times the number they have here. And animatronics give 100 times the number they have here. It’s not a ton, but anything helps. And before I get to lawsuits, and ending  requirements, I need to talk about your stats. You gain money at the end of the night  based on what attractions, animatronics and accessories you have in your restaurant. The  exact random calculations will be shown on screen, but all you need to pay attention to is the  average. Your Atmosphere and Entertainment determine how many visitors you attract, though  there is a limit based on your floorplan, 50 by default, 100 with an upgrade, and 500 if  maxed. If you attract more visitors than the room can provide for, then they get turned  away, and you lose out on all that money. Then, based on how many visitors you  get, you earn food and bonus revenue. Health & Safety and RISK aren’t factored into  these revenue calculations, but they do determine whether you get sued or have animatronics sneak  into the pizzeria. You start with 3 default RISK, and Health & Safety decreases your total risk.  Every time you start a night for the first time, each of the four animatronics has a total risk  out of 50 chance of getting into the restaurant, even on Night 1. The game doesn’t tell you if  an animatronic or two gets in your pizzeria, you’re just gonna have to find out, but  it will tell you about the lawsuits. Each night, you can get up to 3 new lawsuits.  Like with the animatronics, each of those three possible lawsuits has a total risk out of 50  chance of occurring. But it’s actually slightly different, it happens to be a RISK - 1 out of  50 chance, which I think is mistake because it means you can’t get lawsuits on 1 RISK. But of the  lawsuits you do receive, they each get a random severity from 1 to 10, each severity having their  own unique lawsuit text. You have two options, settling, and fighting the lawsuit. Settling costs  100 times the severity, while fighting it only costs half as much + $25. You don’t have to deal  with settled lawsuits again, but fighting lawsuits only has a 20% chance of working, and only if  you didn’t get any new lawsuits the next day. Though, due to an error, you only have the 20%  chance of winning if it’s the first page. The mistake doesn’t allow you to win two lawsuits in  a row, and it checks for wins even on settled and already-won lawsuits, so you only truly have a 16%  chance to win a lawsuit if it’s not the first one. And as we reach the end of this  video, we now cover the endings. This game has 6 certificates and 6 endings. You get the bad ending if you did not have all of the animatronics in your pizzeria  by Night 6, and had more than 0 faz-rating. If you didn’t have any faz-rating though,  which you can do by never placing down any animatronics or attractions, you get  the mediocrity ending and certificate! You can also end your game by going bankrupt,  which is possible if you run out of money while dealing with lawsuits, giving you  the bankruptcy ending and certificate, and also deleting your save because  of your financial incompetence. Of course, it’d be crazy to forget insanity,  which is only accessible if you’ve bought the Egg Baby (Data Archive) attraction, though not  necessarily placed it down. When in the office, you’ll notice that the computer button is blue,  and if you turn off the computer, hold left-click on that button, and turn the computer back on, you  will see some things you were not meant to see, giving you both the insanity certificate  and a free trip to the insane asylum. Now Blacklisted has been the topic of much  confusion as to how you access it. It’s not related to getting a certain number of lawsuits,  or purchasing specific marked-down items or any other special condition, you just need to  finish Night 6 with 50 or more total RISK. Now, getting lawsuits or purchasing marked-down items  will probably happen during the run, but they’re just a byproduct, you only need the 50 RISK at the  end to get the blacklisted ending and certificate. And the Completion ending and certificate  just requires that all animatronics are in your pizzeria, whether by salvaging, by  chance from risk, or placing down Lefty. (You also need less than 50 risk, of course). Finally, the Lorekeeper certificate is a little special, in that you don’t need to end the game  at all, you just need to experience all three play test mini-game secrets. One in Fruity Maze if  you beat it twice, and play it a third time. One in Midnight Motorist, after going through a hole  in the bottom of the road, and completing that section. And one in the Security Puppet minigame,  if you play it four times. This certificate also allows you to see the infamous graves on a hill,  after the credits of the completion ending. And that’s everything I could reasonably  explain in this video. There are a few spreadsheets in the description or info card  here with statistics and maps if you want to reference them while playing the game, or want  to optimise your simulator experience. Again, I'd like to thank everyone for the support on  the previous videos. It's been super cool to be able to showcase how the games work to a  nearly uncountable number of people. I’ve got a couple more videos down the road that I’m  really liking so far, not a game breakdown, but moreso oddities and such, so subscribe  if this genre, if you can call it that, is your type of thing. And I’ll end it off with a  request from Folmic, play Ladder Tower, it’s not a great game, has bad stats, and isn’t good for  score, but no one plays it and it’s lonely. Oh, and that’s the video ending
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Channel: ItzTaken
Views: 1,159,236
Rating: undefined out of 5
Keywords: fnaf, fanf, five nights at freddy's, fnaf6, ffps, pizzeria simulator, fanf6, pizza sim, fnaf pizzeria, fnaf ai explained, fnaf ai, dissecting fnaf, fnaf mechanics, fnaf code, ai dissected, 5 nights at freddy's, how to beat, code explained, ai explained, datamining, mechanics, deconstruction, ffps guide, how ffps works, ffps mechanics, ffps ai, how fnaf6 works, how pizzeria simulator works, pizzeria simulator mechanics, pizzeria simulator explained, how pizza sim works
Id: 6fByPNcI6LA
Channel Id: undefined
Length: 24min 43sec (1483 seconds)
Published: Mon Jul 10 2023
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