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Part 1 of FNAF Reimagined Mechanics
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Published:
2025-08-27
Completed:
2025-09-02
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2,753
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2/2
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FNAF 1: Reimagined Mechanics

Summary:

This is my idea of FNAF 1 but with reimagined mechanics.

Notes:

(See the end of the work for notes.)

Chapter 1: But at Night...

Chapter Text

This is my idea of FNAF 1 but with reimagined mechanics. I won’t go on lore, if that’s what you’re asking. Though, anyone can easily change the entire game to be something different entirely so let’s set some rules:

  • I will not remove or change any tools without providing a good reason; if I can’t, I won’t change anything. What I consider tools is what you use to protect yourself or assist you in some way, such as doors and lights. I will also try to keep as much tools the same as possible.
  • The tools I do keep, however, will have some use to at least one animatronic.
  • I will also try to explain as to why I gave the changes I made.
  • I’ll be realistic here and not ask for some impossible coding like personalized AI or whatever.

With that out of the way, let’s begin!

 


FREDDY:

He’ll stay at the Stage until his attack timer is up. Once it’s up, he will either laugh or play Toreador March; it’s a 50/50 as to which. Either way, you must find him in one of the cameras and stare at him for 2 seconds. Otherwise, the next time his attack timer’s up; it’s to the springlock suit with you! Whatever audio cue he decides to play matters, as it gives you Freddy’s general location. Here’s a map on where Freddy can be:

Reimagined Freddy can go to the West Side except Pirate's Cove and on the East Side. He laughs when he's going to the West Side and plays Toreador March when going on the East.

You can’t do to anything to Freddy when he’s on stage, which gives you and him downtime until he starts to attack. Once Freddy picks a side, each camera on that side have an equal chance to be chosen. On the West, Freddy can go on any camera on the West asides from Pirate’s Cove. On the East, his music box becomes louder if you’re on the camera he’s on and the music stops once Freddy’s back on his stage.

 

Want to know how he works in each level? Well, here are his AI numbers:

AI 1 = 29 s to 33 s

AI 2 = 28 s to 32 s

AI 3 = 27 s to 30 s

AI 4 = 26 s to 29 s

AI 5 = 25 s to 28 s

AI 6 = 24 s to 27 s

AI 7 = 23 s to 25 s

AI 8 = 22 s to 24 s

AI 9 = 21 s to 23 s

AI 10 = 20 s to 22 s

AI 11 = 19 s to 21 s

AI 12 = 18 s to 20 s

AI 13 = 17 s to 18 s

AI 14 = 16 s to 17 s

AI 15 = 15 s to 16 s

AI 16 = 14 s to 15 s

AI 17 = 13 s to 14 s

AI 18 = 12 s to 13 s

AI 19 = 11 s to 12 s

AI 20 = 10 s to 11 s

How this AI works is simple: When you start the night and Freddy’s, say, 13, he picks between 17 to 18 seconds. Whatever he picks, that’s his current timer on the Stage. Once he moves, however, he’ll pick from that number pool again and this will determine how much time you have to look for him before he kills you. This repeats throughout the night.

I want to also know is that when the power’s out, Freddy will pick how much time he’ll give you based on his AI. For example, Freddy’s on 10, so he’ll give you either 20 to 33 seconds to pray to you whatever God you believe in before he gives you the reason why he has handprint on his face, i.e. death. Also if Freddy’s on 0, he’ll pick from 10 to 30 seconds; just so you know.

 

WHY THE CHANGE?

Because I feel that the cameras were underutilized in the OG Game. Sure, you can go on them to know where everyone is but it’s better for you just to close the door on Bonnie and Chica when you see them in the Office. Foxy’s dealt with any camera and Freddy demands you to be on his camera only.

This reimagining fixes that, forcing you to pay attention to the cameras to find Freddy; if only for a moment. The audio cues can also help you not get screwed too much by RNG as it narrows down almost half of the cameras you’d need to look through otherwise. Freddy’s new Power Outage play can also help you at least narrow the time you have left down while keeping the RNG aspect. Still though, you should still try to avoid a Power Outage.

Also, timers with tiny RNG aspects are just better for replay purposes than Scott’s Movement Opportunities.

 


BONNIE:

He’s the same as the OG Game. See him in the Office? Close the door! But he won’t just be in the West Side, he’ll be at the East as well! Take a look-see:

Reimagined Bonnie's Pathing. His end goal is not just the left door, but the right as well.

His chances to move on all of them are equal. The arrows represent where he can go; where it’s pointing is the definitive destination, where it isn’t is where Bonnie can’t go anymore, and where there’s no arrows is where he can go to and fro. If Bonnie’s in the Kitchen, he blocks Chica from entering; this is mainly because they both play with the pots and pans. Bonnie will stay at the door depending on his current AI timer; but no matter what, the last 2 seconds is where you actually need to close the door.

 

Here are his AI levels:

AI 1 = 24 s to 28 s

AI 2 = 23 s to 27 s

AI 3 = 22 s to 25 s

AI 4 = 21 s to 24 s

AI 5 = 20 s to 23 s

AI 6 = 19 s to 22 s

AI 7 = 18 s to 20 s

AI 8 = 17 s to 19 s

AI 9 = 16 s to 18 s

AI 10 = 15 s to 17 s

AI 11 = 14 s to 16 s

AI 12 = 13 s to 15 s

AI 13 = 12 s to 13 s

AI 14 = 11 s to 12 s

AI 15 = 10 s to 11 s

AI 16 = 9 s to 10 s

AI 17 = 8 s to 9 s

AI 18 = 7 s to 8 s

AI 19 = 6 s to 7 s

AI 20 = 5 s to 6 s

 

WHY THE CHANGE?

Bonnie and Chica are the exact same; the only difference is their pathing. So, I made it that Bonnie can go to either door. As for how he and Chica now work in the Kitchen, I originally did it to make sure you won’t get confused on who’s at that cam; though know, I think it’s just neat addition. Though, I feel that it would still do what I thought it can but I don’t entirely believe in it.

How Bonnie works at the door has a reason as well and is to screw with people. I also believe that it would be scary.

You may be asking if Chica’s the same which no, she won’t be. You might already guess what I’ll do with her…

 


FOXY?:

Foxy ain’t a pushover anymore! He’ll have 4—Wait, what the heck?! He’s not supposed to be here yet! Hold on…

 

Just look at these for a sec:

AI 1 = 63 s to 91 s

AI 2 = 62 s to 43 s

AI 3 = 32 s to 81 s

AI 4 = 23 s to 42 s

AI 5 = 53 s to 32 s

AI 6 = 43 s to 73 s

AI 7 = 23 s to 32 s

AI 8 = 52 s to 31 s

AI 9 = 81 s to 22 s

AI 10 = 63 s to 63 s

AI 11 = 91 s to 62 s

AI 12 = 43 s to 62 s

AI 13 = 62 s to 43 s

AI 14 = 31 s to 32 s

AI 15 = 81 s to 62 s

AI 16 = 42 s to 63 s

AI 17 = 32 s to 61 s

AI 18 = 22 s to 21 s

AI 19 = 63 s to 74 s

AI 20 = 92 s to 52 s

 

WHY THE CHANGE?

Heck if I know! Anyways, you’re probably wondering why I showed some numbers; this is because I’m currently stuck on a format. If I divert from it, my Word File crashes. I don’t why this is the case but I’ve done this script 2 times already and I’m NOT risking anything.

By the way, have you wondered about those keypads on your phone? The ones you use to call someone, I mean. You probably forgot that was what a phone was used for, haven’t you? Well, those keypads have letters and you can basically type words in phone numbers. Neat, right?

Well, I think they were pretty dumb. I mean you can type PLATES (752837) but it can also mean SLAVES (752837) which is something that really needed to be addressed. I think these things need like, two digits. For instance, P would be 71; 7 because P is in 7 and 1 because it’s first in the order of 7 (PQRS). What do you think?

Well, it doesn’t really matter anyways, since I can’t hear you. Also, I’ve done enough yapping to finish Chica’s AI so here it is!

 


CHICA:

She goes to a door just like Bonnie but instead of closing a door on her, you hold the light on Chica for 2 seconds, making her leave. Her pathing looks like this:

Reimagined Chica's pathing. Her end goal is not just the right door, but the left door as well.

How her pathing is like Bonnie’s so there’s not much else to say. Even how she works at the doors are the same, only you have to hold the light for the last 2 seconds. I’d like to also add that if Bonnie’s in a location she wants to go to, Chica will either pick another one she has access to. If there’s nowhere else to go, she will stay in her current location until he’s gone, which Chica will immediately enter the location Bonnie just left.

 

Alright, it’s AI time:

AI 1 = 23 s to 27 s

AI 2 = 22 s to 26 s

AI 3 = 21 s to 24 s

AI 4 = 20 s to 23 s

AI 5 = 19 s to 22 s

AI 6 = 18 s to 21 s

AI 7 = 17 s to 19 s

AI 8 = 16 s to 18 s

AI 9 = 15 s to 17 s

AI 10 = 14 s to 16 s

AI 11 = 13 s to 15 s

AI 12 = 12 s to 14 s

AI 13 = 11 s to 12 s

AI 14 = 10 s to 11 s

AI 15 = 9 s to 10 s

AI 16 = 8 s to 9 s

AI 17 = 7 s to 8 s

AI 18 = 6 s to 7 s

AI 19 = 5 s to 6 s

AI 20 = 4 s to 5 s

 

WHY THE CHANGE?

Because I want to have the lights a use other than to see who’s there at your door. It also makes your brain think a little more since both Bonnie and Chica can be in either door.

 


FOXY:

Welcome aboard, mateys! He be here and it be proper time too! Foxy resides in Pirate’s Cove; he has 3 stages before running your Office. If you look at the West Hallway, Foxy will automatically run when he’s out otherwise, he’ll wait for 25 seconds like in the OG Game as I see no problem with this. You need to have your Monitor up and be looking at his camera to have him stop his timer. Foxy’s Timer is 1000 per Stage, totalling to 3000 for all 3 stages.

If you view any camera on the West Side asides from Pirate’s Cove, Foxy’s timer still decreases but only it’s about 50% less effective; for the East Side is about 40%.

 

Here’s your last dose of AI for the day:

AI 1 = -1 per 4 s on Foxy’s Timer (West = -3, East = -2)

AI 2 = -2 per 4 s on Foxy’s Timer (West = -4, East = -3)

AI 3 = -3 per 3 s on Foxy’s Timer (West = -5, East = -4)

AI 4 = -4 per 3 s on Foxy’s Timer (West = -6, East = -5)

AI 5 = -5 per 3 s on Foxy’s Timer (West = -7, East = -6)

AI 6 = -6 per 3 s on Foxy’s Timer (West = -9, East = -8)

AI 7 = -7 per 2 s on Foxy’s Timer (West = -10, East = -9)

AI 8 = -8 per 2 s on Foxy’s Timer (West = -12, East = -11)

AI 9 = -9 per 2 s on Foxy’s Timer (West = -13, East = -12)

AI 10 = -10 per 2 s on Foxy’s Timer (West = -15, East = -14)

AI 11 = -11 per 2 s on Foxy’s Timer (West = -16, East = -15)

AI 12 = -12 per 2 s on Foxy’s Timer (West = -18, East = -16)

AI 13 = -13 per 1 s on Foxy’s Timer (West = -19, East = -18)

AI 14 = -14 per 1 s on Foxy’s Timer (West = -21, East = -19)

AI 15 = -15 per 1 s on Foxy’s Timer (West = -22, East = -21)

AI 16 = -16 per 1 s on Foxy’s Timer (West = -24, East = -22)

AI 17 = -17 per 1 s on Foxy’s Timer (West = -25, East = -23)

AI 18 = -18 per 1 s on Foxy’s Timer (West = -27, East = -25)

AI 19 = -19 per 1 s on Foxy’s Timer (West = -28, East = -26)

AI 20 = -20 per 1 s on Foxy’s Timer (West = -30, East = -28)

 

WHY THE CHANGE?

I always thought Foxy needed a buff considering every camera affects him, and I’m sure I’m not alone in that line of thinking. The West/East side is so that you can find Freddy without getting heavily punished for it.

 


4/20 SIMULATION

Now with this reimagining out of the way, let’s theorize what strategy its 4/20 would possibly have. I’m not going for other modes because if the game’s fair at its hardest, Trickle-Down Balance will apply to the rest of the AI levels.

Okay, at the start of the night, I’d immediately set my camera to Pirate’s Cove then flip my monitor up and down. But when my cam’s down, I’d check my left and right for Bonnie or Chica. I’ll close the door on Bonnie and hold my light on Chica. After like two camera flips, I’d open any door I have closed. If Freddy’s audio cues play, I’d go find him. After he goes back, I go back to Pirate’s Cove. Repeat cycle till profit.

Now, I feel like this isn’t too taxing but it’s alright. I feel this can be stressful as you have to be aware on what’s happening more than usual. The characters also have good dynamics with Bonnie and Chica in the Office along with Freddy and Foxy in the Cameras. Bonnie and Chica makes you adapt to whoever is at your Office; Freddy forces you to somewhere that isn’t an out of order curtain show while Foxy gives you a reason to flip up the camera when Freddy isn’t there.

 


Well, that’s all I got. I didn’t go for Golden Freddy or even Phone Guy because I feel that FNAF 1 has a tight cast of animatronics, changing that feels a bit gimmicky to me. Anyways, hope you all enjoyed this!