Extra data to support this conclusion! Note:
(I didn't include this in the final short so I wouldn't have to edit a longer video to a minute since I had others to do x,D).
1. This would explain why Scott never applied such a lighting effect on the cameras in the saga again (cool yes there are certain lights not so static but none whose application is so complex).
2. When I mentioned the frames I talked about how Scott programmed many animations, having my clear example in the Jumpscares (which are a sequence that is not interrupted even if it gets stuck as in the famous Glitch of the first game).
3. This is one of the classic FNaF's most likely to be prone to these technical glitches due to the huge amount of memory it uses compared to the rest (in things like its gameplay that can require up to 10 graphical elements on screen running simultaneously, during a time where Clickteam was not so advanced to support things like UCN).
4. It also explains why it is practically impossible for the same error to happen with other characters like the Phantom (including Puppet who is unique in this section) or mods, since they are not called by the audios and are mounted on the cameras / corridors instead of being part of them, they are unable to lock their image like that.
5. It also makes sense that in Help Wanted this "second Springtrap" is non-existent, since being a 3D model who carries his intelligence instead of the game itself who is in charge of linking it with the appearance, he simply moves like the others.
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