The story starts with the tape INTO THE GAP that the male protagonist Butler listened to on his way to the game company in 1984. It was released in 1996, so all the story lines based on listening to INTO THE GAP actually don't exist (another one was listening to the Bandersnatch Demo.) The line is not expanded)
In the game company, there are two ways to choose Y for the boss's invitation to choose Y/N:
On the contrary, choosing N will lead to the main line that the screenwriter wants to express. The psychiatrist first appeared. Butler began to recall what happened when he was five years old.
Here I enter the psychological world for recall, but I can't get through the [password input line] at the beginning, I can only enter the [liver code line] This branch line will lead to 7 endings:
At this point, after walking through the [Liver Code Line], you can enter the [Password Input Line] when you first met a psychiatrist to recall. Enter TOY/PAC to get the last 2 endings:
Summary: The more the production method succumbs to the commercial developers, the more rational the game is. The lower the game completion rate is, the lower the final score is. The production method is more inclined to independent developers psychologically .
View more about Black Mirror: Bandersnatch reviews