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subs

THERE IS NO DIARY PAGE

THERE IS NO MENU

THERE IS NO SPOON

THERE IS ONLY YOU

AND THE MACHINE

“All memories are lost in time, like tears in rain.”

Submachine is the title of a series of Flash games created by Polish game designer Mateusz Skutnik.

All of the games are point-and-click style puzzles and (excepting the two AU games) follow a continuous storyline. The general object of each game is to escape from an enclosed (and usually submerged) location that houses a mysterious machine. As the story progresses, the player finds more and more about the history of the “submachines” through clues left behind by a mysterious figure named Murtaugh. One of the well-known characteristics of the game is a complete and total lack of any other living being, even animals. This often leads to the games being filed under Nightmare Fuel, thoughYour Mileage May Vary.

The puzzles within the game rely on acute observation, a willingness to hunt for objects hidden in the exact opposite of plain sight, and other such tasks. However, the puzzles are very cleverly made, and on completion one usually feels some degree of self-satisfaction.

Some of the tropes found within these games are:

  • After The End – This is debatable, as the games haven’t revealed what happened to everybody else. Given some of the desperate-sounding letters in the more remote locations you visit, it wasn’t pleasant.
  • Art Evolution
  • Author Stand In – Mur, the mysterious figure that leaves you clues and interacts with you during the fourth game talks about having a pet black cat named Einstein-Mateusz has two black cats. Coincidence? …Quite possibly, yes (especially after The Edge).
  • Beautiful Void – unless you find the structural decay, haunting minimalist music and utter lack of population unnerving (see Nightmare Fuel below).
  • Big Brother Is Watching-There’s always a feeling that you are being watched by some unknown entity, especially after game #3.
  • Bragging Rights Reward – Collect all twenty “secrets” in Sub 2 and you get… nothing. (Collecting the secrets in games 4 and 5, however, let you view extras.)
  • Broken Pedestal – In Submachine 6: The Edge (huge spoilers), Mur abandons you in the Submachine after you disable its defences; you had no importance outside of enabling his invasion plan.
  • Some of the notes left in Submachine 4: The Lab already hinted at this.
  • In the SubNet Exploration Experience, if you visit the Loop from the third game (coordinates 555), you’ll find a “Submachine As Perpetual Maze theory” which ends with a short plea for help in escaping from the area, and you find it is written by the same character as in the above example.
  • Submachine 6 also sees players engage with the computer elements of the machine.
  • The SubNet Exploration Project is devoted largely to presenting many of the various fan theories as to what’s really going on.
  • Claustrophobes might want to think twice as well.
  • High Octane Nightmare Fuel – When you play Submachine Network Exploration Experience, type in 666 for the coordinates and see where you end up.
  • The second game starts with you completing the first game on an arcade machine, and ends with you realizing your “escape” was just another game.
    • The “or was it?” part comes in when you realize what your inventory is at the beginning of the second game – the diary entry, as well as the Wisdom Gem you can find in the extended version of the first.
    • However, you no longer have the coin…
  • In Network Exploration Experience, type in 815.
  • Call Back – In Submachine 4 you visit various locations that are similar (but not identical) to areas of the previous games. In Submachine 5, you return to the lighthouse from Submachine 2, and collect the Wisdom Gem you left there.
  • Cosmetic Award – In Submachine 2 collecting all the “secrets” (tiny spheres hidden around the world) yields … absolutely nothing. (In 4 and 5 they unlock a “Making of” section. 6 has five secret areas which yield extra information.)
  • Early Installment Weirdness – If you had played the original Submachine without any knowledge of later episodes, you’d have probably guessed that the series would just be another set of escape-the-room series that happened to have a suitably creepy atmosphere. Then they introduced the stuff about teleportation, alternate dimensions, relics from forgotten civilizations, strange futuristic technology of an unknown source, etc., and the first game just seems sparse in comparison.
  • Ghost City-You never encounter any people or animals whatsoever, and if This Troper remembers correctly, only one piece of vegetation.
  • Leaning On The Fourth Wall – One of the notes you find in Submachine 4 (by someone who stumbled into the submachine network and can’t find their way out) reads suspiciously like a call for help on an escape game discussion board, complete with description of how far they’ve got and cute username.
  • Master Computer – In Submachine 3, the “Loop” was a Matrix-style sort of computer in the sense that it separated people’s consciousness from reality, engaging them in puzzles to keep them from questioning their surroundings.
  • Mind Screw – Becomes particularly prominent in the second installment.
  • Nightmare Fuel – This walks hand-in-hand with Your Mileage May Vary, as stated above. People who have solitude issues should probably think a bit before playing this game.
  • Nothing Is Scarier
  • Ontological Mystery
  • Or Was It A Dream – Not in the exact sense, but some well-placed comments about being part of “the loop” made for some interesting thoughts after having completed one of the games.
  • Pixel Hunt – Quite often.
  • Portal Network
  • Red Herring – Quite a few in Submachine F L F.
  • Shout Out – Submachine 2 opens woth the words “I didn’t wake up. And I do remember”, parodying the opening of “The Crimson Room”.
  • The Wiki Rule – Submachine Wiki.
  • Zeerust – You can tell that some of the abandoned technology is old both because of the dust and rust and also because much of it just looks dated otherwise.


Submachine: 32 chambers; spanish walkthrough


Guia de Submachine 32 Chambers:

1. coge el jade #1 del suelo

2. click en el boton de la maquina… se rompera

3. izquierda, click encima de la caja… coge un plato de otoño

4. click en el panel de la pared… coge el jade #2

5. abajo, derecha, izquierda, coge una palanca y el jade #3 de la arena

6. click en la parte superior de la pared… coge el plato de invierno de la parte superior izquierda

7. abajo, derecha 2 veces, veras una cabeza de piedra, coloca la palanca en la ranura, accionala…

8. izquierda 2 veces, baja por el agujero, coge el palo

9. derecha, coge el cuenco de madera

10. derecha, lee la pista de los feroglificos… aire, viento y fuego atraviesan la arena

11. derecha, click en el panel de la pared hasta que leas AIR

12. derecha, ajusta el panel a WIND, coge el jade #4

13. derecha, ajusta el panel a FIRE… abre la caja y coge una piedra redonda

14. izquierda 3 veces, baja, coge el jade #5 de uno de los peldaños, luego coloca el palo en el agujero… coge el topacio #1

15. baja, derecha, coge el jade #6

16. derecha 2 veces, coloca el cuenco en el suelo debajo de la cara… click en el circulo… coge el cuenco lleno de arena

17. izquierda, usa el cuenco de arena en el vaso de la estatua

18. izquierda, sube por la cuerda, coge el plato de primavera de la parte superior de la pared

19. derecha 2 veces, ajusta el circulo derecho con 1/4 abierto abajo a la izquierda, y ajusta el circulo izquierdo con la mitad abierta hacia abajo

20. izquierda, click en el suelo debajo del panel de la pared, coge el topacio #2, luego arrastra la puerta hacia arriba y entra

21. coge la piedra con forma de cono

22. derecha, abajo, coge la piedra cuadrada… la arena no deja bajar mas

23. sube, izquierda 3 veces, baja por la cuerda, izquierda, sube 2 veces, izquierda, usa la piedra cuadrada en la palanca de la pared…

24. derecha, baja la escalera, derecha, sube la cuerda, derecha, entra, derecha, baja 2 veces, ajusta el circulo con el 1/4 abierto abajo a la derecha… sube la escalera, pulsa el panel… baja otra vez, izquierda, coge otra piedra redonda

25. derecha, click 1 vez en el circulo (el 1/4 abierto abajo a la izquierda)…

26. regresa a la sala de la cabeza de piedra (punto 7 de la guia), coloca las piedras redondas en los ojos… coge el topacio #3

27. regresa a la sala del ultimo circulo que ajustaste (punto 25 de la guia), derecha 2 veces, coge el jade #7 de la estatua

28. izquierda, entra por el arco, derecha, coge el plato de verano junto al pie del relieve, luego click en el panel inferior derecho… coge el jade #8

29. izquierda 2 veces, click en la caja, coge el topacio #4, luego coloca la piedra con forma de cono en el agujero…

30. derecha, sube los escalones… veras un panel redondo:

– coloca los 8 jades en las ranuras exteriores… mueve el circulo de jades y ajustalo (oiras un sonido)

– ajusta el siguiente circulo (oiras otro sonido)

– coloca los 4 topacios en las ranuras que se han formado

– coloca los platos en las ranuras cuadradas

– fijate en el triangulo junto a los platos, ajustalo mirando hacia arriba (oiras otro sonido)

… mira esta imagen

– ajusta la cara del centro… mira la animacion final



Submachine Universe


Click here to download for free.

reviews: jayisgames | gameshelf

Submachine Universe is probably the first ever MSO (massively singleplayer online) created in 2010, extended ever since. You can freely travel between different locations, read theories about submachine and observe how things work inside this network. There are locations that you might recognize from previous games, there’s a lot of new yet undiscovered content, there are even locations that you think you know, but they’re somehow different.  Surely worth a look. The best part – it’s an open project, which means I can add more locations later on and it will all work together smoothly. So, tinfoil hats on and start exploring if you dare, because there are some dark places inside.

[meanwhile, seven years later…]

In January of 2017 this project stopped being “online” and morphed into “free HD downloadable” – remaining my only project in Adobe Flash that was still active and open in 2017.  Enjoy!



Subnet – gameshelf review


Audience participation in single-player adventures

By Andrew Plotkin

For the past few years, Mateusz Skutnik has been publishing a series of mini-graphical adventures (in Flash) called “Submachine”.

The games are spare on storyline, but each game has a little bit. Even if the pieces don’t fit together tidily… yet. As you might expect, there’s been lots of ongoing forum discussion about the series.

Now the author has put up a new Submachine site: Submachine Network Exploration Experience. This is explicitly not a game; it’s a set of interlinked mini-worlds, slices of the other games. The only “puzzles” are exploring and discovering new coordinates to explore. (Earlier games introduced a coordinate-based teleporter system.) But — this is the cool part — each mini-world contains some printed notes: forum transcripts, giving different people’s theories of what’s going on and what various parts of the game mean.

This is a lovely way to include the player community in what is, mechanically, a series of solo adventures. It incorporates player contributions; it acknowledges that player response is part of the story, without throwing “canon” (whatever that means) out the window (whatever that means). The Exploration site is clearly expandable — the creator can add new mini-worlds whenever he wants. Or add new transcript notes. It’s not part of the series (there will be more Submachine games) but it’s part of the world.

You know my kinks, Watson, so you know this immediately reminded me of Myst Online. Cyan’s project was a hugely ambitious MMO, of course, whereas Submachine is one designer’s tightly-scoped project. But with SNEE (do I call it “SNEE”?) Mateusz Skutnik is tackling the same issues: ongoing story and the fan community. And, I must admit, he’s now a step farther than Cyan ever managed.

(I don’t recommend you start with the SNEE site — it won’t mean much if you haven’t played the earlier games. Start with Submachine 1: the basement. The whole series is accessible from the Submachine World web site.)



Subnet – jayisgames review


By: Mike

I’m not sure if I’m being glib or hyperbolic when I say that Mateusz Skutnik’s Submachine series is the Lost of online adventure gaming, but I’ll say it anyway. I mean, I knew that both were excellent sci-fi tales about mysterious places, with imposing backstories and a knack for posing as many questions as they answer in every installment. But before I played the Submachine Network Exploration Experience, I didn’t know just how involved fans of the series were in discussing its mysteries and mythologies. Like the various alternate reality games involved in the marketing of Lost, the Exploration Experience gives fans of the series the chance to delve into the Submachine world like never before.

As the Exploration Experience declares from the outset, “This is not a game.” There are no puzzles to solve (at least, I don’t think there are), and no definite endpoint. Rather, it’s your chance to explore the vast reaches of the Submachine network. Fans of the series will recognize the teleportation devices that whisk you from one area to the next, and once you find some location codes you can be on your way. Some locations will be familiar, while others are brand new, possibly foreshadowing areas in Submachine 7, coming out later this year (note the buried lead!).

In addition to finding location codes, you will also find notes describing theories about the Submachine. These have been gleaned from the Pastel Games forums and are written by fans of the series. Some of the locations even seem to be constructed to affirm certain theories. It’s a great way to get fans involved in the series while providing more mysteries to ponder.

Throughout the Exporation Experience you will find all sorts of little clues and hints that possibly give some idea of what is going on. The design is such that more areas could easily be added, and Matuesz Skutnik has indicated that is his intention. If you are a fan of the series, the Submachine Network Exploration Experience offers all sorts of arcana to sate you until the next chapter is released.

[source]



10 Gnomes in Bologna


By popular demand: the gnomes are back!!

Consider this as a dessert after finishing the big game – Daymare Town 3, or an oversized postcard from Bologna, Italy.

play



Real life Submachine mover model


Phew. That was a long and complicated post title. So this piece of work is from one of Submachine fans – Daniel Chaves and I’m letting him talk from now on:

I was thinking of what other classes of movers existed in the subnet. I wanted one that was powerful and versatile. So, I made one.

My plan for the whole room was for it to be machined out of 7075 aluminum, anodized to a custom color (R:82, G:103, B:100, excluding domes, which would function as lightbulb casing). For scale models, I turned to 3D printing. My school happened to have one of those (Dimension uPrint), and my teacher was kind enough to let me print it for free (ABSPlus plastic costs $7/in^3). Attached are images of the printed part, which required minimal post processing (but which happened to be a lot of work) to make the doors work (split the model, dug support out with screwdriver). The left door is very hard to close, so that door isn’t seen closed in the pictures. Not seen is the large “screen” on one of the walls that displays some sort of map, I don’t know which yet, and the light on the ceiling which lights up the whole room, except in the section view. Bonus images: STL file rendered in 3ds Max and interface, section (interior) view.

All I can say is – that is super cool. Thank you Daniel.



Easter Egg 2010




Daymare Town 3


play this game

Didn’t we just escape from that hellish town in a hot air ballon at the end of DMT2?… Well. It couldn’t be THAT easy, don’t you agree? So as we return to the daymare, one question arises: what the hell happened???

walkthrough: video | video with achievements | english

español | francaiseturkish | czech | russian

reviews: jay is games | -ak- | Alex Voytenko insight | Barts

let’s play: Mage

Lento

~~~~

ratings:

JayIsGames.com:  4.9/5 (102 votes)

NewGrounds.com: 4.08 / 5.00 (582 votes)

LazyLaces.com: 91% (24 votes) | -ak-: 9.8/10

~~~~

Newgrounds Daily 2nd Place – 03/31/2010

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Daymare Town 3 walkthrough


After you wake up, turn right, pick up your shoes.

Turn right again, click on the moneybag on the chair.

Turn back left, and pull the cord.

Turn right twice, and then forward. Answer ‘No’ 3 times.

Go forward. Click down the stairs. Go right twice, then go down another set of stairs. And another. Click on the guy in the top-left corner twice. Buy both the Rope and the Window Handle.

Click ‘Exit’, then click at the bottom to back out. Notice the barricaded door with ‘Exit’ on top of it. In the barricade is a closet, click on the bottomright of it to close up. Pick up the hammer.

Back out by clicking the left side of the screen. Now click on the bottomright to turn around. Click just to the right of the staircase to look under it. Pick up the Valve.

There’s a loose floorboard here, click it to remove it. Then pick up the Stone Orb.

Back out twice, go up the stairs by clicking lowerleft of the screen. In this screen are three hotspots on the right side. One to go up the stairs, one to look at the locked cabinet, and one to go right on the same floor. Click the latter. Now use the Window Handle on the window, click it once it’s in place to open the window. Now use the rope in the space here to lower it. Before you leave though, click the far end of the pipe that leaves the heater on the right. You can find a key here. Now back out and click the open window to go out.

Click the bottom twice, then left once. Click on the archway. Click left twice, then use a coin on the door (from your moneybag). Enter the door, then click on the painting. Click on the lower half of the painting again, and pick up the Seashell laying on the beach. Now click the bottom of the screen 6 times to go back.

Go one screens to the left. Click the stairwell that leads underground. Click the lowerleft of the screen. Use the Valve on the Vault, click it again to open it, take the Crystal Ball.

Back out, then click on the hole in the roof to go outside again.

There is a set of stairs to the right that leads to a new square behind this one. There is a set of stairs before that that lead to a building, click to close up on that building. Use the hammer to smash the lock.

Go left. Close up on the painting, and again to enter it. Click just to the right of the base of the tree on the left to go there. Click on the end of the path to go to the beach. Pick up the shell there. Bottomright to back out, then back out again.

Click on the ladder leading to the second floor of the house. Click in the doorway to enter. Pick up the puzzle piece laying in a corner.

Click in the doorway to leave, and go down the ladder. Now click on the barred door. Click on the bar to remove it, then enter the house. This looks familiar! Go left. Click the cabinet door to open it, and pick up the gear wheel. Then go right. Use the hammer to smash the lock on the chest, click on the chest and pick up the Crank Handle. Now click on the top to exit this view.

Click the bottom four times to go back to the square. Click the leftmost arch and use a shell on the pedestal. Back out, then do the same with the third arch. Back out. Now click the middle arch, and enter the building. There’s a hole in the wall on the upper-left, click it, and pick up the puzzle piece. Click the bottom of the screen three times.

Now click the other staircase on the right. Click at the end to go to the new square. The archway at 6-0’clock is where we come from. Let’s go clockwise. Just to your left is a hole in a wall, click it. Pick up the gear wheel to collect it. Back out.

Now go into the building to the left of that, at roughly 8-o’clock. Go up the ladder. Use the crystal ball on the table in front of the magician. He will hold up a Stone Orb, pick it up.

Go down the ladder, then outside the building. Click the alleyway at 9-o’clock. Go left twice, then use the Crank Handle on the device. Click it to use it, another Stone Orb comes up. Pick it up.

At 12-o’clock is a closed door, click it. Pull the rope, wait a bit, then enter the building. Use the hammer on the clock, and pick up the two gear wheels that fall out.

Back out, and click on the building at 1-o’clock. Click in the darkness to enter. Click on the baby laying on the bed. Back out twice.

Click on the bottom twice to go back to the square. Click on the building to the right, where we were earlier. This time, Go left, then right, then up the staircase. Use 2 gears on the device, and then click the switch. Back out of the building.

Go to the left for a different part of the square. Click on the building at the top-right. Instead of entering, click on the right side to find a man. Click the gear which is somehow attached to his jacket. Click left twice, and use 2 gears on the device, and use the switch. Go right once.

Now enter the building. Click the top-right to go up the stairs, then the ladder to climb it. Pick up the gear laying on the floor, and go back out of this building. The spots can be tricky to find, so a bit of searching will be needed. Finally, back out, back to the square.

The second building from the left can be entered to sell some of your stuff, if needed. You can also buy a key here. You’ll need to buy atleast one, which makes a total of two keys. Back out of the shop.

Click to the left, then click on the door to the right. Use a key to open the door. In here, use 2 gears on the machine, and turn the switch. Back out to the square.

Click right twice, then enter the square behind this one, where we were before. Click on the building at roughly 8-o’clock. The 3 devices you’ve put gears into, opened the machine here. Take the Stone Orb. Back out, then leave this square back to the original square.

At this point, make sure you have either a key and 3 coins, or 18 coins. Click right twice. Click the bottom of the rope hanging out from the hospital, then click on top of the screen to climb up. Click the window where the rope comes from to enter the hospital. Click on the bottom, then to the bottom left. Here is a man looking out the window. Click the window for a close up, then back out. Now talk to the man, and buy a ‘Sleeping Pill’ (and a key, if you haven’t got one anymore). Back out into the hall again.

Click the cabinet on the right, below the stairwell that leads upstairs. Use the key to open the door, and pick up the puzzle piece in there. Now go outside the hospital again.

Click right twice, to where you can see two guards guarding a gate. Click to close up, then click on the left of the screen. Click the top of the stairs, then the doorway to enter. Give the guard here a sleeping pill. His hat will fall off, take it. Back out three times.

Click on the guards, and click again. They will now let you pass. Click right three times, to a view of your crashed balloon (and lots of coins!). Click the left doorway for a closeup, again to enter. In the middle of the room is a cabinet, click on the box on top of this, and pick up the puzzle piece. Back out, then click the door on the left to exit.

Now click on the door to the right, and again to enter. Click the bottom-right to go to the basement. Give the baby to the woman, she will give you a Stone Orb in return. Pick it up.

Go up two staircases, and click on the book. Click on the tower in the book to enter the book. Now click on the door to enter the tower. Use 4 puzzle pieces in the wall here, and get the last Stone Orb.

Click on the door to the left to leave the building, then twice at the bottom to leave the book. Click the staircase to descend, then the door on the left to leave the building. Click the bottom to back out, then left twice. Click the low arch, then use all 6 Stone Orbs and pull the lever. Click right to leave, then go to the right. Click the tunnel to leave. The end!

…….

written by Maqrkk | found on jay is games


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