Submachine 10 and beyond Theories and Suggestions

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ENIHCAMBUS
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Re: Submachine 10 Theories and Suggestions

Post by ENIHCAMBUS »

^I think I'm going to picture him like that from now on. XD
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collinbollin
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Re: Submachine 10 Theories and Suggestions

Post by collinbollin »

ThunderDasher wrote:
The creator of the first Submachine, mayhaps? The one that has been described as being a cool guy?

...Like, really cool guy.

(Yes I'm that weird)
https://www.youtube.com/watch?v=4txVqr1eNwc
*takes a shot of karmic water* who's ready for some submachine
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Sublevel 113
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Re: Submachine 10 Theories and Suggestions

Post by Sublevel 113 »

*continuing my theory about 705 rooms*

but wait, if we will make trackback and revisit locations from Sub1-Sub9, Mateusz won't have to draw them!
:D
just small changes - and voilà!


-------------
bump:

strange thing. Offtop thread became official Sub discussions thread. alongside with MAT location
Oo
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Vortex
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Re: Submachine 10 Theories and Suggestions

Post by Vortex »

yeah XD
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ENIHCAMBUS
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Re: Submachine 10 Theories and Suggestions

Post by ENIHCAMBUS »

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Vortex
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Re: Submachine 10 Theories and Suggestions

Post by Vortex »

...yeah... XD
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ENIHCAMBUS
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Re: Submachine 10 Theories and Suggestions

Post by ENIHCAMBUS »

VorteXD...
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RuloCore
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Re: Submachine 10 Theories and Suggestions

Post by RuloCore »

At this point I honestly think the only way of seeing previous Sub (0-9) locations in Sub10 is if the plot develops into a colliding mess of the subnet and everything goes chaotic or something, or if we use previous teleportation methods.

It would be cool if at the end there was no end and you could choose between two game finales:

1. playing one more chunk of game with puzzles trying to get to the exit at Sub1's basement going all back and passing all the seen locations (temple, plan, core, edge, root, lab, lighthouse); that would be Ending 1 (the traditional escape way)

2. another finale when you realize there's no exit, more explanations and solving plot questions, etc that lead to a conclusion; that would be Ending 2 (the cinematic ending that actually solves more questions than Lost finale)
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Re: Submachine 10 Theories and Suggestions

Post by Vortex »

RuloCore wrote:At this point I honestly think the only way of seeing previous Sub (0-9) locations in Sub10 is if the plot develops into a colliding mess of the subnet and everything goes chaotic or something, or if we use previous teleportation methods.
Why? We now know we have an entire unexplored Layer 8, what if we could get to the other games('s new versions) through there?
RuloCore wrote:It would be cool if at the end there was no end and you could choose between two game finales:

1. playing one more chunk of game with puzzles trying to get to the exit at Sub1's basement going all back and passing all the seen locations (temple, plan, core, edge, root, lab, lighthouse); that would be Ending 1 (the traditional escape way)

2. another finale when you realize there's no exit, more explanations and solving plot questions, etc that lead to a conclusion; that would be Ending 2 (the cinematic ending that actually solves more questions than Lost finale)
Ordinarily I wouldn't like double endings (I prefer a closed story), but if the second one is "secret" then I'd have no problem with it.
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Sublevel 113
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Re: Submachine 10 Theories and Suggestions

Post by Sublevel 113 »

just please: no open endings.

please
no
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