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Re: Submachine 10 Theories and Suggestions
Posted: 09 Oct 2015 20:45
by ENIHCAMBUS
^I think I'm going to picture him like that from now on. XD
Re: Submachine 10 Theories and Suggestions
Posted: 13 Oct 2015 05:40
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
Re: Submachine 10 Theories and Suggestions
Posted: 14 Oct 2015 19:37
by Sublevel 114
*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!
just small changes - and voilĂ !
-------------
bump:
strange thing. Offtop thread became official Sub discussions thread. alongside with MAT location
Oo
Re: Submachine 10 Theories and Suggestions
Posted: 14 Oct 2015 22:43
by Vortex
yeah XD
Re: Submachine 10 Theories and Suggestions
Posted: 14 Oct 2015 22:48
by ENIHCAMBUS
Re: Submachine 10 Theories and Suggestions
Posted: 14 Oct 2015 23:24
by Vortex
...yeah... XD
Re: Submachine 10 Theories and Suggestions
Posted: 15 Oct 2015 00:32
by ENIHCAMBUS
VorteXD...
Re: Submachine 10 Theories and Suggestions
Posted: 16 Oct 2015 02:47
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)
Re: Submachine 10 Theories and Suggestions
Posted: 16 Oct 2015 06:40
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.
Re: Submachine 10 Theories and Suggestions
Posted: 16 Oct 2015 07:19
by Sublevel 114
just please: no open endings.
please
no