The Quantum Moon is at the top of the lighthouse from Submachine 2.
The Quantum Moon is at the top of the lighthouse from Submachine 2!
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The Quantum Moon is at the top of the lighthouse from Submachine 2.
The Quantum Moon is at the top of the lighthouse from Submachine 2!
You are Murtaugh. Your worst fear ever was to be buried alive.
That night, you woke up to a thunderous roar - the very walls around you creaking under the rolling dirt putting pressure on the wood of your soon-to-become casket. It took you a moment to even process what was happening, and in that moment, like a deer in headlights, you simply watched as clumps and piles of rocky dirt poured in through the window.
I& am officially going down an absolute rabbit hole of trying to find and log all the versions of the original Flash Submachine 2: The Lighthouse game. And no, this wasn't even prompted by me& finding and playing the early sketch - this is all because, for some reason, version 9 is labelled as a SPEEDRUN build.
AND THERE ARE NO NOTICABLE CHANGES FROM THE PREVIOUS VERSIONS POST-REVISIT. Only some subtle UI and menu differences.
But the craziest thing is? For all I& can find right now, versions 5-8 do not exist. It jumped straight from v4.1 on the official website up to v9 [speedrun].
Also there are two separate versions 3 because I& can TELL that the starting menu looks different, BUT THEY'RE LABELLED AS THE SAME. FROM THE SAME DATE TOO.
This is killing me&. I& will report back on my& findings once I& compile the doc. I& asked in the official Discord server, but I& don't think I&'m going to get a reply. Might attempt the forums later.
Submachine 2: The Lighthouse
submachine 2
so! I played the lighthouse today. as before, my thoughts aaand a ton of screenshots under the cut. okay maybe not a ton but. several.
Let's talk about Submachine 2.
1) The first thing you see in the game: interestingly, in the sketch version of this game, the opening sequence shows a desktop computer instead of an arcade machine, though it's still an arcade machine in the game itself. Beyond that, though, I got nothing. The implications of this are manifold. Where you actually in the basement and travelled through some kind of portal? Were you only ever playing it on an arcade machine? How much of this is even real?
2) Continuing on a little from the previous point: the Submachine chair! You see this same chain a couple more times in Sub2, in Sub4, I thiiink also in the exploration network... and in Covert Front 4, an apparently unrelated game. And the implications of this are weiiird, because the chair in Covert Front 4 is created by a kind of matter-generator machine and therefore isn't entirely 'real'. What does that mean for the Submachine. Idk.
3) A wee thing I only just noticed: there are tiles stacked in the corner of the room because someone - presumably Mur - ripped them off the floor to make the dungeons accessible. He probably put in the ladders/electric lights/etc down there.
4) This thing is super cool that is all. :3
5) There's something really unnerving about both the Turqoise rooms and the Yellow rooms: I think it's a combination of the weirdly bright colours and the fact that the tile/floorboard patterns don't look quite right, especially the floor tiles here. Weird.
6) The bulb at the top of the light house! Except it isn't a bulb. Or is it?
Now seems as good a time as any to talk about the parallels between this game and Sub9: the biggest, of course, being the repetition of 'did you travel too far, or two early?' in the closing sequence here and the opening of Sub9, but the two games are just structually very similar. The Lighthouse has a vaguely pyramid-like structure, with different bright colours associated with different levels; the sewer pipes recur in both, as does the image of a submerged building (compare the reisin spilling out in Sub9 to the earth spilling out of windows in Sub2).
Only in Sub2 you start at the bottom of the structure and work your way up, from ancient (ish) ruins to a sleek metal tower, whereas in Sub9 you work your way down, deeper and deeper and into more and more ancient and sacred places. They're almost mirror-images of each other.
Then there's the lighthouse itself: Mur claims in one of his notes to have harnessed the power of the lighthouse to create a portal - and light to guide your way is what you summon at the end of Sub9.
And then of course there's Mur having been buried... (alive?)
To add to the neatness of the whole thing, I've seen it noted that Sub8 has some parallels with Sub3 - the layers of reality, the same place in different dimensions, the gadget that tells you where you are, the tidy and almost gimmicky nature of the puzzles - except again, inverted, as going deeper and deeper into the loop in Sub3 brings you to the only bad ending the series has had to date, whereas going deeper into the loop in Sub8 frees you. Again, mirroring.
So does that mean Sub10 will mirror Sub1? Hmm.
Let's talk a bit more about the ending: you see, as you did in Sub1, an image of yourself escaping... but again, as in Sub1, freedom is revealed to be 'an image on a computer screen'. This recurs again and again throughout the series: every game you finish draws you deeper and deeper into the web.
I think one of the most interesting instances of this is Sub0, which opens with you apparently outside on a cliff-face, with blue sky and pretty clouds - but in the exploration network you can revisit the area and - guess what - the sky is a painted backdrop. What does it all mean. Does the world outside the Submachine even exist any more. Who the fuck knows.
This is where the series really kicks in.