10 gnomi a Bologna


Personalmente non ho mai avuto la fortuna di visitarla ma se siete di Bologna (o avete visitato le sue bellezze) potreste trovare familiare l’ambientazione di questo gioco in flash realizzato da Mateusz Skutnik. L’autore della serie Submachines ha scelto la zona della basilica di Santo Stefano per ambientare l’ultimo capitolo di 10 Gnomes: Brevi rompicapo punta e clicca dove l’obiettivo e trovare tutti gli gnomi esplorando a colpi di mouse un ambiente virtuale.

Nel Gennaio di quest’anno l’autore deve essere stato dalle parti di Bologna e da buon game designer ha intravisto nella basilica (e nella piazza che la circonda) un luogo ideale per ambientare un nuovo gioco degli gnomi. Una volta sul sito ufficiale, dopo aver ammirato (e giocato) le sue innumerevoli opere, potrete cimentarvi anche voi nella ricerca dei folletti nascosti a Bologna ma attenzione: dovrete riuscire a trovarli tutti entro 10 minuti altrimenti sara game over. Se conoscete gia la zona probabilmente sarete un poco avvantaggiati ma anche no: come potreste sapere dove l’autore li ha posizionati ? Buona ricerca !

found on idealsoftblog.it



nominations in the JayIsGames ‘best of 2009’


Wrapping up 2009 means ranking over at Jay’s. Once again we’re going strong and last year was very fruitful, you can tell by our share of games in Jay’s nominations. This year we got 7 nominations in three categories and I’m not telling you to vote for our games, because the whole collection is astounding, I’m just letting you know in which categories you can find our games ;). Nothing obligatory, there are lots of good games there. Just saying where we are.

So, there they are:

adventure (Submachine 6, Covert Front 3, the Fog Fall 2);

escape (the Great House Escape);

point and click (Bermuda Triangle Escape, Mandrake 1, the Scene of the Crime);

So.

Remember to check out all the games before voting. You can vote only once per day, so make sure you’re voting  for those you like best. I’m not saying ours. ;)



Where is 2010?


play

walkthrough: englishfrancaise

reviews: jay is games, download squad

Well it’s actually almost here. Happy New Year everybody. Once again thanks for all the support and comments from 2009. I think we can agree that even if the plan wasn’t fulfilleld (lack of DMT3), there were enough games this year to call it a good year. Gigantic Covert Front 3 and not smaller Submachine 6, accompanied by dozen of games created in cooperation with Pastel Team.

And there’s nothing better than finishing a year with a new game (or a minigame, like this one). You had no idea I was preparing this. Well I didn’t have any idea either until few days ago when I started drawing this as a New Year’s card. Things kind of got out of control and voila – a minigame called Where is 2010?… Enjoy and thank you once again.



Where is 2010? review by download squad


Where is 2010? Cutesy (but a little creepy) Time-Waster

by Sebastian Anthony

I think this one might rank as the easiest Time-Waster I’ve ever reviewed — even I managed to finish it in just five minutes! Where is 2010? is a quaint little platformer game. You jump around, flip switches and… that’s about it really. Eventually you find ‘2010’ and the game finishes. This one’s more about the ride — the artistic vision — than the actual gameplay.

You only need to know two things that might trip you up: a) You can jump from one platform to another platform on a different screen, and b) You can climb back up the wall using the sticky-outy bricks (it doesn’t make sense now, but it’ll make sense to you later when you get stuck… like me…)

Casual Gameplay suggests that this is a precursor to a bigger game, DayMare Town 3. It would make sense that this is a trailer or teaser: the artistic style is unique, very well done. Where is 2010? is way, way beyond what you’d expect in a simple jump-around-and-hit-levers game.

Incidentally, if you haven’t played the DayMare series, you really should.



Where is 2010? jayisgames review


Happy New Year! As you pick yourself up from whatever flat surface you passed out on, mumbling and shaking your head and wondering, “Did I really do that?”, you need something to take the edge off. Something to cure the pounding head and queasy stomach. Something to help make sense of it all. Well, Where is 2010? won’t necessarily help with that. Instead, it will bring a curious serenity as you face the new year. A strange little platformer designed by Mateusz Skutnik (Submachine, Covert Front), Where is 2010? won’t cure the indulgences of the night before but will nevertheless allow you to kick off the new year in style (if you haven’t already).

Navigation through this strange little world is accomplished with the arrow keys. The left and right arrow will allow you to move, well, left and right. The up arrow key will allow you to jump and the down arrow key will allow you to interact with various parts of the scenery. Take your time and explore; for a five minute or less game there’s lots to behold. Strangely non-linear, be prepared to move backwards and forwards, up and down, and gaze in amazement at the bleak surroundings. Oh, and try to find 2010, of course.

The artwork in this eerie, deserted world is in hand-drawn black and white, reminiscent of and probably a tribute to the DayMare Town series. Adding to the chill factor is the eerie sound of wind blowing through this deserted space. Yet, despite the bleak atmosphere, in the end this is some rather uplifting casual gameplay.

You might ask, for such a short game is it fun to play? The answer to that is in two parts:

(1) It’s Mateusz Skutnik, and

(2) Duh! Is 2010 something real or just a state of mind?

You’ll have to play to find out. Have fun wandering in all directions, back and forth, up and down, and see what you can find. It’s amazing what can be packed into such a small space and there’s lots to see and do before it’s all over. Atmospheric, moody, and yet surprisingly cute while simultaneously sending a chill down your spine, Where is 2010? is a perfect way to start the new year right.

author : Grinnyp on jayisgames.com



Where is 2010? english walkthrough


Three coins on the first screen. Pull the lever to raise the platform on the right so you can reach the highest one.

While still on the now-tallest platform, jump far to the right. You will need to land on a mid-air platform.

Four coins on this screen, for a total of seven. Pull the lever and go left to return to the first screen.

A door to the left should be open that wasn’t open before. Enter it.

Three coins on this screen, for a total of ten. Pull the lever and return to the first screen.

Climb back to the tallest platform and jump right to return to that mid-air platform.

Jump onto the platform attached to the building and jump onto the window ledge. From there, grab the hidden coin by the little flag. You should now have eleven coins.

Two coins on this screen, for a total of thirteen. Jump onto the bottom platform and pull the lever. This will raise the platform and allow you to collect the coins. Do this before you get on the other platform.

Pull the lever to move to the right. Now jump far to the right. You will need to land on another mid-air platform.

One coin on this screen, for a total of fourteen. Pull the lever to go right so you can collect the coin, then go right onto the next screen.

Three coins on this screen, for a total of seventeen. They are embedded in that thing hanging on the right-hand side.

You’ll need to climb back up the side of the building to get all of them, unless you’re clever enough to get more than one at a time, unlike me.

One coin on this screen, for a total of eighteen. Get it before you go down the well.

Three coins on this screen, for a total of twenty-one. They’re all in a vertical line on the right.

Go all the way to the left before you go down the chute.

One coin on this screen, for a total of twenty-two. Pull the rope.

Now go right and down the chute.

Go left. A door to the left should be open that wasn’t open before. Enter it.

Two coins on this screen, for a total of twenty-four. Turn the wheel.

Go right, climb to the top of the building, and go left.

Down below, a door to the right should be open that wasn’t open before. Enter it.

Three coins on this screen, for a total of twenty-seven. Pull the lever.

You found 2010!

written by: ray9na, found on jayisgames



Where is 2010?… la solution francaise


– Ramasser les trois pièces (utiliser le levier pour faire monter la plateforme). Sauter vers la gauche depuis la plateforme montée, ramasser les quatre pièces et abaisser le levier.

– Retourner à gauche et passer la porte ouverte. Monter à l’échelle et ramasser les trois pièces, abaisser le levier.

– Ressortir et aller tout à droite (en passant par la plateforme levée) et passer par la porte ouverte en haut.

– Ramasser les deux pièces et abaisser le levier pour se déplacer avec la plateforme. Aller à droite en sautant depuis la plateforme en haut. Aller encore à droite en utilisant le levier de la plateforme. Aller vers la droite et attraper les trois pièces sur l’espèce de lustre en sautant.

– Prendre la pièce derrière le puits et descendre dans le puits. Prendre les trois pièces, aller à gauche et prendre la pièce et tirer la corde. Aller à droite et descendre dans le puits.

– Aller à gauche et entrer dans la porte ouverte sous l’espèce de lustre. Prendre les deux pièces et faire tourner la roue.

– Sortir, remonter et aller à gauche. Passer la porte ouverte, prendre les trois dernières pièces (on arrive à 26) et abaisser le levier pour trouver 2010.

posté par Lambda



Submachine 2; an early, but playable sketch


sub2_sketch

play this sketch | walkthrough | secrets guide

So this is that Submachine 2 sketch I talked about in previous post. You might know this screen grab from early versions of Submachine 1 – it was supposedly a preview of the second part. Back then I didn’t recognize the most valuable feature of the Submachine – the moving rooms system. Luckily for the game once I realised that – I started working on Sub2 from scratch, and this sketch fell into oblivion. Until now. I’m showing you this because it’s a strange thing to see Submachine in this normal pnc view version. Enjoy.

thanks so much for posting this! if you have anything else like this for the other games, i would love it if you shared them too!

No, this is the only sketch that I have. After redoing the Sub2 to the normal version, things went smoothly afterwards. Sub3, 4 etc didn’t have any early version that didn’t see the light.

Only mr. Skutnik knows what we can find behind this door.

[talking about the blood door] In fact I don’t. I didn’t get that far in story construction to create story behind that door. But it was supposed to be a mystery throughout this game. Maybe explained at the end. Or maybe not. Hard to tell really.



Submachine 1: the basement – changelog


Hey, I really love your submachine games, I think they’re the best point and click games on the internet and I can’t wait for the sixth one.

My only problem is that I have seen at least two versions, maybe three, of the original Submachine.  It’s sorta confusing which one is the original and which one is that latest.  I appreciate some of the changes you made to it but I think it would be good if you posted a Sub1 change log, the clarify things a little.

2009/9/18 Joe Dawson

I agree with the above. As I look back at the basement changes, there were too many versions out there  to leave that without a changelog. You can click on each screenshot and play each version separately, I know it’s pointless and boring, but still. It is the history of the series. So here it goes:

~~~~

Download all five versions in .exe form for PC in one convenient zip file

~~~~

version 1, September 2005

sub1_v1

Also known as the original, or the short version. This version had… 9 rooms. Which is about 1/16 of Submachine6. But those were the early days and who could predict that this series would grow to such extent as we see nowadays. As I checked this version I was really surprized that it was so small, yet there were so many things to do in such space. We can see an inventory on the right side, with static icons of found items. You had to drag them onto stage for some kind of interaction. What a drag. :D.

Fun fact: this version didn’t even have a menu at the beginning, you just went straight to the gameplay after initial Submachine logo. Maybe that’s what caught the imagination of so many…

~~~~

version 2, October 2005

sub1_v2

Also known as the extended or the official-plot-version. Overwhelmed with the surprizing success of the first submachine I thought: I can do better than this! So I created this extended version. This extention summarized in adding one more puzzle, a whooping number of total 20 rooms and most importantly – the introduction of the wisdom crystal (gem) in the series. Those crystals played their role in following episodes and I’m pretty sure we’re not through with them. I also introduced another new thing in the series: a Dead End. You could actually find yourself in point of no return, or, to be more precise – point of no progress. You could always return, restart and try again. There’s even a restart button in the inventory, look above, there was no such thing in the first version. I know, that was a stupid idea and I never repeated that mistake. Not only in other episodes that followed, I also removed that from following versions of the basement.

Fun fact: Back then I really considered that game to be big. :D

~~~~

version 3, October 2007

sub1_v3

Also known as the unknown version or version that no one actually played. This is the extended version rebuilt around a new engine (no, not Float yet). This version skipped the flawed inventory of Submachine 2, and went straight to the no-visible-inventory mode of Submachine 4 and 5. Items found just happen to appear on the right side of the screen, so when you have none of them the game presents itself in a nice graphical form of a room surrounded by black thick outline. That sophisticated graphical design went down the drain once you found your first object in the game, but what the hell. It looked nice for a second, goddamit.

Fun fact: I’m not even sure why I made that version. That’s a mystery. I probably thought that the engine of Submachine 4 was freaking awesome or something.

~~~~

version 4, June 2008

sub1_v4

Also known as the last or the current version. I don’t intend to create anymore versions of this game. I’m through with that. For now. But who knows. Maybe I’ll come up with something better than the Float someday. Oh yes, that’s the version built on the Float Engine, finally. And that’s the main reason why it’s the last version. But still – 20 rooms… What was I thinking. If I’d now come up with a new submachine episode that would consist of 20 rooms I’d be laughed off stage, or slaughtered by those craving more and more (as in: too short,too simple, make it bigger and harder lol !!!11!!eleven).

Fun fact: As this version is considered to be most advanced in terms of action script programming, it doesn’t have any option to turn the music on or off. All previous versions had that. This one doesn’t. Go figure.

~~~~

version 5, March 2014

This version is basically the same as the previous one. However, in 2014 I was finally able to contact the musician behind this game’s ambient music, which, by now, is iconic part of the entire Submachine series. Since this piece was originally downloaded from some website with free sounds (I know, I know, professionalism at it’s best) – first of all I asked him for a permission to use this music in my game. Only 9 years too late, but hey. This humble and generous man said yes. His name is Marcus Gutierrez and his name landed on the menu page, properly credited as music author. Besides that ambient revelation, this version also introduces the ancient coin inventory item instead of ye-olde Euro coin. This change was dictated by making sub 1 more lore-friendly, since it all revolves around ruins, runes, old artefacts and what not. Euro just doesn’t belong in this world. This might be a small change programming-wise, but it’s big enough for me to grant a new version of the game.
[V5 description was added to this article in January of 2021, after EOL of flash player in browsers, while exporting .exe files for preservation].
Now back to original article…

~~~~

Luckily for us this is the end of the log.

Or is it…

why did you initially decide in the second version to introduce two doors and later removed that?

that’s a very good question. After sub1 I had no idea what sub2 will look like. There was a moment when submachine was going to look like a normal pnc, like Covert Front for example. Normal view without moving rooms. Yeah. And that was that screen. I still have that early version of submachine2 – looking like a normal pnc , I’ll post that eventually for you to see. [here it is]

So once I realized that this is a dumb idea and that the uniqueness is that room movement precisely, I scratched the project and started over, creating the lighthouse as you all know it. Therefore – that screen had to go. But look out for the sub2 sketch. That’ll be proper fun. :D [here’s the fun]



Submachine 2 sketch, walkthrough


written by Zack

In the starting ‘blue room’ (made up of four flat walls), there are three things you can do. Click the neddle on the gramophone in the room to the right of the starting point, and the jungle/wilderness music will stop playing. This is not actually collectable, but it is something that you can interact with. Other than that, there are technically no collectable items here.

:With the wisdom gem you collected from the extended version of Submachine 1: The Basement, you can place it between the two circular conductors raised with a metal stand, connected by wires to a metal box. This room is opposite to the starting point. When the wisdom gem is placed correctly, a blinking door will project onto the wall. Make sure to get the 4 secrets from the metal arm mechanism in this ‘blue room’.

Secret 7: Is located  on the wall behind the metal arm mechanism. From the center point of the mechanism, go left three squares and up one. Whe you click on the panel it will break, and the seventh secret will be revealed.

:Now that we are in the main hallway, we can collect two keys neccessary to open two door in the game. The ’silver key’ is located on top of either the ‘right door’ or the ‘left door’ (it changes each time you play) and the ‘bronze key’ is located on top of one of two windows (this changes each time you play; you must click the window once to be able to spot the key.) The ‘copper key’ is already in our inventory from the start of the game, although we have no idea why.

:The cog wheel is obtained by zooming in on the scarelet liquid oozing out of the ‘blood room’. Before you grab it, there is something written in blood you can zoom in to read (after you look at the spilled blood once and then zoom out). it says, “C=”, with a three-clawed (or handed) scratch mark. After obtaining the cog wheel, something is added to the blood message when you zoom out (this will be added to the wall the second time you zoom out from the spilled blood, regardless of wether or not you took the cog wheel). It now says, “C=2″. Creepy, huh?

:There is a light ficture above the ‘blood door’, and when zoomed in on, you will find that one of the screws is loose. Unfortunately, Mateusz Skutnik changed his mind about how he was going to make this game (which was a darn good decision, mind you) before he had the chance to provide us with a screwdriver. So, the loose screw gives us no other purpose other than to mock us. Meh, it’s cool anyways.

:The ’silver key’ is used on the ‘left door’. The only objects in here are a lamp and a chair. The chair holds a secret (finally), and the lamp serves no purpose unless you enjoy madly turning electrical decor switches on and off.

:The ‘right door’ is already unlocked. This room contains a projector, and a blank wall to the right of it. Look at the blank wall and pick up ‘diary 2′. Note that this was once of the things carried over to the finished Submschine 2, as well as ‘diary 1′, the cog wheel, the red chair, the lamp, the projector, the wisdom gem holder and metal box, the Submachine 2 “see where it takes you” machine, einstein’s famous theory (e=mc2, what c equals is written in blood after finding the cog wheel, and what m equals is written at the bottom of ‘diary 2′. We never got to use the code in this prototype.), the projector, the lightbulb, room keys, and the gramophone, just to name a few. Anyways, after obtaining the note, click the bottom-right corner of the wall to find the sixth (and most well hidden) secret.  There is one more thing to do in this room; use the projector. Place the cog wheel, as well as the lightbulb (which was in your inventory from the start of the game) into the projector. Look into the lens, and you hopefully realize that you forgot to turn the machine on. Do so, and look into the lens again. “Wait a minute!” you might say, “All I see is static.” And if you said that, then you are absolutely correct. No matter what you click; no matter what items you drag onto the screen; no matter how long you watch the stat; you will NEVER see what the film labled ‘memory’ contained. Bummer, eh? It kind of gives you that uneasy feeling, as if the main character doesn’t remember anything, his mind is blank. Does this have anything to do with walking through a half-existing door created by a wisdom gem? Yeah, probably.

:There is only one more thing to do in this unfinished game, and that is to find out what doors your two remaining keys unlock. The ‘bronze key’ has no purpose other than to be a waste of your inventory. Don’t even try using it on the ‘blood door’, it doesn’t work. Oh, and just to mention, you might feel disappointed when you discover that after obtaining the cog wheel, you can’t even go back to the ‘blue room’ to use it on gramophone. There is one unexamined object in your inventory, the ‘copper key’ that was residing comfortably in your inventory from the moment yoy read the words, “see where it takes you”. Between the ‘right door’ and the ‘right window’ lies a staircase. Climb it to gaze upon your final destination. Use the ‘copper key’ on this last door to reveal…a blue screen? No, not THAT blue screen. Instead of the error screen that crashes your computer, you are greeted with a light blue message from Mateusz Skutnik. Although this is supposed to be when the game ends, you actually have two options: close the window, or click the bottom of the game screen to continue playing right where you left off (you will find yourself back in front of the exit door). Meh, let’s read it, shall we? It is dated October 23, 2009, and basically says that the sketch ends here, he apologizes, then goes on to say that he hopes that the time you spent playing his unfinished Submachine was time well spent (and it better have been, I spent a long time writing this).

:As you undoubtly by now have discovered, the secrets of the ‘blood door’ are to be forever locked away with a padlock of prototype discontinuation.


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