Game Details
| Size | 80 MB |
| Region | Japan |
| Genre | Platformer |
| Format | 7z / ISO |
| Release Year | September 7, 2006 |
| Console | PSP |
Kangaeru Exit (2006)—known internationally as Exit 2—is the stylish, brain-teasing sequel to Taito’s original puzzle-platformer. While it retains the signature “noir-comic” aesthetic of the first game, it significantly ramps up the complexity, earning its Japanese title Kangaeru (Thinking) Exit.
Gameplay: The Art of the Great Escape
The goal is simple: Navigate through a disaster zone, rescue survivors, and reach the exit before the timer hits zero.
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Survivors as Tools: You don’t just “touch” survivors to save them; you must command them to solve puzzles.
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Youngs: Can jump and climb.
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Children: Can fit into small vents but need help climbing.
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Adults: Heavy lifters who can push massive crates but move slowly.
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Patients: Must be carried or wheeled on stretchers.
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New Hazards: Kangaeru Exit introduces more complex environmental obstacles than the first game, including conveyor belts, escalators, and more intricate trap-door mechanisms.
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140+ Stages: The sequel is significantly larger than the original, featuring 10 main stages with 10 levels each, plus numerous “Master” levels and downloadable content (DLC) stages that were bundled into the final release.
Key Features: Style Over Substance (In a Good Way)
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Vector Art Style: The game uses a striking, high-contrast visual style inspired by Western pop art and silhouettes. It remains one of the most visually distinct games on the PSP.
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The “Thinking” Factor: Levels in the sequel are much more “Rube Goldberg” in nature. One wrong move—like pushing a crate into a corner—often makes the level impossible to finish, forcing a restart.
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Ranking System: You are scored based on how many people you save and how much time remains. Getting a “100” rank on later levels requires pixel-perfect timing and a deep understanding of survivor AI.
Pro-Tips for Mr. ESC
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The Command Menu: Use the R-trigger to bring up the command cursor. You can give orders to survivors from across the screen, allowing you to multi-task while Mr. ESC moves to a different area.
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Watch the Heights: Mr. ESC is agile, but he isn’t invincible. Falling from a height greater than two “blocks” will result in an instant Game Over.
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Swimming: Mr. ESC is the only character who can swim. Always use him to scout water-filled areas to find switches before bringing the other survivors through.
Short Review: More of a Good Thing
The Good
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Perfect for Handhelds: The bite-sized levels (usually 2–5 minutes) make it the ideal “commuter” game.
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Rewarding Logic: Finally figuring out the sequence to move an Adult and two Children through a flooded basement is immensely satisfying.
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Stylish Presentation: The jazzy soundtrack and slick menus make the experience feel premium.
The Bad
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AI Pathfinding: The survivors can be “clunky.” Sometimes they get stuck on corners or fail to follow a command if they are slightly misaligned with an object.
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Trial and Error: Some levels feel less like a puzzle and more like a memory test, where you have to fail 5 times just to learn where the hidden traps are.

