Game Details
| Size | 54 MB |
| Region | USA |
| Genre | Puzzle |
| Format | 7z / ISO |
| Year | February 14, 2006 |
| Console | PSP |
Exit (2005) is a stylish puzzle-platformer that became one of the PSP’s most recognizable early original titles. Developed by Taito, it stands out for its bold “vector-noir” art style and its methodical, high-pressure gameplay that feels like a cross between Lemmings and the original Prince of Persia.
Game Story & Premise
You play as Mr. ESC, a debonair and professional “escapologist” who specializes in rescuing people from disasters that would stump the average hero.
Back Cover Description:
“The clock is ticking, and the heat is on! When disaster strikes, there’s only one man to call: Mr. ESC. A professional at the art of the getaway, Mr. ESC must navigate through burning buildings, freezing hotels, and flooded subways to lead panicked civilians to safety.Use your wits to solve over 100 devious puzzles across 10 harrowing situations. You can’t do it alone—you’ll need to coordinate with the very people you’re saving to clear paths and overcome obstacles. In a world falling apart, the only way out is together. Step up, stay cool, and find the EXIT!”
Meet the Survivors (Companions)
Rescuing people isn’t just the goal; they are your “tools” for solving the puzzles. You must issue commands to them to utilize their specific strengths:
| Type | Strengths & Weaknesses |
| Young Adults | Balanced; can jump and climb moderate heights like Mr. ESC. |
| Children | Small and light; can crawl through tiny vents but need help climbing ledges. |
| Large Adults | Powerhouse; the only ones who can push heavy “large crates,” but they can’t jump or climb well without help from two others. |
| Patients | Fully immobile; must be carried or pushed on a stretcher/gurney to the exit. |
Secrets & Unlocking Situations
The game is divided into 10 “Situations,” each containing 10 stages. Unlike most games, you don’t just unlock them by finishing levels; you need to maintain a high Point Total.
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Score System: You earn points based on how many people you save and how fast you finish.
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Unlocking Situation 08: Earn at least 4,200 points (averaging 60 points per stage in Situations 1-7).
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Unlocking Situation 09: Earn at least 5,600 points (averaging 70 points per stage in Situations 1-8).
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Unlocking Situation 10 (Space Invaders Theme): Earn at least 7,200 points (averaging 80 points per stage in Situations 1-9).
The “Rival” Secret
If you run out of time or let a companion die (by dropping a crate on them or falling too far), a character named Jet appears. He is a rival escapologist with a jetpack who “steals” the rescue, resulting in a Game Over for you.
Key Gameplay Mechanics
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Surveying the Level: By pressing the Square button, you can scroll the camera around the map. Planning your route is essential, as one wrong box-push can make a level impossible to finish.
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Tool Usage: You’ll find fire extinguishers, pickaxes, and keys. Only Mr. ESC or Young Adults can use most tools.
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The “Old School” Jump: Much like the 1989 Prince of Persia, Mr. ESC’s movement is grid-based. You have to commit to your jumps, and falling more than two “storeys” results in instant death.
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Parallel Tasks: You can command a companion to perform a long task (like pushing a box across a room) and then immediately switch back to Mr. ESC to work on a different part of the puzzle.
Short Review: Stylish but Stiff
The Good
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Iconic Art Style: The thick outlines, monochrome characters with splashes of bright color (like Mr. ESC’s red tie), and comic-book panels give it a timeless look.
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Brain-Teasers: The puzzles are genuinely clever. The satisfaction of finally figuring out the exact order of operations to save everyone is immense.
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Soundtrack: Features a fantastic, jazzy, and upbeat score that keeps the mood light despite the “disaster” setting.
The Bad
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AI Frustrations: Companions sometimes take the “long way” around or get stuck on corners, which can be deadly when the timer is low.
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Movement Speed: Mr. ESC moves with a deliberate, almost slow pace. This is intended for precision, but it can make replaying a long level after a small mistake feel tedious.

