Month: April 2024

Escaping Japan – real-world nazotoki kits (archive)

This is an archive post for real-world, offline nazotoki kit-based events that have ended their run. For current nazotoki kit-based events, see this page instead.

For play-at-home nazotoki kits, see here: Part 1 | Part 2 | Part 3

SCRAP

Tokyo Mystery CircusMystery Mail Box Global Edition [available in English]
I’m still not sure why timeslots were assigned for this — to avoid crowding? This bilingual puzzle kit felt cleverer and more satisfying than the Magic Academy one; although it only took about 30 minutes, it was certainly enjoyable.

Tokyo Mystery Circus消えた大泥棒と絵本の謎
The building’s adorable second-floor bookshop was the setting for two kit games. This picture book-themed one felt like the simpler, kid-friendly option, but its puzzles were still rigorous and creative. Lots of fun discoveries, especially the hilarious endgame. Fairly forgiving on the language front.

SCRAP – The Underground Mysteries 2018
Having missed previous editions of SCRAP’s metro games (this was the fifth), I was glad to have a chance to try one. I played with a friend who also knew both languages, allowing us to attempt both the English and Japanese versions. While the flow and puzzles were largely similar, the English version was dumbed down at points and omitted a couple of puzzles. As for the game itself: the early on-the-ground stage felt uninspired, with not much being made of each area’s identity, but it soon improved. I always appreciate when escape/puzzle events have to be experienced offline, in the physical world. This one certainly delivered, with surprise real-world interactions and great use of kit components.

takarush BLACK LABEL

[Hakone] 星の王子さまと秘密の物語
Running at the Little Prince Museum, this game is patterned closely to the Antoine de Saint-Exupéry novella; you don’t have to be a fan of The Little Prince to play it, but it deepens the experience, particularly given the dramatic narrative developments. (I found myself genuinely moved at points.) The gameplay itself is fun, as you’ll have to make little discoveries among the museum exhibits. A sweet, clever, and satisfying game.

[Kamakura] あじさい甘味堂の処方箋
This cute kit is set in Kamakura’s Komachi-dori; less ambitious than wider-ranging kits, but convenient for cafe stops. There are some particularly complex bits of craft required; I appreciated this but some players might get annoyed at how fiddly they are.

[Kawasaki] 香港九龍財宝殺人事件
This ranks among my favourite escape/puzzle experiences ever. Held in collaboration with the Kindaichi manga series and the Instagram-worthy Anata no Warehouse arcade in Kawasaki, this part-puzzle-solving, part-murder mystery extravaganza unfolded over some three hours (for us, anyway). It’s hard to say more without spoilers, but this had some of the cleverest puzzle-piece-reusing and most chill-inducing aha moments of anything I’ve ever played.

[Kawasaki] 電脳九龍城怨念遊戯殺人事件
This sequel to 香港九龍財宝殺人事件 takes place in the same Anata no Warehouse arcade in Kawasaki. As a result, it suffers in that certain discoveries lack the same sense of surprise. The murder mystery component, while more complex in some ways, had a slightly head-scratching endgame mechanism. But perhaps the game only suffers in comparison to its excellent predecessor — taken on its own, it’s still an engrossing game that’s very much worth playing.

[Tokyo] 古書店まんせい堂奇譚
This extremely text-heavy experience took us some three hours (and several hints) to solve, instead of the estimated two hours. Although it had fewer site-specific elements and far fewer dramatic reveals than the Kawasaki game, the reuse of kit elements was similarly masterful — to the extent that I probably appreciated it more for the cleverness of its construction than anything else.

[Tokyo] MISSION RALLY Q No.3 宇宙からのタイムカプセル
(as well as the prequel, MISSION RALLY Q No. 2)
These were the first takarush outings I didn’t enjoy, due to tedious first-round info-collection, simple kit components (to be fair, these were also the cheapest takarush games I’ve played), and a lack of narrative or dramatic frills. The TeNQ gallery at Tokyo Dome City is fairly cute in its own right, but unless you’re interested in outer space, it might not be worth going out of your way for this.

[Tokyo] 謎解き花小町~時をつなぐ不思議な電話~
This complex game really leans into its setting within Japan’s first and oldest amusement park, Hanayashiki, with a central time-travelling conceit enabled by smartphone messaging and an exciting surfeit of puzzle kit components. It’s one of the most narratively-dense nazotoki games I’ve played, down to an endgame that runs on pure in-game narrative logic rather than puzzle-logic. An engrossing and unique experience, but not to be attempted unless you’re very comfortable with written Japanese (and/or have a lot of time to spare to wade through text).

[Tokyo] 銀座木挽町 謎掛心中噺
I enjoy games that serve as an introduction into an area of knowledge. This kabuki-themed outing delivers, with early stages that require exploration of Kabukiza Theatre’s Kabukiza Gallery (well worth a visit anyway, with cute hands-on exhibits), and a story that leans thoroughly and satisfyingly into the world of kabuki. I can’t say much about the endgame without spoiling it, except that it’s a shining example of the takarush style: clever, narratively-motivated, and able to send a thrill of realisation down your spine. Strongly recommended!

[Tokyo] 鉄道探偵と0.3カラットの分岐点
This marathon game involves hours of riding on the Keio and Toei lines. The puzzles vary in complexity; some feel throwaway, but the best make great use of in-narrative details. The time:payoff ratio isn’t great compared to more compact takarush offerings, but it provides a puzzle-y day out, if you’re up for one.

[Yokohama] モナリザは2度微笑む
Set in Yokohama Daisekai’s Artrick Museum, this is an aptly tricky game with classic takarush moves. I didn’t enjoy the narrative that much, though.

Other companies

ちよだ謎解き?江戸をつらぬく破魔の弓矢
We decided to play this game — sponsored by the Chiyoda authorities — because it was by the creator of 電脳九龍城怨念遊戯殺人事件… who turns out to be the actual mangaka of the Kindaichi series (!!). This was a good example of a kit game with meaningful physical locations and a relatively forgiving route. The puzzles weren’t too tough, but didn’t feel trivial.

Triad – 時の魔女と100の約束
Sadly, this was an example of a game with too little puzzling for the amount of walking involved — a shame, since I did like its choice of neighbourhoods and puzzle-specific spots. The AR aspect is played up in marketing but slightly questionable. Despite the cute finale, I’m not excited about trying more Triad games.

よだかのレコード – 山手線謎巡り2023「都市伝説を追いかけて」+「アフターストーリー」
This two-part kit had a slightly disagreeable ratio of moving around : puzzle-solving, particularly in the 本編, though this was alleviated by thoughtful route design. Where it shone was the complex endgame of the 続編 — but that comes only after 4-5 hours of the 本編 and another 4ish hours for the pre-endgame stretch of the 続編.

Escaping Japan – rooms/events (archive)

This is an archive post for escape rooms and events that have ended their run. For current rooms/events, see this page instead.

Physical rooms

SCRAP Asakusa – Escape from Hunter X
Not an escape room, but just as (if not more) fun. You’ll have to use creativity and ingenuity to devise traps to foil your pursuers. A very interesting variation on the genre, and a must-play — partly for the sheer originality, but also because it’s a cute and clever experience regardless.

SCRAP Shimokitazawa – Escape from the Never-Ending Locks and Keys [available in English]
We booked this room in Japanese, but they recently added English text, so we could rely on that. Though 60 locks in 30 minutes sounds daunting, our team of three reached the final lock with time to spare. I don’t enjoy searching, but this room is still quite puzzle-y, and worth it for the endgame alone.

SCRAP Shimokitazawa – ふしぎな小部屋からの脱出 / Escape from the Small Wonder Room [available in English]
Another solo-player-friendly 10-minute room, this feels more dated and less flashy than its Tokyo Mystery Circus peers. Still fun, with some great ideas, but it might not be worth going to Shimokitazawa solely to play this.

Nazotomo Cafe Shinjuku – おとな小学校
Nazotomo Cafe’s rooms are all 765 seconds long. This was a small but charming game, at least as far as I got; after a swift start, I failed due to misinterpreting a mid-stage puzzle (for puzzle reasons more than language reasons) and thus being unable to proceed. Well worth playing if you have a basic command of Japanese (the game relies mainly on hiragana); the success rate was ~20+% when I visited.

Nazotomo Cafe Shinjuku – スピリチュアルレポーター殺人事件
This bite-sized murder mystery was cute and clever; I managed to solve it, thanks in no small part to the interesting in-room guidance provided by video narration (which undoubtedly accounts for the room’s >70% success rate when I played).

Nazotomo Cafe Shinjuku – 想い出列車となくした切符
This room felt similar to おとな小学校: a charming premise involving a disillusioned adult entering a child-like, dream-world setting; an initial round of mini puzzles feeding into a meta; more complex puzzles later on. While I didn’t get particularly stuck for puzzle reasons, I did run out of time at the second metapuzzle, out of four stages. I played this solo; perhaps a team of three or four people, reasonably fluent in Japanese, might be able to complete it. The success rate stood at around 25% when I visited.


Hosted events

Far&Near – 人狼潜む平和な村からの脱出【人狼サイド】
We were thoroughly defeated by this game: in the first instance by the high language ability requirement (wordplay, crosswords, etc), and secondly by its extremely clever narrative endgame. It was a fascinating experience, but I probably wouldn’t dare to attempt future games by Far&Near.

SCRAP – Projection Table Game vol. 2 – ある魔法図書館の奇妙な図鑑
Following Spellbound Supper, SCRAP’s second projection table game continued to use the interactive video-projection-enabled format to great effect. Compared to its predecessor, this played out much more like, well, a game — less escape-room-style puzzle-solving, more figuring out what to do. Clever twists maintained a sense of freshness and surprise. The endgame was (in my opinion) more forgiving than the previous game.

SCRAP – アイドルは100万回死ぬ [Japanese only; English adaptation available in the US]
A revival of an old game (there’s already a sequel, which I regret not having had the time to play), this engaging and unique not-an-escape-game is comparable to SCRAP Asakusa’s Escape from Hunter X, in its use of time loops and the ability to learn from mistakes — except it goes much further. The gameplay is far more complex and layered, and the use of the time loop mechanism is very clever and deliberate. The experience itself is just pure fun — cute and entertaining. Although our team succeeded, I feel that even teams which fail will have enjoyed themselves. I don’t know how well it was localised for the US, but the original Japanese game is HIGHLY RECOMMENDED.

SCRAP – 机の上の魔王城からの脱出
This fascinating puzzle event incorporated some light programming, with Sony’s toio robots being a key part of the narrative and gameplay. The unique structure, challenging puzzles, and well-developed storyline made this a great experience — quite a broad Japanese vocabulary is required, but the staff very kindly helped us out at some points.

SCRAP – リアル脱出ゲーム×名探偵コナン「チョコレート殺人事件~現場検証編 | 脱出編 | 聞き込み編~」
This is a three-part game with an overarching mystery. The 現場検証編 is now one of my favourite escape/puzzle games ever, for elegance, cleverness, and sheer fun: you reconstruct a locked room mystery, not just in theory but in practice. The 脱出編 is a fun but not groundbreaking traditional escape room, while the 聞き込み編 is a reasonably clever kit game. I’m just really sad that this game is ending in January 2024, because the 現場検証編 is so good (and requires basically no Japanese ability).

SCRAP – リアル脱出ゲーム×名探偵コナン『黒鉄の海中研究所からの脱出』
The core gameplay was fascinating: using an audio-based surveillance system to reconstruct events. That part could be adapted for remote play — but the event itself had fun twists that were only possible in its physical, multiple-team setting. Way too difficult for us, but a very worthwhile experience.

SCRAP Tokyo Mystery Circus – 歌舞伎町探偵セブン×エヴァンゲリオン 『謎のスパイと伝説のホスト』
This Kabukicho outdoor game was truly multimedia: cool interactions in unexpected settings; videos and voice messages (clearly meant for Evangelion fans); and kit-based puzzles. While light on nazo-style solving, the real-life aspects elevated the experience. A great example of what live games can be.

SCRAP Tokyo Mystery CircusEscape from the Stone Cave! [available in English]
A rare hall-style SCRAP game that is both available in English and solo-player-friendly, Escape from the Stone Cave! had some cute ideas and the usual (but still impressive) SCRAP-style narrative-powered endgame, which I always enjoy.