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The world-famous number 9 train "Mystery Express", is a 9-car long luxury locomotive designed by none other than a genius puzzlemaker, whose penchant for the number 9 led to the affectionate nickname of "9 Train". Crafted with the concept of a "wacky and whimsical adventure" in mind, each compartment is packed with a plethora of puzzles. You have been invited to a private viewing to commemorate the completion of this luxury liner. You step aboard Car No. 9 when suddenly a shrill alarm sounds. But wait! Why is the train starting to move? You didn't hear anything about this! As the train rapidly picks up speed, you realize that at this rate it's going to crash straight into the city of the terminal station in about 50 minutes! If, by some miracle, you can reach Car No. 1 and pull the Emergency Break, it's possible to stop the train. But, in order to reach that final car, you need to solve all of the puzzles in all 9 of the cars on this loopy locomotive! 9 rooms, 1 way out - can you conquer them all and stop the "9 Train"?
147 escape rooms
Coming from overseas and having played some incredibly cinematic escape room games, SCRAP’s ‘Escape from the Runaway Train’ lands more as a puzzle room with thematic puzzles. Some of those puzzles are fun, to be sure, but the experience is slightly impacted by the business choice to prioritise throughput over player experience. The lack of a heart, like, or dislike rating in this review is intentional—it is a mixed bag and worth unpacking in words. The puzzles are as you’d expect from SCRAP; clever, witty wordplay, lateral thinking and a behemoth meta-puzzle for the final challenge form the core of SCRAP’s experiences, and ‘…Runaway Train’ is no exception. We were stumped by a few and the final room feels as if it was designed to almost certainly ensure players require the additional ¥1000/player for 10 minutes and hints to complete the final room. Most answers are inputted as words into an iPad aside from a couple of combination locks. Aside from a few novel presentations of puzzles, the standout experience was witnessing the game master act the opening moments of ‘…Runaway Train’. More game masters should adopt this approach to inducting players—it is far more compelling than the standard scenario read-out. If you finish a room quickly, you cannot advance to the next one unless the team ahead of you has also moved on. Your timer will pause, but this means that the 50 minute experience could balloon out to 70 minutes due to the time spent waiting for the teams ahead of you to progress or bow out. We certainly benefitted from SCRAP’s new hint book system, as their ‘nine-room’ games only give you a hint every 2 or so minutes via the game tablet, whereas the book can be used immediately without a time penalty. Given that the final room doesn’t have any hints the first time you play, and that the amount of time you have remaining is reduced to a maximum of 10 minutes irrespective of the fact you may have had more time when you entered the room, the book offers a better experience for players. Their other room, ‘Escape from the Witch’s House in the Woods’, sorely needs this hint book system. It’s an interesting experience for international escape room players, particularly given SCRAP’s involvement in pioneering the escape room format. While the international design shift appears to be firmly directed towards immersive, cinematic narratives and player agency in escape experiences, SCRAP continues to carve and refine their puzzle-forward niche.
Some puzzles were great, some felt very difficult to access without hinting.
Noise from neighbouring rooms and the space in general detracted from the experience. The set had some cool props and the vinyl sticker walls looked the part.
Staff were kind. Their acting was great!
Mechanical
209 escape rooms
I disliked immensely that you had to wait such a long time to ask for help in each room. It means if you get stuck right away you just stand around burning time and losing time available for later rooms.
Overall enjoyed the gameplay but it’s very rushed and chaotic. Plus if the people in the “car” next to you are loud you can hear them talking about the puzzle you are about to do.
110 escape rooms
We played it in english without any issues. The GMs are helpful and you play with a tablet in english. I liked the game as a whole, like many others mention, to solve the last wagon you should be prepared to pay 1000 yen for a replay card that gives you 10m and the hints. Either that or you need to be an expert who pays attention to everything. The props were nice and i saw a few unique puzzles that i havent seen before or thought of. In this sense it was a great room and i recommend it for anyone passing by in Tokyo :)
Medium
Medium hard until the last wagon that was very difficult.
Mechanical
2
Not scary
No
No
Not at all
Yes
Limited
112 escape rooms
Good Points: Some puzzles are nice and semi-novel and the pace is fast. Bad Points: They employ predatory tactics to make you pay more than the base price. In particular the last room could be an escape room (an easy and fast one ok) in itself. There are at least 3 times the number of puzzles of the other rooms. You have only 10 mins and, the first time, without hints. If you pay extra you can get additional time and retry, with hints, the last room.
No
Medium
Mechanical
3
Not scary
10
No
No
Somewhat
Yes
17 escape rooms
This should only be undertaken if you are okay with missing out some of the end. It only has about a 10% completion rate and the final room has a ridiculous number of steps involved.
Was good until the final car. A bit rushed.
Staff were great but this is a business model that is designed to get you paying for extra time or repeated visits.
Yes
One of the 9 rooms has a puzzle description that can easily be incorrectly understood to mean the opposite of what the solution requires.
297 escape rooms
Can be done in English but we personally found a bit frustrating and would recommend Escape from the Witches House in the woods first.
22 escape rooms
It’s quite a unique experience where you’re expected to solve puzzles every 3 to 5 minutes, as the tablet will remind you whenever you take longer than average. You would also hear other players approaching your room, so it adds to the urgency you’ll feel. The puzzles were mostly not hard. A few of them were more like intuitive than problem solving though. It’s quite intense overall.
Yes
Medium
Mechanical
2
Not scary
No
Yes
Somewhat
Yes
107 escape rooms
An English friendly escape game in Tokyo Japan. Only for a few members but they do provide hints. You have 50 minutes to escape the train. You put the answer into an iPad that’ll tell you if you can advance into the next room. Meant for small groups-perfect for tourists.
207 escape rooms
The gameplay is incredibly unique making your way from train car to train car. I have some issues with the policy of buying 10 mins for 1000 yen per person. The room seems designed to encourage people to buy the extra time being only 50 mins and with the sheer number of puzzles. Also, there was something that confused me about the ending that made me think they want you to play (and pay) the game twice to complete it.
Yes
Hard
High tech
4
Not scary
12
No
No
Not at all
Yes
Limited
211 escape rooms
Unconventional puzzles. Multiple train car theme rooms is unique. 12% escape rate.
No
Medium
2
Not scary
16
No
No
Not at all
Yes
Limited
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