Escape room

Permanent escape rooms in fixed locations were first opened in Asia[4] and followed later in Hungary, Serbia, Australia, New Zealand, Russia, and South America.

[2] Players enter a room or area wherein a clock is started and they have a limited time to complete the game, typically 45 to 60 minutes.

Good endings are usually represented by either escaping "alive" within the time limit, completing the room's objective, or even stopping the threat or antagonist of the story, while bad endings usually represent the players getting "killed" by the main driving force of the story or an antagonist of the room coming to get the players once the timer has run out.

Different attractions contained elements similar to modern escape rooms and could thus be seen as precursors to the idea, including haunted houses, scavenger hunts, entertainment center 5 Wits or interactive theater (such as Sleep No More, inaugurated in 2003).

[6][19] An early concept resembling modern escapes room was True Dungeon, which premiered at GenCon Indy in Indianapolis, USA, in July 2003.

[20][21] Created by Jeff Martin (True Adventures LLC), True Dungeon had many of the same elements that people associate with escape rooms today: a live-action team-based game where players explored a physical space and cooperatively solved mental and physical puzzles to accomplish a goal in a limited amount of time.

True Dungeon "focuses on problem solving, teamwork, and tactics while providing exciting sets and interactive props".

[22] Four years later, Real Escape Game (REG) in Japan was developed by 35-year-old Takao Kato,[23] of the Kyoto publishing company, SCRAP Co., in 2007.

[28] As opposed to the Japanese precursors, in Parapark's games, players mainly had to find hidden keys or reach seemingly unattainable ones in order to advance.

[30] These can be particularly lucrative for the operators, as the upfront investment has been as low as US$7,000, while a party of 4-8 customers pay around US$25–30 per person for one hour[31] to play, potentially generating annual revenue upwards of several hundred thousand dollars.

The South China Morning Post described escape rooms as a hit among "highly stressed students and overworked young professionals.

These ideas have evolved to include automation technology, immersive decoration,[38] and more elaborate storylines to make puzzles more interactive, and to create an experience that is more theatrical and atmospheric.

The fire was caused by a leaky gas container inside a heater and resulted in the death of the five victims from carbon monoxide poisoning.

[41] Canadian comedy show Schitt's Creek aired an escape room episode, "The Bachelor Party", in March 2020.

The escape room concept has also been explored in other television programs such as It's Always Sunny in Philadelphia, Bob's Burgers, and Harley Quinn.

A puzzle being solved in an escape room
The briefing room of an escape room in Tampere , Finland
An example mathematical puzzle in which gives the combination to a lock on solving it – in the interactive SMIL, solve the balance puzzle, then click the numbers at the bottom until the red circle turns green
Players solve a puzzle at the original 5 Wits in downtown Boston, circa 2006
A player studying a clue
A common task is to find parts of an eye-safe blacklight torch to assemble to reveal messages in invisible ink