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Series / Exit (2013)

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Exit is a 2013 game show on Syfy, based on the Japanese Game Show Dero!, in which four teams battle it out for the chance to win $10,000. The catch? They have to escape rooms filled with death traps (not real obviously) by answering trivia questions and solving puzzles to proceed to the next room. Naturally, the show goes by elimination with the winners proceeding onward while the losers are eliminated... literally.


Exit provides examples of the following tropes:

  • All or Nothing: Only the final team has a chance to win the money. Yes, it's a chance only - if you don't succeed, you don't get anything.
  • Bonus Round: Two different variations with similar rules. The final team has 10 minutes to complete three tasks (in order; skipping ahead is not allowed) and then correctly answer three pop culture questions.
    • Cabin In The Woods: The room ceiling slowly closes on the contestants.
      • Firstly, place five items in a specific order (like from earliest to most recent).
      • Secondly, put four logs in a fireplace to answer a question such as "shorter than Tom Cruise" or "younger than Larry King". After getting the set wrong once, they are told a hint.
      • Thirdly, put a raccoon cap on "More" or "Less" to a statement for which the answer is a number. 5 correct answers clear the task.
    • The Tank: The narrow room which quickly fills with water. Needless to say, some swimming (and a pair of goggles) is involved.
      • Firstly, place five items in a specific order.
      • Secondly, look at an underwater grid where words of colors are different colors than the word they are; being given clues as to what color key needed to unlock four locks and turn valves.
      • Thirdly, turn a lever to "Yes" or "B.S." after being given a statement. 5 correct answers clear the task.
  • Confession Cam: Clips of the teams' comments on what they have experienced are usually chimed in during the games. Naturally, these clips are filmed after the game.
  • Deadly Game: Portrayed as such — and much more seriously than in DERO!
  • Deadly Disc: "The Shredder", a saw blade machine that stalked contestants down a crawl space as they spelled words to answer questions and inch closer to the exit.
  • Eject the Loser: Into oblivion!!! Big part of the show's premise.
  • Game Show Host: Curt Doussett, also the host of Discovery Channel's Hazard Pay.
  • Locked in a Freezer: Somewhat, the second room of several episodes involved trying to deactivate a "freeze blaster". Contestants have to match certain words to another to recieve the code for the pliers to deactive the "bomb". Wrong answers not only hold you up, but spray freezing mist into the room as well.
  • Malevolent Architecture: Might as well be called Malevolent Architecture: The Game Show.
  • Quicksand Sucks: "Mineshaft" (Sand Room), a room that takes place in quicksand where wrong answers sinks you faster. The last two teams standing take turns answering Who/What/Where questions based on given clues. Each question contains 5 clues and each turn opens up a new clue, to which the controlling team has 5 seconds to answer the question. A team loses when they are completely submerged in the quicksand.
  • Timed Mission: In the final round, the team is given 10 minutes to complete the game. Other rooms may include timed segments. For instance, the Beam Room draws the plank back into the wall at an inch a second, and the quicksand room puts a 5-second shot clock on the teams to take each guess at the puzzle.
  • Walk the Plank: The first challenge, "Beam Room". Contestants stand on a receding plank and have to quickly answer a picture question to halt it. The first team to see a puzzle has 20 seconds to answer before the puzzle passes to the next team in line; if control is passed, subsequent teams are given 15, 10, and 5 seconds to solve. Quickness is key here as stalling decreases what little standing room you have till you eventually drop into the Bottomless Pit.
  • The Walls Are Closing In: "Wall Room". The contestants are stuck into a wall with only their head and hand free and separated from their partner who's on the opposite side of the room. They're given questions which both must answer correctly. After five right answers, one of the players is freed and has to remove a key from a box to open the door to the room and race down a hallway as the walls close in on them before they're "squashed". If they succeed in reaching the end of the hall, the partner is then released and likewise has to repeat the box puzzle and race to evade the walls to win the game.
  • Win to Exit: Pretty much the main premise of the show.

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