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"A door, firmly locked. But have you got what it takes to escape? 40 times…"
— The intro screen


As it appears on BB Collection

As it appears on BB Collection

40xEscape is a point-and-click game along the lines of an escape room created by Bart Bonte for JayIsGames's Casual Gameplay Design Competition #10. It released on the Bontegames blogger and the web browser on September 5, 2012.

Announcement[]

Yes it's time for a brand new bontegame! Enjoy 40xEscape! Only one door, firmly locked, but have you got what it takes to escape? 40 times?! 40xEscape was made for the Casual Game Design Competition 10 with theme 'escape'. [1]

Objective[]

You have to find a way to light up the word ESCAPE, whether that be pressing a sequence of buttons, making the room number, or inputting a value.

Sometimes, you will see signs such as "move" or "knock knock knock." Except for room 2, they provide part of, if not the, solution. For rooms without signs, you need to figure out what to do by clicking around.

Rooms[]

As suggested by the name, it has 40 rooms.

Room 1: A very straightforward room. Press the button 6 times.
The canary is on the ESCAPE, hopping around each letters continuously.

Room 2: This time, the button has disappeared. The escapee has to manually click the letters in the word ESCAPE to light them up.
The canary is on the floor somewhat to the right of the no button? sign looking at it.

Room 3: There are six buttons lined up horizontally. From left to right, they read: 2 6 4 1 3 5. There is a sign just below the buttons that says "up." In this case, "up" means ascending (increasing consecutively). Click the buttons in ascending order based on their label, not from left to right.
The canary is hiding near the bottom right corner behind the menu tab.

Room 4: The left button shifts to the next letter in the sequence and highlights it. It does not skip over lit-up letters. The right button lights up the current highlighted letter (unless it was on). The player does not have to lock a light on all the letters. Every letter simply must be on.
The canary is pecking the left side of the doorway.

Room 5: There are four buttons with the letters v, e, f, and i. The sign below them says "this x" (x being the room number, which is 5). The door's word lock wants the English word form of 5 (f-i-v-e). Click the buttons in that order.
The canary is on the 5 in 5×Escape (the right side of the menu).

Room 6: When the LED is inactive, the player may not interact with the letters. When the LED is active, s/he may invert the letters by pressing them. This means that though the letters do not change while the LED is inactive, they can turn off if the player presses them while the LED and letter are on.
The canary is stationed on the first E of ESCAPE.

Room 7: This time, when you click the letters, they switch between 3 different lightings: green, blue, and pink. Each letter can switch between these 3 colors. However, to unlock the door and advance, all letters must be green.
The canary is on the OK button, so it is not visible until you complete the room.

Room 8: The 4 cards under the canary (as well as the canary) rotate clockwise when the escapee clicks them. Orientate the pieces so they form the room number (8).

Room 9: Don't move the cursor! (you can also go outside the game window and wait)
The canary is hopping up and down under the sign.

Room 10: Spell PEACE by pressing the letters of ESCAPE. The order in which you press the E's does not matter. Pressing the letters in the wrong order turns the lit letters (if any) off. The S will light up after spelling the word.
The canary is a little to the left of the sign looking at it from the floor.

Room 11: The English word form of 11 is e-l-e-v-e-n.
The canary moves in the same way it did room 1.

Room 12: Press the button, then press an unlit letter (or vice-versa). You may undo this by pressing the letter again, but you will have to light it up again. In addition, pressing a letter but not the button and pressing another letter turns the initial letter off. Like room 4, every letter must be on but does not have to have its light locked on.
The canary is peeking out from the bottom left, its head just visible.

Room 13: The sign below the number lock shows a triangle in a pentagon in a square. Count the sides/vertices (points where two sides meet) on each shape. The sign does not state the order to put the numbers, but the number lock start from the outermost shape and goes inward (not vice-versa, so 354 will not work).
The canary is above the middle digit on the number lock.

Room 14: Knock on the door three times by clicking it. The canary moves in the same way it did in room 1.

Room 15: Pressing a letter inverts itself and the ones next to it. The E's at the end do not invert each other, only the S and the P next to them.
The canary is on the 5 of 15xEscape.

Room 16: The sign below the word lock has this list of numbers: 5 19 3 1 16 5. They correspond to the positions of letters in the English alphabet (A is the 1st letter, B is the 2nd, C is the 3rd…) (for some simplicity, refer to the word above the door).
The canary is hopping around over the lock similar to the way it does in room 1.

Room 17: Letters now have 4 choices for LED color: green, blue, pink, and yellow. However, they can only be 3 of the 4. All the letters have a common color. Set them to that color and the door will unlock.
The canary is hanging from the ceiling in-line with the gap between the C and A of ESCAPE.

Room 18: Press and hold the button until ESCAPE is lit up.
The canary is hopping up and down on the second E of ESCAPE.

Room 19: The first 6 buttons correspond to the 6 letters in ESCAPE (1st button is 1st E, 2nd button is S, 3rd button is C…). Press the one that connects to the letter you want to invert. Then press the 7th (rightmost) button.
The canary is above the A in ESCAPE.

Room 20: T-W-E-N-T-Y
The canary moves in the same way it did in room 16.

Room 21: Like the opposite of room 9: keep moving the cursor in the game window. Unlike room 9, the lights do not reset if the cursor stops moving or rolls off the game window.
The canary is in the same position as room 9, but much further to the right.

Room 22: Click a gray segment on the panel to highlight it. Make the room number on the panel with highlighted segments to get access to room 23.
The canary is on the edge of the 2nd E of ESCAPE.

Room 23: Pressing a letter inverts the letters next to it but not itself. You will need to click the neighboring letters to invert them.
The canary is in the same position as room 17, but only its head is visible.

Room 24: This is a word lock with north (the n), west (the button more to the left), east (the button more to the right), and south (the lowest button). Using the first letter of each direction, spell "new news."
The canary is in the same position as room 2.

Room 25: A word scramble. The top scramble corresponds to the 1st digit, the middle the 2nd, and the bottom the 3rd.
The canary moves the same way it did in room 1.

Room 26: Spell SEE PAC! (ignoring the space and exclamation mark)
The canary is in the same position as room 10.

Room 27: Press the 4th button 4 times without pressing one of the other buttons in between.
The canary moves the same way it did in room 1.

Room 28: Press and hold the button. However long the button was down is however long the LED stays green.
The canary is in the same position as room 6.

Room 29: It wants the total number of rooms in the game. Refer to the title.
The canary is on the right edge of the lock.

Room 30: Press the left button a number of times. The right button calculates [left button presses modulo 6] and inverts the letter in that position (e.g. pressing the left button 35 times before pressing the right button will invert the P as 35 mod 6 is 5, and P is in the 5th position). If left button presses is a multiple of 6, it will invert the 2nd E as normal.
The canary is in the same position as room 4 but on the right side.

Room 31: Like room 24 but flipped: west and east change sides, and south becomes the top button. Spell "we see" using the buttons.
The canary is in the same position as room 2.

Room 32: Here is the nonsense word broken down into three word scrambles: rouf | wot | neves.
The canary is in the same position as room 29.

Room 33: Pressing a letter inverts itself and the letters 2 spaces from it. Thus, only the C and A invert 3 letters at once.
The canary is waiting idly to the left to the door.

Room 34: Three buttons. The first one locks the current light and highlights the first E, and the other 2 move it back and forth respectively. If the movable light passes a locked one, the movable light will delete it next time it moves.
The canary is on the P of ESCAPE.

Room 35: The letters are the first letters of the English word forms of the numbers 1 through 10. The sign should be a starter (one, two, three…).
The canary is in the same position as room 1.

Room 36: Knock on the door 4 times, but with each knock, knock higher than the previous knock.
The canary is in the same position as room 2.

Room 37: Press the first E once, click S twice, click C thrice…
The canary is in the same position as room 10.

Room 38: Light up the segments to spell the 2nd part of the name of the game. It should look similar to the ESCAPE above the door.
The canary moves similarly to how it does in room 16.

Room 39: The middle button highlights the A, the side buttons move it back and forth.
The canary is in the same position as room 34.

Room 40: Spell the name of the game (ignore the fact that the first e is capitalized).
The canary is on a peg between all the buttons.

Trivia[]

  • The Doggnation end scroll hinted at this game (an escape game but not set in an actual room).
  • This game is a part of 5 released in the same year (2012), the most Bart Bonte has done. Other such years include 2007, 2010, and 2015.
  • Like Free the Bird and Chicken Grow, the game does not mention the Casual Gameplay Design Competition it was created for.
  • The canary was reused from Bonte Escape.
  • Rather than functioning as a pause button, the pause button takes the player back to the menu screen.
  • In room 18, if the player moves the cursor off the button while holding it, the button will remain pressed unless they release their cursor.
  • When you complete room 40, the canary's eyes widen.
    • There also appears to be no ground outside, likely because Bart Bonte forgot to implement it.
      • On the Well Done screen, the ground is visible.
    • The game is set somewhere between the late morning and the afternoon.
  • This is 1 of 2 games that placed in the top 10 in Jay Is Games's Casual Gameplay Design Competition, the other being Full Moon, which won 2nd place in Casual Gameplay Design Competition #6. This game placed 5th.
  • A slower, softer version of the music is used in Factory Balls update (real version is about 10% faster).
  • 56.2% of BB Collection players have all 3 stars in this game, which is slightly higher than Farafalla with 55.8% but less than Where is Cat? with 60.7%.