Mind Over Magic: The Mental Techniques of Self-Starting Magicians

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Self-starting magic refers to a type of magic that can automatically begin without any external force or direct intervention from a magician. It is a concept that has fascinated both magicians and audiences for centuries. One of the most famous examples of self-starting magic is the self-tying knot trick. In this trick, a magician presents a piece of rope and begins tying a knot. However, as soon as the magician lets go of the rope, the knot magically ties itself without any apparent physical contact. This can be a startling and impressive illusion, as it seems to defy the laws of physics.


I started following Curse of the Sea Rats around the time the developers began to do marketing for its Kickstarter campaign. I try to keep my ear to the ground for interesting projects, and the animation style and premise of Curse of the Sea Rats definitely caught my eye. Now that Curse of the Sea Rats is available on consoles and PC though, I have to say I have mixed feelings on this one.

The hand-drawn animation and environments are reminiscent of the golden age of animated films, like American Tail , classic Disney animation, and other animated films of the 90s. The presence of local multiplayer brings with it the promise that parents can play with their kids, that siblings can use it to bond, or that friends can make a party of it on a Friday night with some beers.

Curse of tge sea rats switch

This can be a startling and impressive illusion, as it seems to defy the laws of physics. The concept of self-starting magic relies on careful preparation and a deep understanding of the principles of illusion. Magicians often employ various techniques, such as invisible threads, magnets, or hidden mechanisms, to create the illusion of self-starting magic.

Curse of the Sea Rats | Switch Review

One debate has raged amidst the nerd community for as long as I can remember. Which is cooler? Ninjas or pirates? While the Ninja Gaiden series had me firmly planted as a fan of the former for the majority of my life, Assassin’s Creed IV: Black Flag definitely tipped the scale for me. Petoons Studio created another entry into the “pro” column for me in terms of games. Curse of the Sea Rats drops a Saturday morning cartoon vibe into a gear-gated game with impressive flourish. It’s not quite perfect and offers little new to the genre (outside of co-op), but it has me already clamoring for a sequel.

Fifteen Men on a Dead Man’s Chest

There are four main protagonists in Curse of the Sea Rats. This quartet of convicted pirates has a new chance at freedom when the ship carrying them crashes on an island. The captain of the ship offers them all pardons in exchange for rescuing his small son, Timothy, from the clutches of an evil pirate named Flora Burn. Despite the eyebrow-raising question of bringing a toddler across the sea on a ship transporting convicts, it seems like a fair trade. There’s just one small problem: all of the pirates (both good and bad) have been transformed into rats.

You play as one (or all four) of the cursed heroes. You’ll explore the impressively-sized 2.5D world, acquire new abilities, locate keys to open new areas, and battle mustache twirling bosses. This all leads to a final confrontation with Flora and a final cutscene with more than one surprise.

The story here is clever enough to keep me going, but the real reason to play this one is its visuals and sound. All of the artwork in this game is hand-drawn. Exploring the island’s environments transported me back to my childhood while watching my favorite cartoons. But this time, instead of eating a bowl of cereal, I was controlling the characters on my screen. It looks that crisp, and outside of some minor slowdowns towards the end of the game, that holds up throughout. Curse of the Sea Rats also might have my favorite music score of the year thus far. Nothing ever feels repetitive, and the music is strangely relaxing and catchy at the same time. This is all rounded out with some incredible voice acting that rivals some of my favorite shows from my youth. I seriously felt like a kid again.

A Cutlass Swipe or an Ounce of Lead

Most of the gameplay in Curse of the Sea Rats will feel familiar to those who regularly play gear-gated games. What makes this one stand out is the ability to swap between each of the four characters at safe locations. All four of the pirate rats feel wholly unique in both characterization and fighting style. They each even have their own separate skill tree with individual abilities peppered into the standard ones, like increased health and critical hit percentages. This is clearly designed for co-op play, something I don’t think I’ve ever experienced with this kind of game. Sadly, I didn’t have time to play Curse of the Sea Rats with friends this time around, but only because no one was available to sit down with me for ten hours.

What’s odd about this setup (at least playing solo) is that there seems to be no incentive to play as any other character than the one with which you start. You’ll earn spirit energy for defeating enemies, which you cash in at save points. If you die along the way, you lose this currency, but can go back and collect it on your next start. As you progress deeper into the labyrinth, the enemies obviously get tougher. So why would I want to play with another that has zero upgrades attached to it?

Despite this fact, I wound up maxing out two of my characters’ stats by the end of the game and almost the remaining two as well. But this was only because I was worried I was going to need to for a crazy final boss fight. I barely played with the other three beyond my main, however. I’d simply swap characters at safe zones, upgrade that character’s skill tree, and then swap back to my tried-and-true. This task proved somewhat tedious, since I couldn’t simply upgrade abilities for other characters while playing as my primary. This is only a minor annoyance, however.

The Cabins Riot of Stuff Untold

The map in Curse of the Sea Rats is a lot of fun to explore. Uncovering a new area scratches the itch in just the way you’d want it to, and I rarely found myself stuck. With that said, a way to mark your map would have been a much welcome addition. I also wish there were more ability upgrades to reach new areas, as there were really only two to speak of. The rest of the map opens up when you find a required key. It’s not nearly as exciting to merely unlock doors as it is to earn that new pathway with a newly acquired skill.

My only other issue is just how trivial the bosses become, even by the end of the game. At first, they were completely satisfying to defeat, forcing you to memorize patterns, manage your health, and master new techniques. By the time I had uncovered half of the map, however, my initial character was completely overpowered. Outside of a couple bosses with cheap one-hit kills, the rest felt like their clever patterns and beautiful animations were wasted on my standing in one or two places wailing away at them until the fight was over. Not that I mind when a game takes it easier on me, but I almost never came close to death during these battles.

The game also adds some fun side quests to the mix. Most of these are more rewarding for the cute cutscenes than they are the actual items they drop. But it’s also fun going back to characters with the items they need as a way to revisit locations. Overall, the design of the map is quite nice. During one of the final sections of the game, it actually forces you to visit most locations for a story-related reason. This might have been the most brilliant addition to the gameplay, as I don’t think I’ve ever experienced that in this genre.

Curse of the Sea Rats Final Verdict

While I still have to hand the title to ninjas, Curse of the Sea Rats definitely revitalized my love for pirate lore a bit more. It’s far from perfect, but will satisfy your itch for this style of game, and the animations and music will make it very worth your while. I love it when a game feels fresh and familiar at the same time, and I’m definitely looking forward to the inevitable sequel.

To hear me talk more about Curse of the Sea Rats, be sure to listen to our April 5th episode of The Gaming Outsider Podcast.

This review is based on a Nintendo Switch copy of Curse of the Sea Rats provided by SuperIndie.Games for coverage purposes. It is also available on PlayStation, Xbox, and PC via Steam.

With that being said, Curse of the Sea Rats does try to at least have its own personality. You play as one of four people that have been cursed and turned into a rat. Amusingly enough, this was actually a fortunate turn of events for them, as all four characters were prisoners on a ship to… a less-than-pleasant fate. So, thanks to the curse, the captain (who is also now a rat) gives them the opportunity to win their freedom. The only catch is they need to go on a deadly journey to defeat one Flora Burn, the pirate witch behind the curse.
Self starting magic

These techniques allow the magician to control and manipulate objects from a distance, giving the impression that they are moving or acting on their own. The main idea behind self-starting magic is to create a sense of wonder and mystery. By presenting tricks that seem to operate independently, magicians can captivate their audience and leave them questioning how such feats are possible. Self-starting magic tricks can be particularly effective when performed in close-up or intimate settings, where the audience has a front-row view and can see the magic happening right before their eyes. Self-starting magic can also be seen as a symbol of the power and control that magicians have over their craft. By making objects move or perform actions on their own, magicians showcase their mastery and skill. This type of magic requires not only technical expertise but also a thorough understanding of timing, misdirection, and showmanship. It serves as a testament to the creativity and innovation that magicians bring to their performances. In conclusion, self-starting magic is a fascinating aspect of the art of illusion. Through clever techniques and preparation, magicians can create the illusion of objects moving or acting autonomously. This type of magic captivates audiences and showcases the skill and creativity of the magician. Self-starting magic tricks continue to amaze and intrigue, keeping the wonder of magic alive..

Reviews for "Mastering the Basics: Foundations for Self-Starting Magicians"

1. John - 1/5 - I was extremely disappointed with "Self Starting Magic." The tricks were simple and obvious, not the mind-blowing magic I was expecting. The instructions were confusing and poorly explained, making it difficult to learn and perform the tricks. Overall, I found the book to be a waste of money and time.
2. Emily - 2/5 - "Self Starting Magic" was not what I expected. The tricks were repetitive and lacked originality. Most of them required additional props that were not included or easily accessible. The explanations were also unclear, and I struggled to understand and execute the tricks. I would not recommend this book to anyone looking for quality magic tricks.
3. Michael - 1/5 - I regret purchasing "Self Starting Magic." The tricks were rudimentary and lacked any wow-factor. It felt like I was performing tricks from a children's magic kit. The instructions were confusing, and I had a hard time following along. The book failed to live up to its promises and left me disappointed. Save your money and look for better magic resources elsewhere.
4. Sarah - 2/5 - As an avid magic enthusiast, I was disappointed with "Self Starting Magic." The tricks were basic and unimpressive, suitable only for beginners. The explanations lacked depth and failed to provide any additional insights or variations on the tricks. I was hoping for more advanced and captivating magic, but this book fell short of my expectations.

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