Pulling a solution out of a hat
Location: Clermont, FL
Date Played: November 17, 2019
Team size: 4-6; we recommend 3-5
Duration: 60 minutes
Price: $32.10 per player
Emergency Exit Rating: [A+] No Lock
Physical Restraints: [A+] No Physical Restraints
Strange Magic was a delightful blend of puzzle design, technology, and set design. Everything came together beautifully in a compact but mighty package.
What made Mind Masters’ inaugural game so fantastic was the stage-magic quality of the interactions.
Additionally, some of the technology was so slick that it’s hard to comprehend how great it is… which really is how tech ought to function.
If you’re in the area, I highly recommend finding your way to this company. It’s rare to see such a polished first outing from a rookie escape room business. I have a feeling that we’re going to see more great things from them.
Who is this for?
- Puzzle lovers
- Scenery snobs
- Players with at least some experience
- Players who don’t need to be a part of every puzzle
- Great thematic puzzling
- A fun setting
- Brilliant and subtle magical tech
In the heart of America, the magician in a traveling circus was using real sorcery to feed on the life force of his audience.
We time traveled into his tent during his hour-long performance to disrupt his sinister magic.
Strange Magic packed a ton of might into a compact space. The room felt like it was inside of a circus tent, with all of the right detailing in the vaulted ceiling. That level of detail followed all the way down through the props and to the floor.
Everything was focused on circus magic.
The set was well lit and an easy setting to enjoy.
Additionally, Mind Masters’ overall narrative for all of their games focused on time traveling, and their use of a time machine as the doorway/ hint delivery system/ storage for the team’s gear was inspired.
Mind Masters’ Strange Magic was a standard escape room with a moderate level of difficulty.
Core gameplay revolved around searching, observing, making connections, and puzzling.
➕ In Strange Magic, the opens felt magical. Mind Masters embedded technology to make us feel like magicians. It worked smoothly and invisibly.
➕ Strange Magic was designed from floor to ceiling. Mind Masters built a space that hearkened back to the Golden Age of Magic.
➕ Mind Masters did some really smart 3D printing work.
➖ Some of the cluing was just a bit too subtle. Thematic, absolutely. Beyond reasonable perception, also yes.
➕ Narratively, Mind Masters justified anything that didn’t fit through their time-travel portal. This enabled them to use escape room essentials elegantly.
➖ While most of the tech worked brilliantly and thoughtfully, there was an opportunity for Mind Masters to improve this game by disabling double inputs.
➕ The puzzles flow worked well and many had layered solves. Although the space was smaller, there were enough puzzles open at any one time, spread out across the space, that we didn’t feel cramped and everyone could be involved.
➖ The final sequence was bumpy. Although we’d taken the right action, we didn’t get strong feedback from the game and began to second guess ourselves. Nothing clued us that this interaction required patience. While waiting can add drama, in the case of this puzzle, the slow pace of the prop’s response detracted from an otherwise impressive ending.
➕ The technology in Strange Magic ran far deeper than we understood while playing. At the end of the game, Mind Masters gave us a score, determined by their automated system.
Tips For Visiting
- There is a parking lot.
Book your hour with Mind Masters’ Strange Magic, and tell them that the Room Escape Artist sent you.
Disclosure: Mind Masters provided media discounted tickets for this game.