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Ultra Perception Louis Lam Based upon a Louis Lam effect, Ultra Perception can be performed as a one-man mental miracle or with a partner. It is perfect for parties or as a part of your regular mentalism program. THE EFFECT You introduce a tray, on which are exhibited a watch, a ring, a key, and a number of coins. You invite three members of the audience on the stage, calling them No. 1, No. 2, and No. 3. To illustrate your point, you hand one coin to No. 1, two coins to No. 2, and three coins to No. 3, requesting the members put their coins in their pockets. You further announce that the three members are at liberty to take either the watch, ring or key, and that they must do so while your back is turned or you are out of the room. To make the experiment more interesting, you request the members to do the following: The one who has the watch, is to take the same number of coins he has already in his pocket, the one who has the key, must take double the quantity of coins in his pocket, and the one who has the ring must take four times the number already in his pocket. After all of these activities, you turn around or return, and explain that while the objects were being selected by each member, you made a prediction based upon the psychic impressions you received. You proceed to hand an envelope with your prediction to another spectator. It is opened and read — it predicts which spectator took which object with pinpoint accuracy! If you like, the effect may be immediately repeated sans envelope, simply by touching each spectator’s arm and then revealing who has which object in their pocket. HANDLING You come forward either with the three articles mentioned, or borrow them from the audience. On the tray are exactly 24 coins. This quantity may never vary. When performing before a very large audience, you may even borrow the coins, and when doing so, you stop when you have 24 coins; without drawing attention to the actual number. You invite three audience members on the stage, and tell them that you will call them No. 1, No. 2, and No. 3, and to make sure that no mistakes will happen afterwards you give one coin to No. 1, two coins to No. 2, and three coins to No. 3. You have therefore taken six coins from the 24 , which are on the tray, so that there are 18 coins left. You then announce that to make the experiment more interesting, the three members are to each take a number of coins as follows: The one who has the WATCH must take the SAME QUANTITY of coins already in his possession. The one who has the KEY must take TWICE THE QUANTITY already in his possession. And finally, the one who has the RING must take FOUR TIMES THE QUANTITY of coins already in his possession.
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After the spectators choose the objects and take the appropriate number of coins, you turn around or return, and quickly glance at the tray to ascertain how many coins are left. This is the key to the mystery. Actually there are six possibilities as follows: There can be left: 1, 2, 3, 5, 6, or 7 coins. It is impossible that 4 coins are left. See the schedule below. It will show you who has the various articles. For example, if two coins are left, No. 1 has the key, No. 2 the watch and No. 3 the ring. Before your presentation, you prepare six envelopes — one for each outcome. These are placed in your side coat pocket in order. If you like, you can code the outside of the envelopes with pencil marks at various increments; so once sealed you can identify the envelope’s number — 1, 2, 3, 5, 6, or 7. Inside each envelope, you have a prediction that corresponds to the schedule provided. This should be done in pencil, not printed or typewritten, so it appears as if it was just written. For example, on the slip that goes into envelope No. 1, write:
1 will take the Watch 2 will take the Key 3 will take the Ring The working should now be apparent. Once you know how many coins remain, you simply remove that envelope number from your pocket and hand it to another spectator to read. The prediction will correctly state who has which object.
If left— (1)
(2)
(3)
1.
Watch
2.
(5)
1.
Key
Key
2.
Ring
3.
Ring
3.
Watch
1.
Key
1.
Ring
2.
Watch
2.
Watch
3.
Ring
3.
Key
1.
Watch
1.
Ring
2.
Ring
2.
Key
3.
Key
3.
Watch
(6)
(7)
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IMPORTANT CONSIDERATIONS Since the entire effect hinges upon the spectators taking the correct number of coins, these instructions must be clear and well understood. If you are simply turning your back while this is taking place, you have the advantage of giving the instructions to your on-stage helpers while the objects are being taken. With your back turned, the audience also knows you cannot see which spectator is taking which object. You should also make it a point to have an envelope with a slip of paper in hand along with a pencil, matching those you prepared with your predictions. Openly gesture, while holding these properties, without calling attention to, or mentioning them. In this way, when you turn around and feign writing your prediction and sealing it in the envelope; the audience will assume you wrote it at that moment and there is only one prediction. Place your hand with the envelope in your pocket as you turn around — removing the correct prediction envelope a few moments later after getting the coin count. REPEATING THE EFFECT To repeat the effect, make sure the 18 extra coins are returned to the tray along with the watch, key and ring. Your helpers retain the number of coins that indicate their number (1, 2, or 3). Follow the same procedure as before. However, this time, instead of having a written prediction, you approach each spectator in turn and touch his or her arm as if reading the “psychic vibrations.” You then step back and with suitable showmanship, reveal the location of each object. In order to ascertain which spectator has which object, we reduce the schedule to a form of shorthand for a small key you can finger palm or otherwise conceal. For this key, we write “W” for the watch, “R” for the ring, and “K” for the key. Ready-to-print art for the Ultra Perception “key” is provided below (output on card stock or glue to cardboard).
1 — 1W, 2K, 3R 2 — 1K, 2W, 3R 3 — 1W, 2R, 3K 5 — 1K, 2R, 3W 6 — 1R, 2W, 3K 7 — 1R, 2K, 3W
If you do not plan to repeat the effect, this approach may be used in lieu of the envelope prediction.
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You may even be blindfolded, using the “down the nose” technique to see how many coins are left on the tray and read the concealed “key.” In that case, dramatically remove the blindfold as you ask each helper to remove the object named from their pocket. WORKING WITH A PARTNER The effect can also be worked with a female assistant as the “medium,” who reveals which spectator has which object. In this case, unless she is blindfolded at the beginning, your assistant remains off stage while the objects are being selected. She then enters and is seated. The shorthand key concealed in her hands or otherwise within her view (but unseen by the audience). The rest of the presentation is the same up until the point where you turn around, and note how many coins are left. At this point, you must signal the number (1, 2, 3, 5, 6, or 7) to your assistant. This can be done verbally, if your assistant is blindfolded, or visually if she is not or is wearing a trick blindfold. The fact that you only need to transmit a single digit makes the receiver’s task a relatively simple one. Add to this the fact that as far as the audience is concerned, there is no way you could possibly know which person selected which object. For example, one of the easiest ways to code the number is to divide the table top into an imaginary numbered grid and simply by moving or re-positioning the tray, indicate the number to your partner. Or, you can use the placement of your arms to indicate a number. For example...
1
2
3
5
6
7
1) One arm crossed under, other hand under chin. 2) Hands clasped in front or holding glasses. 3) Both arms at sides. 5) One arm at side, other hand on hip. 6) Both hands on hips. 7) Both arms crossed.
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Verbal codes are the most suspect and the method with which lay people may have some vague awareness — often with the mistaken belief that all codes use awkward wording. To throw the audience further off the scent, you should code the number through your remarks to the audience, not to your partner directly. In the simple code that follows, only the first word matters. 1) “EACH helper has placed an article in their pocket...” EACH = 1 2) “WE have three helpers who have hidden an article in their pocket...” WE = 2 3) “ALL three helpers now have an article in their pocket...” ALL = 3 (you have three helpers) 5) “WHILE my back was turned, our three helpers put an article in their pocket...” WHILE = 5 Letters 6) “BEFORE we get started, let’s recap. Our three helpers have placed an article in their pocket...” BEFORE = 6 Letters 7) “ALRIGHT, our three helpers now have one of the articles in their pocket...” ALRIGHT = 7 Letters After addressing the audience, you can then have each spectator (1, 2, and 3) ask the medium what object they have in their pocket. Again, this will help dispel any notion that you are using a code.
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The Three Objects Eddie Joseph
THE EFFECT Three borrowed objects are laid on the table. The Mentalist leaves the room and each of three gentlemen conceals one of the objects in his pocket. When the seer returns, he is able to tell which article lies in whose pocket. REQUIREMENTS You require THREE envelopes. Take the first and with a pair of scissors clip a very small portion of its flap POINT from LEFT to RIGHT, throwing it a little off the center. Do the same with the next envelope but from the opposite direction i.e. RIGHT to LEFT. Leave the third untouched. (See sketch.) Get three colored cards. They should be the size of a calling card. One should be RED, another GREEN and the third YELLOW. In the first envelope place the RED card, in the second the GREEN and in the third the YELLOW and seal down the flaps. The prepared points of the flaps will tell you 3 which color card is in which envelope. In this way you will know that the first envelope (doctored flap point) has the RED card, the second (also doctored) the GREEN and the third envelope which was untouched has the YELLOW. If you have your own method of keeping track of the THREE envelopes, by all means use it, but I have been working this idea for a long time and have found it quite satisfactory. These three envelopes are placed in your left coat pocket in no particular order. In the right coat pocket you have NINE colored beads of marble size. The beads are of three colors to coincide with the three cards. Three of these are RED, three GREEN, and the remaining three are YELLOW. You also need a small bowl. PRESENTATION You commence by borrowing three articles. For the purpose of our illustration, we shall suppose you get a LIGHTER, COIN and KEY. You lay them on the table and MENTALLY designate them with numbers according to their alphabetical value. In this group the COIN would be No. 1, the KEY No. 2 and the LIGHTER No. 3.
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You now leave the room after asking any three gentlemen to walk up to the table. Each is to pick one of the articles, after you have gone, and conceal it in his pocket. The three articles have thus been chosen during your absence. You re-enter when the table is cleared. At this point you bring out the three envelopes and mix them together and then lay them on the table with their flap side exposed. Ask each of the three gentlemen to choose an envelope. As the selection is being made you will come to know which color card goes to whom. From the right hand pocket you bring out the NINE colored beads and drop them into the bowl. Having done this, you turn your back on them again. Ask the three gentlemen to tear open their envelopes and draw out the cards. You tell them that each has chosen a color by CHANCE and they are to remember the colors they have and hide the cards in their pockets. You now give them the following simple directions: You tell the person who has the COIN (no. 1 article in your group) to take ONE bead from the bowl, of the same color as that shown on his card, and place it in his pocket. The person who has the KEY is to take TWO beads of the same color as his card and act likewise. The person who has the LIGHTER (No. 3 or last article of group) to take THREE beads away from bowl and conceal them in his pocket. Let us suppose the three gentlemen are “A”, “B” and “C”. “A” has the LIGHTER, “B” the COIN and “C” the KEY. These selections are unknown to you. Also, “A” has the GREEN card, “B” the YELLOW and “C” the RED. Of course, this fact is known to you through the secret marking on the envelopes. According to the directions, since “B” has the COIN and the YELLOW card, he will naturally take away ONE YELLOW bead. “C” has the KEY and the RED card so he will take TWO RED beads away. Likewise “A” takes away THREE GREEN beads as he has the LIGHTER and the GREEN card. When they tell you they are through, you face them again. Walk up to the table and just push the bowl aside as if it has no further purpose to serve. While doing this just glance to see how many beads of each color remain. In all cases there will be TWO of one color and ONE of another. The third color will always be missing. In our present illustration, after the three gentlemen comply, you will see TWO YELLOW and ONE RED bead in the bowl. The GREEN would be missing. This is how you can tell which article is hidden in whose pocket. Subtract the two remaining YELLOW from THREE and you get ONE. This means that the No. ONE article, in this case the COIN, is with the person who picked the YELLOW card. Since you already know that “B” picked this card you can be sure that he has the COIN. I said that there would also be only ONE RED bead left in the bowl. Subtract ONE from THREE and you get TWO. You will immediately know by this that the No. TWO article, KEY in this case, is with the man who picked the RED card which in this case would be “C”.
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The third or last article will always be with the person who has picked the MISSING colors card. In this instance it would be “A” as he has taken the GREEN card and the GREEN beads are missing. There is hardly any memory work involved. The remaining beads in the bowl when subtracted from THREE will automatically give you the position of the article in each particular group. I deliberately use only THREE beads of each color to reduce the working to a bare minimum. DO NOT tell them how many beads you are using. Just pull them out of the pocket and dump them inside the bowl. Refer to them as beads of different colors. There are in all SIX possible combinations and for your ready reference, I am detailing them here. But...it is not at all necessary to know or even bother about the combination as in the older method to work the effect. SIX POSSIBLE COMBINATIONS Person with
Person with
Person with
RED CARD
GREEN CARD
YELLOW CARD
2 ...........1 ...........0
COIN (No. 1)
KEY (No. 2)
LIGHTER (No. 3)
1 ...........2 ...........0
KEY
COIN
LIGHTER
2 ...........0 ...........1
COIN
LIGHTER
KEY
1 ...........0 ...........2
KEY
LIGHTER
COIN
0 ...........2 ...........1
LIGHTER
COIN
KEY
0 ...........1 ...........2
LIGHTER
KEY
COIN
BEADS LEFT IN BOWL RED ....GREEN...YELLOW
As will be seen from the above chart, that in each instance one color is missing at conclusion and only TWO of one and ONE of another remains.
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Numerical Gene Grant (Phantini)
THE EFFECT The Mentalist states that he will attempt a test in thought reception. Any three common articles such as a knife, pen, and watch are place in a row on the table and are to be thought of as article number one, two, and three. A spectator is to concentrate on any one of the three articles. The Mentalist then gives him various numbers to add or subtract to his thought-of number. The Mindreader never at any time asks the spectator a single question, yet he finally tells the person what article he is thinking of and for a climax tells the total of the person’s figuring. SECRET AND ROUTINE It’s a matter of elimination. The figures that the performer gives the person to add and subtract to his thought-of number successively lower his total until the person cannot subtract. When he states that he cannot subtract, the performer knows what his article number is and thus the article. Grant developed 12 different formulas that make it possible to eliminate any number from one to thirteen. In Grant’s original handling, these formulas were written in longhand form on 12 different cards (pictured right). This aspect of the handling was later refined to use a single “prompter card” that contained all of the formulas — each on its own line. The number on the extreme left of each line indicates the number or value that particular line will eliminate. Ready-to-print prompter card or slip artwork provided on Page 13. For the “Three Article Test,” you will only need to use lines 1 and 2 on the prompter card. You’ll see in a moment why line 3 is not needed. Patter along the following lines: “At best mindreading is a groping procedure, especially when the subject is untrained in the proper manner of concentrating his mind. The brain, to give off thought vibrations, must be stimulated to a greater degree than is necessary for normal thinking.” Continue, saying that you have found that “a good way to stimulate a subject’s mind for telepathic tests, is to have him work a mathematical problem, such as simple addition and subtraction, while he is concentrating on the thought to be projected.” The three articles to be used in the test placed in a row on the table. You explain that they are to be “thought of” as article “One,” “Two,” and “Three” from left to right as the spectator looks at them. He is to concentrate his mind upon any one of the articles. Give him a pencil and paper. Now turn your back and tell him to write the number of the article he is thinking of on the paper. As you are turned away, secretly obtain the prompter card and refer to the first line (1). Tell him to add 9 to his thought-of number, then subtract 5 from that total, etc. Give the numbers rapidly. - 10 -
The addition and subtraction is simple and the spectator can easily keep up with you and there’s no use in dragging the effect out. You will notice that the sixth number In the line, in this case minus 6, is in parenthesis ( ). This is your key number and the crucial point of the trick. If, after you tell the person to subtract 6, he can’t subtract, then you know that his thought-of number is ONE and therefore article ONE. You don’t ask any questions — if he can’t subtract, he’ll tell you so; but you gloss over this by saying, “We’ll ADD 6, then.” To the suspicious, this gives the effect that you are just giving the numbers at random, and THAT IS THE EFFECT THAT YOU WISH THEM TO GET. Therefore, if he can’t subtract, you tell him to ADD. Then give him the next figure in the line.* At this point you know that his number is ONE and the last figure in the line shows the total his figuring will have reached at this point (in this case 13). If he was able to subtract when you gave him minus 6, than his thought-of number is either TWO or THREE. He subtracts the 6, adds the 2, and you now refer to line 2. Continue, the same procedure used with the first line and when you reach (-7). If he can’t subtract, his thought-of number is TWO and you finish as already described. If he CAN subtract, then his number must be THREE. Finish out the line and the total for the third article will always be the number that he thought of...in this case, three. Give him one more number to add at least, for instance seven, bringing his total to ten. If a person thinks of the third article and he often does, he can subtract all the way and is really amazed at the final denouncement. *NOTE: In the first line, if the person cannot subtract 6; you tell him to add 6, then add 2 (the final figure), giving him a total of 13 in this instance. If he can subtract, you move to the next line (2) and have the person continue his computation and add the next figure, in this case 6, then subtract 1, add 2, etc. If he is able to subtract all the way down and then adds the last figure in line 2, 3 — his total at the end will be 3 (also the article he chose). That’s why, you would have him add one more n umber, say 7, bringing his final total to 10. The INDICATOR NUMBER at the extreme left of each line is never given to the spectator.
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OTHER TESTS
THE THREE COIN TEST For this test you will use line 1 and 5. Introduce a penny, a nickel and a dime. Have someone select one mentally and write the value down on a slip of paper...1, 5, or 10. Proceed exactly as in the “Three Article Test.” The 1 line eliminates the penny and the 5 line eliminates the nickel. If he is thinking of the dime, remember that his final total will be 10 and you give him one more number to add to this as in the preceding test. This is a perfect test to use over the telephone. Call a friend and have him think of a coin as described. You finally get the coin and the total of his figuring WITHOUT ASKING A SINGLE QUESTION.
THE THOUGHT CARD TEST For this test you will use all twelve lines. A deck of fifty-two cards Is introduced. Tell the person to THINK of any three cards that he wishes (of different values), and to remove them from the deck and lay In a row face-up on the table. Say he removed the Three of Diamonds, Seven of Diamonds and the Queen of Spades. Consider these as 3, 7 and 12. Now he is to concentrate on any one of those three cards write its value on his paper. In this case you will use lines 3 and 7. Always eliminate the lowest values first. Proceed exactly as in the two preceding test. In this case, if he is thinking of the Queen his final total will be 12. Give him one more number to add as already explained. To the uninitiated, this test seems impossible, as the values can change each time the test is presented.
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USING A PROMPTER CARD OR SLIP Ready-to-print artwork below can be printed on either card or paper stock. Note, we provide full 12-line versions, as well as variations with just the first two lines needed for the “Three Article Test.” There is a version for the latter you can print on paper stock and roll around a pencil or pen barrel. The writing instrument can then be held in the hand in such a manner that is easy to glance at the desired lines without even turning you back and if desired the prompter can be palmed off and the pencil or pen left on the table. A prompter can also be placed in a cigarette pack, note book, smart phone, etc. Present these tricks seriously as telepathic tests and you will impress people as being a genuine Mindreader. PROMPTER CARD/SLIP VERSIONS TRIM ALONG LIGHT GRAY BORDER
1+9-5+2-3+1-(6)+2=13 2+6-1+2-4+1-(7)+3=16 3+5-2+1-4+3-(7)+4=17 4+8-3+2-6+1-(7)+5=18 5+7-4+1-6+2-(6)+6=17 6+4-7+2-3+1-(4)+7=14 7+6-2+3-8+1-(8)+8=23 8+4-3+1-7+3-(7)+9=22 9+5-7+2-4+3-(9)+10=27 10+3-6+1-4+2-(7)+11=24 11+3-9+2-4+1-(5)+12=21 12+2-8+3-5+4-(9)+13=30
1+9-5+2-3+1-(6)+2=13 2+6-1+2-4+1-(7)+3=16 3+5-2+1-4+3-(7)+4=17 4+8-3+2-6+1-(7)+5=18 5+7-4+1-6+2-(6)+6=17 6+4-7+2-3+1-(4)+7=14
7+6-2+3-8+1-(8)+8=23 8+4-3+1-7+3-(7)+9=22 9+5-7+2-4+3-(9)+10=27 10+3-6+1-4+2-(7)+11=24 11+3-9+2-4+1-(5)+12=21 12+2-8+3-5+4-(9)+13=30
1+9-5+2-3+1-(6)+2=13
2+6-1+2-4+1-(7)+3=16
1+9-5+2-3+1-(6)+2=13
2+6-1+2-4+1-(7)+3=16
1+9-5+2-3+1-(6)+2=13 2+6-1+2-4+1-(7)+3=16
Print the above version on plain paper, roll into cylinder & wrap around and tape to pencil or pen.
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