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\L MANN . POST OFFICE BOX 144 • FREEHOLD, NEW JERSEY 07')28 THE -

Al Mann - The Thinking Machines

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\L MANN ~a:c/~ . POST OFFICE BOX 144 • FREEHOLD, NEW JERSEY 07')28

THE

-

POST OFFICE BOX 144 • FREEHOLD, NEW JERSEY 07728

FOREWORD

The human brain has been called the most complex structure in the universe. Our giant electronic com­puters, called thinking machines, are the most complex man-made structures known.

Both, the human brain and the thinking machines, compute w~th electronic circuits. Our modern computers are solving problems in minutes, which once took hun­dreds of human operators days to solve. The thinking machines obey orders, make judgments, communicate with the outside world and "think" by using their memory banks. Yet there is no computing machine that can come even close to the capacity of the human brain I

This excursus expounds the use of calculators and computers for the presentation of Mental MarvelS.

Two types of effects are possible. In one the Mental Marvel flaunts his psychic affinity with numbers, divi­ning the totals of mentally chosen numbers and predic­ting totals of numbers recorded in calculators. In the other effect, the towering intellect of the mentalist is pitted against the thinking machines. The performer poses as a lightning calculator, proving his ability at great mental computations faster in speed than any man-made computer.

The magic of numbers has played a great part through­out the history of l1'Il gic. Reginald Scot in "The Discoverie of Witlahcraf't" (1,584) mentions the inducing of great ad­miration on the beholders by experiments of "arythmeticall conclusions."

Dunninger invariably closed his act with the brain­busting 16-digit effect and created a sensation when he comp.eted against Univac.

Miracles do not grow on trees. So flaunt your talents, create miracles and the world will love you for it.

o.n. tS/l/jb 2nd. edt bltr/kb

Best Wishes

(dt~c L · .. ··--.

1

THE THINKING MACHINES AN AL MANN EXCLUSIVE

PARSEC A fantastic exhibition of lightning calculation. 1~e

inevitable and dramatic confrontation between the tower­ing intellect of the Master Mentalist and the colossal memory organs of science I s thinking machines.

The Mentalist proves beyond a doubt that he can defeat, by computing faster, the largest mam-made electronic brain.

EFFECT: A spectator secretly feeds into a computer, any three digit number under 500. He is told to multiply his secret number by 6, then by 66 and last by 23.

Another spectator is now told to time the computer with a stop watch. A third spectator is told to time the Mentalist with another stop watch. At the word "Go", the spectator at the computer is to divide his new number (after the multiplication) by the same numbers used in multiplying~ 23, 66 and 6 to arrive at his secretly chosen number. The Mentalist states that by using his psy­chic computer, he will arrive at the secret number faster than the nachine. In fact the Mentalist upon hearing the

answer will deliver the secret number almost instant­ly-_ and long before the spectator finishes feeding the a~visors into the computer.

THE REVELATION: Behind this fantastic display of brain power lies the magic number "9108". The numbers 6, 66, and 23 are factors of the magic number 9108, as 6 X 66 X 23 = 9108.

The magic number "9108" is endowed with a hidden ma­gical rhythm that is sheer beauty. Any three digit number under ,500 1rThen multiplied by 9108 will give the origin.al number in the answer when the first 4 digits of the answer is multiplied by 111

EXAMPLE: 141 X 9108 = 1338816 1338 X 11 = 14118

The first three numbers of the answer, 14118 are the original three digits, 141!

MULTIPLYING BY 11 IS VERY EASY, and with a little you can do it mentally. In the example 1338 X 11 from the right hand number and add the digits to the left. First put do'l.VIl the' 8 next add the 8 and 3 to get 11:1. put down 1., and carry 1. 3 + 3 = 6 plus 1 (carried) = - -3 + 1 = 4 - - - - - - - - - - - - - - - - - - -Last bring down the 1 (left hand digit)

Answer

practice start

4 1

8 1

1

14118

2

THE THINKING MACHINES

PARSEC ••• cont.

SHORTCUTS: If the third digit of the number given you, (atter the 3-digit number ia multiplied) is a ZERO, then all you need do is to multiply the first two digits to get the original 3-digit number, example:

143 x 9108 = 1302444 13 x 11 = 143 ( the original 3-

digi t number)

SHORTCUT: If the sum of the 3rd and 4th digits of the answer given you is 8 or less, then multiply the first 3 digits only by 111 Example:

144 x 9108 = 1311552 131 x 11 = 1~1.

The first 3 digits of the aswer = the secret number.

NUMBERS OVER 528 AND UP TO 999

It you wish to go into higher numbers then you can give the spectator a choice of any number 100 to 999. Although 4t is not necessary to go into higher numbers, the numbers between 528 and 999 are easier to handle as here you only have to multiply the first 3 digits by 11. There is one small rule to learn in dealing with these numbers.

The Rule: If the sum of the 3rd and 4-th digit given you is 8 or less then you must multiply the first 3 digits by 11 and subtract 1" trom the first 3 digits of the answer.

Ex:ample: 604 x 91 08 = 5501 232 550 x 11 = 6050

605 - 1 = 604 Note: the 3rd digit of the given number is a zero, so

that you need only multiply the first 2 digits by 11, but the minus 1 still applies.

Another example: 550 x 9108 = 5009400 This is an easy number. The 3rd digit

a zero, so we only have to multiply 50 x 11 = 550. The sum of the 3rd and 4th digit of the

number given equal to 9, so we do not subtract the 1.

ANOTHER EXAMPLE: 573 x 9108 = 5218884 521 x 11 = 5731

513 = the secret number

3 THE THINKING MACHINES

PARSEC ••• cont.

PRESENTATION: The performer sits with his back to the computer. Any spectator is called to the computer and is instructed on how to use it. He is told to secretly feed any 3 digit number into the computer and then is given a free choice of a number of multipliers fro.m the table below. The multipliers are typed on separate cards so that the spectator oan keep the card in his hand. When the spectator finishes multiplying his number he is told to callout the total. Hight away the challenge begins as two spectators from the audience start the stop watches and another person calls "Go".

Before the ohallenge even starts, the performer already has the answer. He uses a thumb tip writer to secretly write down the number when called and also im­mediately writes down the answer. AS SOON AS THE STOP WATCHES START, THE MENTALIST TELLS HIS TIMER TO STOP THE STOP ivATCHI No doubt that the spectator at the com­puter is still feeding the divisors into it as it takes time to feed each number by human agency even though the machine gives the answer instantly.

A good rehearsal before the show is in order. Any spectator that can operate the machine should be used. At this time the mentalist can see just how fast the spec­tator can feed the numbers into the machine. Some opera­tors can do it quite fast. That is why the number is bro­ken down into factors, which also hides the secret. The idea is to have the operator feed the divisors into the machime one at a time to consume more time. During the show another spectator from the audience may be used to came on stage and whisper any 3-digit number to the operator.

LIST OF ADDITIONAL FACTORS: t1)x:ox11 x2, 2x..3X1 51 8 2x3x6x253 2x6x759 2x3x66x23 2x11x414 3x2x11x138 .3X12x11x23 2x6x33x23 .3X6x22x23 . 2x6x11x69 )x6x11x46 2x11x18x23 .3X12x253 2x33X138 .3X11x276 2x18x253 .3X22x138 2x66x69 Jx46x66 2x23X198 3x23x132

6x6x11x23 6x11 x138 6x23x66 6x33x46 6x22x69 6x6x253 11x23x36 11x12x69 11x18x46 18x22x23

Each of the above line of factors equals to the Magic number of 9108. These factors are first used as multipliers and then as divisors. Only one set of factors is chosen by the spectator but it can then be excahnged for a different set to be used as divisors.

4 THE THINKING MACHINES

PARSEC ••• cont.

The owner of this secret may be tempted to try the effect in reverse, that is to have some one callout a 7 digit number and then divide it by the factors to arrive at a 3-digit number. Well, that would be an excellent effect, but it doesn't work that way since you will end up with a remainer anywhere from 1 to 9107, and your answer will be 1 1esa or more than the true answer. Even under these conditions the effect would be good since the computer does not show remainers but decimals. Yet your answer

may be one number off.

PARSEC •••• A REVIEW

1. A spectator secretly enters any 3-digit number into a computer and multiplies it by a group of chosen factors to arrive at a 7-digit number.

2. Spectator calls out the 7-digit number. 3. Performer secretly Vlrites do'Wl1. the first 4 digits

called and immediately knows the secret number. 4. Spectator is told to divide the 7-digit number

by the same factors to arrive back at his chosen 3-digit number.

5. Performer pretends to do the srune and beats the machine by getting the answer first.

A DYNAMIC VARIATION: Before the show have a spectator choose a 3-digit number secretly and multiply it by the factors. During the show the audience is told that the spectator has a 7-digit number and proceed from there.

I

I

5 THE 'rHINKING 11ACHIN~S

ONE THOUSAND AND ONlE HY-:lT&lIES

Here are some interesting effects that can very well follow or preceed Parsec.

The number 1001 is also enveloped in magic. If a digit is multiplied by 1001, the digit ,1ill ap-

pear twice in the answer: 2 x 1001 = 2002

The same holds true for a 3 digit number: 123 x 1001 = 123123

With this bit of knowledge we can create an effect. We'll use two spectators and two pocket calculators. One spectator is told to feed any three diGit number to his calculator and to multiply it by 7. Say he enters 123 x 7 = 861. (7, 11 and 13 are factors of 1001)

He is then told to multiply the neVl m.unber by 11.

861 x 11 = 9L~ 71 He is then to pass this number to the second specta­

tor. The second spectator is told to multiply this num­ber by 13.

9471 x 13 = 123123 The second spectator does not know that the first

spectator had originally chosen the number 123. The first spectator does not know that the new and

final number is , 123123. THE PERFORfJIER DOES NOT KNOW EITH@ NUMBEHI Yet he

proceeds to tell exactly what the original thought num­ber isl

The performer states to the second spectator,"Will you please give me the first two numbers only of the an­swer, Nol Wait a minute I Give me the last two digits." Spectator calls out the digits 2 and 3. Performer writes them on a slate. Next performer states, "Please give me the third digit of your answer, No I vJait I I have changed my mind. Give me instead the first digit." Spectator calls out the digit 1. Performer places the 1 in front of the 23 and states to the first spectator that 123 was his thought m.unber.

PHANTOM DIGI'rS The powers of our magic number 1001 become deeper

enveloped with mystery when we alloVl a spectator to choose a 5-digitnumber.

EFFECT: The performer posing as a Lightning Cal­culator instructs the spectator to enter .any 5-digit number into his computer and to multiply it by 7, then by 11 and last by 13. The performer states that he is

6 THE THINKING MACHINES

One-Thousand-And-One Mysteries • • • cont.

going to demonstrate his powers as a lightning calculator and, as soon as he is given the answer, he will use speed division and divide the answer by 13, 11 and 7 instantly, to arrive at the original thought number.

METHOD: When a 5-digit number is multiplied by 7, 11, and 13, which are ~actors o~ the number 1001, (7x11x13 = 1001) the five digits of the original number will appear in the answer I

Example: 78239 x 1001 = 78317239 The ~irst two digits of the answer and the last

3 digits give the original thought number: 78-239 EXCEPTION: The last 3 digits o~ the answer are always

correct but the first 2 digits may be off by 1.

EXAMPLE: 32968 x 1001 = 33000968 In this example you must subtract 1 fram 33 to Cet the first two digits of the thought number which is 32968.

RULE: If the 3rd digit of the answer is a zero and if the first two digits Hhen added to the last two digits of the answer equal to 101 or more, subtract 1 from the first t'HO digits of the answer to get the first tvlO digits of the thought number.

In'tne answer 33000968, the 3rd digit is a zero and adding 33 to 68 = 101, so we subtract a 1 from 33 to get 32 for the first two digits of the thought number 32968.

WIlen a 5-digit number is multiplied by 1001 the answer will contain 8 digits unless the number chosen is 99,901 or over in which case the answer will contain 9 digits.

Example 99,901 x 1001 = 100,000,901 I~ the answer contains 9 digits, subtract 1 from

the fisrt 3 digits of the answer to get the first 2 digits of the thought number, 100 -1 = 99 and add the last 3 digits of the answer to complete the 5-digit thought number.

It is very unlikely that a person will choose a number 99,901 or higher. If the computer you are using is of only 8 places than you must tell the person to choose a 5-digit number under 99,90CJ.

THE THINKING MACHINES 7

THE LITTLE FOXES

Let's get back to basics and do some effects with the smallest pocket adding machines. Al Koran, in his effect

"El Numero" used tiny m . .nnbering machines called "Knit

Count" as shown in Fig. 1. 'fhese tiny devices measure

7/8" x ~" and are sold in tho Yarn and Sewing Centers of

department stores, for counting stiches when knitting.

The devioes are excellent for palming and switching.

The following effect is an example of how a simple

effect with numbers can be disguised out of proportion when an adding machine is used instead of paper and pencil.

rf.his effoct is no good if done on paper since the specta­

tor could see the simple solution. We need two Knit Count

devices. 1. Set one machine to show 23 and give it to some­

one to hold. This is person #1. 2. Give another machine to a second person and tell

him to secretly place any number from 10 to 20

on it. (say he records 15) . 3. Tell the second person to subtract his number

from 26 secretly and to give the result to'per­son #1 • (26-15=11 )

4. Person #1 is told to subtract the number given from the total in his machine, (23-11=12) but to say nothing.

5. Performer looks at person I~ and states, "1 1m a.fraid I did not allow enough at the begih­ning, so please add 3 to your total.

6. Both machines will now read 15, the chosen numberl

To repeat the effect, record 29 on the first machine and then proceed exactly as above BUT AT THE END SAY 'fHAT YOU ALLOWED TOO MUCH so tell person #1 to subtract 3 from his total!

Fig. 1 Kni t Count Numbering Machines. Actual size

The last maneuver of adding or subtract­ting 3 can be varied according to the whims of the performer. An interesting variation is as follows: In the first case above you could

say "add 4" instead of 3 and say,"but please don't tell me

the total, just think of' it." and then say, "No please take 1 orr" to get back to 151

THE THINKING MACHINES

THE PSYCHIC SQUAHES

The principle used here is similar to the "Little Faxes". But it is Hell hidden behind the jargon of the square of numbers.

8

The performer has all in his favor as he proves what he pretends to do. The performer offers to show the affinity that exists between higher mathematics and ESP.

EFFECT AND PR~SENTATION: 1. Performer writes a prediction that reads" "I will

increase your chosen number to the square of 8. I This prediction is given to someone to hold.

2. Performer gives a pocket adding machine to person #1, with the total of 89 recorded on it. Person #1 is told to please note the number and not to turn the machine over as 89 will read 68 upside down. The number 89 is not mentioned outloud, however. (performer adds 25, the square of 5 and 64, the square of 8 to get 89)

3. Person #2 i·s given another pocket adding machine and is told to secretly record any number from 1 and 60. He is also told to record his number on paper and to place his adding machime in his pocket. Assume person 112 chose the number 38.

4. Person #2 is told to add 25 to his chosen number and told to note that 25 is the square of 5.

He adds 25 to 38 to get 63. He is then to pass his total to person #1.

5. Person #1 is told to subtract that total fram the performer's number on the machine. He subtracts 63 from 89 to get 26. The machine will now read 26. This maneuver gets rid of the 89.

6. Performer takes the machine from #1 to pass it to #2, glimpses the number and tell #2 to add the total to his number in his machine.

1. Person #2 adds 26 to 38 to get 64, the square of 81 8. Performer in the meantime subtracts 26 from 64 to

get 38, the chosen numberl 9. Have the prediction read and patter to the effect

that you could not increase his number to anything with­out knowing the secret number in the first place which was 38.

The reader will be amazed to discover the profound effect these clever manipulation of numbers h~ve on the lay audience. Numbers do not lie. They are exact.

You have proven the hidden power of numbers and have read the thought.

THE THINKING 11AC1HNES

THE PSYCHIC SQUARES

THE BARE BONES

• • • cont •

Chooses any

Adds 25 rrotal

Person #1

number, say

38 ~ (square of 5)

38 26 Adds 26 to

chosen number ~ (Square of 8)

Read prediction.

9

Person #2 Gets machine with

89

subtracts Sub total

Performer secretly subtracts 26 from 64 to get 381

Push Button

NOTB: Drugstores sell inexpensive pocket calculators that sell fGr ~2 and up. Each performer must decide which is ~dst for' his type of presentation.

10 THE THINKING MACHINES

THE CHALLBNGE

As stated before, the Performer has all the edge in his favor when using these principles. He can therefore make bold claims and prove them. In the following effect, the Performer accepts a challenge from the audience. The mystery of the challenge is further deepened by resorting to the Golden Axiom of our past masters, which states thet, lilt is not what you do, but what you lead your audience to be­lieve you do that creates miracle~

EFFECT: The Mentalist is challenged to divine a secret 3-digit number ohosen by any member of the audience. The Mentalist succeedsl

PREPARATION: Before the show, person #1 is approached and asked to take part in the show. He is given a sealed package and is told it contains an adding machine with some numbers recGrded on it. He is told not to open the package until oalled during the show. The Performer ins­tructs the #1 person how to operate the machine to add and subtract with the aid of another similar machine.

The number recorded on this machine is 1030.

PATTER AND PHESENTATION: "Ladies and Gentlemen. I have been challenged to divine a 3-digit number that will be secretly chosen by some member of the audience. Will same one please volunteer by writing dO\ID any 3-digit number."

A writing pad and pencil is furnished to the volunteer spectator, if necessary. We will refer to this spectator as f.erson #2, and let's assume he writes down 357.

'Will the person in the audience who is holding a sealed adding machine please stand uP. ThQnk you Sir. Please un­,~ap the machine. You are now holding an adding machine that has some numbers recorded on :Lt. Is that oorrect? Thank You. Please do not tell me or anyone else what the numbers are." Here, the Performer has implanted in the minds of the audience that he does not know the number that is recorded in the adding machine. Although this suggestion is not necessary, it helps to deepen the mystery.

Performer next instructs person #2, to subtract his secret number fram 1000 and to pass the answer to person #1. Person #1 is instructed to subtract the number given from the number on the adding machine.

Person #2 subtracts 357 fram 1000 to get 643 Person #1 subtracts 643 from 1030 to get 387 . Performer next calls on a 3rd person (#3) to oall out

a 2-digit number between 20 and 40. Letts assume #3 calls out 30.

Performer than instructs person #1 to subtract 30 trom the total in his machine: 387 - 30 = 357 THE CHOSEN NUNBERI

THE THINKING MACHINES 11

THE CHALLENGE ••• cont.

Now the addirg machine shows the same secretly chosen

number as written by person j12. The effect is brought to

a dramatic conclusion.

The aboVe conclusion is correct assuming that person

#3 actually called out the number "30". What happens if

any other number is called????

The performer knows that the number fed into the machine

will always end up greater than the chosen number by 30. So

if person #3 called out 25, for example. the performer pro­

ceeds the same way by telling ih to subtract 25 fram his

total. The number in the machine will now be 5 too great

than the chosen number, so proceed accordingly. The best

thing to do here is to say, " I feel that the new number

is still too big. Please subtract 5 from it and callout

the remainer."

If person if3 calls out 36 instead, then you must add

6 to the final total to Get tho correct answer.

NOTE: The type of adding machine used here is the

inexpensive pocket adding ma~hines that sell for a feH

dollars. The elctronic kind Inay fail on you due to a

Henk battery.

An inexpensive pocket adding machine

12 THE THINKING I1ACHINES

GOLDEN DIGITS

This is the 16-digit effect in it's finest dress. Done on caloulating machines operated by members of the audienoe.

The 16-digit effeot, sometimes done with 20 and even 25 digits, has been the dramatic closing effect on the program of many famous performers. Leon Herrmann stated that the 16-digit effoct was the finest effect he knew for the parlor.

EFFECT: Four members of the audienoe are asked to call out 4-digit numbers. These numbers are fed into two cal­oulating maohines on stage by two other members of the audience. The numbers are totaled and both totals are added to arrive at a final total WHICH THE PEltFORMER HAS PREDICTED I

PREPARATIONS: Two oalculating maohines are needed. These maohines must be of the type that record the numbers on a roll of r.aper as shown in Fig. 2. Let's call the maohines nAn and "B'. Maohine nA" is on the performer's left and maohine "Bn is on his right.

Maohine "A" must be of the type that oan oarry a negative value. Before the show, machine "A" is prepared by feeding it the negative value, -29997, after having cleared the machine of all previous entries. The proper way to prepare the maohine is as follows:

1.Roll out four inohes of paper tape. 2. Clear the maohine by pressing the total button until

it shows the zero marks. (see Fig. 3 ) 3. Roll baok the tape into the machine and feed into it

the negative value of -29997. This value will of course be recorded on the tape.

4. Rollout the tape about 1~ inch and TEAR OUT THE PAPER THAT SHOWS THE NEGATIVE VALUE.

5. Rollout the tape until the Zero mark shows whioh indicates that the machine is cleared (1).

Tm tape as shown in Fig. 3, represents the way the tape looks atter step 3. Also needed is a slate large enough to write in two

4-digit numbers so that they are easily visible to the audience. A 12-inoh by 18-inch slate is just right.

On stage the calculating machines sit on tables and chairs are provided for the volunteer machine operators.

rfHE THINKING HACHINES

GOLDbll DIGITS

I-~----'-- .--.-...... ~---.. -.,,-.--- ... . (TJ;AR OUT AND

DISCARD AROVE THE DASHJ:a )

299.97-

- - - - - - - - -

.Go.

'------____ » ._. ------I.

Fig. 3.

13 AN AL MANN EX.CLUSIVE

I

Fltg. 2 Recording electric calculators. These type of calculators ~sually can carry a negative value.

Fig. 3. The figure represents a piece of the recording paper tape fram the oalculator. 'rhe words in parenthesis And the dash lines were added to cla­rity the instructions •

THE THINKING MACHINES

GOLDEN DIGITS cont.

14 AN AL MANN EXCLUSIVE

.... " PRESENTATION: After the introductory patter, call for two volunteers fram the audience to operate the machines. When on stage, the spectators are told to sit behind the machines. They are instructed in their simple operation and are cautioned not to touch the machines until told. This will prevent the operator fram trying out the but­tons or making sure that the machines are cleared. Expert machine operators are in the habit of clearing the machines before using them. Many operators do that automatically.

It is well to tell the operators that the machines are cleared but do not make too much of a fuss about it as that will throw suspicion on the machines.

With slate ( or art board ) in hand, ask the aud­ience to callout two 4-digit numbers. Say the numbers called out were 8271 and 4834. Write these numbers for all to see as in Fig. 4. Now approach the operator at Machine nAn and instruct him to reed the top number only into his calculator. That is the "A" number on the slate in Fig. 4. This seemingly harmless instruc­tion is actually the very orux or the secret.

Next, instruct operator at "B" machine to feed both numbers, A and B, into his machine.

Ask two other volunteers

A 82'11 B ~$3'f-

Fig. 4

:frora the audience to mentally I choose any 4-digi t number and to '2.D 0.:3 / just think and say nothing yet. ~ ~ 0

You then proceed to write ~-=============~ your prediction. The prediction is made brr writing a 3 in front ~ of the liB' number and subtracting Fig. ;; 3 from it's last digit to get 34831. The numbers are then erazed leaving only the prediction as shown in Fig. 5. frhe pred!e­tion is given to someone in the aU9ience to hold. The aud­ience is imfor.med that with out knowing what the last two spectators are thinking you have already added the numbers in your mind and have written a prediction to prove it.

The thought-of numbers are next called for. Say that the numbers called were "c" 3546 and "n" 1982. Both numbers are :fed into both machines.

Operator at machine "A" is instruoted to press his total button and to tear out the paper with the total and to pass it to operator at machine "B".

THE THINKING MACHINES 15

GOLD8N DIGITS ••• oont.

Next, instruct <)perator at machine "B" to feed the total from machine 11~" into his maehine to arrive at a grand total. When the grand total is announced, it will be the same as the predicted numberl

NOTE: In order to prevent the minus sign (-) from show­ing in the total of machine "A", it is best to tie back the key with a piece of string. The minus key is usually in the extreme right end of the key board. It is also a good idea to destroy the slip of paper from machine "A" after the total is trrunsfered.

The beauty of this mind-crippling effect is that it makes no difference what 4-digit numbers the audience chooses. All you do is to convert the second number chosen into the prediction and the machines do the rest.

Here is the recap:

MACHINE "A"

(secret entry) =

Numbers called A 8271

C 2546 D 1982

Total ACD 12799

-29997 + 12799 =

-29997

MACHINE "B"

A B C D

8271 4834 2546 1982

* 17198 shows on tape as "A's" total 11198 * GRAND TOTAL = 34831

NOTE: The total of m.un.bers A, C and D on machine "A" is never seen. Only the minus value, 17198 shows on the tape and it is taken for a positive value.

Please note also that the operator at machine liB" does not total his numbers A,B,C, and D,but is told to total after "Ats" total has been transferred to "Bl s " machine.

In order to prevent the spectators from choosing the extrame numbers such as 9999 or 1111, it is best to give them a choice of numbers from 3000 to 8000.

THE THINKING MACHINES 16

GOLDEN DIGITS seoond method

EFFECT: S~le as tho previous one, exoept that only one oalculating machine is used and two slates.

METHOD: The calculator is prepared by entering the negative value of -29997.

One slate or art board size 10" by 12", is prepared with four horizontal lines as shown in Fig. 6.

Two persons in the audience are asked to callout two 4-digit numbers. These two numbers are entered in the two top lines.

Again, as in the previous effect, the second number is used to make the prediction which is secretl1r written on the second slate, size 5' by 12". Place a 3 in front of the number and subtract 3 from the last digit to arrive at 35814 as shown in Fig. 7.

Performer informs the audience that a 16 digit addition problem will be made by numbers called fram the audience and that before the numbers are called to complete the problem he has already predicted what the answer will be and only the numbers given by the audience will be used and combined to arrive at the answer.

After writing the prediction performer calls for two other 4-digit numbers. This is shown in Fig. 8.

Approach the machine. operator who is a volunteer from the audience and tell him to enter the bottom number, then the third number and last the first number, and then to press the total button. He will get a negative value of 13929, but it is taken for a positive value.

3927 ..58/7

Fig. 6

Fig. 8

Write this toal on the back of the big slate and then comment that the number is too small to fit the prediction. So instruct the operator to feed the number 13929 back into the machine, after having cleared the machine first. When the number 13929 is entered the second time it automatically becomes a positive number.

NOTE: The second number, 5811, is not entered into the na·chine the .first time. OnlY' the other three numbers are used.

THE THINKING MACHINES 17

GOLDEN DIGITS ••• cont.

Once the number, 13929 is fed into the machine as a positive number, the goose becomes very much cooked. All that has to be done now is to feed the four numbers called out to the machine which adds all the numbers to arrive at the totall

Grand Total

13929 3927 5817 7812

~= the predicted number

NOTE: It is best to eraze the number's off the large slate. Some members of the audience become curious and want to check the numbers. Give them the slip from the calculator after removing the first part leaving only the last addition.

The tape with the first problem can be removed from the machine atter the machine is cleared. The tape is then shown to the operator and is told to cop~ the total again whi.ch is 13929. The tape is then destroyed.

The recap:

3927 #5817

7812 4329

-29997 secret negative number entered into machine before the show

3927~r

7812 * 4329~r

*13929

~mumbers entered into the machine the first time

#number used tomake predicti~ 35814

Sub-total and negative value shown on machine and taken for positive value

13929 positive number entered into machine after clearing machine of all previous entries

3927 5817 7812

~ All numbers total to the predictionl

THE THINKING MACHINES 18

THE PSYCHIC CALCULATOR

EFFECT: Mentally chosen numbers are fed into three

calculators by three members of the audience. The mentalist

divines the totals of all three machines without coming

near them.

The brian-thrust featured in this effect is

that the mentalist has no control over the mentally chosen

numbers and in fact the numbers have little to do with the

final results I

METHOD: Three pocket calculators are passed out to

three members of the audience designated as CPAs ih, 2, and

3, from left to right. A scratch pad and pencil are given

to CPA 113. Performer asks another member of the audience

to mentally choose any 3-digit number between 500 and 1000,

and to secretly pass the number to the three CPAs so that

only the CPAs and himself knmo/ the secret number. For the

sake of simplicity, we'll assume the chosen number is 600.

The three CPAs are instructed to feed the secret number to

all three calculators.

Performer next calls for any three digit number between

200 and 500. Say the number called is 400. Instruct CPA #3 to deduct 400 from his calculator's

secret number. Instruct CPA #2 to add 400 to his calculator.

Ask another person in the audience to callout any

number between 0 and 200. Say he calls out, 100.

Instruct CPA I~, to deduct 100 from his total. Instruct CPA #2 to add 100 to his total

Instruct CPA #3 to write his total on the scratch pad,

clear his calculator, and pass the scratch pad to CPA #2.

CPA #2 is told to deduct the figure on the pad from his total,

and pass the pad to CPA #1 who is also told to deduct the

figure on the pad from his total.

The performer can now tell each CPA what the total is

in each maohine. The total of machine #1 is the difference between the

numbers called: 400 - 100 = 300. Tm total of machine #2 is twice the first number called

plus the second number: 2 X 400 + 100 = 900. The 3rd machine was cleared so it shows nothing.

The original number secrotly chosen can be gotten by

use of the center tear if you care to deal \d th it.

THE THINKING MACHIN8S 19

THE PSYCHIC CALCu'L"\'l'OH o. 0 C:JD to ••

The effect is e.xclJllont for use as a parlor game to ShOH off your ESP.

THB Rii;CAP:

CPA .IL2 It CPA #3 CPA 111 600 600 600 secret number

-100 500

-200 300

+400 1000

+100 1100

-200 900

-400 200

-000

1 st number called

2nd number called

CPA #3 1 s remainer

'rry to get CPA~!3' s rerun i.ner, which is 200, by the impression method or tho center tear. 'rhen add it to the first number called to aprivG at the oriL;inal secret number.

THE THINK(NG MACHINES 20

SHADES OF INAUDI

Here is a fantastically beautiful large number that can be used in a mental program. It is a magic cyclic number that can create miracles in the mind of the audience.

Did you know that the number, 526 quadrillions 315 tri­llions 789 billions 473 millions 684 thousands 210, is a magical cyclic number? Not only is it a magic number but it is so easy to multiply it mentally by any number fram 1 to 2001

The number is compossed of 18 digits and looks most impressive when written, , thusly:-

526,315,789,473,684,210

\V1th the easy excess to electronic calculators and com­puters, these mammoth numbers have now become useful for en­tertainment purposes. We will offer it as a feat of light­ning calculation.

A spectator in the audience (a confederate) offers the number as a challenge to the mentalist.

The mentalist glances the number, after it is v~itten on a blackboard, for a few seconds. He pretends to memorize it instantly. Afterwards the performer is either blindfolded or sits with his back to the blackboard.

Another spectator is told to throw three dice and to call out the total of the pips of all three top faces.

The 18-digit number is now fed into a computer and mul­tiplied by the total of the dice. The performer does the same thing in his head and FINISHES AHEAD O}i' rrHE COMPUTER.

For this effect, the bigger the computer used, the better.

THE MACHINATIONS: The performer needs a prompter. L~t's say he is using a slate with the magic numbers penciled on the top of the slate. If you work blindfolded, then you will need a prompter that can be seen through the blindfold. A special slate with a sliding surface would be just the thing. The magic number is painted on the top edge of the writing sur­face of the slate with white paint. The numbers should be about 1/2 inch high. To hide the numbers, the writing surface is slid upwards into the frame of the slate. When needed the surface is slid downward to expose the numbers.

The biggest total that 3 dice can show is 18. So we are concerned with multiplying our 18-digit magic number by any number from 3 to 18.

Take another look at our magic number. All the digits are repeated twice except the 9 and O.

21 THE THINKIlfG MAOHINBS

SHADES OF INAUDI ••• cont.

526,315,789,473,684,210

The number is a oyclic number, which means that when multiplied, the same rigures rollow each other in a circular permutation. All you have to know is where to cut the number and how to rearrange the digits.

Lets take 3 ror a multiplier. In the 18-digit number the 3 appears twice. To get the new answer, you must cut at one of the 3's. So cut arter the "3" which is followed by a low number. In this oase cut between the 3 and 1.

Step 1. Out between the 3 and 1: 5263 / 15789473684210

Step 2. Write down the numbers rram 1 to 0:

15789473684210 Step 3. Attach the first part or the number and

add a zero to get the whole number:

15789473684210 52630 (19 digits)

This rule is used for all multipliers rram 2 to 9.

Example: To multiply by 5, cut between the 5 and 2. To multiply by 9, cut after the nine.

Be sure to add a zero to the end of the rea~anged number. To multiply by ten, you simply add a zero to the magic number as is.

TO MULTIPLY BY ANY NUMBER 11 TO 1 8

KXAMPLE: Using 12 as the multiplier.

Step 1. Use the second digit or the multiplier, in this case a "2". Cut the 18-digit number between the 2 and the ~~er number, in this case cut between the 2 ~ 6 (Instead of 2 and 1 )

52 / 6315789473684210

Step 2. Rearrange the digits as before and add a zero. 631578947368~210 520

You must end up with a 19-digit number.

THE THINKING MACHINES

SHADES OF INAUDI ••• cont.

526,)15,789,473,684,210

ANOTHER EXAMPLE: 'l'o multiply by 18.

22

Using the second digit, "8" we cut the 18-digit number between 8 and 9, (instead of 8 and 4) because we are dealing with multipliers between 11 and 18.

The answer would then be: 9473684210526315780

WITH FIVE DICEl

Five dice look more impressive than three, although the mystery is just as deep with three dice.

Half of your audience is not aware that the highest total possible with five dice is 30. The galloping domi­noes look challenging and the more the better specially if you happen to be using giant dice.

Using five dice will gives us additional multipliers from 19 to 30.

The number 19 is a bad number and must be avoided. It our magic number is multiplied by 19, the answer

will be made up of 18 nines and one zero. This gives the probl~ away as having magical properties.

If the dice show a total of 19, just tell the shooter to pick anyone die and cast it again and add the result to 19. If he throws a 3, for exwnple, he adds it to 19 to get 22.

To multiply by 20, all you do is multiply by 2 and add another zero to the answer in which case the number will end in two zeroes. Use the same procedure with 30.

To multiply our magic number by 21 to 29, proceed as follows:

Step 1. First, place down a 1. Step 2. Take the second digit of the number

oalled plus 1 aI!d use it as a multiplier. It the number called was 21, take the 1 and add 1 to get 2 as a multiplier. Proceed as when multiplying with numbers from 1. tQ9,· outting at the lower numbers.

Step 3. Subtract 1 fram the last digit before adding a zero.

ElAMPLE: To multiply by 21. Cut the number between 2 and 1. Answer = 1 105263157894736( +10

NOTE: The answer is oompossed of 20 digits and the next-to­the-last digit is the same as the second digit of the multiplier.

23 THE THINKING II CHINES

SHADES OF mAUDI ••• cont,

526,315, 789,473,684,210

ANOTHER EXAMPLE WITH MULTIPLIERS FROM 21 to 29:

To multiply by 25, we add 1 to 5 (the seoond digit of the multiplier) to get 6, and proceed to multiply by 6, first putting down a 1,. then cutting the number between 6 and 3 (the lower number), subtracting 1 fram the last digit before adding a zero.

Answer= 1 315789473684210525 0

USING SIX DICE

Here we will contend with multipliers over 30 and up to 36. Although it is very unlikely that the shooter will ever score 36, or even 35 or 34, we must be ready for it.

'£0 multiply by numbers from 31 to 36, proceed exactly as when multiplying with numbers 21 to 29 but cut the number between the higher number~

EXAMPLE: to multiply by 33. Place down a 1. Add 1 to the second digit. 3 +1 = 4. Multiply by 4.

The Answer = 173684210 5263157893 0

Ysu would of course write down the numbers without the separations which have been placed there to show the steps.

NOTE: This magic number is fully explained in "The Magic of Numbers" by Robert Tocquet. The process of multi­

plying \'lith numbers higher than 36 became too complicated for our purpose.

-.....- , .. -~-:'

~~ ~:I'~'

THE THDlKING MACHINES AN AL MANN EXCLUSIVE

ALPHA ~ OMEGA

THE BEGINNING AND THE END I This is the Great Number Prediotionl You oan prediot the total ot numbers to be ohosen by the audienoe days ahead ot time, by registered letter, or by plaoing an ad in the papers.

EFFECT: Ten members ot the audienoe are asked to oall out any 3-digit numbers. The numbers are ted into oaloula­tors by members ot the audienoe and totaled. THE TOTAL OF ALL THE NUMBERS MATCHES THE PERFORMER' S PREDICTION.

~HOD: Two ottioe oaloulators are used. Two persons tram the audienoe are oalled on stage to operate the maohines. Weill oall the machines "A" and "BU.

Maohine "A" is prepared ahead ot time by entering a negative value ot -10122.

The prediotion number is 10,788. (·10122 + 666 = 10,788)

PRESENTATIOB: Announoe that you are going to ask mem­bers ot the audienoe to oall out 3-digit numbers.

Announoe that you, the performer, will also ohoose a number betore anyone else. Taking up a slate write the number "666", but do not show it to the audienoe. Place the slate in a conspiouous place.

Next, ten persons from the audienoe are asked, one at a time, to callout 3-digit numbers. As the numbers ere called, pass them to both machine operators and tell them to enter the numbers in the machines.

After the ten numbers have been ted into both machines, oaution operator "B" not to total his numbers :ret, then point to operator "A" and tell him to press his total button. The machine will ot oourse show a negative value tor an answer but it is taken tor a positive value.

Instruct operator at the "A" machine to tear out the slip and pass the total to "BII. Operator "B" is told to teed the total into his maChine, but to not total his problem yet. Pertormer then reminds the audience that he also recorded a ~-digit number, picks up the slate and shows his number, tl666Ti.

Operator IIBII is instructed to teed the number 11666 11 into his machine and to total all the numbers. The machinels total will equal the prediotion, 10,7881

NOTEs The predicted number is arrived at by adding 666 to the number entered into the machine. Thus, 10,122 + 666 = 10,788.

The number 11666" is only used as a misdirection gimmick.

-THE THINKING MACHINES 25

ALPHA ABD OMEGA ••• oont.

What you are doing in essence, is subt~acting the numbers called by the audience :from 10,122 and then adding them back on to ~eturn to the sum or 10,122. When your number n666" is added to 10,122 you arrive at the predioted number I

It you wish to change the predicted number, you must either change the negative value red into the machine or change your chosen 3-digit number.

NOTE: The negative value fed into the machine must never be less than 16,000 and it should be an even number.

THE RECAP: Numbers called Machine "A" Machine "Bn

1 • 456 456 .10,122 456 2., 395 395 395 3. 871 871 871 4. 91l 913 913 5. 29 296 296 6. 123 123 123 7. 387 387 387 8. 765 765 765 9. Sb8 578 578

689 689 + 73 'l'otal

10.~ -4649

(.10122 +5473= -4649) 46t9 "A's" total perro~e~ls number 6 6

predicted numbe~ =10~ Grand Total

The p~edicted number should also be an even number sinoe the audience may surmise that two like totals added togethe~ should end up in an even number.

J. nota~ized prediction should ~eadJ "When my numbe~ "666" is added to the numbe~s called by the audience the total will b. 10,788".

HOTBI In both .ttects, Golden Digits and Alpha and Omega, maohine lIB" i8 tmgimm1cked, the~etor. it can be used to lnatruct both operators on how to use the machines. After tb.at they are 1m truoted not to touch the machines again until told to do so by the pertor.mer.

By clearing machine "B" the aot suggests that the machines were cleared before the testl

A black ribbon is preferable to a black and red ribbon as the negative value is usually recorded in red.

Enjoy