Shiels, Tony: Entertaining With
ESP ©1974 Tony Shiels Softcover, 109 pages 1976 Edition Melvin Powers Wilshire Book Co., CA Re-titled in 1977 as E.S.P. Mental Magic bsily Coles publishing |
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Comments:
Contents (from book):
7 Introduction
9 Pseudo-Psi
10 The History of Mentalism
14 Presentation
21 I Told You So
22 A Matter of Choice: using magician's choice
23 Sum-Thing Strange: magician predicts sum of three numbers
chosen by audience
25 The Miracle Book Test: simple book test
26 Psychic CCC: a triple prediction with audience participatio
29 Two-Way Telepathy: with a partner
30 She Knows: blindfolded assistant names the objects the
performer points at
32 Extrasensory Perfection: assistant divines name of the selected
card
35 What's In a Name?: spectator calls someone who divines the
selected item
37 Psi-Pop: assistant names selected song before it is played
41 Mind-Bogglers
41 The Magic Circle: spectator ends up at the predicted symbol on
a paper
43 Telekinesis: experiment in controlling dice and cards
44 Which-Craft: experiment with three and five cards
45 The Numbers Racket: a mathematical prediction
48 The Practical Psychic Joker
50 The Power of Suggestion: an impossible challenge
50 Factor H: another gag
52 Master Mind: convincing a spectator he can divine objects
selected
53 The Ghostly Touch: stunt when there is only one spectator
54 The Invisible Man: another trick played on a single spectator
55 Wonder!: another gag
56 Cartomancy
57 Count-Down: spectator counts down to a selected number, and
that card is predicted
59 Take Your Cut: another card prediction
61 The Lie Detector: performer knows if the spectator is telling
the truth about the card selection
62 Your Turn?: performer knows which cards were turned end for end
63 Blackout: magician names three cards handed to her in the dark
64 Breakthrough: effect to follow the above
66 Think: spectator writes down selected card and four others, and
magician determines the selection
67 Coincidence: effect with two decks
70 Memories Are Made of This
71 That Rings a Bell: simple telephone book test; with a version
using money as the determination factor
73 Computer Brain: an experiment where the magician memorizes 50
long numbers
75 Miracle Memory: a true experiment in mnemonics
80 Things That Go Bump
81 Yours Truly, Lucifer: a business card in an envelope gains
writing revealing the card selection
84 Dark Seance: mysterious things happen in the dark even though
the magician's hands are tied
89 Anyone There?: table lifting
92 The Real Thing: essay on ESP, and experiments in real thought
transfer
94 Pendulum: seems to reflect thoughts of the spectator
96 Power Point: paper on a pin seems to spin based on psychic
power
98 Knife Spinning: an experiment in stopping a spinning knife on
command
99 Thimble-Hunter: finding a hidden object
100 Book-Finder: experiment in detecting which book was selected
on a shelf
100 The Invisible Object: reader tries to determine location of an
imaginary books
101 Think Stink: transmitting smells to a different room
102 Picture Puzzle: drawing duplication experiment
103 Bibliography
107 Index