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Magic, Fun and Games
by Arthur Setterington

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Magic, Fun and Games by Arthur Setterington

Excerpt from the introduction:

As a beginner in magic I had little idea of what was required in the entertaining of children, and, watching more experienced performers, it seemed that a children's show was merely an adult programme shown to children, with little in the way of "byplay", which has become a recognised ingredient in juvenile programmes.

At first, it was a case of trial and error, learning by mistakes, until at a later period I was able to increase my knowledge of the subject, through reading books, magazines, and attending lectures.

It is unfortunate that when an effect or routine is seen in print, it does not convey its real potentiality, and because of this, is sometimes overlooked.

The ideas in this book are practical, straightforward in working, simple in construction, and, above all, entertaining. Some of them are favourites, which I have used in my programme for many years.

  • Introduction
  • Imagination
  • Chapter One: BITS AND PIECES
    • 'Abracadabra'
    • Assistants
    • Light Entertainment
    • Colour Choice
    • Drop It
    • Magic Wand
    • Postscript
  • Chapter Two: MISCELLANEOUS MAGICAL MYSTERIES
    • Puzzling Playbrick
    • Magical Mice
    • Poor Mary
    • Hoffmann's Rings
    • Flower Colour
    • Where's Humpty?
    • Rope Restoration
    • Noah's Ark
    • Lost and Found
    • Breakaway Wand
    • The Vanishing-Cone
    • The Egg Machine
    • Hanky Panky
    • Toot's Treasure
  • Chapter Three: MAGICAL PANTOMIME
    • Puss in Boots
  • Chapter Four: PRODUCTIONS
    • Surprise Surprise!
    • The B-I-G Production
    • Egyptian Box Mystery
    • Instant Rabbit
    • Milady Returns
  • Chapter Five: ENTERTAINING WITH VENTRILOQUISM
    • Introducing Andy
    • A.B.C. Script
    • Memory Market
  • Chapter Six: ROUTINES AND IDEAS FOR GLOVE PUPPETS
    • Birthday Party
    • Blow!
    • T.V. Routine
    • Puppet Stand
    • The Sausage Machine
    • Parcel Post
    • The Bell Ringer
    • Punch Verses
    • Choruses
  • Chapter Seven: PLAY THE GAME
    • Meet the Family
    • Crazy Races
    • What a Memory
    • Yes and No

1st edition 1979, 80 pages; PDF 72 pages.
word count: 18728 which is equivalent to 74 standard pages of text