Get Applause Nelms
Get Applause Nelms
Get Applause Nelms
HENNING NELMS
By Henning Nelms
BASIC PRINCIPLES
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everyone. Try mine first. If they do not seem natural to you,
hunt for ones that suit you better.
You can time yourself while you think Magic Words if you substi-
tute the Magic Words for some of the numbers. For example, I end
The Cups and Balls by counting eleven, like this:
Count “Three.” Put down left cup. Put right hand on right cup.
Think Magic Words, “That was it,” instead of counting “Nine.” Re-
lax.
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START WORKING FOR
APPLAUSE BEFORE YOU ENTER
1. Check your props from a list to free your mind from worry.
2. Relax: (A) Hold your head high. (B) Take a deep breath to
loosen your chest muscles and hold it while you count ten.
Breathe out, but do not let your chest sag and pull your head
forward. (C) Rotate your shoulders to relieve tension in your
shoulder muscles; you can do that even with a full body load.
5. Think the Magic Words. Think about how good your act is and
how much the audience will appreciate it.
ENTRANCE TECHNIQUE
“One.” Pause.
“Five.” Bring up other foot. Think Magic Words, “Here I am.” Nod
greeting. Note that on this count and the next, you think Magic
Words instead of counting.
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“Seven.” Bow.
NOTE. The Magic Words, “Here I am, you lucky people,” would sound
unbearably conceited if you said them aloud, but you never do.
Think them only to give yourself confidence and put yourself into
a happy frame of mind.
The Magic Moment comes just two counts after the climax of the
trick [Fig. 1]. Without a climax, you lack a Magic Moment; and
without a Magic Moment, you cannot look for applause.
You will be wise to choose tricks with strong climaxes. The next
best choice is to find climaxes for tricks that lack them. Thus,
you might end a production of silks from a phantom tube by pro-
ducing a rubber apple. If you must do a trick that lacks a cli-
max, at least decide on a point that you will treat as a climax.
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For example, in a six-card repeat, you might consider that the
climax comes when you count the last card. Such an imaginary cli-
max is far from ideal, but it does provide a point around which
you can build your applause technique.
BUILDING. When you start low and rise to a climax, you: (1) In-
crease the dramatic effect; all good drama builds in this way.
(2) Create a desire to applaud. (3) Announce that the climax will
come at the top of your build. (4) Indicate that when the build
stops, you have reached your Climax.
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You can build by increasing a dramatic element like mystery, ex-
citement, or tension. You can also add more of any technical el-
ement such as speed, movement, sound, or color. A strong build
usually requires some increase in both dramatic and technical
elements.
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Gaps in interest make a build sag [Fig. 4]. If you must spend
time assembling apparatus or waiting for a volunteer to come up
from the audience, cover the gap with patter. Have plenty of pat-
ter, see that it is good, and rehearse it thoroughly. If a vol-
unteer arrives quickly, this may mean discarding a few pet wise-
cracks, but the important thing is to keep interest rising. It
tends to sink when you pad your act with patter after the volun-
teer arrives, even when the patter is clever.
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The technique itself requires perfect timing. It takes just seven
counts. However, except on “One,” you think Magic Words instead
of counting.
“Two.” Pause. This is the Warning Pause. Grow tense and think
Magic Words, “Here it comes!” Do this quickly to get all three
words on one count. Note how hurrying this thought builds up your
own sense of excitement. Avoid any movement during this pause.
“Four.” Pause. This is the Assurance Pause. Relax and think Magic
Words, “That was it.” Do not move a muscle. Audiences need this
relaxed pause to assure them that the trick is really over so
that they can stop concentrating and applaud. Failure to give an
assurance pause is responsible for at least half of the applause
that magicians throw away.
“Five.” Turn dead front. Think Magic Words, “There you are,
folks.” This should cause you to make some spontaneous gesture
which will act as an applause cue for the audience. If it leads
you to smile, so much the better. When you leave the timing to
the spectators at this point, some start sooner than others and
the applause will be ragged. Hence, you must give them a cue just
as a symphony conductor gives his orchestra a cue to be sure all
the players start together.
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“Six.” At this point, the audience will probably applaud. Howev-
er, you should think Magic Words, “I hope you liked it.” Smile if
are not already doing so.
APPLAUSE CUES. When you pause for the count of “Four” and think,
“There you are, folks.” On “Five,” you will almost automatical-
ly make some gesture which invites applause. I spread my hands
slightly at hip level. Charlie Miller spreads his a foot or so
higher.
You do not need to hit an audience over the head to make it ap-
plaud. The secret lies in the technique. You may prefer a little
gesture with your wand. Do not trot down front and hold up your
arms like an acrobat unless you are working for a huge, noisy
crowd. For an ordinary audience, such antics do more harm than
good because they ruin your timing.
1. You chose a trick which did not appeal to that particular au-
dience. A conventional presentation of The Mutilated Parasol will
not delight an audience of magicians.
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In any case, the fault is yours. You undertook to entertain that
audience. You did not do so. It owes you nothing.
CLOSE-UP TECHNIQUE
Start low and try to build interest as high as you can with your
preliminaries. Be careful not to leave dead spots or interest
will droop.
When you finish the preliminaries, take the pack in your right
hand and make some broad gesture to indicate that the climax is
about to arrive. This happens as you count, “One.”
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exact situation. However, some mental effects, and a few other
routines end with the audience looking at your face. In such cas-
es, give an applause cue on “Five” (preferably by spreading your
hands) as you smile and think, “There you are, folks.” On “Six,”
lean back and think, “I hope you liked it.”
PROBLEM TRICKS
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too weak to top the first one. This turns the last climax into an
anticlimax -- especially when the performer is foolish enough to
take applause after an earlier climax.
Count, “One” as you produce a dove. On “Two” turn right, take one
step with your right foot, and lift the dove so that its feet are
level with your forehead.
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Take a second step on “Three.”
Pause on “Five” and think “Here it comes!” At the same time take
a half step to bring your feet together. Also prepare to open the
cage with your left hand. Learn to do this without looking and
without fumbling.
Kiss the dove on the count of “Six” and think “Climax!” Hold the
dove’s feet with your thumb. Otherwise, it may fly away as you
lower your hand.
On “Seven,” face the audience, open the cage, and insert the
dove. All three moves should be simultaneous. Think, “There you
are, folks,” and smile.
When you present The Sword Box routine your actions to speed up
the epilogue and make it as brief as possible. Do not waste a
fraction of a second when taking the swords from the box. Pull
out one sword with your right hand while you are disposing of an-
other in some sort of rack with your left.
When you withdraw the last sword, slap it against the box for the
count of “One.”
You and your assistant both pause for “Four” while you think,
“That was it.”
The girl takes your hand and steps out on “Five.” Practice this
until she can stand erect on one count. You should both face
front at this point, and you should give a fencer’s salute with
the sword. This acts as a strong applause cue.
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For Sawing a Woman in Half, announce solemnly that you are go-
ing to present a demonstration which involves real danger to your
assistant. The slightest interruption may have fatal results. You
must therefore ask the spectators not to make a sound until the
demonstration is complete. In fact, it will help if they hold
their breath. Saw, separate the halves, and walk between them. If
the audience starts to respond in any way, look horrified, put
one finger to your lips, and hold out your other hand in protest.
Then swiftly shove the parts together, remove the slides, and
lift the lid. Peer into the box in a worried manner as though you
feared the worst. Pause. Think, “Here it comes!” Lift the girl to
her feet. Look at her as you do this and have her look at you.
Think, “Climax!” Pause. Think, “That was it!” Face front and walk
with your assistant toward the footlights as you think, “There
you are, folks. We hope you liked it,” and smile. If you do this
convincingly, you can count on a real ovation.
GENERAL RULE. When you want to delay applause, keep tense, keep
going, and don’t face front. When you want applause, pause, re-
lax, and look directly at your audience.
QUICKIES
These are all climaxes. They leave no room for either a build in
interest or a warning pause. Avoid applause after a quickie. You
cannot get a good hand, and a poor one drains off the desire to
clap. This weakens the applause for your next trick. Use quickies
to embellish major tricks.
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In the middle of a trick, an appropriate quickie gives the inter-
est curve a boost.
Or you might take a silk that you have been using, produce a ball
from it, and go into a ball routine. This is extremely effective
if the quickie is instantaneous, and if you make real use of the
first prop before the transition and do something important with
the second prop afterward. Do not imagine that you are using this
technique if you display a handkerchief, show that a box is emp-
ty, put the handkerchief into the box, waste thirty seconds mak-
ing passes over the box, open it, take out a ball, put the ball
down, and go on with something entirely different, such as a card
trick.
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a teenager do The Bi1liard Balls and expect a hand as each ball
appeared. This is torture for an audience.
Every major trick constitutes one wave. Each wave and each trough
should be higher than the one before it [Fig. 7].
Take applause after each major trick but avoid it after quickies
or after tricks which last less than half a minute.
Audiences like to applaud, but their hands soon tire. If you let
them clap themselves out, you will have trouble starting them
again. This makes it hard to raise the next climax higher.
You lose nothing and gain much by killing applause in this way.
The audience has expressed its pleasure and appreciation by the
time the applause begins to die. Clapping that continues after
that point adds nothing but simply drains off any desire to ap-
plaud again. When you kill applause, this desire is dammed up.
It grows stronger and gives you a credit balance when you want a
hand for your next trick. Also, audiences have watched experi-
enced performers in other fields and remember subconsciously that
these people killed applause. They recognize this as a mark of a
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professional. If you let a hand die out, you brand yourself as an
amateur.
WALK-OFFS
A good walk-off will avoid this and start the applause up again
just when you need it. A walk-off is a quickie that fits the
closing mood of your act. Either The Appearing Cane or Silk to
Cane will make a good walk-off if you do it casually as you take
your fourth step. Handle the timing like this:
The instant the applause begins to die, count “One,” and take
your first step with the foot nearer the exit [Fig. 8].
On “Five,” step off again with the foot nearer the exit. At the
some time, start to turn toward the audience.
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On “Eight,” swing around and step off stage.
The walk-off will send the applause up again, and the bow will
make it last until you are off. That will justify you in taking
at least one strong curtain call. Fig. 9 outlines the steps for a
proper curtain call with your assistant.
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