- For the 2006 episode of Prison Break, see Sleight of Hand (Prison Break episode)
Sleight of hand, also known as 'prestidigitation' ("quick fingers") or léger de main (from the
French for "lightness of hand"), is the set of techniques used by a magician (or card sharp) to manipulate objects such as cards and
coins secretly.
Sleight of hand is not a separate branch of magic, but rather one of the means used by a magician to produce an effect. It can
be contrasted with the flourish, where the magician intentionally displays skills, such as the
ability to cut cards one handed, which is akin to juggling.
Advanced sleight of hand requires months or years of practice before it can be performed proficiently in front of spectators.
Sleight of hand is mostly employed in close-up magic, but it can also be used in stage magic. There are hundreds of different
sleights at the performer's disposal, but they can generally be classified into groups: switches, changes, the pass, the false deal, the double
lift, the false shuffle, etc.
There are several stories about magicians using sleight of hand in real life, such as the one about American illusionist
David Copperfield using sleight-of-hand to fool a mugger into thinking
he had no wallet in his pockets.
Etymology
Sleight, meaning dexterity or deceptiveness, comes from the Old Norse slœgð.
Sleight of hand is often mistakenly written as slight of hand, where slight meaning slender or frail comes
from the Old Norse slettr. Apart from their pronunciation they have nothing else in
common.[1]
Sleight of hand in Close-up magic
Sleight of hand is often used in close-up magic, performed with the audience close
to the magician, usually within three or four meters, possibly in physical contact. It often makes use of everyday items as
props, such as cards and coins. The guiding principle of sleight-of-hand, articulated by
legendary close-up magician Dai Vernon, is "be natural." A well-performed sleight looks like
an ordinary, natural and completely innocent gesture, change in hand position or body posture.
It is commonly believed that sleight of hand works because “the hand is quicker than the eye” but this is usually not the
case. In addition to manual dexterity, sleight of hand depends on the use of psychology, misdirection, and natural choreography
in accomplishing a magical effect. Misdirection is perhaps the most important component of
the art of sleight of hand. The magician choreographs his actions so that even the critical and observant spectators are likely
to look where the magician wants them to. (More importantly, they do not look where they should not.) Two types of misdirection
are time and movement. Time is simple; by allowing a small amount of time to pass after an action, events are skewed in the
viewer's mind. Movement is a little more complicated. A phrase often used is "A larger action covers a smaller action." But care
must be used to not make the larger action so big it is suspicious.
Another common misconception is that close-up magic must utilize either sleight of hand or some kind of gimmicked apparatus.
However, as Henry Hay's Cyclopedia of Magic says,
"Many small tricks, especially card tricks, require neither apparatus nor sleight of hand; much apparatus of the "gimmick"
type does not require sleight of hand. Illusions, because they deal with objects too big to hold in the hand, are one class of
magic that seldom require sleight of hand--though even here sleight of hand "forcing" may be called into play. There are
successful illusionists and apparatus conjurers who can do no sleight of hand at all, but their difficulties and restrictions
deserve our sympathy rather than our scorn."
The Seven Principles of Sleight of Hand
The magicians Penn & Teller have been known to, as part of their act, explain
sleight of hand while demonstrating it with a performance by Teller, appearing to only light a cigarette. While Teller performs, Penn describes what he is doing, and explains the seven principles of
Sleight of Hand.
The Seven Principles are:
1. Palm - To hold an object in an apparently empty hand.
2. Switch - To secretly exchange one object for another.
3. Misdirection - To lead attention away from a secret move.
4. Simulation - To give the impression that something that hasn't happened, has.
5. Load - To secretly move a needed object to where it is needed.
6. Steal - To secretly obtain a needed object.
7. Ditch - To secretly dispose of an unneeded object.
Deceit
Sleight-of-hand techniques can also be used to cheat in gambling games, in street
con games such as the three-shell game, to steal,
or, in some cases, to claim supernatural powers, as in the performances of 19th century and early 20th century spirit
mediums.[citation needed] For this reason the term "sleight of hand" frequently carries negative
associations of dishonesty and deceit, and is also used metaphorically outside the above contexts. The techniques used by
gamblers, however, are often very different from those employed by magicians; similarly, the techniques used by self-proclaimed
psychics or spirit mediums are often different from those
found in "straight" close-up magic and mentalism.[citation needed] The differences, however, are due to the different working conditions and
the different degrees of proximity between spectators and performer; the same basic techniques and approaches are common in all
the areas of deception mentioned.
Performers
Some of the most influential figures in sleight of hand and close up magic have been Cardini, Tony Slydini, Dai Vernon, Don Alan, Wes Sheild,
David Roth, Ed Marlo, Tommy
Wonder, Don England, Fred Kaps, J.N. Hofzinser and
Larry Jennings. Other well known performers are Brother John
Hammon, Michael Ammar, Andy Dallas, Jerad Nolin,
Mike Close, Lee Asher, Bill
Malone, Dean Dill, Ricky Jay, Paul Daniels, and most recently, Criss Angel, David Blaine, and Teller of Penn & Teller.
References
- ^ Bill Bryson. "Troublesome words", Penguin.
External Reference
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