Part 6
A in this picture is represented by an ANT. The dot is represented by an ORANGE on which the PLANK is resting, the plank represents the dash. Down the plank walks the Ant. See the picture and the motion of the Ant walking on the plank. See all pictures large in size and in motion. To close your eyes will help you to see the picture clearly. In each case make a large Moving Cartoon of the objects. Review by seeing the same picture each time.
ANT--ORANGE--PLANK, ._ is A.
B is Honey Bee, with a BAT (dash) batting three APPLES (dots) along the ground. See the BEE--BAT--APPLE--APPLE--APPLE. _... is B.
C is a Cannon out of which is being shot a BAT (dash), an APPLE (dot), a BAT (dash) and an APPLE (dot). See the CANNON--BAT--APPLE--BAT--APPLE. _._. is C.
In the same manner see clearly the pictures described for the code signals following.
. E, an Orange balanced on the smokestack of an Engine, . is E.
.. I, two Oranges rolled at an Ink bottle. See ink spilled on the oranges, .. is I.
... S, three Oranges sticking in a Snowdrift. See bright yellow oranges, ... is S.
.... H, four Oranges, one between each of the fingers of your Hand, .... is H.
._ A, an Orange, a Plank, and an Ant, as pictured above.
._ _ W, an Orange with two Planks leaning on it, a Wolf runs up one plank and down the other, ._ _ is W.
._ _ _ J, a Jockey picks up a big yellow Orange and carries it across the street by walking upon three Planks laid zig-zag, ._ _ _ is J.
._. R, an Orange on each end of a Plank, a Rat is carrying the Plank in his mouth, ._. is R.
._.. L, an Orange on the left end of a Plank and two Oranges on the other end, all are balanced on the back of a lamb, ._.. is L.
._ _. P, an Orange placed on the ground by a Pig, he then walks across two Planks and places an Orange at the other end, ._ _. is P.
.._ U, two Oranges floating on the sea, up comes a U-boat, pushes them apart and crashes into a Plank, .._ is U.
.._. F, two Oranges left on the end of a Plank and one on the other end, a Fire burns the Plank in two, see the Oranges roll into the Fire, .. _. is F.
(Note the difference in location of the two oranges in L and F.)
..._ V, three Oranges hanging on a Vine, you take a Plank and knock them off, ..._ is V.
_ T, a Bat used for pounding Tea leaves, _ is T.
_ _ M, two Bats being swung in the air by a wild Monkey, _ _ is M.
_ _ _ O, three Bats stacked on end, along comes an Owl and carries them away, _ _ _ is O.
_. N, a Bat being used to knock an Apple from a tree by a Nun, _. is N.
_.. D, a Bat used to bat two Apples against a Door, _.. is D.
_... B, a Bat and three Apples pictured with a Bee, as given above, _... is B.
_._ K, a Bat sticking on one side of a Kettle and a big Apple between it and another Bat on the other side of the kettle, _._ is K.
_._ _ Y, a Bat used to bat an Apple into the YMCA hut, two fellows inside pick up two more Bats and swing at the Apple as it passes, _._ _ is Y.
_._. C, a Bat, an Apple, a Bat and an Apple, pictured with a Cannon above, _._. is C.
_.._ X, a Bat, two Apples and a Bat laid out upon a table to be photographed by an X-Ray machine, _.._ is X.
_ _. G, two Bats leaning together with an Apple placed on top, along comes a Goose and grabs the Apple, _ _. is G.
_ _.. Z, two Bats with two Apples tied on the other end and swung over the back of a Zebra, the Bats on one side, the Apples on the other, _ _.. is Z.
_ _._ Q, two Bats and an Apple roll into a Quilt and swung on the end of another Bat to carry over your shoulder, _ _._ is Q.
Go over the pictures a section at a time as pyramided. See them in large size and in motion. Do this several times. Have some one call the signal to you. See the ORANGES and PLANKS, or the BATS and APPLES and the picture they form. The object pictured with them brings the corresponding letter to you.
Note that all signals beginning with a DOT are pictured with ORANGES and PLANKS. All signals beginning with a DASH are pictured with BATS and APPLES.
By this simple method you are guided at once to your picture. When this signal is given .._ at once you know it is two oranges and a plank. This brings the picture of the U-boat dashing between the oranges and striking the plank. After a few repetitions the process will become instantaneous.
Go over the alphabet forward and backward and in each case SEEING and speaking the object used to represent the letter. Thus:
A--Ant B--Bee C--Cannon D--Door E--Engine F--Fire G--Goose H--Hand I--Ink J--Jockey K--Kettle L--Lamb M--Monkey N--Nun O--Owl P--Pig Q--Quilt R--Rat S--Snow T--Tea U--U-Boat V--Vine W--Wolf X--X-Ray Y--YMCA Z--Zebra
For practice go over the alphabet and see the object and picture of the signal. Thus, A is Ant, see the ant walking down the plank which is resting on the orange. Repeat the signal A ._ Orange, Plank. Do this a few times till all pictures are clear and come quickly.
Let all your alphabetical practice be by seeing the picture and speaking the signal. Thus, A, see the picture and speak the signal, Dot, Dash.
See to it that most of your practice is from signal to letter. This is "receiving" and requires the most practice.
In your odd moments go over signals, thus, _ _._ two bats, an apple and a bat (wrapped in a Quilt) Q.
._ _ an orange and two planks (the Wolf walks over) W.
=Pictures insure accuracy, depend upon the picture. Practice is the only possible method for developing speed.=
The Knight's Tour
Chess players find a great deal of interest and amusement in being able to remember the moves necessarily made by the Knight in touring the board, stopping once on each square, and never more than once on any square.
One of our great mathematicians put in a great deal of time working out the proper moves of the Knight in touring the board in this manner. It is a simple matter for the memory student to keep in mind the necessary moves in their proper order. This would be an almost impossible feat without the aid of your number code, as there are sixty-four different moves to be made by the Knight in this tour.
The problem is to call from memory each move of the Knight, beginning either at square No. 1, or in fact any square of the board. Notice that the squares are numbered from 1 to 64, each row of squares always numbering from left to right. The following cut illustrates the method of moves. The Knight always moves two squares in one direction, and one in the other, indicated by a diagonal line drawn from 1 to 11, and from 11 to 5. Thus you will see, beginning with square No. 1 that the move of the Knight will be as follows:
1, 11, 5, 15, 32, 47, 64, 54, 60, 50, 35, 41, 26, 9, 3, 13, 7, 24, 39, 56, 62, 45, 30, 20, 37, 22, 28, 38, 21, 36, 19, 25, 10, 4, 14, 8, 23, 40, 55, 61, 51, 57, 42, 59, 53, 63, 48, 31, 16, 6, 12, 2, 17, 34, 49, 43, 58, 52, 46, 29, 44, 27, 33, 18 and back to 1.
To remember these moves in their proper order is an excellent application of the Hitching Post idea, and use of the Code List representing the moves in consecutive order as 1, 2, 3, 4, etc., and any word with it that will represent the number of the square to which the Knight is to move. The list following begins with the first square as the starting place:
Tie and Hut Town and Riot Snow and Dude Dime and Hinge Home and Owl Deer and Ape Wire and Doll Towel and Ham Wheel and Maine Ditch and Team Sash and Rug Duck and Oak Egg and Cherry Taffy and Snare Ivy and Lawyer Depot and Imp Whip and Chess Nose and Latch Toes and Lace Net and China Dot and Mill Nun and Reel
Follow on through the sixty-four moves using the code words for the sequence of the move and any words you wish that stand for the number of the squares on the board.
When you have pictured all the objects together, the first object will keep the sequence of the moves clearly in mind, and the second will reveal the number of the square to which the Knight is to move. You can very quickly go over the pictures and give the moves of the Knight. The first move, Tie, begins with Hut or square No. 1. The second move, Snow, is Dude or square 11; the third move, Home, is Owl, or square 5; the fourth move, Wire, is Doll, or square 15; the fifth move, Wheel, is Maine, or square 32. Each move is represented by the picture which you have with the succeeding word of your code list.
As soon as you are familiar with these pictures you can begin with any square designated. If you are asked to begin with square 24 you know that 24 is Snare, which is pictured with Taffy. Taffy is 18, so you begin with the 18th move.
Knight's Tour by Story
Another method of following the Knight's tour is to learn the following story, the words of which are based upon the Number Code, each word giving the number of the square to which the Knight should move next. The story begins with the square 1. After you have learned the story, go over it and instead of saying the words, speak the number of the square as represented by the word of the story. This first sentence is an example: The TIDE IS LOW, a TALL MAN is ROWING. These words represent the following figures: 1, 11, 5, 15, 32, 47.
First learn the story, then practice until you are able to go over the whole thing and speak the figures 1, 11, 5, etc. After you are thoroughly acquainted with the number values of the words you can allow the persons looking on to select any square on the board as the starting place. For instance, if square 32 should be selected you would know that the word MAN stands for 32, and so you would begin with MAN. The next move would be the next word, ROWING (47), and so on through the story. When you come to the end of the story you must go back to the beginning and work forward to the word MAN, so as to cover the entire board.
To learn the Knight's tour is excellent training, and gives you an excellent method of entertaining your friends, as they will scarcely believe it possible that you can remember the 64 moves without error.
The Story for the Knight's Tour
The Tide is Low a Tall Man is Rowing. A Cheery 1 11 5 15 32 47 64
Lawyer Chose Lazy Mollie Reed. A Hinge By My Team. 54 60 50 35 41 26 9 3 13
A Key Near a Mop. A Slouchy Jane Roll a Mouse to a 7 24 39 56 62 45 30
Nice Meek Nun. Knave Move Not so Much Stop as a 20 37 22 28 38 21 36 19
Snail Does. Her Dear Foe Nome, Rose Slyly Shot Lead 25 10 4 14 8 23 40 55 61 51
Like Rainy Slop. A Lame Chum Arrive Mad as Dutch. 57 42 59 53 63 48 31 16
Joe Dine Now, Take More Ripe Rum. A Live Lion Rush 6 12 2 27 34 49 43 58 52 46
a Snob. Warrior Sneak Mama a Dove. 29 44 27 33 18
A Last Word
"Memory is the foundation without which there can be no structure of knowledge." On the other hand, there can be a good foundation and very little structure. The story is told of a fool who was placed under the charge of a country clergyman. The young fellow would sit in church on the Sabbath and was able to remember almost every word of the sermon. He could tell afterwards, where every one sat, and what they wore, but he was good for very little of anything else.
A reporter in the House of Commons could sit for hours without taking notes and write the full speeches for his paper, but he had very poor judgment and was an utter failure in life.
Do not neglect the development of your memory, but do not go to the extreme, so that you neglect other factors of mentality and character. Strive always to gain a fully rounded education and development. Develop the Common Senses; make them keen, alert and useful, and you will not lack in Common Sense.
Great buildings, great characters, great minds and great memories are not built in a day. But a few minutes a day of persistent effort will win. In the words of Michael Angelo:
"Trifles make perfection, but perfection is no trifle."
TRANSCRIBER'S NOTES:
Italicized words are surrounded with underscores: _italics_ Emboldened words are surrounded with equals signs: =bold=
There are inconsistencies in the Table of Contents regarding chapters and sections, as well as incorrect page references. The Table of Contents is presented as it appears in the original with page references corrected.
Obvious spelling and punctuation errors have been standardized.