10 Vintage Canes With Amazing Hidden Features

Heritage Auctions
Heritage Auctions

Sometimes a vintage walking stick is more than a dapper statement piece. It can also be a men’s grooming kit, a croquet set, a microscope, or even a projector. Multipurpose canes were all the rage at the turn of the 19th century, and now some of the most unique examples of the trend are going up for auction.

The Gentleman Collector auction from Heritage Auctions will feature dozens of canes, many of which offer bonus features beyond what meets the eye. Check out these useful, sneaky, and oddly specific specialty canes, which hit the auction block on September 22.

1. THE COIN COLLECTOR’S CANE

Cane with a weight in the handle.

Can’t decide if you identify more as a rabologist (someone who collects canes) or a numismatist (someone who collects coins)? This artifact will appeal to both halves of your heart. Inside the ebonized wood handle of this late 19th-century cane is a space for weighing and storing coins. Just push a button to reveal the tiny brass scale.

Estimated price: $7000 - $10,000

2. THE MAGIC LANTERN CANE

Cane with hidden projector.

Who needs a bulky iPhone taking up space in your pocket when you can carry a miniature movie theater in your walking stick? The top of the "magic lantern" cane slides up and acts as a portable projector. Point it at the nearest wall to view the hand-painted illustrations housed within the shaft. A tiny torch brings the full-color slideshow to life.

Estimated price: $3000 - $5000

3. THE CIDER MAKER’S CANE

Cane that makes cider.

There's nothing like a long walk to work up a thirst for a glass of cider. With this walking stick in hand, you can get to work making one immediately. The interior wood rod of this device doubles as an apple press. Along the the tin shaft is a siphon and spout for collecting juice.

Estimated price: $1000 - $1500

4. THE ARCHITECT’S CANE

Cane with hidden architect's tools.

With a mahogany shaft and a leather-wrapped handle, this walking stick is a piece of art on its own. Architects can twist it open and use the supplies inside to draw up something equally exquisite. The handle has two secret compartments containing a compass, graphite, and drafting tools. Inside the lower part of the cane is a level, straightedge, letter opener, an elevation drawing, and a plumb-line (a pendulum with a rope-suspended weight).

Estimated price: $3000 - $5000

5. THE WELL-GROOMED GENTLEMAN’S CANE

Cane with hidden grooming kit.

The original owner of this grooming kit/walking stick combo was likely the envy of every fancy gentleman in town. Inside the cane’s segmented oak shaft are vials, brushes, a sponge, a button hook, and shaving supplies—everything necessary to look fresh and fine on the go.

Estimated price: $4000 - $6000

6. THE SPY CAMERA CANE

Chrome handle of a cane.

The hidden camera is the quintessential spy accessory. This circa 1980 cane, based on a patent from 1904, holds its camera and film winder inside the chrome handle. Snap it closed and the device transforms back into an inconspicuous, black walking stick.

Estimated price: $6000 -$8000

7. THE SPITTING CANE

Cane handle shaped like a face.

The handle on this item portrays a man’s face scrunched up into a nasty expression. What it does is even nastier: Push a button on the top and liquid comes shooting out the mouth. The trick cane could possibly be used for good, like refilling people’s drinks at parties. Or you could just fill it with water and spray anyone who invades your personal space.

Estimated price: $1500 - $2500

8. THE CROQUET PLAYER’S CANE

Cane with miniature croquet set.

You wouldn’t think that a mallet, a ball, and a full set of wickets would fit easily inside a cane, but a 19th-century inventor found a way to make it work. Of course, this croquet set is much smaller than one you'd find on a lawn. Luckily a desktop makes a fine alternative to a playing field.

Estimated price: $800 - $1200

9. THE MICROSCOPE CANE

Cane with hidden microscope.

A botanist going on a stroll through the woods would be fortunate to have this walking stick with them. Upon spotting an interesting specimen, they could pause their journey and use the cane as their miniature laboratory. The ebonized wood shaft contains a compartment with glass slides and vials, and the detailed silver handle holds an actual brass microscope.

Estimated price: $3000 - $5000

10. THE CROSSBOW CANE

Cane with wooden eagle handle.

If you’re still not convinced that canes can be hardcore, take this specimen from the late 1800s. The carved eagle-head handle is intimidating on its own, but pop it off and you have all the components necessary to put together a crossbow. Brandishing a dangerous weapon never looked so classy.

Estimated price: $1500 - $2500

All images courtesy of Heritage Auctions.

7 Fast Facts About RollerCoaster Tycoon

Amazon
Amazon

For Windows gamers, 1999 was dominated by RollerCoaster Tycoon, a now-classic strategy and building game that tasked users with erecting an amusement park and gauging the popularity of rides while maintaining a profit margin and keeping patrons from barfing all over the landscape. For the game’s 20th anniversary, check out some facts about its origins, its association with pizza, and how it became a pinball machine.

1. The first RollerCoaster Tycoon sold 4 million copies.

RollerCoaster Tycoon was the brainchild of Scottish programmer Chris Sawyer, who had enjoyed success with his line of Transport Tycoon games in the 1990s that allowed players to build and operate their own railroad, truck, and ship lines. Sawyer decided to marry that concept with his love of roller coasters. An independent effort—Sawyer enlisted only two collaborators, artist Simon Foster and musician Allister Brimble—the first Tycoon game that was released in 1999 sold a staggering 4 million copies.

2. RollerCoaster Tycoon came free with frozen pizza.

In the early 2000s, packaged food companies offered products that came with promotional offers for CD-ROMs. In 2003, Pillsbury offered a free copy of RollerCoaster Tycoon to anyone who sent in proof of purchase barcodes from specially-marked boxes of Totino’s Pizza Rolls or Pillsbury Toaster Strudel.

3. There’s a RollerCoaster Tycoon pinball machine.

A pinball machine released to coincide with 2002’s RollerCoaster Tycoon 2 took the spiraling coasters of the game and put them under glass. Players could try and direct the pinball—a substitute for the park guest—around and through coasters like The Flying Ghost and The Rocket.

4. RollerCoaster Tycoon helped inspire Minecraft.

If you or a loved one has spent countless hours absorbed in the popular world-building game Minecraft, you have RollerCoaster Tycoon to thank. Minecraft creator Markus Persson was a fan of Tycoon for the way it allowed players to construct elaborate designs. He also enjoyed Dungeon Keeper, which had a fantasy element. Together, the two games encouraged him to develop Minecraft. The game debuted in 2009 and went on to become one of the biggest interactive success stories of all time.

5. RollerCoaster Tycoon inspired real roller coaster designers.

The laborious construction undertaken by players of RollerCoaster Tycoon weaned a number of players on the excitement of the amusement industry. Park designers hoping to break into the industry have used screen shots from the game as examples of their design prowess at trade shows.

6. You can get a spooky update of RollerCoaster Tycoon in time for Halloween.

Atari distributes an Android and iOS version of RollerCoaster Tycoon for mobile phone users. For 2019, the company is offering a Six Flags Fright Fest update to the game that adds a Halloween component. Players can add Skull Mountain, an actual Six Flags coaster, as well as a Demon Rock statue.

7. A RollerCoaster Tycoon fan spent 10 years building a park.

In 2017, a Reddit user declared he was finished building out his own custom park on RollerCoaster Tycoon 2. The 34 coasters and 255 attractions were all minutely detailed, offering a sprawling virtual park with themed areas covering everything from Egyptian attractions to a forest. In comparison, it took only four years to build the actual Disney World in Orlando, Florida.

10 Wild Scooby-Doo Fan Theories

Warner Home Video
Warner Home Video

For 50 years, the hard-working teens (and dog) of Mystery, Inc. have been investigating the paranormal. What began as a single Hanna-Barbera cartoon series—Scooby Doo, Where Are You!—in the 1960s quickly morphed into a franchise with multiple spin-off shows, comic books, and a few questionable movies. That adds up to a lot of spooky stories, which have inspired fans to come up with their own creepy (or just plain crazed) tales about Scooby and the gang. Here are some of their best theories, including one that somehow connects to Patrick Stewart.

1. Scooby is a Soviet space dog.

For all the cases that Fred, Daphne, Velma, and Shaggy solved, they never got to the bottom of the show’s most enduring mystery: How and why does Scooby Doo talk? Some fans think he can’t really speak—that it’s just something his buddy Shaggy imagines while he’s high. But one Redditor has a much more complicated and compelling theory based on the show’s 1960s setting. At that time, America and the USSR were locked in the so-called “Space Race,” competing to see who could claim the first achievements in spaceflight. The Russians famously shot Yuri Gagarin into the stratosphere in 1961, but he wasn’t the first Soviet in space. Canine cosmonauts like Laika beat him by several years, and if the USSR was willing to put a dog in a rocket, who’s to say they didn’t experiment on him first?

According to this fan theory, Scooby is a runaway from the Soviets’ classified space dog program, designed to breed pups capable of operating satellites and understanding radio commands. Scooby was the best of the bunch, the rare test subject who could understand and imitate human speech. Naturally, one of the scientists got attached and defected with Scooby to the USA. When that scientist died, Scooby found a new family with a group of friendly teenagers. But the CIA never stopped searching for this Soviet wunderpup, which is why Mystery, Inc. is constantly traveling by van—and why the original show is called Scooby Doo, Where Are You!

2. The show takes place during an economic depression.

A still from 'Scooby Doo, Where Are You!'
Warner Home Video

A classic Scooby-Doo mystery might take place at a theme park, museum, or mine—so long as it’s grimy and deserted. That’s a weird coincidence when you think about it: why are all these places so rundown? Well, that tends to happen when you’re weathering a financial collapse, and many clues indicate that’s just what’s happening in the world of Scooby-Doo. The towns he and his friends visit never seem to be doing well. No one has any money: Not the many scientists posing as monsters for cash, not the operators of every haunted attraction the gang investigates, and certainly not Shaggy and Scooby, who gorge on dog treats and lose their minds whenever they so much as smell a burger.

3. Mystery, Inc. is actually a cult.

Let’s break down the core members of the gang: You have Fred, the handsome and friendly frontman of the group. Then there’s Daphne, the fashionable and pretty one who mostly follows Fred around. Velma has the brains and Shaggy has full-blown conversations with a dog. When you really think about, doesn’t this all sound a bit like a cult? Fred would obviously be the cult leader, who recruits groupies like Daphne to obey his every command. Velma’s intelligence makes her a useful addition, and she could also be seeking acceptance from the “cool” kids. As for Shaggy, well, men who claim dogs can talk to them have a famously disturbing history—much like cult members.

4. They’re all draft dodgers.

Scooby Doo, Where Are You! premiered in 1969. Also happening that year? The Vietnam War. As able-bodied men (seemingly) over 18, Fred and Shaggy would both be eligible for the draft, which begs the obvious question: is Mystery, Inc. just a bunch of draft dodgers? The boys could be driving that van straight to Canada to avoid deployment, along with Fred’s fiancée Daphne and their antiwar activist friend Velma. Scooby’s stance on the war remains unclear, but he’s along for the ride.

5. Scooby Snacks alter your genes.

What if Scooby’s preferred treat is really a steroid capable of editing genetic code? It would explain why Scooby—and other members of his canine family, like Scrappy-Doo and Scooby-Dum—can talk, as well as their ability to perform “completely ridiculous stunts.” (Also, if Scrappy-Doo is on steroids, it would explain why he’s always trying to fight.) But what about its effect on humans? As far as we know, Shaggy is the only person who eats Scooby Snacks, and he seems to have a freakishly high metabolism, considering the mile-high sandwiches he eats and his super skinny frame.

6. Fred drives the Mystery Machine because the real owner is too high.

Whenever the gang piles into the Mystery Machine, there’s only one person behind the wheel: Fred. Mystery, Inc.’s de facto leader is constantly driving his friends from one haunted house to the next, which would imply that the Mystery Machine is his car. But why would a clean-shaven, preppy kid like Fred own a lime green van with flowers plastered over the doors? That car obviously belongs to a hippie, and in this group, that’s Shaggy. His hippie lifestyle, however, may be the reason Shaggy never drives. He’s either lost his license from driving under the influence, or Fred is worried he will, so someone else serves as his designated driver.

7. Shaggy is Captain America’s son.

This theory starts with small coincidences, like the fact that Norville “Shaggy” Rogers and Steve Rogers share a last name. Then it builds to something bigger when you factor in a detail from Captain America: The Winter Soldier. While out on a morning run, Sam Wilson (a.k.a. Falcon) claims that Steve can run 13 miles in half an hour, a rate that breaks down to 26 mph. Shaggy, meanwhile, frequently keeps pace with Scooby, a Great Dane. Those dogs run up to 30 mph. Ergo, Shaggy is Steve’s son.

8. Monsters really do exist in the Scooby-Doo universe.

A still from 'Scooby Doo, Where Are You!'
Warner Home Video

Each time the gang catches a new “monster,” it always turns out to be a human in disguise, grumbling about how they “would’ve gotten away with it, if it weren’t for you meddling kids.” Monsters, the show tells us over and over again, are not real. But this Reddit theory poses an important question: If monsters don’t exist, why is there a business dedicated to catching the fake ones? The fact that Mystery, Inc. keeps getting calls implies that “supernatural fraud” is an entire category of crime, one that wouldn’t make sense or work if people didn’t believe in monsters. Everyone in the Scooby-Doo universe also seems to accept monsters as a normal and everyday occurrence, suggesting that monsters are real—the gang has just never caught one.

9. Shaggy and Scooby are actors.

When danger calls, Shaggy and Scooby tend to run the other way. But what if the group’s most cowardly members were actually actors pretending to be scared of ghosts, monsters, and other paranormal entities? According to this fan theory, Shaggy and Scooby are faking their over-the-top fear in order to draw the monsters out. By posing as easy targets, they know they’ll get spooked first, and thus make it easier for Mystery, Inc. to trap the ghost/witch/pirate. That’s why Fred always pairs Shaggy with Scooby when they split up to investigate, and it’s why after many years of investigating the supernatural, the two of them still don’t seem remotely used to it.

10. Green Room is just a gritty Scooby-Doo reboot.

The 2015 horror movie Green Room is about a band with a van that squares off against an evil old Nazi. The Scooby-Doo franchise is about a team (that was supposed to be a band) with a van that squares off against evil old men (who could also, theoretically, be Nazis). You do the math.

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