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Monday, December 15, 2008

Girl Lice, Boy Lice

Dina knows me well enough to point me in the direction of the Wikipedia page for cooties.

What you may not know: By most accounts, the word seems to come from kuto, which in various Austronesian languages refers to head lice, the non-head-residing kind of lice, and fleas. (What a great catch-all word to know if you’d rather not emerge from your travels infested.) From that word, soldiers passing through Malaysia or the Philippenes or wherever formed an Anglicized plural that we use today to refer to the germs we supposedly get from the opposite sex. (Oddly, we don’t use quite as often as adults, even though the opposite sex is just as likely to give us germs. A very specific kind of germs, depending on what you’re into.) The Wikipedia article notes that the term for this imaginary ailment has some fairly entertaining names in Scandinavia.
  • in Denmark: pigelus and drengelus, literally “girl lice” and “boy lice”
  • in Norway: jentelus and guttelus, also literally “girl lice” and “boy lice”
  • in Finland: tyttöbakteeri, literally “girl bacteria”
  • and the most entertaining of all, the Swedish tjejbaciller, literally “girl bacillus”
Good job, Dina girl, you tjejbaciller-carrier you.

Up on the Rooftop Pine Trees Pause

Given the strength of the typical Joe’s cocktail, it would seem safe to assume if the below photo represents how I remember my time there instead of how it really was.

upside-down christmas

It would also be wrong, however, as the pictured Christmas tree does, in fact, reside upside-down on the roof as the result of a space-saving decoration scheme and not as the result of topsy-turvy levels of inebriation.

Here’s to holiday cocktails.

Sunday, December 14, 2008

Lost in the Lamp Flower Forest

I often feel like the amount of cartoons that I watch and video games that I play somehow should disqualify me from full-fledged grown-up status. On the whole, I don’t feel all that more mature now than I did ten or fifteen years ago. But every now and then, I rifle through my old things at home and come across some artifact from the back-in-the-past that speaks to the difference between the then-me and the now-me. And it hits me: I can’t believe I really thought this then, I no longer feel the way I did then, I clearly have changed between then and now.

In 1993, I was in the sixth grade. I sought out a video game called Secret of Mana, which, for whatever reason, I decided I had to have. It set my mind on fire, to put it vividly, and, for a period, I let this game dominate my mental processes. I lived for the world this game offered: a blend between the Legend of Zelda-esque, sword-in-hand adventuring over green plains of and the faux-epic scope and detailed dialogue of Final Fantasy. I’m that kind of person, I learned — the kind who loses himself in a fictional work when he really likes it. (I also learned a few other odd bits of information that have since become relevant in one way or another: mana with one “n,” as opposed to the Biblical manna, for example, and Paracelsus’s wacky theories about the things he thought lived in the four basic elements.


This all happened during the time when gaming magazines populated racks in grocery stores. I bought them all — to what advantage, I’m not sure, though I managed to keep abreast of the industry rather well for an eleven-year-old. Three years down the line, these publications started plugging the upcoming sequel to Secret of Mana, a game that would be known in its native Japan as Seiken Densetsu 3. (A clarification: Secret of Mana itself was a sequel, it turned out, but it was named for its U.S. release so that it appeared to be the first. Hence the number three appearing where one might have expected the number two.) Naturally, I was thrilled. This enthusiasm persisted for some time, but the game never hit American shores. Consequently, I learned a second valuable fact about myself: I don’t deal with disappointment well.

In my head, no good reason could justify the fact that I was being denied something I felt I deserved. After all, Secret of Mana had sold well in the states, or so I had read in the publications that had made me such a minor expert in these matters. What else besides malice — on the parts of some anonymous industry honchos and directed specifically at me — could explain this injustice?

The then-me did not give up, however. Those same magazines that had taunted me with screenshots and previews of this holy grail of video games gave me a resource: importers. With a few physical modifications to an American console and little bit of money, any Japanese-only release could in fact be played by a person who did not live in Japan. And so I took advantage of this option and sent away for the Japanese cartridge for Seiken Densetsu 3 and played it through, beginning to end.

There was a small catch, however.

Recall that I described the previous game as containing an unusually large amount of dialogue. The sequel was no different. But the fact that it was not intended for English-speaking players meant that I would have to wade through Seiken Densetsu 3’s plot twists and character development in the original Japanese. One way then-me and now-me are similar is that neither of us can read Japanese. Nonetheless, I fared well, I’d like to think. Following some trial and error, I navigated the game’s menus and such with relative ease. And you might be surprised how much of an untranslated, non-subtitled plot you can comprehend just by context and characters’ actions. It’s not enough to ever be clear on what’s happening all the time, and I suffered from the confusion of “Where the hell am I supposed to go?” and “Why is that man stabbing me?” and “Why am I dead now?”

It meant something at the time, I guess.

Just recently, however, I uncovered the game’s box in a drawer at my parent’s house. I probably decided back then to save it as a memento of my triumph over adversity. Now it seems only significant as to me an example of how Japanese video game packaging had a lot more artistic freedom than its American counterparts. Looking at it more toward today — with as close to adult eyes as I’ve had yet in my life — I was struck by how very little I remembered about this thing that meant so much at the time.

Seiken Densetsu 3 box art

Those six on the front — three of whom you’d pick to be your correspondents in the game — look unfamiliar now, and I can scarcely remember what they did or why they did it. The levitating rock they’re dashing away from? No clue. Seems important enough, though.

Seiken Densetsu 3 box art


The back of the box sheds little light on my confusion. I can make out locations on the map at the top, but I can’t imagine how they would have looked when rendered on a Super Nintendo. Apparently the game had a volcano. And an icy area. And lots of green. I have the vaguest recollections of the roaring, horned, white thing on the left, and some association it has with the moon that appears behind him. But the apparently sentient and therefore evil jack-o’-lantern? Nothing. And as for that inexplicable instance of English text, “Triangle Story,” I am equally baffled.

It feels very strange that this thing — this prize, this game that I had obtain and play and beat and relish — would seem so comparatively meaningless today. Looking at it now, I feel like I’m sitting in the back seat of my parents’ car, noting how much more cramped my legs feel.

I’ve since read various theories explaining why those awful video game company executives never released Seiken Densetsu 3 in the U.S. My favorite of them and the one I deem the most likely, ironically enough, cites the very dialogue that I couldn’t understand when I played the game through. It came out as the Super Nintendo’s moment in the spotlight was about up and when game developers were looking to make the best of the next generation of systems. As such, Squaresoft, the company that made this game, was familiar enough with the technical aspects of the Super Nintendo that its designers could push the console to its maximum, which meant there was little room to spare on the 32-megabit cartridge it was released on, which in turn meant that the English translation was impossible. A pitfall of reworking Japanese games for American audience, you see, is that the Japanese language is more compact; what can be said in just a few Japanese characters will often necessitate several English letters or words. As such, the English version of all the game’s text simply could not fit

Squaresoft has been tight-lipped about whether this explanation is accurate, but the company’s reps at least admit that the decision not to translate the game arose from a technical problem. The kicker here is that a fan-made translation patch can be downloaded and applied to anyone who has downloaded the Japanese ROM for play on a computer. And thought it’s been available since at least the year 2000, I’ve never bothered to play it through. Couldn’t tell you why, though I suspect now that my decision resulted from that whole growing up thing that happened.

Seiken Densetsu 3 box art

I suppose I’m glad for the memories, which at least burned brightly enough in my mind to motivate me to write this. (Well, that and do a simply Google search for the game. I soon enough landed on a page for the game’s soundtrack, the track listings for which are in English and include some of more humorously strange words combinations I’ve ever heard. Among them: “Axe Bring Storm,” “Hope Isolation Pray,” “Left-Handed Wolf,” “Female Turbulence,” “Faith Total Machine,” “Religion Thunder,” “Oh, I’m a Flamelet,” and “Can You Fly, Sister?” — each utterly delightful in their lack of meaning. Expect them to appear as post titles here soon enough.) But more so, I should be happy for the opportunity to gauge the distance between then-me and now-me, even if that expanse is populated by wide-eyed crusading youths, mysterious sentient jack-o’-lanterns, and, apparently, flamelets.

Whatever those are.

Saturday, December 13, 2008

I, for One, Welcome Our New Verbal Overlords

We did it folks. Beginning with my entry for fissilingual all the way back in May, we’ve now made a complete loop around the alphabet, as of the posting of this entry. Sure, we had a few doubles in the mix, but we made it all the way around nonetheless.
epeolatry (ep-i-OL-uh-TREE) — noun: the worship of words.
No fireworks here, just something that seemed appropriate enough to end this cycle and that began with the right letter. Anu Garg chose this one for A.Word.A.Day earlier this year and explained that it comes from a combination of the Greek root epos — meaning “word” and related to our word epic — and -latry — which comes from the Greek latreia, meaning “worship” and related to our word idolatry. The word is not especially well-known or even that old. Garg and the guy who runs World Wide Words both claim that the first recorded use of this one is Oliver Wendell Homes’s 1860 novel Professor at the Breakfast Table: “Time, time only, can gradually wean us from our Epeolatry, or word-worship, by spiritualizing our ideas of the thing signified.”

Despite its rarity, the word has two distinct uses: literal and metaphorical. The latter could be used to describe me, they guy who enjoys words enough that he spent the last six months looking for noteworthy specimens. However, the Wikipedia entry on epeolatry expands on the former interpretation of it as it applies to religions that rely heavily on the written word. “One could call Christianity an epeolatric religion because the majority of its teachings hinge on the words of the Hebrew Bible,” the article notes. But this all may be a moot point. “However, you are unlikely to encounter the word in any form because it remains obscure,” the last sentence reads.

Previous words of the week:
I may attempt another run-through of the alphabet next year. Perhaps I’ll start on something more sensible than the letter “F.” “A,” maybe?

Here’s to words.

Horsehair Plants (Are Not Actually Plants)

The instruction manual for the original Super Mario Bros. sets up the story that so famously pitted an Italian-American plumber from Brooklyn against a anthropomorphic turtle-dragon. (No mean feat, when you consider the implications of that sentence.) It reads as follows:
One day, the kingdom of the peaceful Mushroom Kingdom people was invaded by the Koopa, a tribe of turtles famous for their black magic. The quiet, peace-loving Mushroom People were turned into mere stones, bricks, and even field horsehair plants, and the Mushroom Kingdom fell into ruin.
I have had neither the opportunity nor the ability to read the Japanese version of this document, but I have to assume whatever Nintendo of America employee wrote took some creative liberties. After all, the text goes on to identify Princess Toadstool as the daughter of someone named the Mushroom King. Because this mushroom monarch never appeared in any Mario game, I have to assume he was written into the story as the result of some misogynist impulse to prevent a lady from being in charge of a whole kingdom. (If I were to be technical, she should rule a princessdom. And if I were to be especially technical, I would point out that the very same writer of this instruction manual might have been the one to switch Princess Peach’s name to the fungally appropriate but altogether unseemly “Princess Toadstool” — a name she would shed about ten years later.) In any case, I bring this up because the line about the fate of the Mushroom People struck me as especially strange. The game features plenty of bricks and stones, but I never saw anything that resembled “field horsehair plants,” whatever those are.

I first had this thought — this question about field horsehair plants — back when I first played the game in 1986. Twenty-two years later, I finally decided to look into the matter and simply look up “horsehair plants” on Google. The number one hit: This blog, specifically a post I put up just last month. Regular Google was really no help, so I had a look at Google image search. Here’s what I found:



In short, not a plant, but a mushroom — the Horsehair Mummy-cap, which reminded me of something that did actually appear in the Mario games:

“pseuderanthemum incendia,” from flickr user manischewitzbacon

It’s the Fire Flower, that item in so many games that, when touched, grants Mario the power to toss fireballs from his hand in complete defiance of the laws of thermodynamics.

It’s nothing, I know. The mushrooms clearly got the name “horsehair” as a result of their thin stems. But there’s a slight resemblance, what with the stem and the round, white shape at the top and the color in the middle, particularly in this photo. The fact that it looks like something I remembered — and that thing was a mushroom, of all things — seemed worth the five minutes it would take to write about.

I guess the horsehair plants are nothing, as fictional as that misogynistic Mushroom King — who, in this case, is only slightly more fictional than everything else I’m talking about. I suppose it’s for the best: If the horsehair plants really were the Fire Flowers, then Mario would be consuming the innocent mushroom folk for the purposes of his own benefit. It’s an idea that’s been put forth previously: Those bricks mentioned in the prologue are the very ones that Mario bashes throughout Super Mario Bros.. Does this mean he’s killing the very people he’s trying to save?

One way or the other, those Horsehair Mummy-caps look just a little bit like Fire Flowers, you have to admit.

Thursday, December 11, 2008

My Bags Are Packed / I'm Ready to Go

Something I can’t stop listening to: Kathy McCarty — also known as K. McCarty if you’re looking on iTunes — and her amazing cover of “Rocket Ship,” which is an original by the phenomenal Daniel Johnston. Yes, that Daniel Johnston. I initially heard it in the new Futurama movie, Bender’s Game, and haven’t bene able to get it out of my head since.



Lo-fi wonderment, this is, and I would never have been able find it if it wasn’t for the threat at this message board.

After an obsession earlier this year with “Walking the Cow,” I feel now more than ever that I need to watch The Devil and Daniel Johnston.

Wednesday, December 10, 2008

The Sow Joan Industrial Average

A quick preface for the uninitiated: Nintendo’s Animal Crossing is a game in which you, a human, move into and proceed to customize a small town populated by animals. I have the Wii version of this game and enjoy it as an occasional respite from what I do during my non video gaming hours, real-life simulator though Animal Crossing might be.

In the game, the player’s little human counterpart may have occasion to run into Sow Joan, an elderly female boar who sells turnips. The turnips are notable in that they can be sold at varying prices from day to day. If the player buys the turnips at one price, he or she could potentially make a profit on them by selling them when they’re priced above what they were initially bought for. However, if the player chooses to hang onto the turnips in hopes that the buying price goes up, they could eventually be screwed, either because the price could then plummet or because the turnips spoil. In the game, characters refer to this system as the “Stalk Market.”

sow joan, circa her 2002 debut

sow joan as she is known in japan: “kaburiba,” which
probably means something punny to someone

All that being said and with full knowledge that most character names in Animal Crossing are puns, it wasn’t until today that I realized that “Sow Joan” is a pun on “Dow Jones.”

I’m not yet sure if my embarrassment at not realizing this sooner outweighs my delight at finally decoding this particular pun.