Piece
You put a nail into a piece of wood to make a top. A round piece of wood. You need it to be a little circle. And then use a piece of thread to kind of… circle… around the wood. Then you twist, and twist and then do this throwing thing [mimes a light toss] so it would unspin and shoot off so it would spin away. I didn’t get to make tops though, boys did that kind of thing.
Context
The informant watched the boys in her poor neighborhood in Taiwan make these tops and play with them. The older boys would teach the younger ones to keep the activity going. The girls would watch or play other games instead.
This story was shared when the informant was asked what they used to do as children by the informant’s grandchildren looking for something to do or play.
My Thoughts
This toy reminded me of Beyblades, small, customizable plastic tops that you could attach to a little launcher which, when pulled, would set the top spinning extremely quickly into a “stadium”. I have seen a number of young boys do battle to see who’s tops would keep spinning the longest. The informant’s description of how boys in her childhood town would use string to create the same effect amazes me as it is a much cheaper method!
Category Archives: Game
School Game- Spundalele
Context: My informant grew up in Texas during the ‘70s. In elementary school during integration, he was one of the few white students transferred from a white school to a black school. He recalls a game the black students taught him called Spundalele. The first time someone “spundaleled him” he was surprised and angry because he didn’t understand it was a game. Once he understood, he and the other white students quickly adopted the game and played it every day. He says it was one of his first interactions at his new school, and it was a game that quickly brought together the white and black students.
The Game: M: “Basically, if you have something in your hand, and somebody knocked it out of your hand, said ‘SPUNDALELE!’, and then picked it up before you could…it was theirs and you don’t get it back. Well I mean you can take it back under violence, but that’s not really part of the game.”
To Play:
- Find someone with something in their hand
- Knock the object out of their hand and onto the floor
- Shout “spundalele”
- Attempt to pick it up before they can
- If you succeed, you get to keep the item
- If you fail, they get to keep the item
The game works best if everyone knows the rules before playing
My thoughts: The concept of this game is strange to me; why would you play a game where people take each others’ things? But as an elementary school student in the ‘70s, you probably aren’t carrying anything of great value. Integration was a dramatic change to schools in the south, so if this game brought people of different races together, it sounds like a good game to me.
King’s Cup: Drinking Game
Background: DL is a childhood friend of mine who grew up in Long Beach, California before moving up north to attend college in Washington. He a transgender man in his early twenties and lives in an eight-person household with roommates that all identify as LGBTQ+.
Context: King’s Cup is one of DL’s favorite drinking games. This particular instance of King’s Cup was celebrated on DL’s birthday with about ten schoolmates/friends/roommates of DL, shortly before the COVID-19 Stay-at-Home orders were put in place. A little while afterwards, he celebrated someone else’s birthday over Zoom due to the COVID-19 stay at home orders. DL expressed sadness over not being able to play King’s Cup at the Zoom Party.
Main text:
(In the following interview the informant is identified as DL and the interviewer is identified as JS.)
DL: It’s like…you put a big cup in the middle of the table and, um, spread a deck of cards around it and you take turns picking a card from the ring of cards around the cup and each number on the card signifies something that you have to do.
JS: Okay
DL: Um…most of them involve drinking or [laughs] something of that context.
JS: Does it change each time or is there a specific ruleset that you used?
DL: There’s like a pretty specific ruleset that people generally use. Although we altered it because it’s pretty gender-specific sometimes
[At this point, DL tried to remember some of the rules but couldn’t recall them off the top of his head. He promised to follow up later with a few examples.]
JS: So, you pull the cards out, you go around the table, and they each have a different related thing on them.
DL: Yeah, um, it’s just like a deck of standard cards. And some of them it’s like you have to pour some of your drink into the big cup in the middle and then at the end, like, the loser has to drink the “King’s Cup.”
JS: [laughs] God, that’s so gross!
DL: [laughs] Yeah, we didn’t actually get that far we all kinda shared it and it was disgusting. Whatever you’re drinking, so that’s, like, the disgusting part. I had like some fancy sambuca from my mom so there was some of that in there, and some beer, and some cider, and some…wine I think. [laughs]
Examples of rules include:
Number two cards are titled “you”: Choose someone to drink
Number three cards are called “me”: The person who drew the card must drink.
The biggest modification A and his friends made to the rules set was for cards five and six—instead of sticking to the gender-exclusive rules of “guys and chicks” where either men or women drink, they changed it to “fags and dykes,” and it was up to the players to choose whether they would drink on the card that was pulled.
Thoughts: King’s Cup is a pretty standard drinking game, like much Beer Pong. Drinking games are a unique way to transform relatively standard American college practices (drinking to excess) into “events,” typically by way of making them game-ified or competitive. As DL explains at the end of the interview, the pretense of rules usually begins to fade as a drinking game goes on—there’s no need to keep on playing once the objective of the game (getting drunk) has been completed. What’s particularly interesting is how DL has customized the game to have certain “house rules”—particularly those for five and six. Some of the people DL lives with are nonbinary, making the guys and chicks rule obsolete. Instead, by customizing it with queer terminology, DL and his friends were easily able to tailor the game to their particular environment. I think it’s also important to note that the words “fag” and “dyke,” though often considered insulting and homophobic slurs, are fairly natural in this context for this group of friends—instead, they function as an insider/in-group joke.
Rattlesnake: A Conga Line Game
Background: The informant is a woman in her late fifties who grew up in downstate New York in Queens and on Long Island before moving to upstate New York for college. In her mid 20s, she moved out to Southern California and she had lived there ever since. She comes from a large family of Catholic Irish-Americans. She attended public grade schools.
Main Text:
“There was one that I loved! And it was…think of a conga line but it wasn’t really a conga line. It would be kids in this long line and they would do these intricate back-and-forth kinds of movements, yknow we would all move together. And it was [singing] “R-A-T-T-L-E-S-N-A-K-E spells rattlesnake” and we just did that over and over again while we did this little…I loved that game! I don’t know why, but it was just…but we did all these intricate, back-and-forth pattersn and it was all these kids in a line.”
Context: The informant specified that this game was performed on the playground during recess and at lunch, mostly during the earlier half of elemenatary school. It was not organized by teachers, and it involved large groups of children—around a class size or more, so twenty kids and up.
Thoughts: I’d never heard of this game before, but I’m familiar enough with a conga line to get the gist of what the informant was playing. It was probably a combination of the movement and accompanying song that made the game so compelling to TR as a young child. I do think it’s funny how they referred to it as a nearly hypnotic-experience, and I’m impressed that such a large group of young children organized themselves well enough to execute this game on a daily basis, not to mention their ability to transcend friend groups.
Owa Tagu Saiam
Context:
I collected this bit of wordplay from my mother (LP) in a face-to-face interview. She grew up in a white Unitarian household in suburban Colorado in the late 20th century. She learned this joke from her mother, who pulled the prank on her and her brother when they were young.
Text:
The prankster says to their victim:
“Say: ‘owa tagu saiam’”
After repeating it, the prankster asks them to say it faster until it sounds like they’re saying “o what a goose I am.”
Thoughts:
I remember other silly word pranks like this from my childhood, where one person employs a riddle or a pun to get another person to say something self-deprecating or otherwise humorous. The appeal of the joke comes from the moment of recognition when a string of nonsensical sounds becomes language. These games, while seemingly inconsequential and banal, offer a profound look into the mechanisms of signification. The humor of the joke comes from the moment of recognition in which a string of nonsensical sounds becomes meaningful, takes on significance. What was thought to be nonsense becomes sense, becomes a signifier of something completely unexpected.
The prank points to a couple of interesting traits of spoken language. One, that sounds bear no intrinsic relation to their significances: a string of gibberish to one person in one particular subject position (the victim when speaking the phrase slowly) can hold meaning to those occupying other subject positions (the prankster and the victim after the moment of recognition.) Secondly, it reminds the participants that all words are first and foremost just sound. Sounds are assembled and juxtaposed to signify abstract notions, and this process of signification can get so entrenched, so internalized that the signified takes precedence over the signifier, and the language-bearer is “tricked” into equating the two. This prank shatters that implicit assumption by pointing to the sonorous qualities of the word and laying bare the process by which sounds are tied to meanings. This disenchantment with the word, the recognition of the materiality of the signifier, has radical implications. For one, it allows for a kind of verbal play, a refiguration of sounds and their meanings, a liberation from the logocentric notion that words contain no ambiguity, no internal contradiction, that individual words always mean the same thing, like in a dictionary. But dictionaries are produced and disseminated by publishing companies that operate under certain ideological agendas which are always political, which have in their interest the imposition of hegemony.
Such pranks as these can act as subversive and counter-hegemonic, calling into question the ways in which meaning is constructed through language, opening up the potential for resistance through wordplay.
