RJM62
Touchdown! Greaser!
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- Jun 15, 2007
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Geek on the Hill
There's a thread in SZ titled "The Good Old Days" that's gotten into some pretty deep commentary about important social issues. But it also got me thinking about memories from the "good old days" that (I hope) should be less controversial, such as the games we played back then.
I grew up in a working-class neighborhood in Brooklyn -- I guess "lower working-class" would probably be more accurate because none of us had much money. This was before the days of home computers, the Internet, or even video games. Even color TV was considered a bit of a luxury. We really had very little in the way of toys -- practically none, actually, in comparison to the kids of today.
None of that mattered much, though, because we knew how to make our own fun, using very little because very little was what we had. We weren't particularly creative, however: Most of the games we played had been inherited from prior generations and were played with little variation from the previous generations' rules.
Oddly enough, I don't remember having been taught any of the games. There were no grown-ups explaining the rules to us nor serving as referees to enforce them. The games were just there. They seemed to have existences of their own. They were part of the fabric of growing up in Brooklyn. Each generation of kids simply grew into them, and then eventually grew out of them; but the games remained unchanged, generation after generation.
Here are a few of the games, along with brief descriptions and equipment requirements for those who may be unfamiliar with them. But in the interest of efficiency, let me first define one particularly ubiquitous piece of equipment that found its way into many of our games: the "spaldeen."
A spaldeen (pronounced spall-DEEN) was a pink, hollow, rubber ball made by the Spalding company, with the Spalding logo inked in black on the ball. They cost about a quarter. Supposedly they were defective tennis ball cores, but I have my doubts about that. They were the pink rubber balls of choice for our games because of their quality, durability, and consistent bounce characteristics. They were far superior to the "Super Pinkie," which was the cheaper rival pink rubber ball that no self-respecting kid in Brooklyn would be caught dead using.
That essential piece of equipment having been defined, let's look at the games.
Stickball
Equipment needed: A broomstick and a spaldeen. There also were actual stickball bats that were a bit thicker than broomsticks, but we usually just used broomsticks.
Description: Basically baseball adapted to the narrow streets of Brooklyn and played with a spaldeen and a broomstick. Typically home plate and second base were manhole covers, and first and third were the fenders of the cars parked at those positions. Fair territory was the area between the parked cars: Five foul balls would result in a batter being out.
Stoop Ball
Equipment Needed: A spaldeen
Description: The "batter" faces the stoop, with the fielders behind him, and throws the spaldeen against the steps. The distance the bounced ball travels before it is fielded determines whether it is a single, double, triple, or home run. These boundaries are decided before the game and marked with chalk on the sidewalk or pavement. If the ball is caught on the fly, or if the "batter" is hit by his own ball, the batter is out.
Kings
Equipment needed: A spaldeen
Description: I can find no record of this game having been played anywhere other than Brooklyn, but every kid in Brooklyn knew how to play it. It's significant to note that Brooklyn is Kings County, so possibly the game was, in fact, unique to Brooklyn.
Whatever its history, Kings was basically the same as Stoop Ball, except that it was played against a flat wall rather than a stoop. There was a square or rectangle chalked or painted on the wall and extending onto the sidewalk, and the "batter" had to hit the wall or sidewalk with the ball somewhere within that boundary, or else it was a strike. Other than that, the game was identical to Stoop Ball.
Asses Up
Equipment Needed: A spaldeen
Description: This was a very fast-moving game with two variations: Team, or Free-For-All. In the team form, the kids divided into two teams, with the last team to have a player standing the winner. In the free-for-all form, there were no teams. The last player standing was the winner.
In either form, play commenced when a "batter" threw the ball against a wall as hard as he could. In the team form, the ball had to be fielded by an opposing player. In the free-for-all form, the ball could be fielded by any player, including the batter. In either form, the ball could not be touched until it had bounced on the ground at least once. Upon fielding the ball, the fielder became the new batter and had to throw the ball against the wall. And so forth.
If a player was hit by the ball before it bounced, or if he fumbled the ball, he had to run toward the wall. In the meantime, an opposing player (or any player in the free-for-all form) had to field the ball and throw it at the wall.
If the ball reached that wall before the player, the player had to stand facing the wall, bent over at the waist so his head was level with his hips, with both hands flat against the wall, while another player (or multiple players) threw the ball at his ass three times. If all three throws hit his ass, or if he deviated from the required position, or if either of his hands left the wall, then he was out of the game. But if one of the three throws missed him, he remained in the game (unless he did one of the forbidden things).
Buck-Buck
Equipment Needed: None
Description: A variation of "Johnny On the Pony." The main difference was that rather than climbing onto the other team's backs, we had to vault onto their backs from a running start, using our hands to push off the rump of the most rearward person and vaulting forward.
The game was won when the opposing team's chain collapsed under the vaulting team's weight. If that didn't happen by the time the entire team had vaulted, then the captain of the vaulting team had to hold up a number of fingers and say, "Buck buck, buck buck, tell me how many fingers up." If the captain of the team on the bottom guessed correctly, then they won. If not, then the vaulting team won.
Ring-O-Levio / Cocolevio / Kick the Can
Equipment Needed: A tin can for Kick The Can, otherwise none.
Description: Ring-o-levio and Cocolevio are the same game except for the venue. When played in a smaller, enclosed area like a playground or sandlot, the term Ring-O-Levio was used. When played in an unenclosed venue (a whole block, neighborhood or larger), it was called Cocolevio.
In either case, it was basically a team tag game in which each side had a "jail" in which opposing players were held once they were tagged. The jail could be the area behind a chalk line, or it could be a bench, stoop, etc. The jail was not allowed to be guarded: There was a line drawn on the ground a few feet from the jail, and players could not get closer to their own team's jail than that line. Guarding (or "babysitting") violations resulted in all the prisoners going free.
As a team tag game, both sides were both "It" and the pursuing team simultaneously. Each team pursued the other until all of the opposing members were in jail. Games could last for hours, whole days, or even span several days.
In the Brooklyn form of the game, a "tag" was not just a touch. It required an embrace (although we wouldn't have called it that... heh) that actually stopped the opposing player's movement, along with reciting the chant, "Cocolevio 1-2-3, 1-2-3, No Breakways!" The tagged player was then a prisoner; and if he dared escape, thus violating the "No Breakways!" rule, his team would lose the round.
Intentionally bringing an opposing player to the ground was called "roughing" and was not allowed unless both teams had agreed before the game that it would be played "with roughing," in which case grounding the opponent was required (along with the chant). Usually we'd play "with roughing" if we were on a dirt or grass lot, and with "no roughing" if playing on cement / pavement. Intentionally roughing an opponent during a "no-roughing" game resulted in the tagged person going free, and the tagger going to jail. (Pretending to have been intentionally roughed resulted in being called a sissy, fairy, crybaby, or ( *gasp* ) a GIRL, but nothing more.)
Once in jail, prisoners could be freed by being touched by any member of their own team who managed to reach the jail without being tagged himself. Only a simple touch was required to free someone, not an embrace.
By prior agreement, "electricity" could also be allowed, in which case all the prisoners could form a chain reaching out into the area of play as long as the anchor person had his feet in the jail (or his butt on the step, bench, stoop, etc. if that was the jail), and a player only had to touch any person in the chain to free them all. But if the chain got broken, any prisoner outside of the jail who was "disconnected" would be considered to have escaped, and his team would lose the game (or the round, in a multi-round game).
Kick The Can was a variation of Ring-O-Livio / Cocolivia in which only one side was "It" at a time, and there was an empty tin can standing somewhere near the center of the playing area, guarded by a member of the pursuing team. If someone from the "It" team managed to kick the can out of the area of play, all of the prisoners were released, and the teams switched roles.
To this end, members of the "It" team would often try to distract the person guarding the can, while another team member snuck in from behind and kicked the can. There was no limit to how far the "guard" could wander from the can, and he was also a pursuer who could tag and jail an "It" player. But the farther he wandered from the can, the more risk there was that an opposing team member could kick it; so there were some elements of actual strategy to the game.
The game was over when either side, as pursuer, managed to jail all of the opposing team's players. In reality, this seldom happened; and the games would go on for hours on end until it got dark, and would end with no winner or loser.
Skelzies or Skulls
Equipment Needed: A big piece of chalk and some bottle caps
Description: This was a fairly complex game with about a bazillion variations. But the basic version went something like this...
A square court consisting of 13 boxes was drawn on the ground, with the number 13 in the middle, and the rest at various points on the perimeter. The numbers 1 through 4 were the corners; I forget where the others were, but there was a set design. There also was a skull drawn around the 13 box, in which only killers were allowed; and there was a "Skelzies Line" a few feet back from the square from which we took our first plays.
The basic idea of the game was to start at the Skelzies line and flick your bottle cap into the boxes from 1 to 13, and then back down again, without your bottle cap landing in the Skull area. You had only one flick for each advance. If you didn't progress to the next number in one flick, you had to wait until the next turn and try again. If your bottle cap stopped in the Skull, then you had to start all over again from the Skelzies Line.
The goal was to go from 1 to 13, and then back down from 13 to 1, and then from 1 to 13 in one shot, without having your cap stop in the skull. Once you got to 13 the second time, only then could you declare yourself a "killer" and safely play from within the skull. You goal at that point is to knock other players out of the game by hitting their bottle caps with your own bottle cap three times, which puts them out of the game.
Skelzies was an elimination game, and the last remaining player in a game was the winner. Few games actually made it that far, however. Skelzies was more of a game that two or three kids might play to pass time until enough other kids showed up to do something more exciting, like stickball or Cocolevio.
-Rich
I grew up in a working-class neighborhood in Brooklyn -- I guess "lower working-class" would probably be more accurate because none of us had much money. This was before the days of home computers, the Internet, or even video games. Even color TV was considered a bit of a luxury. We really had very little in the way of toys -- practically none, actually, in comparison to the kids of today.
None of that mattered much, though, because we knew how to make our own fun, using very little because very little was what we had. We weren't particularly creative, however: Most of the games we played had been inherited from prior generations and were played with little variation from the previous generations' rules.
Oddly enough, I don't remember having been taught any of the games. There were no grown-ups explaining the rules to us nor serving as referees to enforce them. The games were just there. They seemed to have existences of their own. They were part of the fabric of growing up in Brooklyn. Each generation of kids simply grew into them, and then eventually grew out of them; but the games remained unchanged, generation after generation.
Here are a few of the games, along with brief descriptions and equipment requirements for those who may be unfamiliar with them. But in the interest of efficiency, let me first define one particularly ubiquitous piece of equipment that found its way into many of our games: the "spaldeen."
A spaldeen (pronounced spall-DEEN) was a pink, hollow, rubber ball made by the Spalding company, with the Spalding logo inked in black on the ball. They cost about a quarter. Supposedly they were defective tennis ball cores, but I have my doubts about that. They were the pink rubber balls of choice for our games because of their quality, durability, and consistent bounce characteristics. They were far superior to the "Super Pinkie," which was the cheaper rival pink rubber ball that no self-respecting kid in Brooklyn would be caught dead using.
That essential piece of equipment having been defined, let's look at the games.
Stickball
Equipment needed: A broomstick and a spaldeen. There also were actual stickball bats that were a bit thicker than broomsticks, but we usually just used broomsticks.
Description: Basically baseball adapted to the narrow streets of Brooklyn and played with a spaldeen and a broomstick. Typically home plate and second base were manhole covers, and first and third were the fenders of the cars parked at those positions. Fair territory was the area between the parked cars: Five foul balls would result in a batter being out.
Stoop Ball
Equipment Needed: A spaldeen
Description: The "batter" faces the stoop, with the fielders behind him, and throws the spaldeen against the steps. The distance the bounced ball travels before it is fielded determines whether it is a single, double, triple, or home run. These boundaries are decided before the game and marked with chalk on the sidewalk or pavement. If the ball is caught on the fly, or if the "batter" is hit by his own ball, the batter is out.
Kings
Equipment needed: A spaldeen
Description: I can find no record of this game having been played anywhere other than Brooklyn, but every kid in Brooklyn knew how to play it. It's significant to note that Brooklyn is Kings County, so possibly the game was, in fact, unique to Brooklyn.
Whatever its history, Kings was basically the same as Stoop Ball, except that it was played against a flat wall rather than a stoop. There was a square or rectangle chalked or painted on the wall and extending onto the sidewalk, and the "batter" had to hit the wall or sidewalk with the ball somewhere within that boundary, or else it was a strike. Other than that, the game was identical to Stoop Ball.
Asses Up
Equipment Needed: A spaldeen
Description: This was a very fast-moving game with two variations: Team, or Free-For-All. In the team form, the kids divided into two teams, with the last team to have a player standing the winner. In the free-for-all form, there were no teams. The last player standing was the winner.
In either form, play commenced when a "batter" threw the ball against a wall as hard as he could. In the team form, the ball had to be fielded by an opposing player. In the free-for-all form, the ball could be fielded by any player, including the batter. In either form, the ball could not be touched until it had bounced on the ground at least once. Upon fielding the ball, the fielder became the new batter and had to throw the ball against the wall. And so forth.
If a player was hit by the ball before it bounced, or if he fumbled the ball, he had to run toward the wall. In the meantime, an opposing player (or any player in the free-for-all form) had to field the ball and throw it at the wall.
If the ball reached that wall before the player, the player had to stand facing the wall, bent over at the waist so his head was level with his hips, with both hands flat against the wall, while another player (or multiple players) threw the ball at his ass three times. If all three throws hit his ass, or if he deviated from the required position, or if either of his hands left the wall, then he was out of the game. But if one of the three throws missed him, he remained in the game (unless he did one of the forbidden things).
Buck-Buck
Equipment Needed: None
Description: A variation of "Johnny On the Pony." The main difference was that rather than climbing onto the other team's backs, we had to vault onto their backs from a running start, using our hands to push off the rump of the most rearward person and vaulting forward.
The game was won when the opposing team's chain collapsed under the vaulting team's weight. If that didn't happen by the time the entire team had vaulted, then the captain of the vaulting team had to hold up a number of fingers and say, "Buck buck, buck buck, tell me how many fingers up." If the captain of the team on the bottom guessed correctly, then they won. If not, then the vaulting team won.
Ring-O-Levio / Cocolevio / Kick the Can
Equipment Needed: A tin can for Kick The Can, otherwise none.
Description: Ring-o-levio and Cocolevio are the same game except for the venue. When played in a smaller, enclosed area like a playground or sandlot, the term Ring-O-Levio was used. When played in an unenclosed venue (a whole block, neighborhood or larger), it was called Cocolevio.
In either case, it was basically a team tag game in which each side had a "jail" in which opposing players were held once they were tagged. The jail could be the area behind a chalk line, or it could be a bench, stoop, etc. The jail was not allowed to be guarded: There was a line drawn on the ground a few feet from the jail, and players could not get closer to their own team's jail than that line. Guarding (or "babysitting") violations resulted in all the prisoners going free.
As a team tag game, both sides were both "It" and the pursuing team simultaneously. Each team pursued the other until all of the opposing members were in jail. Games could last for hours, whole days, or even span several days.
In the Brooklyn form of the game, a "tag" was not just a touch. It required an embrace (although we wouldn't have called it that... heh) that actually stopped the opposing player's movement, along with reciting the chant, "Cocolevio 1-2-3, 1-2-3, No Breakways!" The tagged player was then a prisoner; and if he dared escape, thus violating the "No Breakways!" rule, his team would lose the round.
Intentionally bringing an opposing player to the ground was called "roughing" and was not allowed unless both teams had agreed before the game that it would be played "with roughing," in which case grounding the opponent was required (along with the chant). Usually we'd play "with roughing" if we were on a dirt or grass lot, and with "no roughing" if playing on cement / pavement. Intentionally roughing an opponent during a "no-roughing" game resulted in the tagged person going free, and the tagger going to jail. (Pretending to have been intentionally roughed resulted in being called a sissy, fairy, crybaby, or ( *gasp* ) a GIRL, but nothing more.)
Once in jail, prisoners could be freed by being touched by any member of their own team who managed to reach the jail without being tagged himself. Only a simple touch was required to free someone, not an embrace.
By prior agreement, "electricity" could also be allowed, in which case all the prisoners could form a chain reaching out into the area of play as long as the anchor person had his feet in the jail (or his butt on the step, bench, stoop, etc. if that was the jail), and a player only had to touch any person in the chain to free them all. But if the chain got broken, any prisoner outside of the jail who was "disconnected" would be considered to have escaped, and his team would lose the game (or the round, in a multi-round game).
Kick The Can was a variation of Ring-O-Livio / Cocolivia in which only one side was "It" at a time, and there was an empty tin can standing somewhere near the center of the playing area, guarded by a member of the pursuing team. If someone from the "It" team managed to kick the can out of the area of play, all of the prisoners were released, and the teams switched roles.
To this end, members of the "It" team would often try to distract the person guarding the can, while another team member snuck in from behind and kicked the can. There was no limit to how far the "guard" could wander from the can, and he was also a pursuer who could tag and jail an "It" player. But the farther he wandered from the can, the more risk there was that an opposing team member could kick it; so there were some elements of actual strategy to the game.
The game was over when either side, as pursuer, managed to jail all of the opposing team's players. In reality, this seldom happened; and the games would go on for hours on end until it got dark, and would end with no winner or loser.
Skelzies or Skulls
Equipment Needed: A big piece of chalk and some bottle caps
Description: This was a fairly complex game with about a bazillion variations. But the basic version went something like this...
A square court consisting of 13 boxes was drawn on the ground, with the number 13 in the middle, and the rest at various points on the perimeter. The numbers 1 through 4 were the corners; I forget where the others were, but there was a set design. There also was a skull drawn around the 13 box, in which only killers were allowed; and there was a "Skelzies Line" a few feet back from the square from which we took our first plays.
The basic idea of the game was to start at the Skelzies line and flick your bottle cap into the boxes from 1 to 13, and then back down again, without your bottle cap landing in the Skull area. You had only one flick for each advance. If you didn't progress to the next number in one flick, you had to wait until the next turn and try again. If your bottle cap stopped in the Skull, then you had to start all over again from the Skelzies Line.
The goal was to go from 1 to 13, and then back down from 13 to 1, and then from 1 to 13 in one shot, without having your cap stop in the skull. Once you got to 13 the second time, only then could you declare yourself a "killer" and safely play from within the skull. You goal at that point is to knock other players out of the game by hitting their bottle caps with your own bottle cap three times, which puts them out of the game.
Skelzies was an elimination game, and the last remaining player in a game was the winner. Few games actually made it that far, however. Skelzies was more of a game that two or three kids might play to pass time until enough other kids showed up to do something more exciting, like stickball or Cocolevio.
-Rich
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