Among the ghostly games intended to test the courage of, or perhaps to frighten children, are two plays called respectively, the "One Hundred Stories" and "Soul-Examination." In the former play, a company of boys and girls assemble round the hibachi, while they or an adult, an aged person or a servant, usually relate ghost stories, or tales calculated to straighten the hair and make the blood crawl. In a distant dark room, a lamp (the usual dish of oil) with a wick of one hundred strands or piths, is set. At the conclusion of each story, the children in turn must go to the dark room and remove a strand of the wick. As the lamp burns down low the room becomes gloomy and dark, and the last boy, it is said, always sees a demon, a huge face, or something terrible. In "Soul-Examination," a number of boys during the day plant some flags in different parts of a graveyard, under a lonely tree, or by a haunted hill-side. At night they meet together and tell stories about ghosts, goblins, devils, etc., and at the conclusion of each tale, when the imagination is wrought up, the boys, one at a time, must go out in the dark and bring back the flags, until all are brought in.
On the third day of the third month is held the Doll Festival. This is the day especially devoted to the girls, and to them it is the greatest day in the year. It has been called in some foreign works on Japan, the "Feast of Dolls." Several days before the Matsuri the shops are gay with the images bought for this occasion, and which are on sale only at this time of year. Every respectable family has a number of these splendidly-dressed images, which are from four inches to a foot in height, and which accumulate from generation to generation. When a daughter is born in the house during the previous year, a pair of hina or images are purchased for the little girl, which she plays with until grown up. When she is married her hina are taken with her to her husband's house, and she gives them to her children, adding to the stock as her family increases. The images are made of wood or enamelled clay. They represent the Mikado and his wife; the kugé or old Kioto nobles, their wives and daughters, the court minstrels, and various personages in Japanese mythology and history. A great many other toys, representing all the articles in use in a Japanese lady's chamber, the service of the eating table, the utensils of the kitchen, travelling apparatus, etc., some of them very elaborate and costly, are also exhibited and played with on this day. The girls make offerings of saké and dried rice, etc., to the effigies of the emperor and empress, and then spend the day with toys, mimicking the whole round of Japanese female life, as that of child, maiden, wife, mother, and grand-mother. In some old Japanese families in which I have visited, the display of dolls and images was very large and extremely beautiful.
The greatest day in the year for the boys is on the fifth day of the fifth month. On this day is celebrated what has been called the "Feast of Flags." Previous to the coming of the day, the shops display for sale the toys and tokens proper to the occasion. These are all of a kind suited to young Japanese masculinity. They consist of effigies of heroes and warriors, generals and commanders, soldiers on foot and horse, the genii of strength and valor, wrestlers, etc. The toys represent the equipments and regalia of a daimio's procession, all kinds of things used in war, the contents of an arsenal, flags, streamers, banners, etc. A set of these toys is bought for every son born in the family. Hence in old Japanese families the display on the fifth day of the fifth month is extensive and brilliant. Besides the display in-doors, on a bamboo pole erected outside is hung, by a string to the top of the pole, a representation of a large fish in paper. The paper being hollow, the breeze easily fills out the body of the fish, which flaps its tail and fins in a natural manner. One may count hundreds of these floating in the air over the city.
The nobori, as the paper fish is called, is intended to show that a son has been born during the year, or at least that there are sons in the family. The fish represented is the carp, which is able to swim swiftly against the current and to leap over waterfalls. This act of the carp is a favorite subject with native artists, and is also typical of the young man, especially the young Samurai, mounting over all difficulties to success and quiet prosperity.
One favorite game, which has now gone out of fashion, was that in which the boys formed themselves into a daimio's procession, having forerunners, officers, etc., and imitating as far as possible the pomp and circumstance of the old daimio's train. Another game which was very popular represented, in mimic war, the struggles of two great noble families (like the red and white roses of England). The boys of a town, district, or school, ranged themselves into two parties, each with flags. Those of the Héiki were white, those of the Genji red. Sometimes every boy had a flag, and the object of the contest, which was begun at the tap of a gun, was to seize the flags of the enemy. The party securing the greatest number of flags won the victory. In other cases the flags were fastened on the back of each contestant, who was armed with a bamboo for a sword, and who had fastened on a pad over his head a flat round piece of earthenware, so that a party of them looked not unlike the faculty of a college. Often these parties of boys numbered several hundred, and were marshalled in squadrons as in a battle. At a given signal the battle commenced, the object being to break the earthen disk on the head of the enemy. The contest was usually very exciting. Whoever had his earthen disk demolished had to retire from the field. The party having the greatest number of broken disks, indicative of cloven skulls, were declared the losers. This game has been forbidden by the Government as being too severe and cruel. Boys were often injured in it.
There are many other games which we simply mention without describing. There are three games played by the hands, which every observant foreigner long resident in Japan must have seen played, as men and women seem to enjoy them as much as children. In the Stone game, a stone, a pair of scissors, and a wrapping-cloth are represented. The stone signifies the clenched fist, the parted fore and middle fingers the scissors, and the curved forefinger and thumb the cloth. The scissors can cut the cloth, but not the stone, but the cloth can wrap the stone. The two players sit opposite each other at play, throwing out their hands so as to represent either of the three things, and win, lose, or draw, as the case may be.
In the Fox game, the fox, man, and gun are the figures. The gun kills the fox, but the fox deceives the man, and the gun is useless without the man. In the third game, five or six boys represent the various grades of rank, from the peasant up to the great daimios or shogun. By superior address and skill in the game the peasant rises to the highest rank, or the man of highest rank is degraded.
From the nature of the Japanese language, in which a single word or sound may have a great many significations, riddles and puns are of extraordinary frequency. I do not know of any published collection of riddles, but every Japanese boy has a good stock of them on hand. There are few Japanese works of light, and perhaps of serious, literature, in which puns do not continually recur. The popular songs and poems are largely plays on words. There are also several puzzles played with sticks, founded upon the shape of certain Chinese characters. As for the short and simple story-books, song-books, nursery rhymes, lullabys, and what for want of a better name may be styled Mother Goose Literature, they are as plentiful as with us, but they have a very strongly characteristic Japanese flavor, both in style and matter.
It is curious that the game of foot-ball seems to have been confined to the courtiers of the Mikado's court, where there were regular instructors of the game. In the games of Pussy wants a Corner and Prisoner's Base, the Oni, or devil, takes the place of Puss or the officer.
I have not mentioned all the games and sports of Japanese children, but enough has been said to show their general character. In general they seem to be natural, sensible, and in every sense beneficial. Their immediate or remote effects, next to that of amusement, are either educational, or hygienic. Some teach history, some geography, some excellent sentiments or good language. Others inculcate reverence and obedience to the elder brother or sister, to parents or to the emperor, or stimulate the manly virtues of courage and contempt for pain. The study of the subject leads one to respect more highly, rather than otherwise, the Japanese people for being such affectionate fathers and mothers, and for having such natural and docile children. The character of the children's plays and their encouragement by the parents has, I think, much to do with that frankness, affection, and obedience on the side of the children, and that kindness and sympathy on the side of the parents, which are so noticeable in Japan, and which is one of the many good points of Japanese life and character.