Were or Weren’t Transgender

Back in the stone age a boy in Brooklyn could buy a spaldeen (a Spalding rubber ball) for a quarter.  If that was too expensive, he could buy the lesser quality pensie pinkie for three nickels.  And with such a valuable artifact you could play handball, Chinese handball, hit-the penny, stoopball, punchball, slapball or sewer cover baseball for weeks.  Of course, if you used it for stickball, it would only last a matter of days before it split in half but the point is you really got your money’s worth out of this simple toy.

While looking for some toys for the kids Camera Girl informed me that a spaldeen now costs $7.88.  Of course, now it’s called a Spalding High Bounce Ball.  So that’s more than a 3,000% increase in about sixty years.  That sounds absurd.  And yet when I think of the return on investment compared to a gaming system that kids use today, I tend to think that this humble toy from the neolithic is infinitely better.

When I think of the hours we spent outside playing and fighting and running around and meeting new kids at the playground and thinking up new rules to make the games work better in the far from perfect environment of the street or the sidewalk or the public-school playground I know for a fact that we had much, much more stimulation, exercise and just plain fun than kids today.  There were relatively few fat kids back then and real obesity was unheard of.  How could you get fat when we were always running?  Baseball, softball, basketball, football, even street hockey were played in their proper season.  And tag, freeze tag, hide and go seek, ringalevio and a thousand variations that we made up filled the afternoon hours after school.  And we were always walking to go everywhere in our environment.  We could walk to Manhattan Beach (which is in Brooklyn) or see the fishing boats in Sheepshead Bay or walk down Ocean Parkway to Avenue U or Kings Highway to see a movie.  We walked for miles and we rode our bikes everywhere.

But what can the kids do today.  If you live in the suburbs there may not even be any sidewalks and riding a bicycle on country roads is sometimes very hazardous and so the kids have to be brought to organized sports like soccer or maybe baseball but organized sports don’t take up much time and to be honest, organized sports isn’t as much fun.

I guess what is needed is a common space like a big school yard that can be available to all the kids in a town with only enough adult supervision to keep really bad things like drugs and actual gang activity out but allowing the kids to develop their own hierarchy and split up into whatever groups they see fit.  A baseball diamond, a football field, some basketball hoops, a handball court or two and a little pavement would produce an environment that would allow kids to invent some games that could keep them playing and fighting for hours.

Maybe that would give them so much human interaction that they wouldn’t have the time to stare at TikTok, grow obese and worry whether they were or weren’t transgender.

Update:

War Pig commented:

Playing tackle football with 20 kids on a side. Playing baseball with 8 outfielders. Riding bikes to the park. Staying out from breakfast to street lights coming on with a break for lunch and supper. Skinned knees and Bactine. Playing in warm rains. Mud puddles. Drinking water from a garden hose or pumping it out of the well. Soaking watermelons in a net in the well to chill them, then eating them and having seed spitting contests. Hypnotizing chickens on the farm. Fishing in the creek and bringing home the “keepers” for supper. Gigging frogs for fried frog legs. Hot dog roasts over an open fire and toasting marshmallows on a stick. Climbing trees. Picking wild berries.

Me and my brother working on our paternal grandparents’ farm. We worked like clydesdales and ate like them, too. Stayed skinny, even on mamaw’s high-fat, high-calorie farm cooking.

Kids are missing out on a lot now. Fresh air, minor injuries, the odd bee sting, running and laughing just for the heck of it.

Damn, we had it good.

Master Diver replied:

And yet we lived!
(With the occasional application of Mercurochrome or Merthiolate!)

XXX Commented:

God those were the days.One other thing making ramps 5 feet tall and jumping like Evel Knievel, We built one once in Quantico Va. 5 feet tall and put it on the edge of a 6 foot drop off and got the guy every one hated to be the first, liked to have killed him but we had a laugh and moved on. I sometimes wonder if he ever got up, oh well one less momma’s boy.

TomD commented:

We had the woods with the abandoned German POW camp in it, the trees, a rock quarry where the Germans were worked. A bunch of us would be walking up Roswell Rd north of Atlanta carrying our .22’s to sit at the top of the quarry and shoot snakes. 5 or 6 kids with rifles on Roswell Rd now would bring SWAT and CNN.

I once lifted a stick of dynamite from a county work truck and worked on ways to set pieces of it off using the real M80’s.

Dodge ball and the other games. You’re right, no fat kids then. I can’t remember anyone being fat, young or old. Constantly on the move. Crayfish in the creek. Fistfights where no one was really hurt other than feelings.

Guest Contributor – The Portly Politico – 03JUL2024 – Sid Meier’s Civilization Series Review

 

Sid Meier’s Civilization Series Review

I decided to become a history teacher in the tenth grade after giving a presentation in an English class about water transportation in nineteenth-century America.  Why I was giving such a presentation in English is unclear–we were probably talking about Mark Twain–but that presentation gave me the teaching bug (and, apparently, a lifelong vow of poverty).

Even before that, though, history had captured my young imagination.  I grew up poring over atlases, textbooks, books, almanacs, encyclopedias, etc.  Part of what sparked this youthful interest was, of all things, video games, specifically the classic Sid Meier game Colonization, in which players colonized the New World and, ultimately, fought for independence.

Colonization, sadly, did not evolve significantly further as a series.  However, its inspiration, Civilization, now spans six installments, with a seventh on the way.  I vividly remember playing Civilization II on a cousin’s computer sometime in the 1990s, and I was hooked.  The first time I plopped a settler on a rickety trireme and dropped him successfully on a far-flung continent, I knew this was the game for me.

All of the Civilization games fall into the “4X” genre, in which players eXplore, eXpand, eXploit, and eXterminate (I suppose they could be called “4E” games, but that doesn’t sound quite as cool, does it?).  While not all Civilization games are created equal, each brought new innovations to the series that have, overall, improved and deepened the experience, while still being very accessible to new players.

My first exposure was to Civilization II, which I then received from my aunt that Christmas; I spent the rest of the day reading the 200-plus-page manual.  Civilization, the original installment, was already dated by that point, but I picked up a copy of its online-enabled version, CivNet, on a band trip in high school.  My neighborhood friend and I spent many hours playing “hotseat” games of CivNet, which had players taking turns at the same computer.  Later, that same friend and I would play hotseat for years in college (usually via e-mail) on Civilization III.

Civilization II is the best of the “classic” era Civ games.  It included a number of graphical and gameplay improvements over its predecessor.  Civilization III is, perhaps, one of the weakest entries in the series, suffering from a number of balance and performance issues.  However, it introduced a number of intriguing gameplay elements, like cultural borders and the need to negotiate “rights of passage” treaties to traverse another civilization’s territory.

The series entered the modern era of gaming with Civilization IV, which featured a brighter and more cartoon-y color palette.  It preserved the cultural borders mechanic of Civ III while also introducing religions to the game for the first time.  That has become a staple of the series, and there are few things more satisfying than converting the entire world to your religion (one of the several ways players can win the game).  I’ll never forget converting the entire world to Judaism in my first game of Civ IV, playing as the Americans.  There is, perhaps, something oddly prophetic about that.

Civ V brought an Art Deco aesthetic to the games, and shifted away from a square-based grid to hexes.  That changed military combat substantially; no longer could players create massive stacks of units that could grind a city into dust in a turn.  Instead, only one military unit could occupy a hex at a time, making conquest of cities more protracted and strategic in nature.  Terrain, which had always modified defensive bonuses based on the type (for example, a unit defending on a hill enjoyed a defensive advantage versus a unit defending on a flat plain), now became even more important.

It feels as though Civ V barely got its footing before the exquisite Civilization VI hit the scene.  This latest iteration included many of the elements of prior Civ games, but true to the series, it slowly ladled out key mechanics across two expansions–a particularly annoying but lucrative business model that has plagued almost every version of the game.  Regardless, Civilization VI and its expansions introduced, among other elements, climate change, which players can contribute to and/or mitigate through various means, and which gradually changes the map.  To be fair, Civilization II introduced “global warming,” which could have horrendous effects on the map, but Civilization VI approaches it in a more elegant and nuanced way.

Now with Civilization VII on the horizon, fans of the series are clamouring for more.  But which is the best?

In my assessment, Civilization II is the best of the “classic” era of the game.  Compared to modern versions it is quite basic, but there is something about its color palette and its gameplay that are timeless.  Civilization III struggled with various bugs, but I also enjoyed sinking hours of my life into it.

In the modern area, Civilization VI takes the cake for me, although its two predecessors were excellent games in their own right.

Usually, newer does not equal better, but in the case of the Civilization franchise, it does seem that player suggestions are implemented more thoroughly, and the games become more interesting and refined through each generation.  That is a positive legacy of the series, and one that will hopefully continue with Civilization VII.