Hunt the Slipper: A Reading

“The slipper isn’t glass or golden. Not one used for ballet or tightrope walking. An ordinary slipper.”

Albert Mobilio’s fictional stories are based on old-time games played in parlors, basements, and fields with balls, brooms, blindfolds, and cards. As winners and losers emerge from dodge ball, word games, and balloon contests so does the theme of our inner life as ceaseless competition. There is calculation, envy, humiliation, and joy, and there is always the next round when everything might change. Here, he reads the story “Hunt the Slipper.”

Read the story.

Bean Bottle Throw: A Story

The latest in Albert Mobilio’s series of (very) short stories based on old-time games illustrates how the characteristics of play capture the essence of our lives.

The number of stars may be infinite; the number of beans to be used is fixed. There will be ten. They are dried and hard but their color and relation to symmetry can vary. They are lima, they are pinto; they are kidney; they are coffee and chili. They are any one of several dozen kinds of beans that might be easily acquired and deployed in this test of skill. There is nothing particular about any one choice, only that the bean exhibit a beanly essence; a beanness, so to speak. This farinaceous seed is to be pressed into non-edible service, as beans often are in bean bags, bean bag chairs, or as bingo beans, counting beans, or metaphorically, bean counters, bean balls, or the beans one might be full of or spill depending on metabolic or moral inclination. A literal bean counter provides each contestant with ten and, after confirming the number, assessing the shape and aerodynamic character of the bean, she turns her attention to an upright milk bottle placed four to five feet away.

The bean will be aimed and launched with the intention of entering the mouth of the bottle and thereby scoring a single point. Much whooping may attend the successful accomplishment of this task. The excitement is likely to build if a contestant continues to—over that distance of four to five feet—pitch beans into the container. It is possible though, that a player or two or three will attempt to distract the bean thrower, to disturb their concentration and calculation as they prepare their toss. The devilry flaunted by poor sports is a sad testament to the growing lack of respect for bean-based competitions. A few of the more typical tactics include: standing close to the bean thrower and shouting loudly about the decades-old government conspiracy to make Americans increasingly docile by the manipulation of daylight savings time; standing close after having doused oneself in lighter fluid and holding a lit match; kneeling behind the bottle begging the Lord of Hosts to visit locusts upon the home of the thrower; and stripping bare, painting the extremities blue, and gyrating to Joe Turner’s song “Flip, Flop and Fly” directly in the thrower’s line of sight.

While distracting, these methods are not the worst witnessed. There is a report of one competitor asking another if she has ever brought owls to Athens; another details an individual who quietly wept in his car in the parking lot outside the game emporium and thereby disconcerted arriving players; and even more shocking is an instance when a contestant advanced an anti-Copernican argument with the fervor of a Jehovah’s Witness who is under quota for converts and being threatened with transfer to a neighborhood where “Armed Response” signs are visible on many lawns. The thrower in that case sent all ten of their beans so wide of the mark that several passersby came under the impression that a burrito had burst in the vicinity. The bounds of propriety and fair play were irretrievably crossed and all the competitors in that match were inconsolable for days afterward. They spoke of anger-soaked dreams in which anthropomorphic planets took turns reciting Moody Blues lyrics.

Such behavior was not what Bean Bottle Throw, Bean Drop, Bean Shooting, Beanbag Three-Two-One, Quincunx Bean, or any of the multifarious family of bean-to-target endeavors was ever meant to incite. Rather, the sport was designed to reward skill and engender pleasure. These antics pervert that goal, diminish its players and fans, and ultimately denigrate the blameless bean itself. Observe the bean when thrown; its rotational progress to-ward its goal should inspire us. The bean may be small, may be merely a seed, but the bean moves through space with a purposeful yet insouciant grace. Know the bean, know its longing for the bottle, for a place within.  ♦

Missed earlier stories? Find them here, here, and here.

(Image credit: Lewis Hine, Pitching Pennies, Providence, RI, 1912–13. Courtesy Library of Congress.)

Pom-Pom-Pullaway: A Story

The latest in Albert Mobilio’s series of (very) short stories based on old-time games illustrates how the characteristics of play capture the essence of our lives.

A piece of earth on which two parallel lines are marked about sixty feet apart, with sidelines about fifty feet apart. Apartness. The sensation marks Jess’s sense of herself in the world. She’s popular, sure. And she knows that. People she hasn’t seen in years invite her to weddings and add handwritten notes to say how much it would mean if she came. At her old job folks loved Jess; even the mailroom guy who seethed at everyone when he rolled his cart past their cubes sometimes stopped at hers to cough a bit and apologize with words almost indistinguishable from the coughing.

Sandy takes her position in the middle of the field and issues the chaser’s required challenge, “Pom-pom-pullaway, come away or I’ll pull you away.” The singsong quality she hears in her voice is cause for sudden but unnecessary embarrassment; how else utter so alliterative a threat. Put those words in Scarface and Pacino would have to croon them just the same. No matter, she is acutely aware that Jess heard the trilling notes. The sun eases through scattered clouds mottling the meadow’s slopes and Jess stands slackly, hand on hip, in a blanket-size patch of shade. A casual indifference seems to dictate every angle and curve; she looks like she was poured into place. If Sandy could see Jess’s face she’s sure she would find no more than a hint of a smirk because for that girl a smirk is emoting like Sarah Bernhardt. Sandy doesn’t want this in her head about Jess but it is. Look at her, just poured there.

Once her call is complete, the runners make a beeline for the goal behind Sandy while she tries to tag someone three times. If she does that person joins her for the next call. Jess is close enough to pursue—in fact, she’s the closest player—but does Sandy really want to do that? But if she doesn’t her disinclination will be obvious. The decision, though, is made by Jess who comes on hard, buoyed above the high grass by long, loping strides, right at her friend. The clouds have freed the sun’s full force and the entire field vibrates with sudden warmth and thrumming feet. Sandy runs, too, aiming to meet Jess at an angle, but she can’t keep that line of attack because Jess matches her, side-step for side-step, to keep them on track for a head-on collision. She’s playing chicken, Sandy realizes. She wants to see me duck.

Despite the elegance of Zeno’s paradox—one always has half the distance to their goal to travel therefore they will never reach it—these two players will surely meet. Zeno will not intervene to reassure them that when they are, say, the width of a molecule apart, they still have to traverse half a molecule and a quarter molecule after that and so on. He will not alight twixt them to guarantee no bruises today. Sandy extends both arms; either way Jess moves she wants to be ready to reach her. Doing so slows Sandy’s stride but that doesn’t matter—she only has to tag the woman now bearing down on her, shedding her last traces of because for that girl a smirk is emoting like Sarah Bernhardt. Sandy doesn’t want this in her head about Jess but it is. Look at her, just poured there.

Once her call is complete, the runners make a beeline for the goal behind Sandy while she tries to tag someone three times. If she does that person joins her for the next call. Jess is close enough to pursue—in fact, she’s the closest player—but does Sandy really want to do that? But if she doesn’t her disinclination will be obvious. The decision, though, is made by Jess who comes on hard, buoyed above the high grass by long, loping strides, right at her friend. The clouds have freed the sun’s full force and the entire field vibrates with sudden warmth and thrumming feet. Sandy runs, too, aiming to meet Jess at an angle, but she can’t keep that line of attack because Jess matches her, side-step for side-step, to keep them on track for a head-on collision. She’s playing chicken, Sandy realizes. She wants to see me duck.

Despite the elegance of Zeno’s paradox—one always has half the distance to their goal to travel therefore they will never reach it—these two players will surely meet. Zeno will not intervene to reassure them that when they are, say, the width of a molecule apart, they still have to traverse half a molecule and a quarter molecule after that and so on. He will not alight twixt them to guarantee no bruises today. Sandy extends both arms; either way Jess moves she wants to be ready to reach her. Doing so slows Sandy’s stride but that doesn’t matter—she only has to tag the woman now bearing down on her, shedding her last traces of insouciance. The air is heavy, yet Sandy detects a quickening swirl beneath her flung-apart arms. Is that what pilots call lift? Jess is half of a half of a half away and Sandy believes that if she were to leap she could be airborne. ♦

Missed earlier stories? Find them here, here, and here.

(Image credit: Lewis Wickes Hine. Recess games in Muskogee, Oklahoma. Courtesy of the Library of Congress.)

Storming the Fort: A Story

Albert Mobilio’s series of short fictions may be extrapolated from the rules of traditional games, but, in fact, they illustrate how time-honored and grounded in reality rules are. Missed the earlier stories? Read them here and here.

The fort is a line of gymnasium horses, parallel bars, curio cabinets, beat up lawn mowers, and other similar obstacles. The obstacles should not be too high, nor should they be too low, nor should they be just right, as such a notion appeals to a normative objectivity unrecognized as viable by players and game masters alike. Where necessary, the obstacles should be shrouded in black crepe, as befitting those objects (e.g., a tire, an ottoman, a treadmill, a corpse) that remind us that life itself is an act of mourning the relentless increase of the inanimate around us. Players form two teams, one in a line about twenty feet from the obstacles, the other just behind the assemblage. At a signal, the attacking team rushes forward and tries to climb. They must go over, not around. The defenders try to prevent the assault from succeeding. To do this they may go anywhere they choose. Maybe home, to a hot toddy and an uncracked copy of Middlemarch that will be read, it will, it will.

In any case, all manner of holding or blocking is permitted, anything, in fact, except hitting or other forms of aggressive roughness. Unexpected intimacies—kisses blown across the gym horses, suggestive winks while in a clinch with an opposition player, or frottage, but only light frottage, such as might be acceptable at a freshman high school mixer—are also permitted.
The defending team tries to prevent the attackers from getting over the obstacles. They may climb, push, or repurpose personal grooming items as weapons (only to be brandished in as much as one can brandish, say, tweezers). This is the way of the world: all against all, winning isn’t everything, it’s the only thing. But the struggle is not so grim. If the attackers do not triumph in a pre-determined period of time—oh, about two minutes of appropriately Darwinian mayhem—then the two teams reverse positions. The shame of defeat flares but briefly in the players’ inmost selves; they will surely strive again and some Homer—could it be that ginger-haired lass who smells faintly of doused church candles—may perhaps someday sing of their brawny exploits. ♦

(Image credit: Wenceslaus Hollar, Tangier Views, about 1670, etching. Courtesy of the Metropolitan Museum of Art.)

Vocal Blind Man’s Bluff: A Story

The latest in Albert Mobilio’s series of fictional stories based on old-time games continues to illustrate how the characteristics of play are the essence of our inner lives.

Music—loud, insistent, and dissonant—makes remaining calm difficult. Clanging bells, penny whistles, and what is probably a toy piano ride treble-high over a honking bass saxophone playing “Yakety Sax” at half-speed. It’s a funeral march for a suicidal clown, or that’s what Sandy surmises. She observes Bean at the kitchen table fiddling with his laptop, jumping from one noisy video to another and judges the probable success of hitting him from across the hall with the mug she squeezes with increased annoyance. Just thump him in the back. Divert his attention from playing whatever he’s playing. As this only slightly violent thought discharges its modest current, she’s conscious of the weight and hardness of the mug. An empathy too finely tuned allows her to absorb the sensation of being hit with it and there, in the big armchair, she flinches.
“Bean, please,” Sandy says. To herself, though. Louder then, “Bean, please turn it down.”
“Yeah, turn that shit off,” Jack shouts as he descends the stairs. He holds his hands out, palms up. “Who took the towel out of the bathroom?” “We need it for Blind Man’s,” Bean declares as he brandishes the purloined hand towel and calls the group to form a circle.

People from Jack’s office are here; some college friends of Jess’s, too. No matter the increased numbers, he chooses Sandy—she knew he would as if in retribution for those angry thoughts—and soon her face from forehead to the tip of her nose is draped in a towel held in place with a binder clip that catches a hunk of her hair.
“Hey,” she says. The towel smells like sink.

She sits in the big chair while they dance around her—yes, dance; it’s not a pretty sight—until she gives a signal. She could clap, or shout “Stop.” When everyone halts Sandy will point to one of the players and that person will have to make a vocal sound that’s been determined in advance. They may have to imitate the sound of an animal named by the blind man, sing a song, speak in tongues, or impersonate Lucille Ball discovering a bat in her bedroom. Tonight, Sandy asked that those she selects cry like an eight-year-old who has been sent to their room for backtalk. She has one shot at identifying the player; if she succeeds, the two trade places. If she fails, she will continue drawing breath through what increasingly stinks of drainpipe.

The circular cavorting begins; the floor’s vibrations make their way through the chair to Sandy. It’s a pleasant sensation, like she’s in a drink being stirred. She can’t see anyone and they can’t quite see her but she is at the center of things. She tightens a bit and calls out “Stop,” and the vibration recedes. People laugh. Someone trips, it seems, into someone else and there’s more laughing. Sandy stands, slowly turns, and with a regal flourish points into the darkness. She’s pointing out there, out past the circle, to the living room. Out there.

It’s a friend of Jess’s, the woman with chipped fingernail polish who has been popping out all evening to smoke on the stoop. She begins with tiny moans, more sexual than sad, but then pushes them higher, allowing a raggedness to creep in around their edges. It’s throaty and wet and everyone is quiet. They build quickly. Soon there’s something undeniably genuine; the choking catch begins to spark some small alarm. She is wailing and heads turn away or down because there is fear that this woman’s face will be streaked with tears. And then, as if a needle jumped its groove, the sound ceases and is replaced by her panting— healthy exerciser’s panting—as if she’d done a steep stretch on the elliptical trainer. Slack faced, smiling, she covers her mouth to cough. The room temperature drops a few degrees as the flush of embarrassment ebbs.

Sandy knows that crying; she hears all of its parts and pieces. In the dark, she can see it. Jagged streaks of chalk across a blackboard crisscrossing and swirling over and over until the blackness is almost hidden behind a veil of white dust and grit. And when it stops, she knows who is crying, too—the cough is the clue. She thinks about the fingernail polish, chewed away or just neglected. You would have to disown that cry wouldn’t you? Sandy is about to say her name but doesn’t. There’s someone else here who could cry like that. There’s someone whose name she says out loud with a little glee, with a little accusation.

Photo credit: Detail of Jean-Honoré Fragonard, The Blind Man’s Bluff, oil on canvas, 1755–56, Toledo Museum of Art, from Wikicommons.

Hunt the Slipper: A Story

Albert Mobilio’s fictional stories are based on old-time games played in parlors, basements, and fields with balls, brooms, blindfolds, and cards. As winners and losers emerge from dodge ball, word games, and balloon contests so does the theme of our inner life as ceaseless competition. There is calculation, envy, humiliation, and joy, and there is always the next round when everything might change.

 

All players but Jack sit in a circle close together, with feet drawn up and knees raised so as to form a tunnel underneath the circle of bent knees. They pass a slipper from one to the other through the tunnel, trying to keep it hidden. Something about this ready-made tunnel strikes Sandy as unnerving—how easily a pocket of hiddenness can be made in plain sight. She laughs because everyone does yet stiffens in response to the newly made coolness below her bare legs, registering its kinship to caves, basements, and things unspoken.

The slipper isn’t glass or golden. Not one used for ballet or tightrope walking. An ordinary slipper. Torn seams, sole soiled from trips across the sidewalk to toss trash or the times it’s traveled all the way to the Bagel Delight on the corner. This slipper smells slightly of baby powder. Jack stands outside the circle and tries to follow the slipper’s covert passage and tag the player who has it. He doesn’t give a damn about the slipper or how he’ll be able to trade places with whoever he tags. What’s happening in his head is what he cares about: there seems to be a hockey puck sliding around the ice rink beneath the dome of his skull. Every movement—he bends down or charges forward—sends the disc caroming into the wall, the reverberation pulsing around his eyes. He can still taste the sweetish rum they were passing around, but not in his mouth—the taste rises up from his stomach. Where is that damn thing? The lights have been turned very low and he can’t even make out where people’s legs meet the floor let alone anything else. Better to follow the movements of shoulders than try to follow the slipper itself.

The bunched up thing comes Sandy’s way, the thin flannel cuff immediately familiar because the slipper is hers. She would have preferred not to use it—she might as well pass her socks around, too—but it’s her apartment and who else would have a slipper. Did Jess flinch the tiniest bit when it was in her hands? Sandy could swear she saw that. Could swear she saw a flicker of distaste. Jack darts this way and that, incorrectly tagging where he’s sure he discerned the telltale dip in Jess’ shoulder, then Frank’s friend, and that friend’s friend. He really needs to sit and let his headache have its way but just as he’s about to give up, he notices Sandy’s downcast eyes. She’s unaware, caught up in some faraway thought. He tags her, or really, because he has to lunge, he slaps her on the shoulder.

“You’ve got it,” he says. Without looking up, she offers the slipper. There’s the scent of baby powder. The inside worn smooth. He starts to put his hand inside as if it were a glove but he doesn’t. He shouldn’t. He knows that.

“Didn’t mean to hit you,” he says.

“That’s okay.” Sandy takes the slipper back. “Let’s hide something else.” ♦

(Image credit: Courtesy Metropolitan Museum of Art, the Elisha Whittelsey Collection, The Elisha Whittelsey Fund, 1959.)

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